0% found this document useful (0 votes)
89 views4 pages

Another Boardgame Player Aid By: Design That Works

Uploaded by

solzor
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
89 views4 pages

Another Boardgame Player Aid By: Design That Works

Uploaded by

solzor
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 4

Another boardgame player aid by

Download a huge range of popular boardgame rules


summaries, reference sheets and player aids at
www.headlesshollow.com

Universal Head Design That Works


www.universalhead.com
These sheets are intended only for the personal use of existing owners of the
game for additional reference. Universal Head makes no claim whatsoever to
the rights of the publisher and copyright holder, and does not benefit financially
from these player aids. Artwork from the original game is copyrighted by the
publisher and used without permission. This PDF may not be re-posted online,
sold or used in any way except for personal use.

Game: DRAKON
Pub: ©2006
Fantasy Flight Games v1
Apr 2009
Page 1: Rules summary (front)
Page 2: Figure reference (back)

For best results, print on card,


laminate and trim to size.
Setup If Drakon ends a turn on the same
chamber as a player’s hero, that hero is
Place the Start chamber in the center moved to the Start chamber and discards
of the table. Shuffle the remaining one coin randomly.
chambers, deal 4 facedown to each
player, and place the rest facedown to If the hero moves into a chamber with
form the draw pile. Drakon in it, that hero must immediately
(before any chamber actions) move to
Each player chooses a hero and places it the Start chamber and discard one coin
on the Start chamber. Place the coins in a randomly.
facedown pile to form the Dragon Hoard.
All heroes are affected if there are several
heroes in the chamber. There is no effect
PLAYER TURN if the hero is moved through a chamber
Randomly choose a starting player who with Drakon in it, or vice versa.
takes his turn. Play then goes clockwise. Drakon is not considered a hero and does
On your turn, you must take one of the not trigger chamber effects.
following actions:
Winning the Game
1. Place a chamber
Place a chamber from your hand adjacent The first player to collect enough coins
to another chamber already in play, then for a total value of 10 gold immediately
draw the top chamber from the draw pile wins the game.
and add it to your hand. Coins are kept facedown and their values
You may not place a chamber so the secret from other players.
arrows face each other.
Optional rules & variants
If there are no chambers left in the draw
pile, play continues without the draw. Heroes!
If you have no chambers in your hand,
Players choose their heroes randomly, and
you may only move your hero. If you
each has a special action you can use
cannot, your turn is skipped.
once per game, on your turn, immediately
if none of the players have chambers or before or after your normal action. Discard
can move their heroes, the game ends and the hero token when you use your ability.
the player with the most gold wins.
Escape from Drakon’s Lair!
2. Move your hero In order to win, a hero must be the first to
You may only move your hero in the collect at least 8 gold, then move onto an
direction of an arrow on the hero’s current Escape or Teleport chamber.
chamber.
Team Play
When you move onto a chamber, its Each 2 players are on the same team
special action is enacted. Actions are not trying to collect a total of 20 gold
performed again unless your hero legally together.
reenters the chamber on a later turn.
In a 4 player game, each player sits
The Start Chamber across from his teammate. The order of
play is 1 (Team A), 2 (Team B), 3 (Team
The Start chamber may not be destroyed A), 4 (Team B).
with the Destroy a Chamber chamber
In a 6 player game, each player sits 3
or removed from play with the Magical
seats to the left of his teammate. The order
Shift chamber. It may be rotated with the
of play is 1 (Team A), 2 (Team B), 3 (Team
Rotate a Chamber chamber.
C), 4 (Team A), 5 (Team B), 6 (Team C).

The Drakon Figure Coins are put in a team’s common pool


and both players may look at the values.
The first time a player places a Drakon
Moves chamber, that player must also Fixed Gold
place the Drakon figure on any chamber The first player to collect 5 coins,
free of heroes. regardless of value, wins the game.
Destroy a MAp Chamber
Chamber Take a random chamber
Choose an unoccupied from an opponent’s hand
chamber (not the Start and place it in your own
chamber) and discard hand.
facedown to the bottom
of the draw pile.
Master Key
Drakon Moves The next time that your
Move Drakon up to 3 hero is moved, your hero
chambers, ignoring all may leave through any of
actions and arrows. the 4 doors, even moving
against the arrows of
The first time this is
adjacent chambers.
played, place Drakon on
any unoccupied chamber. Mind Control
Move an opponent’s hero
Escape one legal move. Then the
When you place this opponent must follow
chamber, you may the instructions of the
immediately move your chamber on which his
hero onto it. hero is now standing.

Rotate a Chamber
Find a Coin Rotate a chamber in
Take a random coin any direction as long as
from the Dragon’s it lines up legally (no
Hoard. arrows are pointing at
each other).

Floating Room Steal a Coin


You may move this (clockwise)
chamber to any empty Take a random coin
space adjacent to from the player seated
another chamber already on your left.
in play (legally).

Lose a Coin Steal a Coin


(counter-
Randomly discard one
clockwise)
of your coins into the
Dragon’s Hoard. Take a random coin
from the player seated
on your right.
Magic Harp
If an adjacent chamber Strong Wind
has an arrow pointing to On the next turn that
this chamber, then when your hero is moved,
heroes in the adjacent your hero must move 2
chamber are moved, they chambers all at once.
must be moved onto the Ignore the action on the
Magic Harp chamber. chamber passed through.

Magical Shift Teleport


Choose an unoccupied On the next turn that
chamber in play and your hero is moved, your
swap it with one from hero may move to any
your hand (legally). chamber in play.
Hero Special Abilities

Amazon
Move one additional chamber along a legal path.
Follow the instructions on both chambers.

Barbarian
When you are on the same chamber as an
opponent’s hero, you may move the opponent’s
hero one legal move.
The other player must follow the instructions for
the chamber into which he was moved.
Then take a random chamber from the opponent
you moved and add the chamber to your own hand.

Dwarf
You immediately discard any number of chambers
from your hand, then draw an equal number of new
chambers from the draw pile.
If you have fewer than 4 chambers, you may
continue to draw new chambers until you have 4
in your hand.

Knight
If an opponent tries to take a coin from you, or
you are about to lose a coin because of a chamber
action, you may (before you randomly choose
which coin is lost) prevent the coin from being lost.
This is the only special action which is not
necessarily taken during your turn.

Thief
Take a random coin from one opponent whose hero
is in the same chamber (but only if that player has
at least 1 coin).
Or, instead of stealing from an opponent, swap
1 coin of your choosing from your hand with a
random coin from the Dragon’s Hoard.

Wizard
Move out of a chamber through any of the 4
doorways on a chamber, even moving against the
arrows of adjacent chambers.
You do not get an extra move, but are simply
allowed to break the ‘legal movement’ rule once.

You might also like