Your goal is to raise dragons to controlling large territories. You will do this by exploring the world, hatching eggs, gathering your hatchling’s favorite foods to help them grow, and finally helping them stake out a lair.
Town | Forest | Mountain | Ocean |
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62 hex tiles (8 town, 17 forest, 17 mountain, 20 ocean)
1 tri-hex starting tile
Egg | Green | Red | Blue | Gold |
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26 dragon standees (6 red, 6 blue, 6 green, 6 gold)
80 resources (green leaves, red rubies, blue pearls, gold)
10 handler meeples (2 of each player color)
20 lair stands (4 of each player color)
5 large nest cards
Starting with the first player each player takes a turn in clockwise order until the game ends.
Each tile has a resource that it produces:
Tile | Resource |
---|---|
Mountain | Ruby (red) |
Forest | Leaves (green) |
Ocean | Pearl (blue) |
Town | Gold |
Each dragon has preferred resources it wants to eat.
Dragon | Resource |
---|---|
Red | Ruby / Gold |
Green | Leaves / Gold |
Blue | Pearl / Gold |
Gold | Gold |
Note that all dragons will accept gold (it is a “wild” resource).
Each player has a nest with room for up to 3 hatchling dragons and a supply of resources. You may spend resources to add new dragons to your nest.
To feed a dragon you move 1 resource from your nest’s supply and place it top of the dragon. You will only have the opportunity to feed your dragons once per turn.
A dragon with 3 resources on it is considered fully grown and ready to create a lair.
A territory is a set of contiguous tiles of the same type.
Ocean territories are a bit tricky and must be connected by matching water edges. If the ocean tiles touch only based on their land edge and not a water edge then they are two separate territories.
At the end of the game players will earn points based on the size of the territories they control. Territories are controlled by the player who has the most lairs in that territory. If there is a tie for most lairs then all tied players share control.
It is possible to add a lair to a territory that is already controlled, however this requires paying a gold tithe for existing lairs. Note that if two separate territories are later joined into one by placing tiles, no tithe needs to be paid.
Town tiles can never have lairs in them and thus can never be controlled.
This map has 5 potential territories. There is one forest territory with 4 tiles, one mountain in the West with 2 and another in the East with 1. There are two separate ocean territories, the North with 2 and the North East with 1 (they are separate because they don’t share a water edge). No player can ever claim the town.
On your turn you may do one of the following actions:
You may spend 3 resources of any one type (you may substitute gold for any type). If you do, take one of the following:
If you chose a that face-up dragon from the market, replace it by flipping a dragon from the pile face-up.
You may not take a dragon if it would result in you having more than 3 dragons in your nest.
For each dragon in your nest you may add a resource of that dragon’s affinity (or a gold resource) from your nest to the dragon’s card.
The game end is triggered when a player creates their 4th lair or when the last tile is drawn. Finish the round so that each player gets an equal number of turns.
When the game ends each player scores their dragons and territories:
The player with the most points wins. If there is a tie, the tie is broken by the player with the most unspent gold resources. If a tie still remains the players share the victory.
Chris Glein