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called theDragon Nest. Each Spade represents a Dragon of different strength and ability, with the Ace
being the weakest Dragon
Each player should count out thirteen counters and keep them ready. These keep track of the current
health levels of the Dragon under the player's control and will be referred to ashealth counters.
Each player draws one Dragon from the Nest, with the youngest player drawing first, and places it face
up on the play surface in front of him or her. Each player should place a number of health counters on his
or her Dragon equal to its health (at this point, the same as the card's face value). Shuffle the rest of the
deck and deal each player a hand of five cards.
The game can now commence. The player controlling the most powerful Dragon goes first.
Playing the Game
1. At the beginning of each turn, the player refills his or her hand to a maximum of five cards (players
already holding five cards skip this step). When a player draws the last card of the deck, simply shuffle
the discard pile and start again.
2. Flip the top card of the deck. The suit of this card is thetrump suit for the turn.
3. The player can choose either to attack one opposing Dragon, or discard his or her complete hand and
draw a new one. If the player discards, his or her turn ends when the new hand is drawn. If the player
launches an attack (see "Attacking and Defending Dragons"), the turn ends after one attack.
4. When the turn ends, play passes to the left.
Attacking and Defending Dragons:When a card is played, the attacking player does not reveal the card
he or she has played until after the controlling the Dragon being attacked has chosen to defend and has
selected the specific card he or she wishes to play. The initial attack and defense cards are revealed
simultaneously.
Attack:To launch an attack, the player chooses an attack card from his or her hand and initiates a battle
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against an opponent's Dragon. The face value of the attack card indicates how manydamage points the
attack can cause. If the card used in the attack is trump, flip the top card of the deck. If it is an attack
card (Club or Diamond), the face value is added to the attack. If the new card is also trump, repeat this
process until the flipped card is not trump, adding each subsequent attack card's face value to the
damage point total. Defense cards do not count toward anything.
Defend:The player under attack can attempt to fend off the assault. Once the total attack score has been
calculated, he or she applies the value of the defense card from his or her hand to block all or part of the
damage inflicted upon the Dragon. If a card he or she used for defense is trump, he or she flips the top
card of the deck and adds its face value to the total defense score if it is a defense card (Heart or
Diamond). If the new card is also trump, repeat this process until the flipped card is not trump, adding
each subsequent defense card face value to the total. Attack cards do not count toward anything.
Press the Attack:If the attacking player has another attack card from the same suit as the first one
played, it can be used to press the attack. The card's value is added to the attack total. For example, if a
Club was used to initiate the assault, in order to press the attack the player must use another Club; if the
player cannot play another Club, he or she cannot press the attack.
The defender may then choose to add to his or her defense. However, he or she is free to use any
defense cards in his or her hand (Heart or Diamond). The attacking player may, in turn, choose to further
press the attack. This sequence continues until the attack cannot be pressed any further.
AssessDamage:To determine the outcome of the attack, subtract the total defense from the total attack.
If the remainder is positive, the targeted Dragon suffers that many damage points.
For every damage point a Dragon suffers, the controller must remove one health counter from it. If any
health counters remain, the Dragon survived and play passes to the left. If all the health counters are
removed from a Dragon, that Dragon has been slain! It is removed from the game (see "New Dragons
and Despoilers") and placed face down behind the attacker's Dragon. It is now in that player's Trophy
Hall.
All cards used in attack or defense are discarded and placed, face up, next to the deck.
New Dragons and Despoilers:When a Dragon is removed from play, its controller must immediately
draw a new one from the Nest, put the appropriate number of health counters on it, and refill his or her
hand to five cards before play passes to the next player. If no Dragons remain in the Nest, the player is
still in the game, but he or she is adespoiler rather than the warlord he or she has been up to this point.
A despoiler has no Dragon to protect; he or she fights only to kill other players' Dragons. A despoiler is
at something of a disadvantage. While the player continues to refill his or her hand at the beginning of
each turn, all defense cards drawn are useless since the player no longer has a Dragon to defend. They
can be disposed of only by discarding the whole hand, preventing any attacks that turn.
Winning the Game
The game ends when every player has had one final turn after the Nest is empty or the last Dragon dies.
When the game is over, each player adds up the health point value of the Dragons in their Trophy Hall.
The resulting number is the player'svictory points.
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If any Dragons remain face up on the table at the end of the game, they have survived the Dragon war!
Their players receive five additional victory points for successfully protecting the Dragon until the end of
the war. The player with the highest victory point total wins the game.
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