Wrath of Dragons
Wrath of Dragons Rulebook
Table of Contents
Table of Contents
Objective of the Game
Each player assumes the role of a dragon that, over the course of many centuries, flies into different regions of the Old World to lay waste to settlements (villages, towns and cities), scorch fields, snatch livestock, take gold, and capture nobles.
To do so, each player uses actions they gain from cards they acquire and from the Action Hex located in the center of the board. The resources (livestock, gold, nobles, and fields) they gain throughout the centuries will help them fly to other regions of the Old World, heal any Life lost during their attacks, turn the Action Hex, and gain additional actions. As the dragons gain in their experience wreaking havoc, they hone their skills and develop new abilities.
After 6 centuries have passed, the devastation, destruction, and fear that the dragons have caused is scored, and the dragon that earns the most Victory Points (VP) is the winner.
Contents
Wrath of Dragons contains everything you need to play.
- 1 Game Board
- 84 Action Cards
- 12 Dragon Hex Cards
- 6 Dragon Cards
- 6 Dragon Lair Screens
- 6 Dragon Pieces (1 each of Black, Blue, Green, Orange, Red, and White)
- 6 Life Marker Pieces
- 24 Level Up & Life cubes (4 each of Black, Blue, Green, Orange, Red, and White)
- 18 Field Pieces
- 24 Livestock Pieces
- 24 Gold Pieces
- 24 Noble Pieces
- 60 Villages (10 each of Black, Blue, Green, Orange, Red, and White)
- 24 Cities (4 each of Black, Blue, Green, Orange, Red, and White)
- 1 Century Piece
- 1 Action Hex
- 1 First Attack Action Marker
- 1 First Lair Action Marker
- 1 Dragon Ward Marker
- 1 +3 Victory Point Counter
Getting Started
Basics of Play
The following provides an overview of how the game is played:
- The game is played over 6 rounds (centuries), each round consisting of 4 phases.
- In Phase 1: Settlement Growth, the board is restocked and prepped for the new round. (This phase is skipped in the 1st Century.)
- In Phase 2: Awakening, the players gain Life and draw 2 Action Cards into their hand, then discard 1 Action Card from their hand. (This phase is skipped in the 1st Century.)
- In Phase 3: Lair, the players select from several available benefits that may help them progress through the round and/or game.
- In Phase 4: Attack, the players select a starting region to place their Dragon piece. Once all players have placed their Dragon pieces, players take turns resolving their actions.
- The actions players can take are based on the cards and resources they have acquired, as well as the action designated to each region by the Action Hex.
- Using cards or the Action Hex, players may attack settlements, which cause the Dragon to lose Life based on the size of the settlement. A player MAY NOT attack a settlement that would reduce their Dragon's Life to 0.
- Players may play cards allowing them to take gold, steal livestock, scorch fields, capture nobles, and so on.
- Players may eat livestock to move around the board, eat nobles to regain Life, spend gold to turn the Action Hex, and use fields to draw additional cards.
- Players may use the Action Hex to perform the action that points to the region their Dragon piece is located.
- As the players perform these actions, they may do enough to Level Up their Dragon and gain a new Level-Up Ability.
- Once a player finishes their actions, their Dragon returns home with all it has collected and destroyed, and hoards the treasures and trophies in its lair.
- Once all players have completed their actions and their Dragons have returned to their lairs, the game progresses to the next round.
- After 6 rounds of play, the game ends and players score their points.
A winner is determined by scoring settlements by region; livestock, gold, nobles, and fields hoarded; and destroyed cities. Once all VP are scored, a winner is determined and their Dragon is deemed the most infamous.
Setup: The Players
Each player begins the game with the following:
- 1 Dragon piece
- 1 Matching Dragon Card
- 4 cubes: 3 Level Up cubes (placed to the left side of the Dragon Card), and 1 Life cube (placed on the 4 Life on the right side of the Dragon Card)
- 1 Matching Lair Screen
- 2 Matching Dragon Hex Cards (set 1 off to the side or place it underneath the Dragon Card; it will not come into play until later)
- Each player is then dealt 3 Action Cards from the draw pile. Each player then chooses 1 card and discards it (this card cannot be the player's Dragon Hex Card).
- The game is now ready to begin.
Two- And Three-Players: The rules here govern four-, five- and six-player games. Rules changes to accommodate Two- and Three-Player games are found under Two- and Three-Player Variations.
Setup: The Game Board
To begin the game, set up the board in the following way:
- Place the game board in the middle of the table.
- Place the Century pawn at the "1st Century" location.
- Place the +3 VP and Dragon Ward markers to the side of the board.
- Shuffle the Action Cards thoroughly, and then place the Action Deck to the left of the game board, next to the card spaces along the bottom of the board.
- Reveal and place cards in the Card Selection Track up to the number of players plus 1.
- Place 1 livestock, 1 gold, 1 noble, and 2 fields in each of the six regions of the game board.
- Place the Action Hex in the central hexagon location. The arrow on the Hex points to the region indicated on the back of the current top card of the Action Deck.
- Icons on the Action Hex point livestock, gold, noble, and field to specific regions. Place one additional corresponding resource to the region indicated by the Action Hex.
- Place the remaining 6 fields into the Century pawn locations (one in each century) on the upper, left-hand side of the game board.
- Place the remaining livestock, gold, and nobles in the appropriate stockpile spaces on the left-hand side of the game board.
- Each region begins the game with a number of corresponding villages placed into settlement sites as there are players in the game.
- Place all remaining village and city pieces into the corresponding stockpile spaces on the game board.
- Randomly draw a Dragon piece to determine the initial player order. The first player is given the First Lair Action marker.
- Randomly draw a second Dragon piece from those remaining. This player is given the First Attack Action marker.
How to Play the Game
Wrath of Dragons is played across 6 rounds (centuries). Each century is divided into 4 phases:
- Phase 1: Settlement Growth
- Phase 2: Awakening
- Phase 3: Lair
- Phase 4: Attack
Each century, play proceeds through these phases, and after the Attack Phase of the 6th Century, the game is over and players calculate their scores to see who has become the most infamous Dragon.
Phase 1: Settlement Growth
While the Dragons have been slumbering in their lairs for roughly a century, civilization begins to rebuild and grow. Over the course of a century, generations have come and gone, and the stories of Dragons are all but forgotten—passed off as myth and legend.
Skip This Phase during the 1st Century
At the beginning of each new century, the regions of the board are updated to show the settlement growth that has occurred while the Dragons have slumbered in their lairs.
The process is as follows:
- Move the Century pawn to the next century.
- Draw a number of Action Cards equal to the number of players plus 1, and place them facedown on the Card Selection Track. Using the regions identified on the back of the drawn cards, restock the regions' settlements in the following manner:
a. In the 2nd and 3rd Centuries, one settlement site in the identified region grows 1 size (from empty to village, from village to town, or from town to city). The settlement site that grows is the largest current site. If more than one possible site fits this criteria, choose one and increase its size.
In the 4th, 5th, and 6th Centuries, one settlement site in the identified region grows 2 sizes (from empty to town, from village to city, or from town to city plus a village). The settlement site that grows is selected just as in the 2nd and 3rd Centuries.
- Unavailable pieces: If no village pieces are available during this growth and a village is needed, use a city instead. If a city piece is required but not available, use 2 village pieces (or 1 if only 1 village piece is available). If the stockpile for that region is empty, no growth can occur. b. Once the settlement is identified and grown, flip that card face up in the Card Selection Track. Using the next facedown card on the Card Selection Track, continue to restock the regions until all of the cards have been flipped face up. c. Once all the cards have been revealed, the back of the top card of the Action Deck indicates which region the arrow on the Action Hex points. Adjust it accordingly. d. Once the Action Hex is adjusted, use the icons on the Action Hex to add 1 livestock, gold, noble, and field to the indicated regions.
It is the beginning of the 3rd Century, and four players are playing. Five Action Cards—four players, plus one—are drawn from the Action Deck and placed facedown on the Card Selection Track.
The back of the first facedown card is Britannia, which has two separate villages. Since both settlements in this region are the same size, one of these villages grows to a town (2 village pieces) by adding a second village piece next to it on the board. The Britannia card is flipped face up to show that its region has been restocked.
The back of the second card is Gallia. This region has been ravaged recently and has no settlements, so one empty site grows to a village. The Gallia card is flipped face up.
The back of the third card also shows Britannia. Since this region now has a town and a village, the town grows to a city since the town is the larger of the two settlements. The two village pieces composing the town are returned to the stockpile, and a city is erected in the town's place. This card is then turned face up.
The back of the fourth card is Scandia. This region only has a city, which can't grow any further, so a village is placed on an empty site in the region. This card is then flipped face up.
The back of the fifth and final card is Germania. Only one village is in this region, so a second village piece is added to it to create a town. This card is then flipped face up.
Now the top card of the Action Deck shows Gothia. The Action Hex's arrow is then pointed at Gothia. This orientation means that a field is placed in Slavia, a noble is placed in Germania, a gold is placed in Gallia, and a livestock is placed in Britannia. The board is now ready for the Dragons' wrath.
Remember that if this had been the 4th, 5th or 6th Centuries, each of those growths would have been double.
Phase 2: Awakening
As the Dragons awaken from their century-long slumber, they are well rested and begin to contemplate their future assault on the Old World.
Skip This Phase during the 1st Century
During this phase players adjust their Dragon's health and draw cards.
- Each player moves their Dragon's Life marker up by 1. a. If a player has selected the Regeneration Level-Up Ability, that player moves their Life marker up an additional 1. b. The Life marker can never exceed the Dragon's maximum Life.
- Beginning with the player holding the First Lair Action marker, each player draws 2 cards from the Action Deck. Then each player selects 1 card to discard (the discard cannot be a Dragon Hex Card). There is no maximum hand limit.
Phase 3: Lair
The Dragons have awakened. They are aware of how the Old World has developed over time and are now ready to make their final preparations before they strike.
BEGIN with This Phase to Start the 1st Century
Perform Lair Action: Beginning with the player that possesses the First Lair Action marker, players take turns selecting a benefit from the available Lair Actions. Selection continues to the left around the game board. Only one player can select a particular Lair Action each century. All Lair Actions of the current century and earlier centuries are available for selection.
See the Lair Action Descriptions below for a complete rundown of what each action accomplishes.
Card Selection: Once all players have selected a Lair Action, the phase ends with each player selecting a face-up card from the Card Selection Track, starting with the player possessing the First Lair Action marker. Selection continues to the left around the game board. After all players have selected a card, the remaining card is discarded.
Gained Loot: All resources and settlements gained during the Lair Phase are placed behind the player's Lair Screen.
Lair Action Descriptions
1st Century Lair Actions
First Lair Action
If the player does not already hold the First Lair Action marker, she immediately takes it. If the player already holds the First Lair Action marker—or if she just took it—she will continue to hold the marker until it is taken by another player during a future Lair Phase.
This player has first choice of the cards revealed in the Card Selection Track (see Card Selection above) after all players have taken Lair Actions, and this player will have first choice of Lair Actions in the next century.
First Attack Action
If the player does not already hold the First Attack Action marker, he immediately takes it. If the player already holds the First Attack Action marker—or if he just took it—he will continue to hold the marker until it is taken by another player during a future Lair Phase.
During the Attack Phase of this century, the player holding this marker will place their Dragon piece into a region and resolve all their actions first.
Plot
Immediately draw 2 cards, and then discard 1 card (this card cannot be the Dragon Hex Card).
Hunt and Hoard
Immediately take 1 livestock and 1 gold from the stockpile, if available.
Hunt
Immediately take 2 livestock from the stockpile, if available.
Hoard
Immediately take 2 gold from the stockpile, if available.
2nd Century Lair Action
Dragon Ward
If the player does not already hold the Dragon Ward marker, she immediately takes it. If the player already holds the Dragon Ward marker—or if she just took it—she will continue to hold the marker until it is taken by another player during a future Lair Phase.
During the Attack Phase of this century, the player holding this marker may place their Dragon piece in a region already occupied by another Dragon.
3rd Century Lair Action
Scheme
Immediately draw a number of Action Cards equal to the number of players plus 1, then select 1 card and pass the remaining cards to the left. Each player then selects a card and passes the remaining cards to the left. Once the last player has selected a card, the remaining card is given to the player that selected the Scheme Lair Action (meaning that player receives two cards).
4th Century Lair Action
Capture
Immediately take 1 livestock, gold, and noble from the stockpile, if available.
5th Century Lair Action
First Strike
Immediately take 1 available village from any regional stockpile.
6th Century Lair Action
Terrify
Immediately take possession of the +3 VP counter.
Phase 4: Attack
With the Dragons rested and prepared, they fly from their lairs to assault the unsuspecting populace. The Dragons wreak havoc and devastation throughout the Old World. Civilization once again feels the Wrath of Dragons …
Beginning with the player that has the First Attack Action marker and proceeding to the left, players place their Dragon pieces into an unoccupied region of the game board, on the designated "flying dragon" spot in each region. Once all players have placed their Dragon pieces, players then resolve their actions in the same order. Each player, on their attack turn, may resolve any number of actions they are capable of doing and wish to do, and may perform these actions in any order they choose.
Once a player finishes his actions, he removes his Dragon piece from the game board.
Order of Play: The order in which a player's actions are performed can matter and may be a significant factor of success.
Maximum Actions: The number of actions a player may take is only limited by that player's cards, resources, Life, and strategy.
Gained Loot: All resources and settlements gained during the Attack Phase are placed on the player's Dragon Card until the end of the turn, at which point it is all placed behind the player's Lair Screen.
Drawing and Discarding Cards: There are numerous instances when players draw X cards and then discard Y cards. In all instances (except for the Scheme Lair Action), the drawn cards are added to the player's hand and then any discards can be taken from the total hand of cards.
Possible Actions
Players have 3 basic types of actions available to them during the Attack Phase of the game:
- Play Action Cards
- Spend resources
- Use the Action Hex
Playing Action Cards
The following rules apply when playing an Action Card:
- To play a card, a player's Dragon piece must be in the region identified in the card's title.
- An Any Region card may be used for any region, but only the one in which that player's Dragon piece is located.
- A player can play any number of cards on their turn.
Additionally, Action Cards have a variety of icons that allow for various actions, as covered under Action Cards below.
Action Cards
Action Cards use a variety of icons, as explained below. Additionally, they use different colored backgrounds, which represent different things, as follows:
- Region Color: If an icon appears with a color corresponding to a region, any resources must be taken from that region only. If no resources of the indicated type are in the indicated region, no resources can be taken.
- Stockpile Color: If an icon is purple, any resources taken are drawn from the stockpile and not a region. For a Raze Village icon (see below), the village is taken from the current region's stockpile.
Text: Some cards include clarifying text of when and/or where they can be used.
Line: If a horizontal line separates icons, it means those icons are treated separately, i.e., you do one or the other, with any corresponding benefits based upon which icons appears together.
Slash: If a diagonal slash appears between icons, it means the top icon is the condition requirement for playing the card; the lower icon indicates the effect of playing the card.
Attack Icon: This icon represents 1 attack by a Dragon. If an Action Card includes two Attack icons, it represents 2 attacks by a Dragon.
- 1 Attack icon allows for the destruction (i.e., taking) of 1 village from the indicated region.
- 2 Attack icons (either two different cards with one Attack icon each, or one card with two Attack icons) allows for the destruction (again, the taking) of a town (2 combined village pieces) or a city from the indicated region.
- Attacking Settlements: In all instances, see the rules for Attacking Settlements below for more details.
Scorch Field Icon: This icon allows the player to take 1 field resource from the indicated region.
Capture Noble Icon: This icon allows the player to capture 1 noble resource from the indicated region (if the icon's color corresponds to a region color) or from the stockpile (if the icon's color is purple).
Take Gold Icon: This icon allows the player to take 1 gold resource from the indicated region (if the icon's color corresponds to a region color) or from the stockpile (if the icon's color is purple).
Steal Livestock Icon: This icon allows the player to steal 1 livestock resource from the indicated region (if the icon's color corresponds to a region color) or from the stockpile (if the icon's color is purple).
Raze Village Icon: This icon allows the player to take any 1 village (or 1 village piece from a town) from the indicated region (if the icon's color corresponds to a region color) or from this region's stockpile (if the icon's color is purple). This icon effect does not count as an Attack icon; thus the Dragon does not lose any Life, and this icon cannot be used along with an Attack icon to claim a city piece.
Gain Gold, Livestock, or Noble Icon: This icon allows the player to gain one gold, livestock, or noble from either the indicated region (if the icon's color corresponds to a region color) or from the stockpile (if the icon's color is purple).
Lose Life: This icon indicates loss of Life in addition to any damage the Dragon incurred from Attack Actions, with the icon's numerical value indicating how much Life is lost.
Gain Life: This icon indicates healing, with the icon's numerical value indicating how much Life is gained. This gain can never go beyond the Dragon's current maximum Life (see Dragon Life below).
Unless a card says otherwise, you cannot heal a Dragon during another action; i.e. the full damage from an action must be applied first. For example, if a Dragon has 3 Life and is about to attack a city, it could not attack, take 2 of the 3 damage, then heal a Life and finally assign the final point of damage. In that instance, the player must heal a Life first to then have enough Life to attack the city.
Draw Card(s): Draw a number of cards equal to X.
Discard Card(s): Discard a number of cards equal to X.
Action Card–Specific Icons: Icons in the card-name banner have no effect on gameplay. They are simply provided as a way to potentially ease future play. For example, after a few games the players will know which cards do what, allowing the player to fan the cards and recognize the icons (i.e., just as if you're playing poker).
Terminology: In all instances above, regardless of the terminology used (capture, gain, raze, scorch, steal, or take), when the player is allowed to remove a resource from a region or the stockpile, they place it first on their Dragon Card, and then at the end of their turn they move everything they've acquired behind their Lair Screens.
Card Reading Examples
The Britannia Valiant Knight Action Card is read as follows:
- It includes the following text: "Play this card after attacking Britannia." Which means through the use of an Action Card, the player must play an Attack icon on the Britannia region first, then this card may be played.
- It then shows the following icons: From top to bottom, these icons read: the player loses 1 additional Life (in addition to any Life lost from Attack icons), gains 1 village from the Britannia stockpile, and may choose 1 livestock, gold, or noble from the stockpile.
The Gallia Breath Attack Action Card is read as follows:
- It shows the following icons: The player may take either of these actions but not both:
- Attack Gallia, or
- Scorch a field in Gallia
The Gothia A Bard's Tale Action Card is read as follows:
- It shows the following icons: This means if the player gains a gold, livestock, or noble from the Gothia region, the player may play this card to gain a village piece from the Gothia stockpile.
The Scandia Wrath Attack Action Card is read as follows:
- It shows the following icons. Also, the card text says, "Must discard 1 other card; reduce damage taken by 1." In addition to the 2 Attack icons, the player must discard 1 card, which reduces the damage their Dragon takes from resolving the Attack icons.
Attacking Settlements
To destroy a settlement, players must play a certain number of Attack icons, based on the size of the settlement.
When attacking a settlement, the player loses Life based on the size of the settlement (a Dragon will never attack something that will result in its death).
A town simply functions as 2 villages. A player may choose to (a) strike at a town with one Attack icon and take 1 of the village pieces or (b) hit the village with 2 Attack icons and take both village pieces at the same time. Each Attack icon played in this way results in 1 damage taken by the Dragon. Thus, destroying a village would cause the player to lose 1 Life, but destroying a town (i.e., destroying both village pieces with two Attack icons) would cost 2 Life (1 for each Attack icon played, i.e., one for each village piece).
Scoring: Each settlement has a Regional Value (RV) used to determine who has done the most damage within the region at the end of the game. Also, cities are worth 1 VP at the end of the game.
No Settlements In Region: You cannot play an Attack icon (either from an Action Card or the Action Hex) if there are no settlements in the indicated region to attack.
Attacking and Scoring Settlements
| Type | Attacks to Destroy | Life Lost | Regional Value (RV) | Victory Points (VP) |
|---|---|---|---|---|
| Village | 1 | 1 | 1 | 0 |
| Town | 2 (1 Per Village) | 2 (1 Per Attack) | Per Village Piece | 0 |
| City | 2 | 3 | 3 | 1 |
Using Resources
During the Attack Phase, a player may achieve certain effects by consuming resources from either their Dragon Card or from behind their Lair Screen, or discarding Action Cards. Spent pieces are moved off the Dragon Card to show they have been used (and will be returned to the stockpile at the end of the turn; except for fields, which are removed from the game), but they still count for Leveling Up purposes. Consumed resources and discarded cards can be used to create the following results:
Move: Throughout a player's turn, the player may move their Dragon piece to unoccupied, adjacent regions by eating 1 livestock for every region moved through or into. In this way, a player is able to play cards for other regions besides the region their Dragon piece was originally placed. Note that a dragon can move into a region with a dragon, but cannot stay in that region unless the player currently holds the Dragon Ward marker.
Divination: Once per turn, a player may discard a field out of the game (place it back in the box) to draw 2 cards into his hand from the draw pile. Then he discards 1 card from his hand.
Spend Gold: Discard a gold to the stockpile to turn the Action Hex right or left one space. Multiple gold may be spent in this way to turn the Action Hex additional times. The use of the Action Hex can occur before, between, or after any turns.
Consume Noble: A player may regain 2 Life by consuming a noble. Life may not be gained beyond the player's max Life (see Dragon Life below).
Lick Wounds: Discard any number of cards. For each card discarded in this way (including Dragon Hex Cards), the player regains 1 Life. Life may not be gained beyond the player's max Life (see Dragon Life below).
Use Action Hex
Each century, all players have 1 free action from the Action Hex. The following rules apply to its use:
- To indicate use of the Action Hex, the player plays their Dragon Hex Card; a Dragon Hex Card applies to the region that a Dragon piece is in at the moment it is played. When a player finishes their turn, they return this card to their hand.
- A player can only use the action (Attack, Take Gold, Steal Livestock, Scorch Field or Capture Noble) on the side of the Action Hex that faces the region the player's Dragon piece currently occupies.
- As previously stated, the use of the Action Hex can occur before, between, or after any turns.
- If the Action Hex action cannot be performed and the player is unable or unwilling to adjust the Action Hex, the player does not receive an Action Hex action that turn.
Other Uses of the Dragon Hex Card: Players may discard their Dragon Hex Card as if it were any other card (to gain Life or as a requirement for playing another card); it is always returned to their hand at the end of their turn.
Dragon Life
Players begin the game with a max Life of 4. As players lose and gain Life, they slide the Life marker accordingly, never going above 4 unless they have increased their max Life by selecting the Great Fortitude ability when Leveling Up (see below).
A Dragon will never attack if it would result in its death. Therefore, a player may never take an action that would reduce her Dragon's health to less than 1 Life.
Dragons Lose Life by:
| Cause | Life Lost |
|---|---|
| Defeating a Valiant Knight (Action Card) | –1 Life |
| Destroying a village (1 Attack icon) | –1 Life |
| Destroying half a town (i.e., 1 village) (1 Attack icon) | –1 Life |
| Destroying a whole town (i.e., 2 villages) (2 Attack icons) | –2 Life |
| Destroying a city (2 Attack icons) | –3 Life |
Dragons Gain Life from:
| Source | Life Gained |
|---|---|
| Awakening Phase | +1 Life |
| Regeneration Level-Up Ability (Awakening Phase) | +1 Life |
| Lick Wounds action (discard a card) | +1 Life |
| Consume Noble action (discard a noble) | +2 Life |
| Heal (Action Card) | +3 Life |
Leveling Up
As players progress through the centuries, their Dragons can Level Up and gain additional abilities.
To Level Up, a player must accomplish 1 of the following 3 Feats during a single Attack Phase of a given century:
- Destroy a city
- Destroy 3 villages
- Collect any combination of 4 resources (livestock, gold, nobles, and/or fields); even if resources are used for various Actions during a turn they still count, as it is the total amount of resources acquired in an Attack Phase (any resources acquired during the Lair phase do not count).
Once a player accomplishes a Level Up Feat at some point in their turn, he selects a new ability at the very end of that turn (after all other actions are finished). To indicate which ability is selected, the player takes one Level Up cube and places it on the Dragon Card in the spot designated for that ability.
A dragon can only ever have one Ability per level. For example, when a dragon first Level Ups, he may choose either Great Fortitude or Regeneration. Once one of those has been chosen, the other cannot be chosen this game. The next time the dragon Levels Up, they must choose from either of the Level 3 abilities, and so on. Once a dragon has 3 Level Up abilities, it cannot Level Up for any other abilities.
Regardless of the number of Feats accomplished during a turn, a Dragon can only ever Level Up once per century, and excess Feats do not carry over to the next century.
Level 2 Abilities
Great Fortitude: Increase max Life to 6.
Regeneration: Gain +2 Life during the Awakening Phase.
Level 3 Abilities
Mighty Wings: Once per century, travel to an adjacent region without needing to eat a livestock.
Cunning Intellect: Once per century, make one turn of the Action Hex without spending gold.
Level 4 Ability
Dragon Wrath: Gain a second Dragon Hex Card.
In the 2nd Century, Ash's Red Dragon collected two livestock, a field, and a noble. This completes a Feat (4 of any combination of resources), and his Dragon reaches Level 2. For his Level-Up Ability, Ash chooses Great Fortitude from the available Level 2 abilities. He knows that for this game, then, he will not be able to have the Regeneration ability.
During the 3rd Century, the Red Dragon destroys three villages and Levels Up again. For his Level 3 ability, Ash chooses Cunning Intellect; once more, he knows he cannot then choose Mighty Wings this game.
Finally, in the 4th Century, the Red Dragon destroys a city, which earns Ash the final ability, Dragon Wrath.
End of a Player's Turn
When a player finishes his actions and completes any Level Up choices, he does the following, in the following order:
- Removes his Dragon piece from the board, vacating the region and thereby making it available for other Dragons to move into.
- Returns his Dragon Hex Card(s) back to his hand.
- Moves all played Action Cards to the discard pile.
- Any spent resources previously moved off of the Dragon Card are discarded to the stockpile (fields are removed from the game).
- Stashes all his collected resources and settlements behind his Lair Screen.
End of a Century
Once all players have finished their turns, if it is the end of the 6th Century, the game ends and players score to determine the winner (see Winning the Game). If it's not the end of the 6th Century, the game progresses to the next century, beginning with Phase 1: Settlement Growth.
Example Turn
In the Example Turn diagram, it is the 5th Century and the Red Dragon and the Orange Dragon's players have already taken their turn. It's now Ryana's turn, playing as the Black Dragon.
Ryana's Black Dragon pawn is currently sitting in Gothia. Behind her Lair Screen she has a field, two nobles, two gold (she chose Hoard as her Lair Action during this turn's Lair Phase, and those resources are placed immediately behind the Lair Screen), two villages from Slavia, one village from Gallia, a city from Britannia, and a city from Gallia. She's managed to Level Up three times, choosing Great Fortitude, Mighty Wings, and Dragon Wrath, while she's at 5 Life. Finally, she has the following cards in hand: her two Dragon Hex Cards (the Dragon Wrath Level-Up Ability unlocked that second card), an Any Region: Livestock, and the following three Gallia cards: Valiant Knight, Wrath Attack, and Attack.
In Gothia, she's three regions away from the territory where most of her cards would apply, but she's feeling good about this turn.
First, she plays the Any Region: Livestock and takes one livestock from Gothia. The Action Hex has the livestock icon currently pointing towards Gothia, so she plays one of her Dragon Hex Cards to use the Action Hex and grabs the second livestock. She places both of them on her Dragon Card.
Next, she uses Mighty Wings to temporarily move her Dragon piece into Slavia, which is currently occupied by the White Dragon. (She didn't plan on staying, but unless she had the Dragon Ward token, the rules would not let her stay). She then consumes both livestock on her Dragon Card (placing them to the side of her Dragon Card) to move her Dragon through Germania and into the open spot in Gallia (she could've chosen to stay in Germania since that region is currently unoccupied—though without Germania cards, doing so wouldn't really do her any good).
Next, she's about to do some heavy attacking, which will inflict serious damage. She doesn't want to head into the final century with low Life (and doesn't need to turn the Action Hex), so she discards her other Dragon Hex Card to gain 1 Life.
Finally, she has several options.
-
She could play her Wrath Attack card and take both villages; normally her Black Dragon would lose 2 Life—1 for each village—but the Wrath Attack card reduces that by 1 as she discards her Attack card, so she'd only lose 1 Life. Then she could play the Valiant Knight card, which would inflict 1 additional loss of Life (for a total of 2) but gain her an additional village and a resource (either a livestock, noble, or gold) from the stockpile.
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She could attack the city with the Wrath Attack card (losing 2 Life: 3 for the city, reduced by 1 for discarding the Attack card for the Wrath Attack card's damage reduction), and once again play the Valiant Knight (bringing her loss of Life up to 3).
-
She could attack the city with the Wrath Attack as described under the second option above, but instead of discarding the Attack card she could discard the Valiant Knight for the damage reduction, and use the Attack card to take another village, which would total 3 Life lost: 3 (city) + 1 (village) – 1 (Wrath Attack card's damage reduction) = 3.
Since next turn is the last century and the third option would give her a total of two villages and two cities in Gallia—thus increasing her chance at having the most settlements in Gallia during final scoring—she takes that route.
Upon capturing the city, she accomplished one of the three Feats necessary to Level Up. However, she's already Leveled Up 3 times, and so she cannot gain any other abilities this game.
At the end of her turn, she removes her pawn. She gets her two Dragon Hex Cards back (all other cards she played were discarded), places the two eaten sheep on the side of her Dragon Card back into the stockpile, and then she moves the Gallia city and village from her Dragon Card to behind her Lair Screen.
As of this moment, she knows she has 6 VP [3 (3 different regions attacked) + 3 (3 cities destroyed)]. While she doesn't yet know, she's also feeling pretty confident that she'll have the most settlements for the Gallia region with two cities, a village, and still a turn to take more, which would give her 6 more VP.
Time to dig in the last turn and see if she can claim the win!
Winning the Game
The game ends after the completion of the Attack Phase of the 6th Century. Once the last player's turn has completed, the final scoring can begin.
Final Scoring
Use the following steps, in the following order, to determine VP for all players.
Step 1: Independent Scoring
- 1 VP for each region in which the player has collected a village or city.
- 4 VP if they have collected a village or city from every region.
- 3 VP for possessing the +3 VP counter gained from the Terrify Lair Action in the 6th Century.
- 1 VP for each city the player has destroyed.
Step 2: Resource Scoring
- The player who has collected the most livestock gains 5 VP; the player that has collected the second most livestock gains 2 VP.
- The player who has collected the most gold gains 5 VP; the player that has collected the second most gold gains 2 VP.
- The player who has collected the most nobles gains 5 VP; the player that has collected the second most nobles gains 2 VP.
- The player who has collected the most fields gains 5 VP; the player that has collected the second most fields gains 2 VP.
If there is a tie for most resources collected, add the two values together, divide by the number of tied players and round down.
Step 3: Regional Scoring
- Progress through all 6 regions, determining which player collected the most settlements for each region in terms of total Regional Value (RV). Village pieces are worth 1 RV, and city pieces are worth 3 RV.
- The player that has collected the most RV from a region gains 6 VP.
- The player that has collected the second most RV from a region gains 3 VP.
In the event of a tie, add the two values together, divide by the number of tied players and round down.
The player that has earned the most VP becomes the most infamous Dragon and is forever remembered in myth and legend.
In the event of a tie:
- The player whose Dragon has reached the highest Level Up wins the game.
- If still tied, the player with the most remaining Life wins the game.
- If there is still a tie, all tying Dragons will forever be remembered in myth and legend.
Final Scoring Chart
| Specifics | Victory Points |
|---|---|
| For each region where you have destroyed a settlement | 1 |
| If you destroy a settlement from every region | 4 |
| If you have acquired the +3 VP token | 3 |
| Each city destroyed | 1 |
| If you have amassed the most livestock | 5 |
| If you have amassed the second most livestock | 2 |
| If you have amassed the most gold | 5 |
| If you have amassed the second most gold | 2 |
| If you have amassed the most nobles | 5 |
| If you have amassed the second most nobles | 2 |
| If you have amassed the most fields | 5 |
| If you have amassed the second most field | 2 |
| If you tied for the most fields | 2 |
| If you destroyed the most settlements (RV) in a region | 6 |
| If you tied for the most settlements (RV) in a region | 3 |
| If you destroyed the second most settlements (RV) in a region | 3 |
Ties: In all instances of a tie for resources, if there is a tie for first and second, add the two values together, divide by the number of tied players and round down. In the instance of ties for second place, divide 2 by the number of players and round down; this could result in no points awarded.
Expanded Game Play
The following rules provide expanded gameplay options for additional enjoyment of Wrath of Dragons.
Two- and Three-Player Variations
A two- or three-player game uses all the standard rules of the game with the following changes:
- During the Settlement Growth Phase, Rogue Dragons (unused Dragon pieces) are placed into regions. In a three-player game, 1 Rogue Dragon is placed. In a two-player game, 2 Rogue Dragons are placed.
- After the Action Hex has been set and the resources on the board have been replenished, the back of the top card of the Action Deck determines in what region a Rogue Dragon is to be placed.
- The card is then discarded to the discard pile.
- In a two-player game, place a second Rogue Dragon using the same method. If the identified region is occupied by a Rogue Dragon, simply discard the top card and continue until the second Rogue Dragon can be placed.
- During the Attack Phase, after players have placed their dragons into regions but before players resolve their actions, the Rogue Dragons perform the action designated by the Action Hex (if able) and then are removed from the board.
The Strategist
Players play without their Lair Screens. The game is open for players to evaluate what others have collected and make decisions based on this information.
Desolation of the Old World
The game is played normally, but the players are trying to cooperate to achieve total annihilation of the Old World. At the end of the game, there is no individual scoring. Instead, the players see how close to total destruction they came.
Starting at 0, pieces that are still on the board at the end of the game are scored based on the following:
The lower the total SP score, the better the performance. Compare the SP to the following table to see how well the Dragons fared.
Survival Points (SP) by Piece Type
| Piece Type | Survival Points (SP) |
|---|---|
| City | 3 |
| Village | 1 |
| Noble | 1 |
| Field | 1 |
| Gold | 1 |
| Livestock | 1 |
Level of Destruction by SP Total
| SP Total | Level of Destruction |
|---|---|
| 0 | Total Annihilation |
| 1–6 | Desolation of the Old World |
| 7–10 | Leveled to Ruins |
| 11–16 | Dawn of the Dark Ages |
| 17–24 | A Stunting of Growth |
| 25+ | Humankind Triumphs |
Credits
Game Design Keith Rentz
Game Development Randall N. Bills
Editing Philip A. Lee
Cover Art Matt Stawicki
Interior Art Kristen Plescow Matt Stawicki
Logo, Game Graphic Design & Rulebook Layout Jason Vargas
Additional Logos Brent Evans
Designer Special Thanks Special thanks to Michelle Auger, Kevin Veroneau, and Chris Waterfield, for their time and efforts assisting me throughout the creation and playtesting process.
Designer Dedication Dedicated to my daughters Aiden and Ava, and my loving wife Sarah.
Playtesters Shane Allen, Bill Baldwin, Mark Bartlett, Bryn Bills, Tara Bills, Jacob Blake, Mark Blake, Perry Brannan, Amanda Cline, Heather Coleman, Talon Coleman, Loren Coleman, Ben Eckman, Uwe Eickert, Dominique Fernandez, Shayne Gray, Mitch Harmon, Carla Horger, Jeff Horger, John Horvat, Jeff Javorsky, Ed Kabara, Ben Kanelos, Rett Kipp, Jane Lindsay, Eric Meinen, Mike Peabody, Jake Peterson, Timothy Plageman, TJ Plageman, Taylor Raymond, Angela Rentz, Dan Rentz, Mark Rentz, Mark Rozmarynowycz, Rob Seabrook, David Silles, Leon Stauffer, Ted Staphani, Andrew Stockmaster, Philip Teague, Westen Thobaben, Mike Thompson, Rich Truex, Zeke Waletzky, Dan Wheeler, Janine Williams, and many more who dedicated their time but whose names went unrecorded.
Published by Catalyst Game Labs, an imprint of InMediaRes Productions, LLC PMB 202 • 303 91st Ave NE • E502 Lake Stevens, WA 98258
©2015 Catalyst Game Labs. All Rights Reserved. Wrath of Dragons is a trademark of Catalyst Game Labs in the United States and/or other countries. No part of this work may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior permission in writing of the Copyright Owner, nor be otherwise circulated in any form other than that in which it is published. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC. Made in China.