Princes of the Dragon Throne
Princes of the Dragon Throne Rulebook
Table of Contents
Table of Contents
Objective
The player with the most Prestige when all of the Dragon Clan Houses have been filled with Dragon Lords, claims the Dragon Throne to become the new King of the Land of Lo'en.
Components
- 95 Resources (tokens)
- 35 Influence Shields
- 35 Gold Bags
- 25 Sheep
- 80 Supporter pawns
- 20 each in Red, Green, Blue & Yellow
- 72 King's Guards (pawns)
- 72 Prospects (cards)
- 36 Citizens, 36 Dragons
- 60 Dragon Lords (pawns)
- 15 each in Red, Green, Blue & Yellow
- 80 Guild Markers
- 20 each in Red, Green, Blue & Yellow
- 40 Starters (cards)
- 4 Decks of 10 Cards each
- 36 Guild Favors (cards)
- 6 for each Guild
- 4 Dragon Princes (pawns)
- 1 each in Red, Green, Blue & Yellow
- 4 Player Reference Sheets
- 6 Clan House Bonus Tiles
- 2 Prospect Deck Title Cards
- Citizen Deck card
Components Overview
Dragon Prince Pawns
The players are Dragon Princes and each has a Dragon Prince pawn that works in the Clan Houses to choose unique Clan House Bonuses.
Dragon Lord Pawns
Dragon Lords are the pawns you earn when you take control of a Guild. Dragon Lords are used to control the Clan Houses.
Supporter Pawns
Supporters are the player-color pawns you place in the Guilds to show the strength of your support in that area.
King's Guard Pawns
Kings Guards are the black pawns representing the current King's influence of the Guilds in each of the Provinces.
Types of Cards
Starter Cards
- Citizen Starter
- A: Kingdom icon
- B: Guild icon
- C: Resources earned
- Dragon Starter
- A: Dragon icon
- B: Feeding icon
- C: Resources earned
Prospect Cards
- Citizen Cards
- A: Kingdom icon
- B: Guild icon
- C: Resources earned
- D: Influence Cost
- E: Prestige, if any, scored when you recruit the card
- Dragon Cards
- A: Dragon Clan icon
- B: Feeding icon
- C: Resources earned
- D: Gold Cost
- E: Prestige, if any, scored when you recruit the card
Guild Favor Cards
- Shepherd Favor - Take 4 Sheep from the stocks.
- Merchant Favor - Take 3 Influence or 3 Gold or 3 Sheep from the stocks.
- Soldier Favor - Move two King's Guard pawns on the board to new locations on the board OR remove two King's Guard pawns from the board and add them to your supply. You may not do one of each. Both pawns do not have to come from, or go to, the same Guild.
- Cleric Favor - Move any two Supporter pawns (yours or another player's) to new locations on the board.
- Royal Favor - Move any Dragon Lord on the board to an available space in any Clan House of your choice.
- Sorcerer Favor - Roll the Sorcery Dice then add one of your Supporter pawns OR remove one opponent's Supporter pawn, in a location that matches the Kingdom or Guild rolled on the dice. Removing an opponent's Supporter pawn sends it back to the opponent's reserves, not their available supply.
Setup
- Place the game board in the center of all players.
- Give each player five Supporter pawns of their color. The rest become that player's reserve.
- Give each player their Dragon Prince and all of the Guild Markers and Dragon Lords of their color.
- Based on the number of players, count out the necessary Sheep, Gold, and Influence to be used in the game. Return the unused resources to the box. Give three of each resource to each player and place the remaining resources in a convenient place near the game board.
- Give each player a deck of ten starter cards. Each player then shuffles their starter cards and deals themselves five cards for their starting hand. The remaining cards are placed face down and form their personal draw deck.
- Place the six Clan House Bonus tiles in the center of the Dragon Throne area.
- Place two King's Guard pawns on two of the five spaces beneath every Guild icon on the board.
- Place a Citizen Deck card and Dragon Deck card face up next to the game board. Shuffle the Citizen and Dragon decks separately. Place each deck face down on their corresponding Deck cards. Make sure part of the Deck card is visible so you can tell the decks apart.
- Draw three cards from each deck, shuffle them and randomly place one face up in the Prospect Space in each Kingdom.
- Place each player's score marker at the start of the score track.
- Randomly choose a person to be the first player. Play begins with the first player's turn and proceeds clockwise thereafter.
Game Play
Game Turn
Princes of the Dragon Throne is played in turns, with each player completing their actions before the next player begins their turn.
Turn Summary
- Fill Prospects
- Take Actions a. One Main Action b. Perform Optional Actions at any time
- Reconcile hand
I. Fill Prospects
At the start of a player's turn, that player draws cards from their choice of the Citizen Deck and/or the Dragon Deck to fill all empty Prospect spaces in the Kingdoms.
Example (illustration caption): 1 Sheep is earned from the Goblin Cleric.
II. Take One Action
A player must perform one Main Action on their turn: Gather Resources, Recruit Prospects, Deploy Supporters, or Maneuver Supporters.
a. Gather Resources
Play up to three cards from your hand and take the white-numbered resources indicated on the cards from the resource stocks. Then place those cards in your discard pile. You may use Starter cards (Citizens and Dragons with grey icons) and Recruit cards (Citizens and Dragons with color icons) to gather resources.
Note: In order to use any Dragon card for any purpose, you must feed it the necessary number of Sheep. If you cannot feed it enough sheep you cannot use the card.
You may specify an order to your resource gathering. For example, Sheep earned from a Citizen on the first card may be used to feed a Dragon on the second card.
There are a finite number of resources available in the game. If you go to collect resources and there are not enough available in the stock, take the needed tokens one at a time from the other players, starting with the player to your right and moving counter clockwise until you have gathered all of the resources needed.
Example (illustration caption): 3 Influence is earned from the Pyrite Dragon. Note that 1 Sheep is required for feeding.
b. Recruit Prospects
Spend your resources to recruit one or more Prospects from the Kingdoms on the board by following these steps:
Pay the resources to the resource stocks and take the recruited prospect and place it into your discard pile.
Add one Supporter pawn to your supply from those in reserve.
When you recruit a card with the Prestige icon (claw) listed on the bottom, immediately score those Prestige points on the score track. For each Prospect recruited, you may choose to dismiss (remove from the game) one card from your hand or discard pile. This is optional.
A Player may recruit as many Prospects as they wish as long as they have the resources to pay for them. Once a Prospect card is placed in your discard, from that moment on the card is considered a "Recruit."
If a Kingdom has a stack of Prospects, only the top Prospect is available for recruiting.
If you control one or more Guilds in the Kingdom where the Prospect is located the cost of the Prospect is reduced by one (1). Guild discounts are not cumulative. Prospects may never cost less than 1 resource to recruit.
Example (illustration caption): The Goblin Shepherd costs 4 influence to recruit. All citizens require influence to recruit.
Example (illustration caption): The Zephyr Dragon costs 2 gold to recruit. All dragons require gold to recruit.
c. Deploy Supporters
Play up to two Recruit cards (Citizens and/or Dragons with color icons) from your hand to move Supporter pawns from your supply to Guild spaces on the board. Starter cards (Citizens and Dragons with grey icons) cannot be used to deploy supporters.
Use a Citizen Recruit card to place one of your Supporter pawns in a Kingdom or Guild that matches one or both of the Kingdom and Guild icons on the cards.
Example: If you play an Elf Cleric card [green and orange icons] during a Deploy Supporters action, the Supporter pawn may be placed in any Guild in the Elf Kingdom [green Kingdom color] or a Cleric Guild [orange Guild color] in any Kingdom.
Use a Dragon Recruit card to replace a King's Guard pawn with one of your Supporter pawns in Kingdoms and Guilds that match the color of the card's Dragon Clan icon. After Feeding the Dragon the necessary number of sheep indicated on the card, replace the King's Guard pawn with a Supporter pawn of your color. Then take the King's Guard pawn and add it to your personal supply.
Example: If you play an U'siku Dragon card [purple Clan icon] during a Deploy Supporters action, the Supporter pawn may be swapped in for a King's Guard in any Guild in the Kobold Kingdom [purple Kingdom color] or a Royal Guild [purple Guild color] in any Kingdom.
You may not use a Dragon Recruit to place a Supporter pawn in a Guild that has no King's Guard pawns present.
Starter cards (Citizens and Dragons with grey icons) may not be used to Deploy Supporter pawns.
If you have no Supporter pawns in your supply then you may not take a Deploy Supporters action.
There are only five Supporter Spaces in each Guild. No more than five pawns may be present at once. If there is at least one King's Guard pawn present, you may still swap out your Supporter pawn for the King's Guard pawn when using a Dragon card to place Supporter pawns.
d. Maneuver Supporters
Move one or two of your Supporter pawns from any Guild space to any other open Guild space on the game board.
- Supporter pawns may originate from different Guilds or the same Guild.
- Supporter pawns may be moved into different Guilds or the same Guild.
- No color or icon matching applies when taking a Maneuver Supporters action.
- Origination and destination Guilds need not be related or connected in any way.
Gaining Control of a Guild
When you have more Supporter pawns in a Guild than any other player and more than any King's Guard pawns present, you control that Guild. Place a Guild Marker of your color on the Guild Icon in that Kingdom.
When you gain control of a Guild, you receive three rewards:
- Score 2 Prestige immediately.
- Add a Guild Favor Card that matches the Guild of which you just took control to your discard pile.
- Place a Dragon Lord in a Clan House that matches the color of the Kingdom or Guild of which you just took control.
Example: If you gain control of the Soldier Guild in the Elf Kingdom you place one of your Guild Markers on the Elf Soldier Guild, score 2 Prestige, add a Soldier Favor card to your discard and place a Dragon Lord in the Vu'ur Clan House (red matches the color of the Soldier Guild) OR the Ka'wa Clan House (green matches the color of the Elf Kingdom.) [Editor's note: the printed example reads "Ka'wa"; the clan house is printed as "Ka'yu" everywhere else in the manual, and the example is transcribed as printed.]
If you must place a Dragon Lord in a Clan House but all of the spaces are full, you must first move one of those Dragon Lord pawns from one space in that Clan House to any other open Clan House space. Then place your Dragon Lord in the now open space. The Dragon Lord pawn you move out may belong to an opponent or it may be one of your own.
The presence of your Guild Marker in a Guild does not necessarily mean you still Control that guild. It simply means you have already received the benefits for controlling that Guild, and can't receive them again until it is removed.
The Guild Marker is only removed at the end of a turn, and only if you no longer have Supporter pawns in the Guild.
If, at the end of any opponent's turn, because of their actions, you have gained control of a Guild that does not already have one of your Guild Markers, you immediately receive all the perks of control (Prestige, Guild Favor Card and Dragon Lord). Place one of your Guild Markers in the Guild.
You will never have more than one Guild Marker in any one Guild.
III. Optional Actions
A player may perform Optional Actions at any time during their turn.
a. King's Guard "Free" Actions
You may perform as many King's Guard Actions as you like on your turn. You are limited only by the number of King's Guard tokens available in your supply.
- Pay one or more King's Guard pawns from those you have collected during play to perform one or more King's Guard Actions. Doing so does not count against the one Main Action and one Guild Favor card allowed on your turn. Spent King's Guard pawns are removed from the game and may not be reacquired.
- Pay one King's Guard pawn to draw two new Prospect cards from the Citizen and/or Dragon deck(s) and place them in the Kingdom or Kingdoms of your choice, covering any other Prospect card(s) that may already be there. They do not have to be placed in the same Kingdom.
- Pay one King's Guard pawn to move a Prospect card from within a stack to the top of that stack.
- Pay one King's Guard pawn to discard any number of cards from your hand. This is a discard only action, you will not draw new cards until the end of your turn.
b. Play One Guild Favor Card
You may play one Guild Favor Card from your hand on your turn. Guild Favor Cards are one-use-only, so, after you use it, the Guild Favor Card is returned to the Guild Favor Deck.
c. Use Clan House Bonus
You are awarded a Clan House Bonus Card during Parliament based on the location of your Dragon Prince. Each Clan House Bonus gives you a special power that applies to you while you possess the Clan House Bonus Card.
- U'siku (purple) House Bonus - An opponent may not move or remove your Supporter pawns or Dragon Lords.
- Vu'ur (red) House Bonus - Once per turn, you may change a King's Guard pawn in your possession into a Supporter pawn. Remove the King's Guard pawn from the game and add one of your Supporter pawns from your reserves to your available supply. Your number of Supporter pawns is finite. If you have no more Supporter pawns in reserve you may not use this bonus.
- Ma'ji (blue) House Bonus - Take two bonus resource tokens when you choose the Gather Resources Action. The bonus tokens must be different from each other.
- Ha'wa (orange) House Bonus - You receive an additional 1 cost discount on every Prospect you recruit. This discount may be combined with the Guild Control discount. Prospects may never cost less than 1 resource to recruit.
- Ka'yu (green) House Bonus - At the beginning of your turn you may discard any number of cards from your hand and draw an equal number from your deck. You must declare how many cards you are discarding before you draw any new cards.
- Ze'me (yellow) House Bonus - Each Dragon you play eats only 1 sheep, regardless of the number noted on the card.
IV. Reconcile Your Hand
If you have fewer than five cards in your hand at the end of your turn, draw cards from your deck until you have five cards. When you are required to draw a card and there are no more cards in your draw deck, reshuffle your discards to form a new draw deck.
Sample Round
Player 1's Turn
Chooses Gather Resources action
Player 1, the blue player, chooses the Gather Resources action. He uses three of his starter cards to perform the action. The Human Royal starter gives him 2 gold resources and 1 sheep resource. The Goblin Clergy starter gives him 1 sheep resource. And the Scrub Dragon gives him 2 influence resources.
Because he used a dragon card he has to feed it the sheep requirement, in this case, 1 sheep. If Player 1 did not already have a sheep resource in his stocks to feed the dragon, he can use the sheep the Human Royal gave him to feed the dragon.
Player 1 also has the Ma'ji clan house bonus tile and is allowed to take two more resources when performing the Gather Resources action. Since the resources taken must be different from each other he chooses to take one more gold and one more influence.
Player 2's Turn
Chooses Recruit Prospects action
Player 2, the red player, chooses to take the Recruit Prospects action. She currently has ten gold resources and six influence resources. The Armadillo Dragon is the top card present in the Goblin kingdom prospect space. Because she has the Ha'wa clan house bonus, which gives her a discount when recruiting, she pays six gold to acquire it.
Because there is a Prestige (claw) icon on the card, she also gains one Prestige, immediately moving her score tracker forward one space on the score track.
Because she recruited a prospect she has the option to dismiss from the game any card in her hand or discard pile. She chooses to dismiss the Elf Shepherd and sets the card aside, no longer to be used in the game.
Because she recruited a prospect she also gets to move one of her supporters from her reserves to her supply, to be used later.
The Copper Dragon is the top card present in the Elf Kingdom prospect space, but she can't afford to recruit it since she now has only four gold left. However, she does possess a King's Guard token, and spends it to move the Spark Dragon, which was under the Copper Dragon, to the top of that prospect space, placing it on top of the Copper Dragon.
She does have enough gold to recruit the Spark Dragon, and does so, paying three gold to the stocks since she can again use her clan house bonus for a discount.
She is not required to feed dragons when recruiting them; she only feeds dragons if she uses them from her hand.
Again, she can, and does, dismiss a card from the game, this time the Human Royal.
And again, she moves one of her supporters from her reserves to her supply.
She also wants to recruit a Citizen card, and is interested in the Elf Soldier, which is the top card in the Troll kingdom. Since she controls a guild in the Troll kingdom she receives a discount of one resource when recruiting prospects from that kingdom. She may combine that discount with her clan house bonus discount to pay two fewer resources than required for the Elf Soldier. So she pays four influence and takes the card.
Again, she can, and does, dismiss a card from the game, this time the Malachite Dragon.
And again, she moves one of her supporters from her reserves to her supply.
All three of the cards she recruited this turn go directly into her discard pile.
Player 3's Turn
Chooses Deploy Supporters action
Player 3, the yellow player, must first fill the empty prospect spaces created when Player 2 recruited some cards. He can choose to draw a card from the Dragon deck and/or the Citizen deck to fill any empty prospect spaces.
Player 3 now continues with his turn and chooses the Deploy Supporters action. He uses the Dwarf Royal recruit from his hand, which means he can place a supporter in any guild of the Dwarf kingdom, or in a Royal guild in any of the kingdoms. He chooses to place his supporter in the Elf Royal guild.
Next he uses the Pine Dragon recruit from his hand, which allows him to place a supporter in any guild of the Elf kingdom, or in a Sorcerer guild in any of the kingdoms. He also chooses to place this supporter in the Elf Royal guild.
Placing a supporter by using a dragon recruit means he doesn't just place a supporter, he also collects one of the King's Guard supporters present in that guild. If a King's Guard token was not present he could not have placed a supporter there using a dragon recruit card.
The Pine Dragon requires a feeding of two sheep to use it, however, Player 3 has the Ze'me clan house bonus, which allows him to use a dragon by feeding it only one sheep, no matter how many sheep are indicated on the card.
Before his turn the only tokens in the Elf Royal guild were two King's Guard tokens. Now Player 3 has two supporters in the guild and there is one King's Guard token left. Player 3 has gained control of this guild.
He will immediately gain two Prestige, moving his score marker two spaces forward on the score tracker, place one of his guild markers in the guild, and draw a Royal favor card from the deck of favor cards and place it in his discard pile.
He also now gets to place a dragon lord in the dragon throne area. Because he took control of the Elf Royal guild he can place his dragon lord in either the green clan house section or the purple clan house section. Since it is late in the game, both of those clan house sections are already full.
Player 3 must first move a dragon lord out of one of those clan house sections before placing his dragon lord in the vacated space. He wants to move one of Player 4's dragon lords, but Player 4 has the U'siku clan house bonus tile which means an opponent can not move any of his supporters or dragon lords.
So player 3 chooses to move one of Player 1's dragon lords out of the green clan house section and into the blue clan house section. He then places his own dragon lord in the green clan house section.
Player 4's Turn
Chooses Maneuver Supporters action
Player 4, the green player, chooses the Maneuver Supporters action. She currently has one supporter in the Human Clergy guild and one supporter in the Kobold Soldier guild, but because of the King's Guard tokens present she doesn't control either guild. So she decides to move both of those supporters to the Goblin Sorcerer guild.
Previously, Player 2 was in control of that guild with just one supporter present. Now Player 4's two supporters take control of the guild away from Player 2. Player 4 will now gain two Prestige, moving her score marker two spaces forward on the score tracker, place one of her guild markers in the guild, and draw a Sorcerer favor card from the deck of favor cards and place it in her discard pile.
She also now gets to place a dragon lord in the dragon throne area and chooses to place it in the yellow clan house section.
Player 2 no longer controls the Goblin Sorcerer guild but does not remove her guild marker since she still has a supporter present in the guild. If Player 2 maneuvers two supporters into this guild on her next turn, she would again take control, having a 3-2 advantage, but since her guild marker is already present there she would not receive any of the benefits for gaining control of a guild.
Additional Rules
Parliament
A Parliament is called at the end of a turn in which a player lands on or passes a Parliament icon on the score track. The Parliament icons are on spaces 6, 13, 21, 30, 40 and 50 of the score track. When Parliament is called follow these steps:
- Return all of the Clan House Bonus tiles to the Dragon Throne. (if applicable)
- Remove all of the Dragon Prince tokens from the Clan Houses. (if applicable)
- Starting with the player in last place on the Score Track and working forward in score ranking, players take turns placing their Dragon Prince in a Clan House of their choice and taking the appropriate Clan House Bonus tile.
If more than one player has the same score then the player whose score token is on the bottom of the stack has the lower rank.
Game End
The game ends immediately when all of the Dragon Clan Houses have been filled with Dragon Lords. Scoring then takes place to determine the winner.
Scoring
Scoring can occur at two points: during game play, and at the end of the game. The Score Track with Claw icons around the board is used for keeping track of each player's Prestige.
In Game Scoring
Prospect Scoring: Score any noted Prestige (Claw icon) on a Prospect card as soon as you recruit the card.
Control Scoring: Score 2 Prestige when you take control of a Guild without one of your Guild Markers on it.
End of Game Scoring
Kingdom Scoring: Score 5 Prestige for each Kingdom in which you control more Guilds than any other player. If two or more players are tied, then all tied players score 2 Prestige.
When determining which player controls the most guilds in a Kingdom, disregard any guilds in which the King's Guard have control or in which no one has control.
(Example: Red controls the Elf Soldier Guild, the Elf Royal Guild, and the Elf Shepherd Guild. Green Controls the Elf Merchant Guild. Red controls the most Guilds in the Elf Kingdom so Red scores 5 Prestige.)
Guild Scoring: Score 5 Prestige for controlling more of each particular Guild than any other player. If two or more players are tied, then all tied players score 2 Prestige.
(Example: Red controls the Elf Soldier Guild and the Dwarf Soldier Guild. Yellow controls the Troll Soldier Guild and the Human Soldier Guild. Blue controls the Goblin Soldier Guild. Red and Yellow both control two Soldier Guilds so each receives 2 Prestige.)
Clan House Scoring: Score 5 Prestige for each Clan House you control by having more Dragon Lords present than any other player. If two or more players are tied, then all tied players score 2 Prestige.
Citizen Recruit Scoring: Score 5 Prestige if you recruited more Citizen Cards than any other player. If two or more players are tied for the most, then all tied players score 2 Prestige.
Dragon Recruit Scoring: Score 5 Prestige if you recruited more Dragon Cards than any other player. If two or more players are tied for the most, then all tied players score 2 Prestige.
Crown the King!
The player with the most Prestige at the end of the game claims the Dragon Throne to become the King of the Land of Lo'en.
Tie Resolution
If there is a tie, the player with the most Dragon Lords on the board wins. If the tie persists, compare the total number of controlled Guilds.
If the players are still tied, count the number of Recruits in each player's deck.
If the tie has not been broken, count the total resources each player had on hand at the end of the game.
2-Player Rules
Princes of the Dragon Throne can be played with two players, by following these rules:
Set Up
All set up rules remain the same as the multiplayer version with the following exception: at the beginning of the game add one non-player Dragon Lord in each of the Clan Houses. Choose one color of pawns that the players are not using. This color of pawn will be used for the game's entirety.
Parliament
When each Parliament is called, one player rolls the Sorcery Dice and places a number of non-player Supporter pawns at the location specified by the roll of the dice. This must be of a color not being used by the players.
(Example: The players are using the yellow and blue player colors. If Elf Kingdom was rolled and Cleric Guild was rolled, place a green Supporter pawn in the Cleric Guild of the Elf Kingdom.)
If all five spaces are full in the Guild that was rolled, roll again to attain another result and until a non-player Supporter pawn can be placed.
The number of non-player Supporter pawns placed increases with each Parliament called.
- First Parliament, (scoring space 6), roll once and add one non-player supporter pawn.
- Second Parliament, (scoring space 13) roll twice and add one non-player supporter pawn in each location.
- Third Parliament, (scoring space 21) roll three times adding non-player supporter pawns to each location.
- Fourth Parliament (scoring space 30), roll four times.
- Fifth Parliament (scoring space 40), roll five times.
- Sixth Parliament (scoring space 50), roll six times.
Iconography
All of these pawns are moveable during the game by actions that allow moving other player's pawns.
Resources: Influence, Gold, Sheep
Kingdoms: Troll, Dwarf, Human, Goblin, Elf, Kobold
Guilds: Merchant, Cleric, Soldier, Shepherd, Sorcerer, Royal
Clans: Ha'wa, Ka'yu, Ma'ji, U'siku, Vu'ur, Ze'me
Terminology
Kingdom
There are six Citizen Kingdoms (one for each race) and one Dragon Kingdom. Each Citizen Kingdom contains six Guilds and a Prospect Space. The Dragon Kingdom contains the Clan Houses where the Dragon Lords are placed.
Guilds
There are six Guilds in a Kingdom: one each for Cleric, Sorcerer, Shepherd, Soldier, Royal and Merchant. (see: Iconography Reference)
Clan House
The Dragon Clan Houses are in the Dragon Kingdom. They give bonuses to the Dragon Princes present in them. The Dragon Lords are placed here to gain Control of them.
Dragon Princes
The players are Dragon Princes and each has a Dragon Prince pawn that works in the Clan Houses to earn unique Clan House Bonuses.
Dragon Lords
Dragon Lords are the pawns you earn when you take control of a Guild. Dragon Lords are used to control the Clan Houses.
Supporters
Supporters are the player-color pawns you place in the Guilds to show the strength of your support in that area.
King's Guard
King's Guards are the black pawns representing the dead King's influence in each of the Kingdom's Guilds. This influence must be overcome before you Control a Guild.
Guild Favors Cards
When you gain control of a Guild you are awarded a Guild Favor Card that may be redeemed later for a special action. The Guild Favor Card you receive depends on which Guild you took control of. For example, if you take control of a Royal Guild, then take one of the Royal Favor Cards and place it in your discards. Guild Favor cards are single use cards.
Starters
Starters are the ten Citizen and Dragon cards in your deck at the start of the game. Starters are identified by their lack of Cost Point numbers in the lower left corner of the cards, and by the gray Kingdom, Guild, and Dragon icons in the upper left corner.
Prospects & Recruits
Prospects are Citizen and Dragon cards located in the various Kingdoms of the game board. Purchasing a card from the board is called recruiting and once a Prospect is added to your deck it is called a Recruit.
Dismiss
For each Prospect you recruit you are allowed to Dismiss a card from your hand or discard pile. This is optional and it removes the card from the game completely. If you Dismiss a card with the Prestige icon (Claw) you lose those Prestige points immediately.
Influence, Gold & Sheep
These are the resources that allow you to recruit prospects and feed Dragons.
Prestige
During the game, Prestige is bestowed by the Dragon Parliament when the Dragon Princes recruit certain Prospects or take control of individual Guilds. Additional Prestige is awarded at the end of the game for control of the Kingdoms and Guild types, and for Clan House control, as well as for having recruited the most Citizen and Dragon Prospects. Prestige for each player is tallied on the Score Track that surrounds the game board.
Dragon Throne
To sit upon the Dragon Throne and rule the Land of Lo'en is the dream of every Dragon Prince. Only the Dragon Prince with the most Prestige will have this honor.