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Dračí hrad

Dračí hrad Rulebook

Table of Contents

Table of Contents

  • Goal of the Game
  • Before the First Game
  • Start of the Game
  • Choosing a Hero
  • Money
  • Game Manager
  • Definition of Terms
  • 1st Part of the Game – In the City
  • Journey through the City
  • Getting Started and Moving in the City
  • The Meaning of Various Squares
  • List of Goods and Their Usage
    • Arms and Armour – Equipment Chips
    • Cards with Other Equipment
  • 2nd Part of Game – In the Dragon Castle
  • Rules of Movement
  • The Turning of a Card
  • Turned Cards
  • Playing Cards and their Meaning
  • Treasures
  • Enemies and Obstacles
    • Geeants
    • The Skeleton
    • The Spider
    • The Black Knight
    • Harpies
    • Rust Worm
    • Poisoned Dart
    • Dragon
    • The Royal Sceptre
  • Combat Rules
    • YES – the hero accepts the challenge
    • NO – the hero does not want to fight
    • Special situations in the course of combat
    • Fighting the Dragon
    • Exiting Combat – by using the magic cloak
    • Lives – their regaining
    • Trap – poisoned dart
  • Rules for Moving, Fighting and Dividing Treasures in Groups
  • End of the Game
  • Evaluation

Goal of the Game

Select your very own hero, walk the path to the mysterious castle, defeat monsters, discover gold and locate the missing magic sceptre. The player whose hero collects the most points along the way wins.

Before the First Game

Remove the cutout coins carefully from the cardboard and disengage the playing cards along with all the other cards and chips.

Start of the Game

Players unfold the game board and place it in the centre. The game board consists of an outer frame and an inner field, in which the rectangular playing cards are placed. The reverse of these cards features either a universal design or a dragon's head. According to this, the cards are divided into two groups:

  • Universal-design cards
  • Dragon's head cards

Players then shuffle both packets of cards and begin placing the cards in the inner field. Universal-design cards are placed one after another in rows, starting on the "starting" squares marked by arrows, until the entire inner field is filled with them, except for the last row. The last row (the farthest away from the starting squares) is then covered with the 8 dragon's head cards.

The cards must be placed face down, so that no player can see what they represent (as in some memory games).

A game board is thus created, consisting of the outer frame and the inner field, filled with 88 cards, of which the players can only see the neutral reverse side.

Recommendation: If 4 and fewer players play the game, we recommend that the manager also participates in the game as one of the heroes. If there are 5 and more players playing the game, we recommend that one of the players acts as the game manager only.

Choosing a Hero

For the game itself, each player must choose one of the six heroes – Argilos the Warrior, Arcana the Warrioress, Fist the Dwarf, Parbat the Barbarian, Neira the Amazon Woman or Arspel the Bowman (hero cards). With each card the player gets a wooden playing piece, to mark the hero's progress on the game board. It is important to note that each hero sports a different character and skills, which they can use in the upcoming adventure.

Once the player has selected a hero, he/she receives the red chips (lives). Each player gets as many chips as there are fields on the hero's card marked "Lives". One chip is then placed on each field.

Money

The game's basic currency is one gold coin. At the start of the game, each player receives 200 gold coins from the bank for their heroes.

The money is mostly used in the first phase of the game to purchase equipment for the quest. When the game is over, the remaining money is transformed into points.

Game Manager

Each game must have its game manager. The manager acts as a supervisor and a referee, and helps resolve disputes. He/she also collects money, is responsible for the bank and keeps record of the points.

In the first part of the game the manager sells equipment to the heroes and returns all earned gold coins to the bank.

In the second part of the game he/she plays for characters encountered by players in the course of the game, and keeps records of points awarded for discovered treasures.

Definition of Terms

One move means:

  • On the outer frame: the roll of a die, followed by a corresponding move with the playing piece, and performing an action (purchase, etc.).
  • In the inner field: moving the piece from one card to another, turning the card, and performing a task as specified on the card.

For example: A player starts the game by rolling two points on the die. He moves his playing piece to the "weapon maker" square and decides to buy a sword from him. He gives the gold coins for the sword to the game manager, who deposits the money in the bank. The player's move is over, and it is the next player's turn.

One round is the moment when all players have completed one move.

1st Part of the Game – In the City

The heroes have decided to take up the king's challenge – to find and return to him the stolen sceptre. The adventure has begun!

Before your hero embarks on the journey, he/she must get all the necessary equipment. Everything needed for such a quest can be purchased in the city – arms, armour, food, magic objects and other useful items (names of goods along with their descriptions are featured in the tables below).

Each player buys what he or she deem to be the most useful equipment for their selected character. When shopping, it is necessary to bear in mind the basic characteristics of the heroes (e.g. the Barbarian does not have the ability to use magic objects.) The player can buy any amount of weapons and other items – if he/she can afford them and be reasonably expected to carry them. (For example, it is hardly possible for a hero to carry 4 swords and still be capable of any sensible action.)

The city, however, also offers other attractions, such as snug taverns or oracles.

Having passed through the city, the heroes should be equipped with everything they might need for the second part of the game – the adventure in the Dragon Castle.

Journey through the City

When moving through the city, the players only walk on the outer (peripheral) frame. They move by rolling the die. Unless the rules state otherwise, the players always move forward from the start in the direction of the entrance to the secret path.

Getting Started and Moving in the City

Players place their wooden playing pieces on the starting square, representing a city lane. The oldest (most experienced) player starts the game. He/she rolls the die and moves forward by as many squares as indicated on the die. Immediately, the player performs any action the square they have reached requires them to. When the move is finished, the next player in the clockwise direction continues playing.

The Meaning of Various Squares

  • Horse – you have mounted a very fast horse that will speed up your journey. Roll the die again.
  • Weapon Maker – here you can buy weapons for your hero.
  • Armourer – the armourer sells armour and shields.
  • Merchant – you can buy food, drink and torches here.
  • Magician – the magician offers your hero various magic items and other important objects, such as "Skunks" and "Darren backs".
  • Meeting of Roads – player whose move has finished on this square gets to roll the die again. He/she can decide whether to continue forward or go back.
  • Tavern – you have entered a snug tavern for a little refreshment and will stay there for one whole round. You also have to pay 5 gold coins for your bill.
  • Oracle – you wanted to see the future and learn what to expect from your journey. The augury, however, was unclear, it cost you 3 gold coins, and you have been kept for one whole round.
  • "Darren back" symbol – this square serves no particular purpose when travelling through the city. It can, however, be used in the second part of the game by players who posses a "Darren back" and need to purchase extra supplies.

List of Goods and Their Usage

Following is a list of all the goods players can equip their heroes with for their adventure in the Dragon Castle. Instructions for the use of each item are included. (Limitations concerning the use of some objects are described on the hero cards.)

Arms and Armour – Equipment Chips

  • Sword – can be used by all the heroes. It is the basic weapon, usually held in one hand. Its attack power is 5, the price is 12 gold coins.
  • Two-Hand Sword – this weapon can only be used by some of the heroes. In combat, it is always held in both hands. Its attack power is 7, the price is 16 gold coins.
  • Two-Hand Attacking Axe – this weapon can only be used by some of the heroes. In combat, it is always held in both hands. Its attack power is 6, the price is 14 gold coins.
  • Bow – this weapon can only be used by some of the heroes. In combat, it is always held in both hands. Its attack power is 6, the price is 16 gold coins.
  • Battle Hammer – all the heroes can use the hammer. It is held in one hand, its attack power is 4, the price is 10 gold coins.
  • Shield – defence number 1, can be used by a hero in combat for defence, it is held in one hand. A hero holding a shield in combat cannot use any of the two-hand weapons or the bow. The price is 6 gold coins.
  • Leather Armour – defence number 3, armour enhances a hero's resistance during combat. The better the armour, the more difficult it is for the enemy to hurt the opponent. Armour does not restrain the hero's moves or fighting abilities. The price is 20 gold coins.
  • Chain-Mail – defence number 5, is a very good and resistant armour, the price is 100 gold coins.

Cards with Other Equipment

Players can buy these cards for their heroes from the merchant and the magician. Each of the cards described below can only be used once during the game. After it is used, the card is returned to the manager of the game and is not to be used again in that game! Each player should equip his/her hero with a reasonable amount of items to limit the risks facing the character in the course of the game. Identical cards also have the same price, which is written on the card. It is therefore necessary to be quick but at the same time careful when doing your shopping.

Goods that can be purchased from the Merchant:

  • Food and Drink (represented by one card) – price (2, 4, 6) gold coins. If a player uses this card as his/her move, one card returns the hero one lost life.
  • Torch – price (2, 4, 6) gold coins. If players and their heroes happen to walk into a dark corridor, they must take time to accommodate their eyes, and lose one round as a result. If, however, the player has a torch, he/she can use it and continue playing in the next round.

Equipment that can be purchased from the Magician:

  • Darren back – price (5, 10, 15) gold coins. This card has two uses:
    1. Situation can arise in the course of the game when a chance grouping of pictures prevents a player from any further move. In such a case the player must use the "Darren back" to carry his/her playing piece to any of the neighbouring turned cards, from which further moves are possible. If the player is not in possession of one, he/she must ask another player for help. The helping player can then bring him/her the "Darren back". This can either be done for free or for some gold coins in return. Please note, the transfer must be from hand to hand, and the helping player must consider if there is a way out of the situation for himself/herself.
    2. In the course of the game players accumulate treasures, which can in turn be exchanged for gold coins. With these the players can buy additional equipment for their adventure in the Dragon Castle. To return to the city, players must use the "Darren back" to carry them back (player positions his/her piece on the framed square with the "Darren back" symbol). The player then proceeds as when travelling through the city, until he/she reaches the inner field again. During this journey additional equipment can be purchased.
  • Skunk – price (3, 6, 9) gold coins. If your hero is confronted by an enemy he/she does not want to fight, a skunk can be used instead of a weapon when it is your turn to attack. The skunk's smell will knock your enemy out for a while, allowing you and your hero to return back to the square you came from. Mind you, the skunk will be of no use against the Dragon!
  • Antidote – price (5, 10, 15) gold coins – only the antidote can protect a player from the effects of a poisoned dart. One card offers protection against one dart.
  • Life-Giving Potion – price (5, 10, 15) gold coins – if a player chooses not to roll the die but use the magic potion instead, one card returns two lives to his/her character.

Magic objects, which can be used by all the heroes with the exception of the Barbarian:

  • Opening Spell – price (5, 10, 15) gold coins – opens all locked doors.
  • Magic Cloak – price (7, 14, 21) gold coins – enables heroes to abandon fight before they lose all the remaining lives (red chips). If, in the course of combat, the hero realizes that the enemy is too strong for him/her, he/she can use the cloak of invisibility. This is done by handing the cloak card to the game manager when it is the hero's turn to attack, and returning to the card he/she came from.

Having passed through the entire city the players enter, with their last roll of the die, one of the eight entrance squares marked by arrows – these indicate the beginning of the path to the castle. These squares can be either entered directly by rolling the die, or from the last square marked "The Secret Path". Before rolling the die, a player standing on this square can decide if he/she will add one or two points to the number of points rolled on the die. He/she must tell this to all the other players. Then he/she rolls the die, adds the specified number of points, and moves to the appropriate square with the arrow symbol.

(If a hero is not successful in purchasing all the necessary equipment in the first round, he/she can walk through the city again. In such cases players do not enter the inner field, but instead continue along the frame, using the die for their moves as before.)

2nd Part of Game – In the Dragon Castle

Welcome to the second part of the game. Now your heroes have everything they need for the adventure that lies ahead of them, and you can boldly enter the Dragon Castle with all its snares and pitfalls. You can decide whether you wish to find your own way, or if you progress along the already turned cards. Both strategies have their advantages and disadvantages at the same time.

Rules of Movement

Player standing on one of the eight arrow squares can enter the Dragon Castle (cards in the inner part of the game board). Player whose turn it is to play enters the castle by placing his/her playing piece in a straight or diagonal move on a card in front of him/her. If this card is unturned, the player turns it so that the picture faces up. Each player only has one move in each round. Players can position their playing pieces on both a turned and an unturned card.

The Turning of a Card

Having turned a card, players immediately perform any action the card's picture summons them to (e.g. do not play for one round, receive a treasure, fight an enemy, continue in the direction of the path.)

If the card motions you on to the next card, you immediately move in the specified direction and continue turning cards (or moving across cards already turned). This means that if a player chances upon a favourable combination of cards representing a path sending him/her on, he/she can reach the middle of the Dragon Castle in a single move – thereby approaching the quest's final destination.

Turned Cards

Cards that have already been turned in the course of the game remain turned until the end of the game. Their meaning remains in force for all the players who enter them. Cards with following symbols represent the only exception to this rule:

  • Treasure Symbol – player who turns the picture of a treasure keeps the treasure. Such card then becomes a neutral card. All the other players reaching this card do not receive any treasure and in the next move they can go to any neighbouring card in any direction they choose.
  • Enemy or Obstacle Symbol – player who turns the picture of an enemy observes the rules for combat. If he/she defeats the enemy, the card remains turned and becomes a neutral card from which players move in all directions. If the player exits the combat without defeating the enemy, after he/she leaves, the card is turned again with the reverse side up. If this card is turned again, it is "active" again, as though it had been turned for the first time.

Playing Cards and their Meaning

  • Sand Road – from this card players move immediately to a next card in any direction they choose.
  • Crossroads – from this card players move immediately crosswise to a next card in one of the specified directions.
  • Diagonal Road – from this card players move immediately diagonally to a next card in one of the specified directions.

(If a player turns a road card on the edge of the game board and his/her subsequent move could get him/her positioned outside the game board, he/she must choose one of the remaining possible directions, even at the cost of suffering disadvantage as a result. A player is not allowed to leave the inner part of the game board by any means other than the "Darren back".)

  • Rock – if a player encounters this card, he/she must return to the square he/she came from. In the next move the player continues in another direction open to him/her.
  • Locked Door – player in possession of the magic key can use it to open the door. He/she hands the key to the manager of the game and can continue in any direction he/she chooses. Without the key, the player stays on the card for the remainder of the round, and in the next move returns to the card he/she originally came from.
  • Dark Corridor – the player must wait one round. However, if he/she is in possession of a torch and uses it, he/she can continue in the next move in any direction he/she chooses. The torch is given to the game manager.
  • Thick Fog – baffles all those who chance upon this card. The hero gets lost in the fog, and it takes him/her two rounds to find the way out again. After that the player can continue in any direction he/she likes.

Treasures

Treasures are represented in the form of symbols. Each symbol has its own value. Some of the treasures can be divided fairly, others cannot. (It is not possible, for example, to divide a single ring between two players. In such cases players must find some sort of an agreement.)

Treasure Value: 10 gold coins, 15 gold coins, 20 gold coins, 35 gold coins.

Gold coins are given to players in exchange for treasures by the game manager either in the form of coins or they are recorded as points on a piece of paper.

Enemies and Obstacles

If a player turns any of these cards, combat rules apply from hereon. Actions on behalf of enemies or obstacles are carried out by the manager of the game. Most enemies are in possession of some small treasure. If you defeat the enemy, you claim his treasure. The game's manager will then pay you the adequate sum as with treasures.

Geeants

  • Attack number: 14
  • Defence number: 10
  • Number of lives: 12
  • Treasures: 20 gold coins

Geeants are small giants who live in underground dens. They are brutish, stupid and treacherous creatures. Their favourite weapon is the bludgeon. Their tactics – brute force.

The Skeleton

  • Attack number: 15
  • Defence number: 9
  • Number of lives: 12
  • Treasures: 10 gold coins

Reanimated skeletons count among the undead. They are driven by an evil spell, which gives them life. Their only aim is to kill and they will fight fiercely until the end. The weapon they most often use is a crooked sabre. Wounds administered by them heal very slowly.

The Spider

  • Attack number: 13
  • Defence number: 9
  • Number of lives: 25
  • Treasures: 0

Spiders live in dark, wet places. The body of an adult spider reaches one meter on average and is covered in hard black hair. Because spiders can walk on walls and ceilings, they can attack from behind and use the moment of surprise. In combat they always attack first and try to bite their enemy. Luckily, their poison is not too potent.

The Black Knight

  • Attack number: 15
  • Defence number: 12
  • Number of lives: 20
  • Treasures: 30 gold coins

The Black Knight is from the nation of the wild folks. He prefers solitude and you will find him everywhere where evil reigns. He is only interested in gold, money and treasures. Whenever he senses someone has anything of value, he wants it for himself at whatever cost, even if he should kill for it. He is always armed with a long sword and a shield.

Harpies

  • Attack number: 2x15
  • Defence number: 9
  • Number of lives: 12
  • Treasures: 25 gold coins

Harpies are half birds of prey and half wild women. They live in small flocks at deserted places, guarding the treasures they have snatched.

A harpy is a ruthless killer and when fighting uses her two strong talons. This enables her to attack twice during a single charge, but this attack can only be directed at one enemy.

Rust Worm

  • Attack number: 15
  • Defence number: 0
  • Number of lives: 28
  • Treasures: 0

Rust worm looks like a centipede, has long antennae and is about fifty centimetres long. It feeds on rust and as such is attracted to anything metallic, even at large distances. If its attack is successful, it turns one of its opponent's iron items into rust. It can be a sword, the iron spikes of arrows or even metallic armour.

Poisoned Dart

  • Attack number: 15
  • Defence number: 0
  • Number of lives: 0
  • Treasures: 0

If you are not careful, you can walk into a trap. As soon as the mechanism is released, a poisoned dart shoots at you. Because it is a trap, you can use neither weapons, nor your shield to defend yourself. You can, however, add the defence number of your armour to your defence number. If the dart pierces your armour, you lose one life. Then the poison takes effect and unless you are carrying an antidote, it will take one life away from you in each round.

Dragon

  • Attack number: claws 2x16, teeth 18
  • Defence number: 14
  • Number of lives: 30
  • Treasures: 250 gold coins

A dragon can attack up to three times during a single attack, twice with its claws and once using its teeth. It can therefore fight up to three attackers at the same time. You can never surprise a dragon, it always gets to attack first. Dragons are ancient creatures that have once inhabited this territory. Highly intelligent, they also very much like to hoard anything of value. Because dragons live very long, each one has about him a great treasure. If you want to take it, however, you must be prepared for a tough fight.

The Royal Sceptre

Once the royal sceptre is discovered, the game is over. The discoverer of the sceptre is awarded 50 points.

Combat Rules

If a player turns a card with an enemy or a poisoned dart, the following rules apply:

First the player decides whether he/she wants to fight and tells the other players before any action is taken.

YES – the hero accepts the challenge

First the player decides what weapon the hero is to use. This weapon must then be used throughout the entire combat. Another weapon can be selected in the next fight. The selected weapon also implies what the hero can use to defend himself/herself. Then the hero and the enemy roll the die for initiative, i.e. to decide who will launch the first attack (the enemy is being played for by the game manager). Whoever rolls the higher number is the attacker and starts the fight. The combatant with the lower number is the defender.

The combat itself consists of two phases, an attacking roll and a defensive roll.

  1. The attacker begins the attack. The strength of the attack is expressed by a number, which is the sum of the hero's or enemy's attack number, the might of the weapon used and points rolled on the die.

(Example 1: Arcana is the attacker. She chooses the bow, which has 6 as its attack number, to this number she adds her attack number 11, and gets another 4 points from rolling the die. Her total attack number is therefore 21. Example 2: The Black Knights launches the attack. His attack number is 15 and the game manager rolls 3 on the die, making his total attack number 18.)

  1. Now the defender establishes the strength of his/her defences under attack. The strength of the defence is a sum of the character's defence number, the effectiveness of his/her armour and/or shield, and the points rolled on the die.

(Example: Fist defends himself. His defence number is 13, he is wearing leather armour with defence number 3, and has rolled 2 points on the die. His total defence number is therefore 18.)

Example of Combat: Arcana faces the Black Knight. She has won the initiative and commences the attack. Her total attack number is 21. The Black Knight's defence number is 12 and he has rolled another 4 points on the die. His total defence number is therefore 16. The difference between attack and defence is 5. The Black Knight loses 5 lives.

Now the procedure reverses. The attacker turns into a defender, while the defender becomes an attacker, and the die is rolled again to establish the total attack and defence numbers. Thus the duel continues, until the hero defeats the enemy or she herself exits the fight.

The Black Knight attacks. He rolls 5 on the die and his attack number is 15, making his total attack number 20. Arcana's defence number is 11, she has got a chain mail with a defence number of 5. Because she has already chosen the bow as her weapon, she cannot use a shield, and she has rolled 4 on the die. Her total defence number is therefore 20. Because the total attack number of the Black Knight is also 20, Arcana has not lost a single life in the attack.

NO – the hero does not want to fight

A player who does not wish to fight tells the manager of the game that he/she wishes to use a skunk. A hero who is not in possession of a skunk must accept the fight. (Please note, that the skunk is no use against the Dragon!). Even in such case, however, the die must be rolled for initiative. If the hero wins it, instead of attacking he/she can now use the skunk (hand the card over to the manager of the game). The smell of a skunk is enough to knock the enemy out for a while, making him/her unable to fight. This offers the player enough time to return the hero back to the previous card. The card with the enemy is turned with the picture facing down again.

If initiative is won by the enemy, he/she attacks the hero. The attacked hero rolls the die in defence, and any loss of lives is recorded. Only then is the hero allowed to use a skunk and end the fight.

Special situations in the course of combat

Players can make the fight more difficult by rolling the die for initiative after every attack and defence roll.

Equal Points in Initiative Roll – the combat takes place simultaneously, i.e. both opponents attack and defend themselves at the same time. This mean, that even if a player kills the opponent in the first attack, the opponent can still finish his/her attack. Only then is the combat over.

Fighting the Dragon

The Dragon is a very dangerous opponent. As has already been said, it cannot be taken by surprise and always launches the first attack. If Neria or Arspel, armed with a bow, encounter a dragon, the combat is subject to the same rules as apply for equal points in the initiative roll.

The Dragon can attack up to three times during a single charge. The manager of the game decides how many attacks the dragon launches in one go and whether it uses its claws or its teeth. (To make matters simpler, the manager of the game can only roll the die once when the Dragon attacks. Points scored are then used for the attack with each of the claws and the teeth as well. However, the game's manager can also roll the die for each attack separately, i.e. first for one claw, then for the second claw, etc. The same applies for defence rolls performed by the hero in defence.)

Similar system also applies for fighting with the Harpies.

Exiting Combat – by using the magic cloak

If a player realises in the course of combat that the enemy is too strong for him/her, he/she can, having completed his/her defence move, use the invisibility cloak instead of launching another attack. This must again be announced to all the other players and the relevant card must be handed over, enabling the player to quit the fight and return unnoticed to the previous card. The card with the undefeated enemy is turned face down again. Now the hero has an opportunity to regain his/her lost lives.

Lives – their regaining

As soon as the number of red chips – lives – is down to the field's marked red on the hero's card, he/she can no longer fight. The only action still open to him/her is to use the magic cloak and retreat from the duel. Lost lives can be regained by consuming food or the life-giving potion, by giving the card with the relevant symbol to the game manager. This action counts as one move.

Trap – poisoned dart

The trap releases every time a player enters the card. The dart pierces the armour if the hero's defence number is smaller than the attack number of the dart. In the next move the hero is free to continue from the card in any direction he/she chooses.

Rules for Moving, Fighting and Dividing Treasures in Groups

Players moving in groups stand a better chance of success. This is done by two or more players meeting on one card and proceeding together from there on as they agree. If they acquire a treasure, they divide it among themselves, if they encounter an obstacle (locked door), one opening spell is enough to open the door. Facing an enemy, they fight together and attack simultaneously (their opponent's defence number stands against both their attacks combined). The enemy, however, can only attack one of them. The manager of the game decides who the attacked party is going to be.

End of the Game

The game is over when one of the players finds the stolen royal sceptre, for which he/she is awarded points.

Evaluation

When the sceptre is discovered, the game is over. Now players count the points for treasures they have discovered or acquired from their enemies. To these they add their remaining "gold coins" (one gold coin equals one point).

The player with the highest total number of points wins the game. If, in the course of the game, all the players have been defeated and nobody succeeds in finding the sceptre, the group has failed to accomplish its mission and there is no winner.

Players are free to amend and add to these rules according to their own experience with the game. Any amendments, however, must always be clearly defined at the start of each new game, making sure all the players approve of them. The "manager of the game" always has the final word when rules are concerned.

We hope you enjoy the game.