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DRAGONREALM
Welcome to Dragonrealm, a thrilling card game filled with adventure and mystery. In this game, the ultimate goal is to collect as much treasure as you can. However, there’s a catch – you have to be quick, because the mischievous goblins are also after the treasure! You’ll need to be stealthy as you navigate through the Witch’s Cabin, the Ogre’s Treehouse, and even the formidable Dragon’s Lair. But beware, danger lurks around every corner!
GETTING STARTED
Let’s begin by setting up the game. Place the two-sided Adventurer’s Academy/Alley Location card in the center of the playing area, with the Adventure side facing up. Next, take the remaining Location cards and separate them into four piles, keeping each pile facedown. Make sure to thoroughly shuffle each pile before continuing. Now, it’s time to create the Location deck by placing the cards in an alternating pattern based on their colors.
When it’s time to set up the game, you’ll need to arrange the cards in a specific way. Start by putting the green card at the bottom of the deck. Then, place the purple card on top, followed by the orange card. After that, put the blue card on top of the orange card. In total, there should be seven cards in the deck.
Now, let’s focus on the Adventurer’s location. Take the first three cards from the deck and place them face-up in a line above the Adventurer’s location. This way, everyone will know what those locations are.
Before we start playing, each player needs to have a turn summary card. Make sure everyone has one. Then, take the remaining cards and separate them into two decks: purple and red. Shuffle the purple deck, which we’ll call the Enchantment deck. Give each player three cards from this deck.
Here’s where things get interesting. Each player must choose either two Level 1 enhancement cards or one Level 2 enhancement card. Look through the cards you received and decide which ones you want to keep. Put those cards face-down in front of you and discard the rest.
When playing the game, you and your friends will each pick one color and collect all eight Adventurers of that color. Beside your Adventurer’s location card, you will place the six Goblin meeples. Make sure to have piles of Treasure coins sorted by value that everyone can reach. Lastly, put the dice in the middle of the group.
Shuffle the purple deck and give five cards to each player. The remaining cards can be placed face down to create the draw pile, with two cards turned face up next to it. Now you’re ready to start playing!
LET’S BEGIN
I’ll start the game since I’ve traveled the farthest from home, and then we’ll go clockwise. On your turn, you have two choices: Rest or Explore.
Rest
When you decide to take a break, you can let everyone know and then pick two Adventurer cards from either the deck that’s facing down or the one that’s facing up. If you choose the face up deck, make sure to replace the card you take with a new one from the face down deck. This will keep two cards available for everyone. Just remember, you can only hold up to nine cards in your hand.
Discover
When you decide to explore a location, you have three actions to choose from. First, you need to play at least one, but no more than six, cards. Then, you tell everyone which location you’re exploring and what action you’re going to use. If you choose the sneak action, you can use cards that are in numerical order, regardless of color. For the search action, you need cards with the same number. And if you want to use the storm action, you’ll need cards of the same color.
When I play a card, I can take and use one die. I roll the dice and add up the numbers. Then, I compare that total to the number on the location card I’m exploring. If my total is equal to or greater than the number on the card, I succeed! But if my total is less than that number, I fail.
When I succeed, I can place one of my adventurer meeples on an available space at the location. If the explore type has a gold ring around it, I can place two meeples instead. I discard all the used cards and draw a new one.
If I can’t find anything on my exploration, I’ll have to take back all the cards I used and put one adventurer on the Adventurer’s location. On the other hand, if I fail, I have the option to send one adventurer to the Adventurer’s Academy. This could actually help me later on, because if I remove an adventurer from the Academy, I get a bonus of +1 on my next roll.
Using Enhancements
When I use Enhancements, they give me special actions that I can use during the game. The good news is that Enhancement cards don’t count towards my maximum of 9 cards in my hand, so I can have as many as I want. And the best part? I can even use multiple enhancements in one turn! But here’s the catch – if I have a one-time enhancement that I want to use, I have to let the group know before I roll the dice. Keep an eye on the instructions on each enhancement card to understand how they work.
Scoring a Location
Imagine a place where adventurers and goblins come together, an epic clash of strength and wits. When there are as many adventurers and goblins as there are spaces on the card, this location becomes complete. It’s a thrilling moment, ripe with anticipation.
Now, here comes the exciting part! The player with the most adventurers at the location takes home a bounty of Treasure coins, as indicated on the left side of the shield. They are the true champion of this encounter. But don’t fret if you’re not first. The player with the second highest number of adventurers still walks away with a reward – a number of Treasure cards equal to the value on the right side of the card. Even those who don’t emerge victorious can still claim a single coin as a reminder of their valiant effort.
Hey there! Did you know that goblins are actually counted as players in these scenarios? Pretty cool, right? But here’s the catch – any treasure they win is lost to the real players. Sneaky little buggers. To keep things interesting, we have to keep our coins facing down during the game so that nobody knows how much treasure we’ve got. Gotta keep ’em guessing!
Oh, and speaking of winning, the player who conquers a location also gets to collect the Location card and place it facing down in front of them. It’s like a tiny victory trophy. So satisfying.
Once a location is completed, it’s time to mix things up and replace it with another location card. And here’s the best part – all of those adventurer meeples and goblins get returned to their starting positions. Fresh start for everyone!
But wait, there’s more!
Now, brace yourself for some extra excitement. When a Goblin card is drawn or revealed, it means there’s a new location card waiting for us. And to make things even more interesting, a Goblin meeple gets added to that location’s open space. Watch out for those little troublemakers!
When you draw or reveal a Rockslide card, you have to immediately discard it. After that, all players pass two cards to the person on their left, or one card to the person on their right. Then, draw a new card to replace the one you used.
THE GAME ENDS
The game will end right away when the Dragon location is completed. At that point, you need to add up the Dragonstones you have from the different locations, the Adventurer’s Academy, and any enhancements you have. If you have the most Dragonstones, you will earn five Treasure coins. The player with the most coins is the winner of the game!