Legends of Draxia
Legends of Draxia Rulebook
Table of Contents
Table of Contents
Quick Start Guide
Setup
- Place all Buildings in separate piles face up.
- Place all Monster, Spell, and Resources in separate piles face down.
- Each Player draws three Character cards, chooses one, reshuffles the Character pile, and passes it to the next Player.
- Each Player draws 3 Resource cards.
- Character selection, Resource cards, and Spells in hand are kept hidden from other Players.
Play
Phase 1 - Upkeep
- Refresh Buildings
- Draw 2 Resource cards
Phase 2 - Action
Purchasing and casting spells is a "free" Action which can be done any time during the Action phase. Spells cost 2 Gold.
Choose one of the following Actions:
- Construct one Building by paying its build cost.
- Draw one Monster and collect its loot if you kill it.
- Pass and end your turn.
Bows and Swords deal 1 damage, unless otherwise stated on the Monster card. You may discard any 2 Resource cards to substitute for any other Resource.
Game End Conditions
The game ends when all Cathedrals have been built OR all Monsters drawn. Every other Player takes 1 more turn.
Winning
Count up all the Victory Points in your hand: Buildings, Monsters, Mana Pools, and your Character bonus conditions. The Player with the most Victory Points WINS!
Detailed Gameplay Explanation
Card types: Character, Resource, Spell, Building, Monster.
Setup
- All Building cards are shown face-up, each Building in a separate pile.
- Monster, Spell, and Resource decks are face down, in separate piles.
- In turn, each Player draws 3 Character cards and selects 1. The rejected cards are reshuffled into the Character deck, and the deck is passed to the next Player.
- Each Player draws 3 Resource cards.
Play
Each turn has 2 phases:
- Phase 1: Upkeep
- Phase 2: Action
Phase 1: Upkeep
- When a Building is used, it is turned to the side to indicate it is exhausted. At the beginning of each turn all Buildings are refreshed, and turned up.
- Draw 2 Resource cards
- Player draws 3 Resource cards at setup, but only 2 Resource cards each turn.
- For each 2 Cathedrals built, the Player draws an additional Resource card each turn.
- Reshuffle the Resource discard pile immediately when all Resources have been drawn.
- If there are no Resource cards in the deck, Player does NOT get to draw Resources.
Phase 2: Action
- Spell cards and loot from killing a Monster may allow for additional play during a single turn.
- You may pass and not take an Action.
Spells
Purchasing and casting spells is a "free" action, which can be done any time during the Action phase.
- Spells cost 2 Gold.
- 1 Gold can be created by discarding any 2 Resource cards.
- 1 Gold can be produced by a Shop or Alchemy Vault owned.
- Spells are single-use: after use, the Spell is discarded.
- Spell cards can be used immediately or held for later.
- The Mana Pool card is held in hand until end of game when the Victory Points are counted.
- Reshuffle the Spell discard pile immediately when all Spells have been drawn.
Construct a Building
Player may construct 1 Building by discarding the listed Resource cards and/or use resources created by Buildings owned.
- Buildings are displayed face-up in front of the Player.
- All Buildings come into play exhausted, meaning it does not produce a resource the turn it is built.
- Each Building produces a single resource each turn. When the Building resource is used it is turned to the side to indicate it is exhausted. At the beginning of each turn all Buildings have their resources refreshed.
- Player may discard any 2 Resource cards to substitute for any other Resource card. Example - Player wants to build a Farm, which costs 1 Stone and 1 Food. Player has 1 Stone, 1 Sword and 1 Gold. The player may use the 1 Sword and 1 Gold cards to substitute for the Food resource.
- Buildings only provide the stated resource and cannot be substituted for any other resource. For example, 2 Farms cannot substitute for 1 Gold.
- Resources do not accumulate from the Building. For example 1 Farm will produce 1 Food every turn. If you do not need the 1 Food during your turn, the Farm will not have 2 Food your next turn.
Fight a Monster
Player may draw 1 Monster card. To kill the Monster, discard Sword and Bow Resource cards, and/or use Building resources to deal the hit points shown on the Monster card.
- Discard Monsters that are not killed. These are never reshuffled back into the deck.
- Keep the slain Monster card for the Victory Points and collect the loot, if desired.
- If you kill a Monster the loot is optional.
- Swords and Bows deal 1 damage unless otherwise noted on the Monster card.
- Any 2 Resource cards can substitute for a Bow or Sword.
- Buildings only provide the stated resource and cannot be substituted for any other resource. For example, 2 Farms cannot substitute for 1 Bow. Only Shops and Blacksmiths can create Swords; only Shops and Bowyers can create Bows.
- If the loot is to fight another monster and you do not have the resources to defeat another monster, you are allowed to "attempt" to kill it to deplete the Monster deck quicker.
Game End Conditions
The game ends when all Cathedrals have been built OR all Monsters drawn. The Player who draws the last monster or constructs the last Cathedral triggers the end of the game. This is the Player's last turn. Every other Player takes one more turn. Once all players have played their final hand, count up your Victory Points!
Winning
Count up all of the Victory Points in your hand: Buildings, Monsters, Mana Pools, and your Character bonus conditions. The Player with the most Victory Points WINS!
Spell Explanations
Spells may be cast at any point during a Player's Action. Once a Spell has been cast it must be discarded into the Spell discard pile.
- Haste - The Haste spell can be cast during the Action phase of a player's turn. The Haste spell does NOT refresh Building resources; it only allows a second action to be taken: the player can construct another Building or fight another Monster. The Action does not have to be a repeat of the previous Action.
- Wish - The Wish spell can become any 2 resources (stone, food, bow, or sword) or 1 Gold. The resources do NOT have to be the same. Example, you can wish for 1 Food and 1 Stone, and build a Farm. Wish is the only spell that can be split between 2 Actions. Example - if a player has 2 Food, a Wish and a Haste, the Player could Wish for 2 Stone. With their first action, use 1 Food and 1 (Wished) Stone to build a Blacksmith, then play the Haste spell, and use the 2nd Food and 2nd (Wished) Stone to build a Farm.
- Fireball - The Fireball spell does 3 damage to any Monster. A Fireball can only be thrown at 1 monster; the damage cannot be split between Monsters.
- Fabricate - The Fabricate spell reduces the construction cost by any 3 resources. 2 Fabricate spells could be used to construct a Cathedral which normally costs 3 Food and 3 Stone. Fabricate cannot be split between 2 Buildings.
- Mana Pools - The Mana Pool card is held in hand until end of game when the Victory Points are counted. The more Mana Pools in your hand the better! While one Mana Pool is worth only 1 Victory Point, 6 Mana Pools would give you 36 Victory Points! Mana Pools do NOT count towards the Wizard's bonus which is +2 Victory Points for every uncast Spell. Although the Mana Pool is in the Spell deck, it is not a Spell.
Characters
All bonuses are based on the holding Player's own actions and cards.
- Assassin (Syron Kristeva) +3 Victory Points for every Humanoid Monster killed. Humanoid Monsters have a red background and say "Humanoid" on the card: Goblin, Orc, Ogre.
- Barbarian (Iron Bear the Insatiable) +1 Victory Point for every Monster killed.
- Bard (Carlos the Untunable) +10 Victory Points if one of each Building is constructed. This bonus stacks: +20 Victory Points if two of each Building are constructed, etc.
- Cleric (Aisling Omdahl) +2 Victory Points for every Cathedral built.
- Druid (Bearskin the Untamable) Start with 15 Victory Points. Minus 1 Victory Point for every Building constructed. The bonus does not go below zero.
- Fighter (Thales Pridemoore) +2 Victory Points for every Bowyer and Blacksmith constructed.
- Marksmen (Synn the Sureshot) +7 Victory Points for every 5 Monsters killed. This bonus stacks: 10 Monsters are worth 14 Victory Points, etc.
- Paladin (Bastion Hulvus) +3 Victory Points for every Undead Monster killed. Undead Monsters have a green background and say "Undead" on the card: Skeleton, Zombie, Wraith.
- Ranger (Jorala the Fortunate) +3 Victory Points for every Beast Monster killed. Beast Monsters have a tan background and say "Beast" on the card: Dire Bat, Bear, Dragon.
- Sorcerer (Draconis Tiamat) +3 Victory Points for every Mana Pool held.
- Thief (Sneaky Shmee) +2 Victory Points for every 3 Resource cards held at the end of the game.
Alternate Gameplay
Team Play
- Designed for two vs two (4 players/2 teams), three vs. three (6 players/2 teams), or two vs two vs two (6 players/3 teams).
- Allied players do not take consecutive turns.
- Players can assist by casting Fireball, Wish, or Haste during a team member's turn. Team members cannot assist with Buildings or Resources.
- The team with the most collective points wins.
Tournament Play
- Divide players into equal-sized tables (4-5 players per game is ideal). Remove the Druid card if there are 6 players.
- Determine the number of rounds/brackets to be played.
- Round-robin: Randomly assign Players to each round. To score, add placement in each round together (example: 1st place round one, 4th place round two, 3rd place round 3 = 8). Low score wins.
- Elimination: Players who come in 1st advance to the next bracket until a single winner is selected. For a longer tournament additional places (2nd, 3rd, etc.) can be included in additional brackets.