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The Dragon & Flagon

The Dragon & Flagon Rulebook

Table of Contents

Table of Contents

  • Components
  • Assembly
  • General Flow of Play
  • Setup
  • Steps in a Turn
    • Plan Actions
    • Perform Actions
    • Move Time Marker
  • Characters on the Board
  • Action Cards
    • Action Card Effect Icons
  • Canceling Actions
  • Movement Actions
  • Interacting with Objects
    • Tables
    • Rugs
    • Chairs, Mugs, and Barrels
  • Dragon Flagon and Dragon Actions
  • Game End and Victory
  • Card Almanac
    • Common Action Cards
    • Special & Dragon Actions
      • Barbarian: Thras
      • Buccaneer: Two-Eyed Jack
      • Cleric: Tuuli
      • Druid: Margalo
      • Monk: Teo
      • Paladin: Sir Goodheart
      • Rogue: Nari
      • Swashbuckler: Montero
      • Wizard: Asma
  • Pirate Brawl
  • Team Play
  • Late Night Variant
  • The Plate of Cookies
  • Credits

Components

  • 1 Gameboard
  • 9 Character Standees
  • 22 Status Tokens
  • 9 Chairs
  • 3 Small Tables
  • 2 Large Tables
  • 162 Character Cards
  • 1 Plate of Cookies
  • 1 Time Token
  • 4 Game End Tokens
  • 4 Rugs
  • 12 Mugs
  • 1 Dragon Flagon Standee
  • 9 Character Tokens
  • Reputation Tokens: 52 one point, 10 five point, 8 ten point
  • 9 Character Mats
  • 4 Barrels
  • 6 Treasure Chests (Used in Pirate Brawl)
  • 16 Plastic Stands

Assembly

Table Assembly: Fold legs down then insert crossmember into each leg.

Character, Dragon Flagon & Treasure Chest Standees: Insert standee directly into base.

General Flow of Play

In The Dragon & Flagon, you'll plan actions for your characters with Action Cards. Actions let you move around the board, do different things, and, most importantly, take Reputation from other characters. Each Action Card will cost a certain amount of Time, which you'll mark off by advancing the appropriate Character Token clockwise on the Time Track.

At the start of each round, the characters on the current Time Space will be active. If there is more than one character on the current Time Space, then they'll go in a random order. Once all the active characters have performed their actions and moved their Character Token on the Time Track, you'll move the Time Marker to the next Time Space with Character Tokens, and the round ends.

The last few spaces on the Time Track have face-down Game End tokens. One of these will end the game when turned over. The player with the most Reputation wins!

Setup

If there are 2-4 players, each controls 2 characters. If there are 5-8 players, each controls 1 character. Players may select characters randomly, or however they decide.

Each player takes the following materials for their chosen character(s):

  • Character Mat
  • Standee
  • Character Token
  • 18 Card Deck
  • Status Tokens (Different for each character. They are shown on the Character Mat)
  • 20 Reputation (1x10, 1x5, 5x1)
  1. Place the Reputation and Status tokens on the matching spots on the Character Mat. Each character has a single Dragon Card. Remove this from the deck and tuck it under the Character Mat so it can be retrieved when needed.
  2. Materials for any characters not selected are returned to the box.
  3. Place the board with the Tavern side up. Set up the rugs, tables, chairs, mugs, and barrels as desired on the board. For your first game, you can use the setup shown in the diagram.
  4. Place the Dragon Flagon in the center of the board (the red-outlined square).
  5. Shuffle the four Game End tokens face down. If you are playing the normal game, place the tokens in spaces 21-24 on the Time Track. If you would like to play the Extended game, place them in spaces 27-30.
  6. Place the Time Marker in space #1 on the Time Track.
  7. Take all the Character Tokens, turn them face down and shuffle them. Draw them one at a time. When a character's token is drawn, the controlling player selects an unoccupied yellow square to place the character standee in. Characters are placed facing towards the center of the room, with their back to the wall.
  8. After all characters are placed, put all their Character Tokens face up on the '1' space of the Time Track.

You are ready to begin!

Steps in a Turn

  • Plan Actions
  • Perform Actions
  • Move Time Marker

Each turn, characters with their token in the same Time space as the Time Marker are the Active characters for that turn. They will each perform their left-most Action Card, in a random order. As they take their action, their Character Token is moved clockwise a number of spaces on the Time Track equal to the Action's Time Cost.

After all characters have taken their action and there are no more Character Tokens in the current Time Space, the marker advances to the next space. When the Game End Token with the Town Guards is turned over, the game ends, and the player with the most Reputation wins!

Plan Actions

Each Character Mat has three slots, numbered I, II, and III. When a character is Active, it will perform the Action in the I slot, and the other cards will slide one slot to the left.

During the Plan Actions step, all Active characters place cards on their mat into slots I and II if they are empty. Existing cards remain there. Note that cards are ONLY placed into slot III as a result of being Dazed (described later).

You may place any cards that are in your character deck. All cards in the deck are available. Just look through the deck and find the card(s) you want. If you control multiple characters, each character can only use their own cards.

These cards are added simultaneously to all Active characters, and are placed face down.

Once all Active characters have placed cards, proceed to the Perform Actions step.

Players may always look at the face down Action Cards for characters they control.

EXAMPLE: On the first turn, all characters will have no actions planned, and all will be Active. So they will need to place two actions.

Perform Actions

Take all the Character Tokens in the current Time space, turn them face down, and mix them. Then draw them one at a time randomly. When a character's token is drawn, the controlling player immediately performs the following steps for that character:

  1. If the character has Status Markers in the current time space (Boast, for example), the status instantly ends and the marker is returned to the Character Mat. Return the matching Action Card to the character deck.
  2. Turn over the Action Card in the I slot on their Character Mat.
  3. Resolve the Action, change your facing if desired, then return the Action Card to that character's deck (Exception: Dragon cards or cards with a Duration). Slide cards in the II or III slot to the left.
  4. Move the Character Token ahead a number of spaces equal to the Time Cost of the Action. If there are other Character Tokens in the space, place yours on top of the stack (this only matters for breaking ties at the end of the game).

EXAMPLE: A. The Time Marker has just moved into the '5' space. So this turn Asma and Tuuli will be Active. Nari will not do anything this turn. Tuuli already has two Actions placed, so she does not need to place any additional cards. Asma only has one, so she needs to add one more, which she places in Slot II. B. The Character Tokens for Asma and Tuuli are turned over and mixed up. Asma's token is drawn, so she will perform her action. She reveals a THROW action, and throws a Mug, which unfortunately does not hit anyone. THROW has Time Cost of 2, so her Character Token is placed two spaces ahead, in the '7' space. The THROW card is returned to her deck and the card in Slot II is moved to Slot I. C. Now Tuuli's token is turned over, and she takes her Action. She did a PICK UP/DROP action, and picks up a chair. This only has a Time Cost of 1, so her Character Token is placed in the '6' space. The PICK UP card is returned to her deck and her Slot II card is moved to Slot I. D. All the Active characters have taken their turn, so the Time Marker is moved up to the '6' space. Now Nari and Tuuli will be Active for the turn. Asma will not be Active again until the Time Marker enters the '7' space.

Move Time Marker

When no more Character Tokens are in the same space as the Time Marker, the turn ends.

If one of the GAME END tokens is in the time space, turn it over to see if the game continues or not. If the game continues, move the Time Marker to the next space on the Time Track, and go back to the Place Actions step.

Characters on the Board

Character Standees are always in one of the squares on the board, facing one of the four sides of the square.

AFTER DOING ANY ACTION YOU MAY FREELY CHANGE THE WAY THAT YOU FACE. This is true for any action, not just movement actions. You still get this free facing change even if the action is Cancelled or does nothing (for example, if you do a Slash but there are no valid targets).

Front and Rear Squares: Some actions reference characters being in the Front or Rear squares of another character.

Directly Behind: Some actions reference characters being Directly Behind another character. This means that the character is in the square facing the Back of the other Character Standee.

Two Characters in a Square: There can only be one character in each square. If there are ever two characters in the same square, treat it as a Knockback, and follow that procedure.

Action Cards

Each character has a deck of 18 Action Cards. There are 13 Common Action Cards that every character has, 4 gold Special cards, and 1 red Dragon card. The Special and Dragon cards are unique to each character.

Each card has common features: Name, Time Cost, Affected Squares/Weapon Attack, Description, Must be standing (Purple Header), Duration, Effect, Requirement.

Name: The name of the action. If the name has a purple background it cannot be performed if the character is prone.

Time Cost: The amount of time the move takes to perform. After performing the action the Character Token is moved forward this number of spaces on the Time Track.

Some actions (like Move) list more than one possible Time Cost. The actual amount is based on what the player decides to do when the action is performed. For example, if you stay in the same square with a Move card, it has a Time Cost of one. If you move to a different square the Time Cost is two.

Requirements: Some actions have requirements that the character must meet to perform an action. These requirements are noted on the card in RED. For example, to do a Throw action you must be holding a mug or chair.

Affected Squares: The details of the Action. Many cards show a diagram indicating which squares can be affected. The location of the character is always indicated by the red triangle, facing in the direction the triangle is pointing.

Green squares show where the character can move to. Yellow squares mean that only one character is affected by the action, and Orange means that multiple characters are affected. This is also in the text on the card. If multiple characters are affected the active player decides the order.

EXAMPLE: Sir Goodheart does a Slash action. Any characters located in one of the three squares indicated on the card are affected and have to give him two Reputation. Here, Nari is hit and gives Sir Goodheart two Reputation.

Weapon Icon: Some cards show a Weapon icon in the target spaces. This means the card is a Weapon Attack. Certain actions (like Riposte) depend on whether actions by other players are Weapon Attacks or not.

Many cards give players choices of what to do. For example, Move lets you move to six different squares, or stay in the same square. You don't have to decide what you want to do when you first place the card down. You can decide the moment you actually perform the Action.

Duration: Some Actions, like Boast, begin effects that last for a certain Duration. These moves have a Clock icon in the upper left corner, with a number in it. When these Actions are performed, place the matching token on the time track a number of spaces equal to the Duration, and leave the Action Card FACE UP as a reminder. (EXCEPTION: There is no token for Riposte. See Riposte later for details).

When the Time Marker moves into the space containing the Status Token the effect will expire. However if the character is active that time step, it does not expire until that character's Character Token is turned up. As soon as the token is drawn (before the character performs the Action), the effect stops and the token is returned from the Time Track back to the Character Mat, and the Action Card is returned to the deck (EXCEPTION: Dragon cards are placed back under the Character Mat). Note that this means you will not be able to plan the action again until the Duration expires.

If the character is not Active that time step, the effect lasts until after all Active characters have taken their turn.

EXAMPLE: Nari is standing on a table and reveals the BOAST action. BOAST has a duration of 6, and the Time Marker is in the 12 space, so she places her Boast Marker on the 18 space. She also leaves the Boast card face up next to the Character Mat as a reminder that Boast is Active. Now let's fast forward to Time Step 18. Nari is Active that Time Step, along with Montero. Montero's Character Token is drawn first, so Boast remains Active. After he takes his Action, Nari's Character Token is drawn. Boast immediately stops, and the card and token are taken back by Nari.

Action Card Effect Icons

Reputation: Cards with this icon let you steal Reputation from the other characters, which is what you need to win the game. If successful, the target player gives you Reputation equal to the amount shown on the star. If they don't have enough to give you, they give you all they have. You can freely make change with Reputation to transfer the correct amount.

Allied Characters: If you cause Reputation to be lost by a character that is friendly to you (if playing a team-based mission, or if you are controlling multiple characters), the target character loses the Reputation, but the character performing the action does not gain the Reputation. Remove it from play instead.

Daze: If a character suffers a Daze result, the controlling player must immediately place a number of Action Cards equal to the Daze number. These are selected by the player from the character deck as normal. However a character never needs to plot beyond slot III. If a Daze result would result in more cards being placed, simply ignore the excess.

EXAMPLE: Montero is hit in the head with a Mug and suffers 1 Daze. He has one card planned, so another one is immediately added to slot II. Before he gets to take another Action, our hapless Montero is kicked in the head by Two-Eyed Jack as he swings from the rafters. That's two more Dazes, but since Montero already has two cards planned he only adds one more, to slot III.

Fall: Some Actions cause Fall as an effect. If this occurs, lay the standee down with the top pointing in the current facing. This is referred to as being Prone. When the character's next Action is revealed, if it has a Purple Header it is automatically Canceled (see Canceling Actions). Whether the Action is canceled or not, the character immediately stands back up.

Knockback: Some Actions cause Knockback as an effect. Knockback moves a character one square directly away from the source of the effect. This may move a character diagonally, if the source is located diagonally from the character.

If a character is Knocked Back into another character, that character also suffers Knockback, although they do not have to lose any Reputation. A chain of Knockbacks can happen in this way.

If the character is Knocked Back into a wall, instead move the character left or right along the wall instead (even if the source entered diagonally). The player controlling the character decides which way to move.

If the character is Knocked Back into a location with a table, they will end up on top of the table, and they fall down. Similarly, if they are moved off of a table, they also fall down. This applies whether they were the initial target of the Knockback or got caught in a chain reaction.

Canceling Actions

If an Action comes up and you do not meet the conditions to do it, the Action is Canceled. This includes both being Prone if the Action has a Purple Header, and not meeting special Action requirements printed in red.

When an Action is Canceled the character may still change facing. The Character Token is only moved up 1 Time Space, not the Time Cost of the original Action.

EXAMPLE: You have a Swing action planned, but just before your Action came up, you were hit with a chair and fell down. When you reveal the Swing card you cannot perform it, as it has a Purple Header and you are Prone. You move your Character Token one square on the Time Track, stand up, and may change the direction you are facing if you choose.

If you meet the requirements for an Action, you MUST perform it, even if it is not to your advantage.

Movement Actions

There are several cards that move the character to a new space, shown by a Green square.

  • When you move you must trace a path of squares from where you are to the destination. This path must be a series of squares connected horizontally or vertically, not diagonally.
  • You may not enter a square that contains another character (EXCEPTION: Swing and Arr!).
  • Objects (Mugs, Chairs, Barrels, Flagon, and the Rugs) do not affect movement.

EXAMPLE: Sir Goodheart reveals a MOVE action. He can move to any of the highlighted squares. He can't move into the same square as Nari.

If Asma and Nari were in these squares, Sir Goodheart would be limited to moving to the highlighted squares. He can't get to squares marked X because they're blocked by Nari and Asma.

Interacting with Objects

Tables

If a character moves into a square with a table they are placed on top of the table. Some Actions, like Swing or Boast, require the character to be on a table.

Nothing may ever be under a table. Cards that may result in this (like Push Table) have explanations of how to deal with this situation in their special rules.

Rugs

Rugs do not affect movement in any way. They indicate the squares that are affected by the Yank Rug action.

Chairs, Mugs, and Barrels

There may be any number of chairs, mugs, and barrels in a square. Objects do not block movement into their squares.

Chairs and mugs are picked up by playing the Pick Up/Drop Action. Using the Throw action, chairs can be thrown up to three squares, and mugs can be thrown any distance. Barrels may not be picked up or thrown. A thrown chair or mug is removed from the game.

Dragon Flagon and Dragon Actions

At the beginning of the game, the Dragon Flagon is placed in the center of the board.

Any character may pick it up by playing the Pick Up/Drop action, and either being in the same square as the Flagon or facing it.

If a character picks up the Flagon, place it on the Character Mat as normal and add the character's Dragon Card to their deck. They may play it at any future point, just like a normal card.

If the character suffers any Reputation loss, Falls, or is Dazed, they drop the Dragon Flagon. It returns to the center square on the board, where it started, and it can be picked up again.

Other than noted, above, the Flagon is treated exactly like a Mug. Any action that uses a Mug can use the Flagon instead, and is resolved the same way. It can be voluntarily dropped with the PICK UP/DROP action.

If the character loses the Flagon due to an Action, return it back to the center square. The Flagon can never be removed from the game for any reason.

After a Dragon action is executed, it is NOT returned to the character's deck. Instead place it back under the Character Mat. It may be added to the deck again if the character again picks up the Flagon. If you drop the Flagon you don't put the Dragon card back under the Character Mat immediately. You only put the card back under the Mat after the Action is performed.

EXAMPLE: Thras is facing the Flagon, and does a Pick Up/Drop action. She takes the Flagon, and must drop the mug that she was holding. She immediately takes the Battle Frenzy card and adds it to the Thras deck. On her next Action she moves a few squares away, and is Slashed by Asma. She drops the Flagon, and it teleports back to the center square. She still has not placed Battle Frenzy in an Action slot, but does not lose it, and can play it at some future point. Once the Duration of Battle Frenzy expires the card will be placed back under her mat, and Thras will have to pick up the Flagon again to regain that card.

Game End and Victory

After all Active characters have taken their Action, if there is a GAME END token in the Time Space, turn it over. If it shows the Town Guard icon, the game immediately ends.

Each player adds the total Reputation for all the characters they control. The highest total wins. If there is a tie, then whichever Character Token of the tied players is in a LOWER numbered Time space wins. If there is still a tie, whichever tied character has their token closest to the bottom of the stack of characters.

EXAMPLE: All the players have taken their turn on Time Step 22. The Game End token is turned over, and it shows the Town Guard symbol, so the fight has been broken up and the game is over!

These are the Reputation totals: Sir Goodheart: 25, Nari: 25, Tuuli: 18, Asma: 12.

Sir Goodheart and Nari are tied for the most. Since Sir Goodheart is on a lower numbered space (23 vs 24 for Nari), he takes the victory! If Sir Goodheart had 18 and Tuuli had 25, Tuuli would win the game over Nari, since Tuuli is closer to the bottom of the Character Token stack on space 24.

Card Almanac

This section contains explanations of each of the Action cards. Most of the actions should be self-explanatory from the cards, but details and odd situations are covered here.

Note that the general rules apply to all Actions, unless specified otherwise.

Common Action Cards

Boast: When you Boast, you are showing off to the other characters and boasting of your prowess. You must be standing on a table in order to Boast, so everyone can see you. While Boast is in effect, any time you gain Reputation gain two more, and any time you lose Reputation you lose one more.

EXAMPLE: Asma is standing on a table and Boasts. For her next Action she hits Montero with an Arcane Bolt. Instead of the normal 3 Reputation she gains 5. Unfortunately a few actions later, she moves off the table and is hit with a barrel pushed by Sir Goodheart. Normally Sir Goodheart would get 7 Reputation from Asma, but instead he gains 8.

Charge: Charge is a weapon attack that affects a character two squares directly in front of you. The square in front of you must be empty, and on the same level as your character (i.e. if you are on the floor you must not be facing a table. If on a table, you can only charge into another table square). If it is, you first move into that square, and then perform the attack.

In this position, Sir Goodheart will successfully Charge Nari, and will end one square forward. If Teo plays Charge, he will move forward one square, but no character will be affected.

If there is another character or a space on a different elevation directly ahead of you the Action is Cancelled. If there is no character in the second square to be attacked, but you are eligible to make the move, you still do the move, and there is no attack.

Asma can successfully Charge Montero, since the move is from table square to table square. Sir Goodheart's Charge would be Cancelled since Nari is in the next square. If Thras plays Charge it would also be Cancelled since the square in front is a table and she is on the floor.

Dash: Dash allows you to move up to four squares directly forward. However you cannot change elevation (i.e. move on or off a table) during this move.

Margalo reveals a DASH action. She can move to any of the green highlighted squares since she is staying on a table. Tuuli also does Dash, but can only move up to the table since she started on the floor.

Move: MOVE can be used to move into any of the highlighted squares. If you remain in the same square, the action takes 1 Time Point. Otherwise it takes 2.

Pick Up/Drop: You may pick up an object that is in the same square as you. You may pick up Chairs, Mugs, and the Flagon. You may only carry one object at a time, so if you are carrying something you must drop it to pick up something new. If you drop something it is placed in the same location as the character (EXCEPTION: The Flagon is always returned to the center of the board after being dropped). Barrels may not be picked up.

Push Barrel: You must be in the same square as a barrel or directly facing one. The barrel moves as far as it can in a straight line. It stops when it hits a character or a wall. It does not stop moving when it moves into a table square, whether it enters via the short or long side of the table. It destroys any chairs in squares it enters, and keeps moving.

If there is a table against a wall, the barrel will stop just before that table, in the first empty space with no table. Pushed barrels will not hit a character that is on a table, and do not affect characters that start the Action in the same square as the barrel.

Pushed barrels are not removed from the game. They remain in the square they stop.

Sir Goodheart pushes the barrel. It moves under the table, and hits Nari, who is Knocked Back.

If Nari were on the table, the barrel would move until it hits a wall or another character.

If Sir Goodheart pushes the barrel, Nari is not affected, since she is in the same square as the barrel.

Push Table: You must be standing and directly facing a table to do this action. The table is pushed one square directly away from you. Any characters standing on or hit by the table are affected. Characters on the table travel with the table.

If the table is pushed into another table, that table is also pushed, and characters on or behind it are also affected. This chain reaction can continue to other tables. However if tables cannot be pushed because they would be pushed into a wall the action is Canceled and no tables are pushed.

If a table is pushed into a square with an object (except for a Rug) it pushes them back. If they would get pushed into a wall or another table, they are eliminated. (EXCEPTION: The Flagon can never be eliminated. Just place it on top of the table in the same square).

Any objects or characters on a pushed table move with the table. Characters on the floor who are hit by a pushed table also suffer Knockback. The character pushing the table stays in the square they began in. They do not move with the Table.

Sir Goodheart pushes the table. Asma and Nari are affected. Tuuli is not. Asma travels with the table. Nari suffers Knock Back.

Riposte: Riposte lets you defend against a weapon attack, and counterattack. It is handled differently than other actions.

When you perform the Action, choose whether it lasts for 1, 2, or 3 Time Steps, and move your Character Token that number of spaces forward. Note that there is no Status Token for Riposte, since it always ends the next time your character is Active. Leave the Riposte card up as a reminder that you are performing the Action.

If you are the subject of what would normally be a successful Weapon attack, and the character attacking you is in one of the highlighted squares on the Riposte card, the attack fails instead. In addition, you gain 7 Reputation from the would-be attacker, and they are Dazed for two actions.

When you take your next Action Riposte expires. It is possible for Riposte to stop multiple attacks before it expires.

EXAMPLE: Montero plays Riposte at Time Step 12. Thras is standing next to him, and takes her next activation on Time Step 14. Montero is concerned that Thras may be planning a Berserk attack, and he wants to block that. He could decide to make the Riposte last for two Time Steps, which would put his marker in Time Step 14 with Thras. But then, if his Character Token is drawn before Thras's, Riposte will expire before Thras goes, so it will not help. So to be safe, Montero decides to have the action last for three Time Steps, and puts his Character Token on Time Step 15. He leaves the Riposte card in front of him as a reminder. On Time Step 14, Thras reveals that she is, indeed, doing Berserk. The other characters next to Thras have to give her Reputation, but Montero successfully Ripostes. Instead, Thras gives Reputation to him, and is Dazed.

Swing: In order to Swing from the rafters you must be standing on a table. If you are on the floor you cannot Swing.

A swinging character is moved 3, 4, or 5 squares, at their option. You may end in the same square as another character. If you do, that character suffers Knockback.

Any characters that are passed over, including the final square, are kicked, and suffer the effects shown. This is the only common card that allows you to move through the same space as another character and keep going.

Sir Goodheart is standing on a table and plays a SWING card. He decides to move forward five spaces so he kicks both Nari and Teo. He lands in the same square as Teo, so Teo is pushed back an additional square away from the direction Sir Goodheart entered. After the Swing, Sir Goodheart decides to turn back to face Nari.

Slash: Slash is a weapon attack. All characters in the highlighted squares are affected.

Throw: Mugs and Chairs can be thrown. You must be holding one of these items in order to perform this Action.

You throw the object either straight forward or diagonally forward, as shown on the card. Chairs can hit something up to three squares away. Mugs can be thrown any distance.

If there is a target that you can hit, you must hit it, even if that is a friendly character or someone that you do not wish to hit.

If there are multiple characters along the direction you are throwing, you must hit the first one the object reaches.

After an object is thrown it is removed from the game. If there are no targets you throw the mug or chair at nothing, and still must remove the object from the game.

Thras is holding a mug and plays the THROW card. She may hit Nari or Montero, as they are both along a forward diagonal or straight path. Sir Goodheart and Asma may not be hit. If Thras was holding a chair, only Nari could be targeted, as Montero is four squares away, and chairs can only be thrown three squares.

Yank Rug: To yank a rug you must be directly facing it and not be in a square of that rug. Any characters that are on the rug, or on a table that has at least one square over the rug is affected.

The rug does not actually move on the board. Picture it as a sharp tug on the rug that doesn't actually change its position.

The two rugs are separate. Yanking one rug does not affect the other.

Asma yanks the rug. Thras is on the rug and is affected. Nari is also affected since she is standing on a table that is partially on the rug. Sir Goodheart cannot yank the rug from his position as he is facing the wrong way. If he plays the YANK card it will be Cancelled.

Special & Dragon Actions

This section contains any additional information required for Character Special or Dragon cards. As with regular Actions, the normal rules apply unless otherwise noted here.

Barbarian: Thras

Berserk: Normal weapon attack.

Flip Table: With a mighty heave, Thras flips a table over along with everything on it.

Thras flips the table. Both Nari and Sir Goodheart are affected. Nari travels with the table and ends up in the square past Sir Goodheart. The table is removed.

In this situation, Nari lands in the same square as Sir Goodheart, so in addition to suffering the affects of Flip Table, Sir Goodheart is Knocked Back and moves one square backwards.

Tables can also be flipped the short way. If Thras is located here, only Sir Goodheart is affected, and he ends in the square shown.

Shove: Push a Standing character back one square. If they are standing on the floor in front of a table, they slide across the table and end on the floor on the other side. If another character is on the table, stop the slide and resolve as normal when two characters are in the same square.

Thras gains 2 Reputation for each square the target moves.

Warcry: Effects all characters in highlighted squares.

Battle Frenzy: While this effect is active, at the end of every Action Thras takes (not every Time Step), she gains 2 Reputation from each character in one of the highlighted squares. Battle Frenzy continues until the Duration ends, or until Thras suffers a Daze result, whichever comes first.

This effect starts beginning with the play of the Battle Frenzy card itself.

Buccaneer: Two-Eyed Jack

Arrr!: Arrr! is performed just like swing, but may also be conducted diagonally forward (like Throw). Unlike normal movement, Arrr! allows true diagonal movement, not just horizontal or vertical. If moving diagonally, only characters along the diagonal are affected.

Chug: Must be holding a mug or Flagon to perform. For the duration of the effect, whenever you lose Reputation you lose one fewer. In addition, you must have three cards placed instead of two during Plan Actions.

Hand Cannon: The Hand Cannon can either be LOADED or UNLOADED. It starts the game LOADED (Place the token on the Loaded side on the Character Mat). When you perform the Hand Cannon action, whether a character is affected or not, flip the token over to the UNLOADED side. The next time you do Hand Cannon, do not fire it. Instead, flip the token back to the Loaded side. Then the next time you perform Hand Cannon it may affect other characters.

Lure of the Sea: Move a character within three squares one square closer to you. Distance is not counted diagonally, and the target may not be moved diagonally. If the character is moved into the same square as another character, resolve as Knockback.

Cannon Barrage: Two-Eyed Jack calls in a Cannon Barrage from his nearby ship. Don't worry about the roof. Place the Cannon Barrage marker on any square on the board. Just before Two-Eyed Jack takes his next Action, resolve the effect. Any characters in the target area give Reputation to Two-Eyed Jack. If Two-Eyed Jack is in one of the barrage squares, he is affected and must discard four Reputation.

Cleric: Tuuli

Arise: If any characters are Prone, you gain Reputation from them, and they get to stand up. NOTE: If a Friendly character is affected, they still get to stand up, but there is no Reputation effect. Reputation is not discarded, as is normal when taking it from a Friendly character.

Divine Inspiration: For the duration of the effect, Tuuli always goes first when Active. Do not shuffle her token in with the others. Just leave it face up and have her go first.

Smackdown of Justice: Normal weapon attack.

Vision: When this Action comes up you may replace it with any Action from your character deck. The Action is performed as normal, but the Time Cost is increased by one. You may also voluntarily CANCEL this Action, in which case it takes one Time Point.

Tithe: All characters in the highlighted squares are affected. Tuuli first gives 2 Reputation to each character with less than 12, and then gains 5 Reputation from each character with more than 20. NOTE: Friendly characters are affected by this card the same as enemy characters, but the Reputation transferred is not removed from the game.

Druid: Margalo

Bite: If this Action succeeds, move the target's Character Token two spaces forward on the Time Track.

If the character is in the current time space but has NOT performed their Action yet, they do not perform their Action at this time and are moved forward two spaces.

EXAMPLE: Nari and Margalo are active this Time Step. Both plan an extra Action. Margalo's Character Token is drawn first, and she performs Bite against Nari. Nari loses 4 Reputation and moves her Time Marker forward two spaces and does not perform her Action this time step.

Living Wood: Margalo creates a mystical connection with the wooden tables in the tavern, affecting all who dare to tread on their surface. Margalo must be in the same square as a table or facing one to be able to perform this action. All other characters on tables are affected. Margalo is NOT affected if she is on a table.

Mark Prey: Give the Mark Prey Token to a character. Margalo gains an extra two Reputation the next time she gains it from that character. Then take back the Mark Prey Token. If Mark Prey is played when the token is already on a character, move it to a different character.

Wildstyle: Normal weapon attack, except Margalo takes an immediate Daze result.

Eyes of Gaia: Take back all cards from your Action slots into Margalo's deck. Until this effect expires, you only need to have one Action planned during the Plan Action step instead of two. So when the Time Marker reaches the same space as your token, plan an Action as normal, and it will be performed that step when your Time Marker is selected.

Ignore all Daze and Fall effects for the duration of this effect.

You may not play the same Action Card two times in a row. Keep the last one played face up as a reminder.

After Eyes of Gaia expires you will have no planned Actions. The next time Margalo becomes Active you will have to play cards into your Action slots until you have two cards face down as normal.

Monk: Teo

Leap: Move to any of the indicated squares. The square moved to may not contain another character. But you may ignore characters and objects in all intervening squares.

Monkey Throw: Just like Throw, except may throw in any of the 8 directions.

Sixth Sense: For the duration of this effect Teo may change facing either BEFORE or AFTER performing an Action, but not both. Normally you can only change facing after an action.

Touch of Death: If Teo is directly behind the target, gain 7 Reputation. If the target is in the square shown, but facing a different way, gain only 2 Reputation.

Dragon Kick: Move in a straight line in any direction until you reach another character. End in the location of the affected character.

If there is no character in a straight line, move as far as you would like in the direction of your choice (including not moving at all).

Paladin: Sir Goodheart

Divine Hurl: Similar to Throw, except also does Knockback.

Earthbond: While this is in effect, ignore all Fall or Knock Back effects. If a table is pushed into you, it does not move, but you still suffer the effects (except for Knockback).

Radiance: Your armor blazes brightly, affecting all nearby who see it. Only affects characters if YOU are in THEIR front squares (i.e. they are facing you), and they are in one of the indicated squares.

Shield Bash: Smash a player with your giant shield. Not a Weapon Attack.

God Smack: Call on the power of your deity to show someone the error of their ways. The target is knocked back four times, pushing other characters along the way. A target that is in one of the diagonal squares will be knocked back diagonally. You gain Reputation from the target as well as other characters that get knocked back as result of any chain reaction.

Rogue: Nari

Backstab: If the target is facing in one of the directions shown, Nari is considered behind them, and gains 5 Reputation. If the target is in one of the highlighted squares but facing a different way, Nari gains 1 Reputation instead.

Daggerang: This Action is like Throw, except that you are throwing a dagger, so you don't need to be holding a mug or chair. If there is no valid target, the card (along with the dagger) returns to your hand. If it hits a target, the card is removed from the game, as the dagger stays, well, stuck in it's target.

Shadow Step: If another character is located in one of the yellow A/B/C squares, you move to the matching green lettered square if it does not contain a character. You may change facing as normal after taking this Action.

Snatch: If a character is holding an item and is located in a highlighted square, Nari takes it. If it's the Flagon, immediately gain your Dragon Action (Shadow Dash).

Shadow Dash: While Shadow Dash is in effect, any time you play Shadow Step you may instead move directly behind any character on the board. You ignore all intervening squares, and the final square you move to must not contain another character. After taking this movement you may change facing as normal.

Nari plays Shadowstep, allowing her to move to the square behind Sir Goodheart. She can choose any facing, as normal, and decides to turn to face Sir Goodheart's back.

Swashbuckler: Montero

Flunge: Flunge (an actual word - derived from "Flying Lunge") is a combination of Charge and Slash. You must move into the square ahead of you using the same restrictions of Charge, with one exception. Unlike Charge, you MAY move from a table to the floor during this move. You may not move up from the floor to a table.

Sword Dance: This weapon attack is the same as Slash, except that after a successful attack you may move to a square adjacent (horizontally or vertically) to your current location that does not contain another character.

Wave Hat: A great way to Daze your opponents and pick up a bit of Reputation. Plus you get to show off your amazing hat.

Witty Retort: Affect the character of your choice within a highlighted square. The designers recommend the controlling character toss out an actual bon mot.

Blade Waltz: This Action is a series of alternating attacks and moves. If the attack is successful, you may move to one of the Green squares shown, and change facing. You must move using the normal move rules.

Then you may repeat the attack if possible, and move again. Keep repeating this attack/move sequence until you are no longer facing a character to attack that you have not attacked before. Note that you cannot attack the same character twice with this card.

If another character is Riposting during Blade Waltz, Montero must give them Reputation as normal, but may still continue moving/attacking.

Montero plays Blade Waltz. He is facing Thras, and so does the first attack. He then moves to (1), and attacks Sir Goodheart. From there he moves onto the table (2) and attacks Nari. Finally he moves off the table facing Thras (3), but can't attack since the same character cannot be hit twice. Asma is unaffected.

Wizard: Asma

Arc Lightning: Affects one character in one of the 8 squares shown. Then, it affects another character, of Asma's choice, that is in one of the 8 squares relative to the character affected. Repeat this process until no more targets are available. No character may be affected more than once. Asma may not choose herself as a target.

Arc Lightning must continue affecting characters as long as targets are available. But Asma does not need to select them in an order that will maximize the number of targets.

Asma gains 3 Reputation from the first target hit, and 1 Reputation from subsequent targets. NOTE: The 1-Reputation gain cannot be increased for any reason (Boast, for example). The 3-Reputation gain can be increased as normal.

Arcane Bolt: Similar to Throw, but does not require holding a mug or chair.

Familiar: Place the Familiar Token on any empty square on the board, facing in a chosen direction. While it is on the board, the other Asma Special Actions (Arc Lightning, Arcane Bolt, and Ice Cone) may originate from this square instead, as if Asma was there.

The Familiar Token is removed if a character or object moves into the same square as the familiar. You may deliberately throw a mug or chair at the familiar, and it will be removed. A character may freely continue to move after entering the square with the familiar.

If you play the Familiar action again, you may move the Familiar Token to a new square and/or new facing, whether it is on the board or on your Character Mat.

Ice Cone: Affects one character in a highlighted square. In addition to the Reputation gain, Asma moves the Character Token of the Target character one space forward on the Time Track. If the character is in the current Time Space but has NOT performed their Action yet, they do not perform their Action at this time and are moved forward one space.

Arcano-Convergence: While in effect, all your Special Actions (Arc Lightning, Arcane Bolt, Ice Cone, and Familiar) only have a Time Cost of 1. This effect expires at the end of the Duration, or if Asma is Dazed or Falls.

Pirate Brawl

Two pirate ships have met on the high seas, and the reputation for the best crew is on the line!

This bonus expansion to Dragon & Flagon uses the back side of the board. To locate the rules, solve the pirate's riddle!

Dare ye to find the hidden pirate's gold? For the map in your hands you surely do hold Placed it is on the home of the spider In the lair of a host of Board Games Insider Read closely or you'll end in frustration As the first in line is your destination Then end with the acrobat, as she flies through the air Excavate quickly and you'll find your rules there.

If you get stumped, the answer to the riddle is at the bottom of the Credits section below.

Team Play

After players become more experienced, they may want to play as two teams against each other. The team game is more strategic and less chaotic.

For 4-8 Players.

Players should divide up into two teams in whatever fashion they choose.

While the number of players on each side may be uneven, the number of characters should not. For example, in a five player game, one team will have two players, and one will have three. On the two player team each will have two characters, for a total of four. On the three player team, one player will control two characters, and each of the other two will control one, so there will also be four characters.

Setup: Lay out the furniture and rugs as desired. Select one team at random. That team chooses which character they want to place and a starting location.

Teams then alternate placing characters in available locations.

REMEMBER: If you can perform an action, you must, even if it affects a teammate. Also, if you take Reputation away from a teammate it goes out of the game.

Teammates may talk to each other, but not in such a way that the other team cannot hear what they are saying. Also, teammates may NOT show each other the cards they are placing in their Action Slots.

Victory: Add the total Reputation for each team.

The highest total wins the game.

Tiebreaker is conducted the same as in the normal game. The team with the single character that breaks ties wins the game.

Late Night Variant

For late night and convention fun, add this rule:

Players are NOT allowed to look at their face down Action Cards once they are placed.

The Plate of Cookies

The plate of cookies is provided as an alternative to the Dragon Flagon Token, for those who prefer baked treats to adult beverages. The designers used a plate of cookies from a doll house for much of the playtesting, and couldn't bear to leave it out of the finished product.

If used, the Plate of Cookies uses the same rules as the Dragon Flagon.

For more chaos, use both the Flagon and the Cookies. Both start in the center square, and if either is picked up you gain your Dragon Action.

Credits

Game Design: Sydney, Brian and Geoff Engelstein

Development and Project Manager: Stephen M. Buonocore

Art and Graphic Design: Bill Bricker (www.kavoc.com)

Rules Editing: Gil Hova, T.R. Knight and Eric Teo

The designers would like to acknowledge Thomas O'Neil and S. Craig Taylor. Their 1980 game Swashbuckler provided the spark that launched the design of The Dragon & Flagon.

Download the Pirate Brawl rules at http://www.strongholdgames.com/dfpirate.pdf

Have you tried to figure out the Pirate Riddle yet? If not, it's in the Pirate Brawl section above. If you're stumped, here's the solution: the rules are hosted at http://www.strongholdgames.com/dfpirate.pdf.

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