TM
RULEBOOK
TABLE OF CONTENTS
GETTING STARTED. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Summary of Play. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Market Cards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Character Screen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Encounter Card. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Dragonfire Card . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Revealing Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
2
2
2
3
3
3
6
7
COMPLETE GAME RULES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Scenes & Rounds Order . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Dragonfire Cards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Additional Encounter Rules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Tokens. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Locations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Turn Order. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
1. Start Turn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
2. Play Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
3. Deal Damage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
4. Take Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
5. Replenish . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
6. Market. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
7. End Turn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
WINNING THE GAME. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
OBJECTIVE OF THE GAME
In Dragonfire, players assume the roles of their favorite Dun& Dragons® classes and races. With chosen Character screens
ready, the players select an Adventure that determines the details
of the current game. Each Adventure is broken up into a number of
Scenes. During each Scene, the players face a number of encounter
cards representing monsters and villains. Each turn, players each
have the opportunity to play cards against encounters and purchase
more cards to increase the strength of their decks.
While players must face encounters individually, cooperative play
is the name of the game: players will need to work together to defeat all
the enemies.
Defeat all of the encounters to complete a Scene. Complete all of the
Scenes in the Adventure, and you win the game!
Important Terms: The first time an important term appears it is
bolded.
geon
HINTS: Sidebar hints are found throughout the rules to help increase
your enjoyment of the game! You do not have to read these sidebars
before your first game. Skip them, get through the rules and into a
game. Then you can peruse them to increase your expertise!
CAMPAIGN PLAY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
EXPERIENCE POINTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Character & Adventure Levels. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Advancements. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Modifying Adventure Levels. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Building the Market. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
GLOSSARY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
FORGOTTEN REALMS®
Dragonfire™ is set in the same world as most of the D&D®, fifth
edition releases: the Forgotten Realms. On the world of Toril, the largest
continent is known as Faerûn, and of all the realms and cities in this land,
the Sword Coast, stretching along the western side of the continent, is
by far the most infamous. Its lands and cities are known to almost any
player of D&D—the Moonshae Isles, Baldur’s Gate, Neverwinter, and of
course, Waterdeep.
BOX CONTENTS
Dragonfire contains everything you need to play:
n Dungeon Difficulty 1 Encounter Deck (20 cards)
n Dungeon Difficulty 2 Encounter Deck (20 cards)
n Wilderness Difficulty 1 Encounter Deck (20 cards)
n City Difficulty 1 Encounter Deck (20 cards)
n Adventurers Difficulty 2 Encounter Deck (20 cards)
n A selection of six Difficulty 3 Encounters
n Basic Market (Equipment Pack) Deck (48 cards)
n Market Deck (60 cards)
n Magic Items Deck (54 cards)
n Character screens (16)
n Adventure cards (8)
n Adventure Environment card
n Adventure Companion booklet
n Sticker sheets
n 8 Class Type markers (2 for each Class Type)
n Tokens
n Plastic clips
n Quick-Start Rules booklet
n Rulebook
™
RULEBOOK
GETTING STARTED
SUMMARY OF PLAY
The game takes place across a number of Scenes as determined by the selected Adventure. Gameplay follows these basic
rules, although some Adventures can modify these. For the complete rules, see page 10.
The party—the players involved in the current game—start
by selecting their characters and building their Equipment Packs
of starting cards. Then they set up the Encounter Decks that will
be used for that Adventure. Encounters are then drawn from the
Primary Deck to face each specific player. Finally, depending on
the number of players, a Dragonfire card is revealed, read out
loud, and placed on top of the Dragonfire Deck.
Starting with the party leader and moving to the left, each player takes their turn. (The party leader stays the same throughout the
game.) Once the last player has taken their turn, the round ends.
On their turn, the active player follows these steps in order:
1. Start Turn: Choose to move into or out of a Location, as well
as resolve any “start of your turn” effects.
2. Play Cards: Play cards (including any Assists played by other
players) and then apply non-damage effects from card text.
3. Deal Damage: Deal damage from cards to encounters.
4. Take Damage: Encounter(s) facing the active player attack
and deal damage.
5. Replenish: During the Replenish phase, if the active player
has three or fewer cards in hand, they draw two cards.
6. Market: If they have enough gold, the active player may
purchase any number of cards from the Market. If they do
not purchase a card, the active player must cycle one card
into the Market.
7. End Turn: The players’ turn ends.
At the end of the round, discard the face-up Dragonfire card on
top of that deck (if any); if a card is discarded, the Dragonfire level
increases by 1. Reveal a new Dragonfire card and read the flavor
text aloud, then apply any effects from the card’s text (based on
the encounters and characters in play, as well as the Dragonfire
level), and place the card face-up on top of the Dragonfire Deck.
Then the party leader starts the next round by taking their turn.
At the end of any player’s turn, if all encounters have been defeated, the round immediately ends—that Scene has been completed. Bury the revealed Dragonfire card by placing it on the bottom of that deck; it doesn’t increase the Dragonfire level.
After a Scene ends, there is a Short Rest, during which players
can heal HP, purchase cards, and remove Exhausted tokens.
Once the Short Rest is done, a new Scene begins. New revealed
encounters face players and will become more difficult (drawn
from the Secondary Deck) as the Dragonfire level increases.
If players complete all the Scenes in the Adventure, they complete that Adventure and win the game.
2
At the end of a game, players earn Experience Points (XP)
based on their progress through the Scenes of the Adventure.
These can then be used to purchase Features (stickers) that will
increase the overall strength of their characters. If they complete
the Adventure, they can also earn Magic Item cards to improve
their characters.
CARD TYPES
Dragonfire contains a number of different types of cards, which
are explained below.
MARKET CARDS
Each Market card has the following stats:
3
4
1
to up to three different encounters.
4
ASSIST
Deal
3
2
ARCANE (EVOCATION)
MAGIC MISSILE
6Deal
3
1 to up to three different encounters.
7
There can be great power in simplicity.
RANDY GALLEGOS • ™ & © 2017 WIZARDS • 9/28
DEVOTION: BASIC
GRACE
1
“When the gods wish to punish us, first they
answer our prayers.” –Daffyd Lightbearer
8
MATT STAWICKI • ™ & © 2017 WIZARDS • 1/28
1. Name: The name of the card.
2. Damage: How much damage the card deals, if any.
3. Cost: How much gold the card costs to buy from
the Market.
4. Class Type: Each card has a Class Type—Devotion,
Arcane, Deception, and Martial—with a
corresponding color and text for clarity. Some
effects, card abilities, and Adventure rules refer
to Class Type.
5. Basic card: A Basic Market card is used when
building a character’s Equipment Pack at the
start of the game. Basic Market cards denote
themselves as such.
6. Card Ability: The card’s special abilities (which can
include extra damage), as well as requirements
to purchase and/or play, if any.
7. Assist Ability: This ability appears on some
cards. You can use Assist abilities only during
another player’s turn to help them. Assists are
particularly important for defeating Locations
(see Locations, p. 12).
8. Card Number: Used to keep track of cards in a set.
9. Market Card Back
5
9
8
1
™
RULEBOOK
CHARACTER SCREEN
11
10
1
FEATURE SLOT 1
3 2
12
FEATURE SLOT 2
9
8
7
6
5
4
3
2
1
FEATURE SLOT 4
NAME
7
deception class: rogue
4
5
xp
6
9
equipment pack2
9
level
race: half-orc
8
10
FEATURE SLOT 5
RELENTLESS ENDURANCE:
When Stunned, do not discard hand.
UN
ST
C.
UN
11
1
2
3
4
5
6
7
8
9
10
11
12
13
MAGIC ITEM LIMITATIONS
Weapon: 3
Armor: 1
Shield: 1
Misc.: 4
Any Light Armor; Deception Shield only.
13
FEATURE SLOT 3
FEATURE SLOT 6
“What? Didn’t he just say
‘Over my dead body?’”
AARON J. RILEY • ™ & © 2017 WIZARDS • 15/16
AARON J. RILEY • ™ & © 2017 WIZARDS
14
1. Name: You can write your character’s name here.
2. Equipment Pack: The unique build of Basic Market cards that form your starting
draw deck. (Some will include non-Basic Market cards.)
3. Starting Hand: The number of cards you draw from your deck at the start of the
game. (After the start of the game, this has no effect.)
4. Starting Gold: The amount of gold you have at the start of the game. (After the
start of the game, this has no effect.)
5. Health Track: Numbers and icons along the top of a Character screen represent
how many HP your character has remaining.
6. Starting Hit Points: The number of HP your character has at the start of the
game (place a clip on that number on the Health Track). A character can’t be
healed beyond their starting HP value.
ENCOUNTER CARD
Each encounter card has the following stats:
DEATH SLAAD 1
6
H SLAAD7
ON
5
C.
UN
12
N
13
U
ST
14
Each Character screen has the following stats:
6
8
3
ABERRATION
5+: +1 damage.
4
2
5
7+: +1 additional damage.
8
Strength: Attack Strength is now +1.
Evil is not just in their nature. They enjoy it.
6
6
3
2
CONCEPTOPOLIS • ™ & © 2017 WIZARDS • 19/20
10
9
8
7. Class Type/Character Class: Your character’s Class Type, as well as a specific
Character Class within that Class Type.
8. Race: Your character’s race.
9. XP (Experience Points): Track the XP earned across multiple Adventures here.
10. Level: The current Level of the character.
11. Racial/Class Ability: If the character has a special racial ability or class ability,
it is written here.
12. Feature Slots: Feature stickers (including the first Background sticker) are
placed into these slots (see Features, p. 24).
13. Back of Character screen: The back of a Character screen can be used to
note various things, such as which Magic Items they’ve acquired. It also
includes Magic Item limitations (see Character Limitations, p. 26).
14. Card Number: Used to keep track of cards in a set.
1. Name: The name of the encounter.
2. Damage Track: This set of icons shows the types and amounts of damage you must
inflict to defeat the encounter. You must clear each level on the track, in order, from
top to bottom.
3. Encounter Type: Each encounter has a type. Some effects, card abilities, and Adventure
rules refer to this type.
4. Encounter Color: Each encounter has a color that corresponds to the Class Types: black
= Martial, blue = Arcane, green = Devotion, and red = Deception. Some effects, card
abilities, and Adventure rules refer to this color.
5. Card Ability: Some encounters have abilities that affect the game, usually causing problems
ENCOUNTER
for the party. An encounter’s ability might be always in effect, or it can trigger when
the card is first turned face up into play (SURPRISE and TOKENS), when it is defeated
11
(VANQUISHED), when the Dragonfire level is at a certain threshold ( 2+), or at other
times as described by the ability.
6. Attack Strength: The damage the encounter deals to the character it faces.
7. Gold: The amount of gold the defeated encounter is worth to the party.
8. Tripwire Trait: This white line on the damage track of some cards represents a Tripwire, and corresponds to the
underlined Trait text on the card. As soon as any level below the Tripwire line has been cleared, the card’s
underlined Trait is immediately activated, even if the encounter is defeated (when applicable).
9. Card Number: Used to keep track of cards in a set.
10. Encounter Deck: This icon indicates both which Encounter Deck the card belongs with—which environment—as
well as the Difficulty Rating of the deck; one icon means Difficulty Rating 1, two icons means Difficulty Rating
2, and so on. For example,
is the Dungeon Difficulty 1 Deck;
is the City Difficulty 1 Deck;
is the
Adventurers Difficulty 2 Deck; and so on. Finally a star icon means that the card can be added to any environment
deck but should still be added only to the appropriate Difficulty Rating. Adventures may tell you to mix up cards
in ways beyond these classifications. Finally, some rules may refer to the “Dungeon 1 Deck” or the “Adventurers
2 Deck.” In all instances, those are abbreviations for “Dungeon Difficulty 1 Deck” and “Adventurers Difficulty
2 Deck.” (As future Adventures may mix and match encounters, the backs are all identical. Simply review the
bottom left-hand corner of each card front when sorting cards into their appropriate Encounter Decks.)
11. Encounter Card Back
3
14
™
ENVIRONMENTS AND ENCOUNTERS
Dragonfire includes the following Encounter Decks (the
environments of the obstacles you’ll be trying to defeat):
DungeonWilderness
KEYWORDS
CityAdventurers
Coastal
The glossary starting on page 28 explains keywords for ease of
reference during gameplay. However, you’ll need to understand a
few important concepts and icons as you read through the rules.
Any (can be added
to any deck)
CLASS TYPE (COLOR)
There are four color-coded categories of Class Types:
Future Encounters: New encounters for existing environments
(as well as brand new environments) will appear in future releases.
Unless specifically stated in an Adventure, use the following
guidelines when adding new encounter cards.
• Always add encounters to the appropriate decks, based on
the icon, as well as the number of icons (the difficulty).
• Each Encounter Deck should always have at least 20 cards
but no more than 40.
• All encounters from an expansion must be included if any
will be added.
• If you remove any encounters, all associated encounters (i.e.,
from the base game or an expansion) must be removed.
Arcane
Devotion
4
5
RACE
The lands of the Forgotten Realms are populated by many
races: elves, dwarves, half-orcs, humans, and more. Your choice
of race will have an impact on the games you play. Both race and
Character Class create a final, unique set of Dragonfire stats.
1
The base game includes five races and four Character Classes
across a total of sixteen Character screens. Future expansions will
build on the possibilities of these combinations.
Each Humanoid encounter heals 1 level.
The Attack Strength of each Humanoid encounter increases by 1.
In addition, summon Humanoid (or any, if no Humanoid) from the
8+ Secondary Encounter Deck and place that encounter facing the
character whose Class Type matches it. Then immediately
summon any from that deck and place the second encounter facing that
character (the second encounter has no gold value). Bury the rest.
™ & © 2017 WIZARDS • 22/24
: red cards
: black cards
The base game includes only one Character Class in each Class
Type: Wizard (Arcane), Rogue (Deception), Cleric (Devotion), and
Fighter (Martial). However, future releases (such as the Heroes
of the Sword Coast™ Character Pack) will include additional
Character Classes such as Bard (Deception), Druid (Devotion),
Ranger (Martial), and Warlock (Arcane).
Your foes momentarily shimmer before your eyes. As the effect
dissipates, you wonder if you’re still seeing things: they appear
taller and stronger, their eyes filled with inhuman rage.
3
Deception
Martial
All Character Classes fit into one of the four Class Types above.
The base color of each Character screen corresponds to the Class
Type, and also has a large Class Type icon watermark.
Each Dragonfire card has the following stats:
2
: green cards
CHARACTER CLASS
The Character Class is the primary definition of what your
character can do—your character’s calling.
DRAGONFIRE CARD
FRENZY
: blue cards
CLASS TYPES IN A GAME
For the most balanced game experience, a party should always
include all four Class Types: Arcane, Deception, Devotion, and Martial.
Yet players can choose from whatever Character screens are
available. If any Class Types are not present among the selected
Character screens, those must still be represented in the game.
Choose one or more players to represent the absent Class Types:
these players still select one Character screen as their primary
Class Type, but for the purposes of encounters, Skill Checks—
and any “Requires X Class” rules on Market cards—they are also
considered to be the second Class Type as well. (You can take both
Class Type markers as a reminder.) For example, if no one chooses
to be a Deception-based character, one of the players must take
a Deception Class Type marker in addition to their chosen Class
Type; this means they can buy and play “Requires Deception
Class” cards, any encounters that need to be placed in front of a
Deception character will face that player, and so on.
The only exception to the above rule is if a card specifically calls out
“primary Class Type” for its effect, then the second Class Type does
not count. For example, for the Old Enemies Dragonfire card, the
drawn encounter will only face the player if the encounter matches the
player’s primary Class Type, regardless of their second Class Type.
The game assumes that players will choose no more than two
of a Class Type per game; hence the two markers per Class Type. If
players wish to play more than two of a Class Type in a game they’ll
need to use some other means for tracking their movement as well
as determining first encounter placement.
7
1. Name: The name of the card.
2. Flavor Text: Text to be read aloud when the card is revealed (has no rules effect).
3. Dragonfire Effect: The card’s primary effect, if any. These events change gameplay
during each round.
4. Continuous Effect Icon: Many effects have a continuous effect icon
as a
reminder that the card has an ongoing effect on the game. Continuous effects end
when the card leaves play.
5. Dragonfire Level Effect: The card’s secondary effect, if any (some cards may only
have this secondary effect). It triggers only when the Dragonfire level is at or above
the indicated threshold. This effect often enhances the primary effect.
6. Deadfall Effect Icon: Many effects have a Deadfall icon
. These icons are a
reminder that an effect triggers when the card is placed in the Dragonfire discard.
7. Card Number: Used to keep track of cards in a set.
8. Dragonfire Card Back
8
4
™
RULEBOOK
NUMBER OF PLAYERS
2
TWO-PLAYER
GAMES
In two-player games,
both players must act as
two Class Types, as noted in
the Class Types in a Game
sidebar.
Both players exchange
one of their Equipment Pack
cards for a Bless Market card.
DEVOTION
Additionally, the
Dragonfire level starts at
BLESS
–2, meaning that you play
ASSIST
Deal 1 damage of any color.
two rounds before the first
“The question is not which path to take. The question is,
Dragonfire card is revealed.
are you worthy of the path you are on?” –Udoendithas
Locations: If one player
is already in a Location and
another Location is revealed for the second player, discard it and
reveal a new encounter. (Locations are detailed on page 12.)
ERIC BELISLE • ™ & © 2017 WIZARDS • 2/28
THREE-PLAYER GAMES
In three-player games, one player must act as two Class Types,
as noted in the Class Types in a Game sidebar.
That player exchanges one of their Equipment Pack cards for a
Bless Market card.
Additionally, the Dragonfire level starts at –1, meaning that you
play one round before the first Dragonfire card is revealed.
CLASS TYPES IN A GAME
The rules above only apply to two- and three-player games,
not to four or more player games where some players are
playing as two Class Types.
TWO- & THREE-PLAYER GAMES:
WHICH CARD TO TRADE OUT?
There is no hard-and-fast rule for exactly which card to trade
out for Bless when playing two- or three-player games. Generally
speaking, the secondary Class Types each player selects won’t
have as many Basic cards of that color. This means for a portion
of the game you’ll be deficient in that color, which can cause you
problems if too many encounters of that color show up.
For example if in a two-player game both players are human
and there’s a Fighter (Cleric secondary) and Wizard (Rogue
secondary), then they will not have many green or red cards, so
the players may decide they will switch out the color they have
the most of. For example, the Fighter might switch out a black
card, while the Wizard switches out a blue card. Then again,
other players may decide to exchange their secondary colors
instead.
The Character screens, which Class Types are or are not
present, and ultimately players’ style of play will help determine
the most effective cards to trade out.
5
31
ALLEN MORRIS • ™ & © 2017 WIZARDS • 9/16
“There is never doubt. There is only the
calm of knowing that one is called.”
FEATURE SLOT 3
FEATURE SLOT 6
FE
AT
U
RE
RULEBOOK
™
SL
O
T
equipment pack
8
xp
3
devotion class: cleric
4
FEATURE SLOT 5
F
level
14
race: human
2
7
6
5
4
3
2
1
CONCEPTOPOLIS • ™ & © 2017 WIZARDS • 15/20
.
UN
C
FEATURE SLOT 6
FEATURE SLOT 5
ST
UN
3
4
2
3
STUN
UNC.
5
4
DECEPTION
OPPORTUNITY
You may buy a card from the
Market and play it immediately.
MARK BEHM • ™ & © 2017 WIZARDS • 17/28
ARCANE (EVOCATION)
MAGIC MISSILE
to up to three different encounters.
ASSIST
RANDY GALLEGOS • ™ & © 2017 WIZARDS • 9/28
There can be great power in simplicity.
1 to up to three different encounters.
CHUUL
Deal
Deal
“Every step brings opportunity. Seize each one.” –Eleak Chandler
2
G
1
RO
FEATURE SLOT 4
O
2
3
3
7
2
AARON HÜBRICH • ™ & © 2017 WIZARDS • 9/20
2
+1
0
6+: +1 Attack Strength.
3/2
8+: Instead, +2 Attack Strength.
•
1
4
ADVENTURE SETUP
Use Dungeon 1 as the Primary Encounter Deck and Dungeon 2 as the
Secondary Encounter Deck.
ABERRATION
DS
2
F
EA
TU
RE
SL
O
T
31
The townsfolk are terrified. Monstrous inhabitants from the nearby dungeon
continually raid the surface, burning fields, disrupting trade, and taking captives. The town needs adventurers willing to brave the depths!
An Arcane character may discard Arcane
cards to prevent damage equal to the
number of cards discarded.
AR
5
Market
9
IZ
11
W
3
•
20
17
SL
O
T
3
FE
AT
U
RE
RED SLAAD
R
©
5
4
6
10
LO
&
3
NE
™
6
4
AR
CO
7
3
-1
1
M
8+
:W
h
ABERRATION
8
H
V en
U
da AN Oro
M
S
A
Q
m
N
ar ma UIS g a
O
tta
ge
ID
th ter,
e bl mea to HED ck
s,
an :
essi n
ng er an oth Dea dis
c
of d
th stro er e l 1 le ard
e or n
nc ve yo
c go ger
ur
o l
dd than un of
ha
te
ess,
nd
or
Lu cs r.
.
th , w
ic. ith
ha
SURPRISE: Dispel magic.
9
.
EEXXH
10
Chaos incarnate, and evil to their core.
11
N
A
ra
ce:
lf-e
lf
FE
AT
U
RE
SL
O
T
11
13
VANQUISHED: Red Slaad must Save.
Success: Summon another Slaad from the
Secondary Deck (or any, if no Slaad).
+1+1 +1
+1+1
+1
.
C
UN
8
UN
ST
FEATURE SLOT 4
9
3
lev
el
-1
M
de
E
4
cep
tio
xp
nc
la
eq
ss:
uip
ro
me
gu
nt
e
pa
ck
/16
12
1
8
20
17
10
©
SL
O
T
&
11
™
12
•
FEATURE SLOT 1
S
13
RI
NAME
OR
13
FE
AT
U
RE
M
.
14
EA
TU
RE
SL
O
T
N
“T
No her
c e is
le
ar no
m lig
o
r
n w ht w
ith ith
ou out
t th th
es ed
W
tor ark
IZ
AR
m .
DS
.”
•
16
LE
EX
H
ADVENTURE
LEVEL 1
DUNGEON CRAWL
FEATURE SLOT 2
3
AL
-1
2
5
1
T
CH
ENCOUNTER
20
4
3
UNDEAD
GIANT
TOKENS: 2 1 1
2
If Troll is damaged in a turn, it must Save.
Success: It heals 1 level.
6+: Tokens are instead: 2 1
8+: Tokens are instead: 2 2
RE
T
O
SL
4
STUN
U
AT
FE
1
1
Animated by dark magic, they heed the summons of
spellcasters who call them from their stony tombs.
Hunger. It drives trolls to devour anything
they can smash in their path.
AUTUMN RAIN TURKEL • ™ & © 2017 WIZARDS • 1/20
1
DAVID HOVEY • ™ & © 2017 WIZARDS • 8/16
“My heritage unlocks secrets you
can barely imagine, and which I
shall master...in time.”
level
equipment pack
xp
4
5
arcane class: wizard
6
KEEN SENSES:
Make a Skill Check. Success: Shift Surprise
effect to the next player to the left.
race: sun elf
6
7
8
9
NAME
FEATURE SLOT 3
FEATURE SLOT 2
FEATURE SLOT 1
Secondary
Deck
2
MAGICAL SURGE
DANIEL LJUNGGREN • ™ & © 2017 WIZARDS • 19/20
10
9
8
7
6
5
4
3
2
1
U
AT
FE
N
11
C.
12
UN
5
13
U
ST
T
O
SL
UNC.
RE
U
AT
FE
Magical runes, writ in blazing light, swirl over and around each
of your opponents, dancing to the chant of a hundred whispering voices. They fade,
but your enemies’ eyes are glowing with renewed purpose—and power.
RE
FEATURE SLOT 1
FEATURE SLOT 4
T
O
SL
6
NAME
FEATURE SLOT 2
4
devotion class: cleric
5
xp
8
equipment pack
race: shield dwarf
level
The Attack Strength of each blue
encounter increases by 1.
In addition, reveal cards from the
4+ Secondary Encounter
Deck until a blue encounter is revealed and place
it facing the Arcane character (or any, if no blue). Bury the rest.
™ & © 2017 WIZARDS • 12/24
FEATURE SLOT 5
FEATURE SLOT 3
FEATURE SLOT 6
“I’ve lived within the bones of the
world, and seen the throne of gods.”
Dragonfire
Deck
CLAUDIO POZAS • ™ & © 2017 WIZARDS • 12/16
SETUP
Each player places their Character screen in front of them.
and place a clip at
They collect gold from the common supply
, as indicated
the starting HP on their character’s Health Track
by the Character screen.
Players then build their characters’ Equipment Packs (their
starting deck). Each Character screen includes a series of Class
Type icons that details which Basic Cards make up the character’s
Equipment Pack, as follows:
: Cantrip (Basic Arcane)
31
3
r.
ye
c
or
lf-
ha
6
ce:
ra
EN
3
2
1311
2
11
ENCOUNTER
7
BR
13/
en
•
pla
be
DS
er .
ve
AR
IZ
oth ard ld ha wquill
W
ZE
17
an e c
lo
20
O
©
O
se on shou Hol
&
™
oo s hat er
•
Ch raw . T Jast
AN
M
D: r d less l of
ER
ND
HE ye e spot urna
LA
EL
UIS t pla wer e jo
NI
DA
NQ ha ors m th
VA T n flo –fro
eo .”
ng ue
du st cl
he
“T our fir
8
10
11
3
14
AARON J. RILEY • ™ & © 2017 WIZARDS • 20/20
12
2
BE
9
3
er
ht
fig
el
E
ss:
lev
M
.
:
cla
d
E
n
NA tial
NC ha
r
RA rd
ma
a
ck
DU isc
4
t pa
EN ot d
xp
en
d
SS n
ipm
an
2
LE , do
equ
re,
NT d
su e.”
6
LE nne
ea trib
4/1
•
RE Stu
DS
d tr e
n
an f th 17 WIZAR
he
od e o
20
W
blo rid LEY • ©
or e p
UM
“F th
T
O
SL
TROLL
4
Party
Leader
13
1
2
2
RE
U
AT
FE
SWARMING SKELETONS
Primary
Deck
14
MARTIAL
JAVELIN
ASSIST
BEN WOOTTEN • ™ & © 2017 WIZARDS • 23/28
Market
Deck
CU
T
O
SL
10
US
NO
The war host let fly, and over two thousand spears eclipsed the sun.
–The journal of Lucian Deathbringer
FEINT
DECEPTION
TI
LA
6
1
11
T
O
SL
Requires Deception Purchase: You can’t buy
this card from the Market unless you played a
Deception card this turn.
JOHN STANKO • ™ & © 2017 WIZARDS • 16/28
RE
GE
12
U
AT
FE
Do not look for the attack. Look for the intent.
13
RE
U
AT
FE
31
Damage from one card you played this
turn may be dealt anywhere on an
encounter’s damage track.
14
Adventure
Environment
5
FRANZ VOHWINKEL • ™ & © 2017 WIZARDS
Adventure
10
LOCATION (2)
CHOKE POINT
5
2
ADVENTURE ENVIRONMENT
1/7 • FRANZ VOHWINKEL • ™ & © 2017 WIZARDS
SURPRISE: Summon any.
You can’t play more than two cards on your turn.
3
1
ASSIST
MARTIAL
TOWER SHIELD
Choose an encounter. It can’t attack
this turn, and deal
to it.
Encounters facing you deal –1 damage this turn.
KIERAN YANNER • ™ & © 2017 WIZARDS • 27/28
“I am the shield!” –Balasar the Wild
BLESS
DEVOTION
ASSIST
ERIC BELISLE • ™ & © 2017 WIZARDS • 2/28
Number of Characters +1
Number of Characters +2
Deal 1 damage of any color.
REVEAL ENCOUNTERS EQUAL TO
Number of Characters
2
3
The standard rules apply for the Short Rest after each Scene.
“The question is not which path to take. The question is,
are you worthy of the path you are on?” –Udoendithas
SCENE
1
ENDING A SCENE
2
ENCOUNTERS
At the start of each Scene, reveal encounters as indicated in the chart
below. First reveal encounters from the Secondary Deck equal to the
Dragonfire level. Then, if you still need to draw more encounters, reveal
remaining encounters from the Primary Deck. Place the first revealed
encounter facing the character whose Class Type color matches the encounter’s color, and distribute the rest to the left from that character.
: Stealth (Basic Deception)
: Grace (Basic Devotion)
: Glory (Basic Martial)
Once the Equipment Packs are built, each player shuffles their
icon on the
deck and draws a starting hand according to the
Character screen.
Finally, each player takes a Class Type marker. If more than
one player is playing a character of the same Class Type, each player of that Class selects a different-numbered Class Type marker; it
may be helpful to note the number of your Class Type marker to
remind you which marker is yours.
Once the players have finished setting up, set up the general
playing area.
6
FUTURE CHARACTER SCREENS
Some Character screens in future expansions (such as the
Heroes of the Sword Coast™ Character Pack) will include additional
Character Classes where the Equipment Pack will indicate either
a standard Market card or a unique Basic card included with the
expansion. These cards—such as Color Spray, Tinker, and so
on—will be noted at the end of the Equipment Pack line, so that a
player will know to grab the standard Basic cards and then add the
indicated card(s) to complete their Equipment Pack.
Place the oversized Adventure Environment card in the middle
of the table. All players place their Class Type markers on it. This
card has no effect on play.
Take all remaining tokens and clips and put them into a common pile in the middle of the table.
Shuffle and place the Market Deck within reach of all players,
then reveal six cards to create the Market. (Depending on the races chosen, this number may be higher.) Once revealed, if the entire
Market is one color, reshuffle the deck and lay out a new Market.
Determine who will be the party leader, who will also take the
first turn of the game. Place the Dragonfire Deck to the right of
that player; they also take the Dragonfire token.
™
RULEBOOK
ADVENTURE ENVIRONMENT CARD
THE ENCOUNTER DECK
The Adventure Environment card has no rules text. It’s simply
a way for players to visualize that the party is together, working
their way through the Adventure. When a Location is revealed
and faces a player, that player is split off from the party and moves
their Class Type marker to the newly revealed Location in front of
them. If other players move to that Location at the start of their
turns, they’ll move their markers as well. When a player moves
out of a Location (or the Location is defeated), the marker is then
placed back on the Adventure Environment card.
Craven, reptilian kobolds. The slaadi, creatures of utter chaos.
Cursed, godless fomorians. Ageless, unstoppable golem constructs.
The lands of the Forgotten Realms teem with a superabundance of
monsters of every stripe. Whether in a crowded city, the farthest
forest wilderness, or the darkest dungeons, terrors lurk at every
turn, ready to defeat the unwary hero.
The Encounter Decks represent these creatures from Dungeons
& Dragons® lore. Each deck is divided into specific environments
(and difficulty ratings) to provide variety during different games,
and each card tries to bring that lore to life. A few examples of
translating from the tabletop RPG to Dragonfire: the Fomorian’s
evil eye can damage you or itself; the Red Slaad, when defeated
can transform and summon another slaad; the Stone Golem slows
players, which translates into losing cards during your Replenish
phase; and the Kobold Pack’s tokens emulate an unending wall of
the beasts washing over your party.
Players may find it useful to place the Class Type markers
around the outside edge of the Adventure Environment card, with
each oriented to where they’re sitting around the table. This is
especially important when more than one Class Type is in use, to
ensure players remember which marker is theirs.
Adventure Environment cards are double-sided, so a given
party can decide which visual they wish to use for a given
Adventure.
Let each new encounter take you on a new storytelling
experience that brings the monsters to life.
THE MARKET DECK
The metallic hiss of a blade sliding free of its scabbard. The softbooted, unseen approach behind your target. Magical energies
from the Weave surging along your skin, constrained by the words
of learned knowledge, until they burst forth at your command.
Each round of Dragonfire emulates the fluid give-and-take of
action as players try to fast-talk their way past a tough spot, pull
back and wait for a better sneak-attack opportunity, or draw their
blades and strike with grim fury. Market cards represent all of the
decisions—along with various equipment, spells, abilities, and
more—you make to defeat a myriad of encounters and ultimately
complete the Adventure!
Place the Primary and Secondary Encounter Decks in the middle of the table (the Adventure will indicate which decks to use). At
the start of each Scene, draw a number of encounters as indicated
by the Adventure. Unless stated otherwise by the Adventure:
• First reveal encounters from the Secondary Deck equal to
the Dragonfire level. (For most games, the Dragonfire level will start at 0.)
• If more encounters are needed for the Adventure, reveal
encounters from the Primary Deck for the remainder.
• When the first encounter is revealed, place it facing the
character whose Class Type color matches the encounter’s color. If there’s more than one such character, flip
the Dragonfire token—if the Dragonfire logo is showing,
place the encounter with the player with the first Class
Type marker; if it’s not showing, place the encounter with
the player with the second Class Type marker. Distribute
and reveal the rest of the encounters, starting with the
next player to the left of the first assigned encounter and
moving to the left.
• As each encounter is revealed, if there is a SURPRISE keyword on the card, immediately resolve the Surprise effect
before revealing the next player’s encounter.
Once all encounters are revealed, the party leader reveals the
first Dragonfire card and reads the flavor text out loud. Then they
read the rules text to determine which effects, if any, are applicable
(based on the Dragonfire level, Class Types, encounters in play, and
so on), and place the card face-up on top of the Dragonfire Deck.
You’re now ready to begin the game!
REVEALING ENCOUNTERS
When revealing encounters at the start of each Scene, several
factors will determine the total number of encounters to add. These
are noted below, in the order they should be added (some may or
may not apply based on the specifics of the game being played).
Locations: If a newly revealed Location would place all players
in different Locations, discard it and reveal a new encounter. (Locations are detailed on page 12.)
1. THE ADVENTURE
Each Adventure will provide the details of exactly how many
encounters are to be revealed per Scene, as well as how often you
will draw from the Primary and Secondary Decks.
2. FIVE- AND SIX-PLAYER GAMES
Unless an Adventure specifically states otherwise, the following rules apply:
• Five Players: At the start of each Scene, after revealing all encounters as indicated above, reveal one additional encounter
from the Primary Encounter Deck. Place it facing the next
player to the left. This new encounter has no gold value. (Players can cover the encounter’s gold icon with a generic token
to indicate there will be no payout when it is defeated.)
• Six Players: Use all of the five-player rules above, but reveal the additional encounter from the Secondary Encounter Deck instead.
7
™
RULEBOOK
SIX-PLAYER ENCOUNTERS EXAMPLE
SETUP EXAMPLE (SEE DIAGRAM, P. 6)
A six-player game is starting Scene Three of the Dungeon Crawl
Adventure with a Dragonfire level of 5. The following is the total
number of encounters:
This game has five players—Hilary, Kate, Chris, Dave, and Liz—
and they are playing the Dungeon Crawl adventure.
Hilary is playing a male Shield Dwarf Cleric. As indicated by the
Character screen, she starts with 5 gold. Then she places a clip on
the 8 along the Health Track of her Character screen, representing
her starting HP. Next she creates her Equipment Pack. Following
the printed icons, she selects four Graces (Basic Devotion), two
Glorys (Basic Martial), one Stealth (Basic Deception), and one
Cantrip (Basic Arcane), for a total of eight cards. After shuffling
those to create her draw deck, she notes on her Character screen
that her starting hand is four, so she draws four cards.
Scene Three of Dungeon Crawl = Number of Characters +2 = 8
encounters
Six-player game = +1 encounter (no gold value)
9 Total
The following is the difficulty rating of those encounters:
•
Remaining Scene Three encounters = 3 encounters from
Primary Deck (Difficulty Rating 1)
•
14
13
12
11
10
9
8
7
FEATURE SLOT 1
6
5
4
3
2
1
FEATURE SLOT 4
NAME
Six-player game = draw 1 encounter from Secondary Deck
(Difficulty Rating 2, no gold value)
FEATURE SLOT 2
4
devotion class: cleric
5
xp
8
equipment pack
race: shield dwarf
level
FEATURE SLOT 3
So a total of nine encounters would be revealed—not including
any summoned encounters. The first five come from the
Secondary Deck (Difficulty Rating 2 cards) due to the Dragonfire
level being 5, and the remaining three for the Scene’s total
encounters (as detailed on the Adventure card, i.e., “Number of
Characters + 2”) would come from the Primary Deck (Difficulty
Rating 1 cards). The ninth encounter—added due to this being a
six-player game—is drawn from the Secondary Encounter Deck;
this extra encounter does not provide a payout, and so a generic
token is placed over its gold icon as a reminder.
FEATURE SLOT 5
FEATURE SLOT 6
“I’ve lived within the bones of the
world, and seen the throne of gods.”
CLAUDIO POZAS • ™ & © 2017 WIZARDS • 12/16
Around the table, starting at her left, are the other players and
their Character screens: Kate (Half-Orc Fighter), Chris (Human
Cleric), Dave (Half-Elf Rogue), and Liz (Sun Elf Wizard). They have
also set up their characters. Because they’re playing with two of
the same Class Type—two Clerics (Devotion)—they determine
Hilary will be Devotion 1 and Chris will be Devotion 2, and
everyone grabs their Class Type markers.
They then set up the table, placing the Market by laying out
six cards, Dungeon Difficulty 1 Encounter Deck (the Primary
Encounter Deck), and Dungeon Difficulty 2 Encounter Deck (as
the Secondary Encounter Deck), in the middle of the table. They
place the various tokens in a common pile. Hilary will be the party
leader, so she places the Dragonfire deck to her right and takes the
Dragonfire token to mark her as the party leader. She’ll then take
the first turn.
Now it’s time to lay out the encounters. Since it’s the first turn
and the Dragonfire level is 0 (there are no cards in the Dragonfire
discard), they don’t draw from the Secondary Encounter Deck.
However, since there are five players, they add one additional
encounter from the Primary Deck—for a total of six encounters for
the first Scene. This sixth additional encounter, which is placed at
the end of the other encounters, has no gold value.
They reveal the first card from the Primary Encounter Deck,
which is green, so it must be placed facing a Devotion character.
Since there are two Devotion characters—Hilary’s Shield Dwarf
Cleric and Chris’s Human Cleric—they pick up the Dragonfire token
and flip it. It comes up heads, so the encounter faces the player with
the first Devotion token, which is Hilary. Now Hilary looks at the
card: it is Swarming Skeletons and has the TOKENS keyword, so
she places two green Encounter tokens next to the card.
8
C.
UN
Dragonfire level = 5 encounters from Secondary Deck
(Difficulty Rating 2)
UN
ST
•
™
RULEBOOK
SWARMING SKELETONS
CHUUL
CHOKE POINT
5
4
9
3
2
LOCATION (2)
SURPRISE: Summon any.
You can’t play more than two cards on your turn.
2
AARON J. RILEY • ™ & © 2017 WIZARDS • 20/20
UNDEAD
TOKENS: 2 1 1
6+: Tokens are instead: 2 1
8+: Tokens are instead: 2 2
Animated by dark magic, they heed the summons of
spellcasters who call them from their stony tombs.
1
AUTUMN RAIN TURKEL • ™ & © 2017 WIZARDS • 1/20
The next card revealed, Gelatinous
Cube, is placed in front of the player to
Hilary’s left (its color no longer matters
for placement) and so goes to Kate.
Next an Orog is placed in front of Chris
(the 8+ Dragonfire effect on the card
doesn’t apply). Dave faces a Red Slaad.
MAGICAL SURGE
Magical runes, writ in blazing light, swirl over and around each
of your opponents, dancing to the chant of a hundred whispering voices. They fade,
but your enemies’ eyes are glowing with renewed purpose—and power.
The Attack Strength of each blue
encounter increases by 1.
In addition, reveal cards from the
4+ Secondary Encounter
Deck until a blue encounter is revealed and place
it facing the Arcane character (or any, if no blue). Bury the rest.
4
ABERRATION
An Arcane character may discard Arcane
cards to prevent damage equal to the
number of cards discarded.
6+: +1 Attack Strength.
3
+1 2
8+: Instead, +2 Attack Strength.
AARON HÜBRICH • ™ & © 2017 WIZARDS • 9/20
this card was put into play due to five
players, she places a generic token over
its gold icon to indicate there will be no
payout when the Troll is defeated.
Now that all the encounters
are placed, Hilary reveals the first
™ & © 2017 WIZARDS • 12/24
Dragonfire card, Magical Surge. She
reads the flavor text out loud, then reads
The last card is Choke Point, which
the rules: “ The Attack Strength of
is a Location. As soon as it is placed
each
blue
encounter
increases
by 1.” (The 4+ Dragonfire effect text
facing Liz, she moves her Class Type marker from the Adventure
doesn’t
apply
yet.)
There
is
only
one blue encounter, the Chuul, so
Environment to the card to indicate she’s now in that Location.
they
place
a
+1
token
on
that
card
as a reminder of the Dragonfire
The SURPRISE keyword on Choke Point says “Summon any” and
immediately takes effect, so they reveal the next card, a Chuul, which card’s effect.
is also placed in front of Liz. Since the Chuul was summoned, it
doesn’t count as the sixth card they need to reveal, so they reveal a
last card, a Troll, and place it in front of Hilary, who is the next person
to the left, leaving her also facing two encounters. Finally, since
With the table all set up, the players spend a few minutes to
consider how they will deal with the encounters as a team to
complete this first Scene. With a plan in hand, Hilary starts the first
turn of round one.
9
RULEBOOK
THE DRAGONFIRE DECK
The Dragonfire deck represents the sound of orc drums in the
cavern depths, the clatter of hoofs on cobblestone in pursuit, the
spidery claws grasping at your cloak in the tangled wood. It is the
driving pressure that keeps the game exciting and grows ever more
dangerous the longer you take. At any moment, the orcs might
appear, the horse might heave into view, or the claws might snap
the cloak tight against your throat.
COMPLETE GAME RULES
Dragonfire is played across a number of Scenes, as determined
by the chosen Adventure. Each Scene is divided into a number of
rounds, with each round consisting of each player at the table taking one turn.
The number of rounds in a Scene is dependent on gameplay.
A Scene ends when, at the end of any player’s turn, all encounters
facing the characters have been defeated.
Shuffling Discard Piles: Unless specifically stated otherwise,
never shuffle a discard pile of any type to create a new deck unless
you must reveal a card from that deck and cannot. This applies to
encounters, your draw deck, and so on.
While it’s a keystone of the game, the Dragonfire deck can often
be forgotten in the heat of battle, as monsters are slain and gold is
shared. Here are several ways to help ensure this crucial component
is appropriately played.
• When determining the party leader, make sure that player
knows it will be their responsibility to keep track of the
Dragonfire cards throughout the entire game. Each time
a player’s turn starts, the party leader should do a quick
review of the current Dragonfire card to ensure that the new
player is abiding by its rules.
• The party leader should be the character with the most HP
(usually a Martial Class). The order around the table can
matter. A good rule of thumb: characters with the most HP
should be near the start of a round; characters with the least
HP should be near the end of the round.
SCENES & ROUNDS ORDER
As noted above, Scenes are divided into a number of rounds.
Encounters are revealed at the start of a Scene, while the Dragonfire Deck activates during rounds. Each step below is completely
finished before moving onto the next step.
• The Dragonfire token is intended to help players remember
to turn up a new Dragonfire card when it’s time. We suggest
that the party leader place the Dragonfire token on top of
their hand of cards, after completing their turn. That way,
when it’s time for that player to take their next turn, they
will notice the token when they reach for their cards and
remember to deal with the Dragonfire deck first.
STEPS OF A SCENE & ROUND
1. Start Scene: Reveal Encounters (Encounters phase).
2. Start Round:
a. Reveal Dragonfire card (Dragonfire phase)*
b. Players’ Turns: Each player takes their turn.
c. End Round: Repeat round until Scene is complete.
3. End Scene: Bury active Dragonfire card.
• Place the current Dragonfire card on top of the deck after
reading it. That way it’s never confused with the Dragonfire
discard, which represents the Dragonfire level.
• Arrange the cards in the Dragonfire discard so that the
number of cards can be easily counted at a glance to
determine the Dragonfire level.
*For most Adventures, the game will start with revealing a
Dragonfire card. However, after Scene One, the end of a round
will often no longer coincide with revealing a Dragonfire card (see
Dragonfire Cards, below).
DRAGONFIRE CARDS
Immediately prior to the party leader’s turn, that player puts
the current Dragonfire card (if any) into the discard, then draws
the top card of the Dragonfire deck and reads the flavor text aloud.
Then the player reads the applicable rules text aloud.
Follow the instructions for that card’s effect(s). Many Dragonfire cards have effects that happen only if the Dragonfire level is
high enough (see below). For example, if an effect has the “ 2+” icon
before it, it happens only if the Dragonfire level is 2 or higher at the
time it is revealed. While the Dragonfire card is active, it remains
face up and in play on top of the Dragonfire Deck. As soon as an active Dragonfire card goes to the discard, its effects no longer apply.
The Dragonfire Deck provides the setting for the current
round of the Adventure. The situation changes as an Adventure
progresses. Most Dragonfire cards have a primary effect that
changes play for an entire round. Many also have a Dragonfire
level effect that triggers when the Dragonfire level is at a particular threshold. Some Adventures change when you draw new
Dragonfire cards, while others might change the number of
Dragonfire cards in the deck.
The Party Leader Rarely Changes: For the first Scene, the above
rules will also coincide with the start of a round. However, after
the first Scene, new Scenes will often start with other players. The
party leader rarely changes, and a new Dragonfire card is always
only ever revealed directly before the start of the party leader’s turn,
regardless of which player took the first turn of a new Scene. Only
effects from the game may possibly change the party leader.
DRAGONFIRE LEVEL
Adventuring is dangerous work. You’ve got to get in, dispatch
the evil, and get out fast. If you let the Dragonfire level creep up,
you’ll find yourselves awash in monsters.
The Dragonfire level is equal to the number of cards in the
Dragonfire discard; the active Dragonfire card on top of the deck
does not count toward the Dragonfire level. Many effects in the
game, including those on Dragonfire cards, depend on whether
the Dragonfire level is at or above a particular threshold. For example, if there are four cards in the Dragonfire discard, and the
Surging Evil Dragonfire card is active, then all black encounters
would heal all levels. All such effects only apply if the Dragonfire
level in question is reached before the Dragonfire card is revealed.
10
™
RULEBOOK
SURGING EVIL
DARK ARTS
A dark malevolence sweeps across the battlefield, dragging with it a harrowing silence that
mutes the ring of steel against steel. Your pulse pounds in your ears. And your enemies grin
savagely as they push forward with renewed strength in their arms.
Dark, distant chanting, as if a hundred voices screaming miles
away, walks a cold chill up your spine. The words darken your vision as your
enemies rally, filled with new and terrifying purpose.
Each non-Humanoid, non-Location Encounter heals 1 level.
The Attack Strength of each black
encounter increases by 1.
1
4+
In addition, each black encounter heals all levels.
2
4+
The Attack Strength of each non-Humanoid,
non-Location Encounter increases by 1.
In addition, any non-Humanoid, non-Location Encounters
4+
that have a “must Save” immediately Save
(regardless of usual requirements) and immediately apply
the Success or Failure, as appropriate.
™ & © 2017 WIZARDS • 6/24
™ & © 2017 WIZARDS • 17/24
REMINDER ICONS EXAMPLE
BURYING A DRAGONFIRE CARD
At the end of any player’s turn, if the Scene has ended, the party
leader removes the active Dragonfire card from play and puts it on
the bottom of the Dragonfire deck (not in the discard). This is called
burying the card, and it does not increase the Dragonfire level.
Dragonfire cards with the Deadfall icon on them (see below)
have an effect that occurs only when they are put in the discard
pile. Burying a Dragonfire card that has a Deadfall effect lets the
players avoid that effect.
This effect happens when Dark Arts is revealed, so there is no
reminder icon next to it.
1. This effect lasts while Dark Arts is the active
Dragonfire card.
4+
2. If the Dragonfire level is 4 or higher when Dark Arts
comes into play, this additional effect applies.
GREEN SLAAD
REMINDER ICONS
Some Dragonfire cards have the following icons in front of
their effects, to remind you that the effect extends beyond when
you first reveal them.
7
Continuous: This icon indicates that the card’s effect
lasts as long as the card is active.
Deadfall: This icon indicates that the effect triggers
when the card is placed in the Dragonfire discard. If the
card is buried (placed on the bottom of the Dragonfire
deck), this effect doesn’t trigger.
DRAGONFIRE ICON
Some effects and card abilities trigger only when the Dragonfire
level reaches a particular threshold. The number next to the Dragonfire icon shows the Dragonfire level necessary for the ability or effect to trigger. For example, 5+ means that the ability or effect listed
after the icon triggers if the Dragonfire level is 5 or higher.
However, these Dragonfire level effects only apply when the
card is revealed, unless the effect also includes the Continuous
icon. For example, the Green Slaad enters play while the Dragonfire level is at 4. However, because the 5+ does not have a Continuous icon, when the Dragonfire level hits 5, even if the Green Slaad
is still in play, that effect would not occur; i.e., the “Summon any”
effect would only apply if the Dragonfire level were 5 at the time
the card is revealed.
4
ABERRATION
5+: Summon any (it has no gold value).
3
7+: Instead, summon any two (they have
no gold value).
Weakness: Attack Strength is now –1.
Spellcasters and infectious shapechangers, they
have no conscience nor one redeeming quality.
2
CONCEPTOPOLIS • ™ & © 2017 WIZARDS • 4/20
WHEN TO END A SCENE
There are times when players will be in a position to choose when
they’ll end a Scene. Sometimes it’s worth spending most of the
cards in players’ hands to ensure you end a Scene before you move
up a Dragonfire level. However, there may be other situations when
it’s better to go another round so everyone can draw cards and be
prepared for the next Scene. Or players could end the Scene before
the next Dragonfire card moves into the discard. However, if they end
the round right after the Dragonfire activates then they’ll play most
of the next Scene without a Dragonfire card. There’s plenty of great
ways to manipulate ending the Scene for the best effect.
GRICK KNOT
™
RULEBOOK
4
ADDITIONAL
ENCOUNTER RULES
and type of the card that spawned it. If an effect applies to
that card’s color and type, it also applies to the tokens. For
example, the Dragonfire card Surging Evil increases the Attack Strength of all black encounters by 1. If Kobold Pack is in
play with all three of its tokens still active, each token now
has 2 Attack Strength, for a total damage potential of 8!
• Because each token is its own encounter, you cannot split
damage from a single card among them. The exceptions
are any cards that specify the damage can be split (such
as Magic Missile).
• Unless specifically stated otherwise, encounter tokens always
move with the card that spawned them. If an encounter is discarded due to an effect, its tokens (if any) are also discarded.
• Any card effect that states “clear a level,” unless specifically
stated otherwise, also defeats any Encounter token.
Some encounters include the following additional rules.
GRICK KNOT
4
3
MONSTROSITY
TOKENS: 1
2
1 1
SUPRISE: If another Grick Knot is in play, add
one additional token to both cards.
“If its tentacles snag you, its beak will quickly eviscerate.”
3
1. Number of tokens (1)
2. Token Damage Track
1
3. Token Attack Strength 1
DEALING WITH TOKENS
1
You might be tempted to ignore tokens. But if the right
Dragonfire card is revealed, encounter tokens in play can quickly
end your Scene in terrible defeat. There are several excellent
“token popper” cards—such as Magic Missile—that are tailor-made
to quickly whittle tokens down to manageable levels.
CONCEPTOPOLIS • ™ & © 2017 WIZARDS OF THE COAST • 2/20
MONSTROSITY
TOKENS: 1
1
1 1
2
3
SUPRISE: If another Grick 2Knot is in play, add
one additional token to both cards.
LOCATIONS
1
Locations are a special type of encounter and thus follow all of
the same rules for encounters, with the following changes:
“If its tentacles snag you, its beak will quickly eviscerate.”
encounter
tokens
FACING A LOCATION
Placing Class Type Marker: When a Location faces you, place
Type marker on it. This means your character is physically in that location. You can only face one Location at any time. If
a new Location would be placed on a player who is already facing a
Location, bury it and reveal a new encounter. (If the Location was
the last card, shuffle the discard into a new draw deck—including
the Location—and then reveal the new encounter.)
Facing a Location: If your Class Type marker is on a Location,
you are considered to be facing that Location, even if it is physically in front of another player.
CONCEPTOPOLIS • ™ & © 2017 WIZARDS OF THE COAST
2/20
your •Class
TOKENS: [X]
When TOKENS X is present, X equals the number of Encounter
tokens that are immediately put into play; always use tokens whose
color matches the encounter color. Following that number is the
damage track and the Attack Strength of each token placed this way.
• Damage Track: A colorless number means that dealing that
amount of damage, of any color delivered in the same turn,
eliminates that token. For example, 2 means that 2 points of
damage of any color eliminates each token. If there’s a Class
Type icon, then damage of the appropriate color must be dealt
means red damage, for example) to eliminate each token.
(
• Attack Strength: Tokens can have an Attack Strength of 0 and
higher. During the Take Damage phase (see p. 21), all tokens
(along with the card that spawned them) attack, each dealing
the indicated damage.
The following additional rules govern the use of Encounter
tokens.
• Unless specifically stated otherwise, all tokens must be defeated before the card that spawned them can be dealt damage.
• Each token is considered an encounter and has the color
12
MOVEMENT
Moving In or Out: During your Start Turn phase, you may
move into or out of a Location (see Start Turn, p. 14). However,
there must always be one character in a given Location at the end
of a turn, and you cannot move from one Location to another Location in the same turn (i.e., you can only move from a Location to
the Adventure Environment card or vice versa).
Number of Characters: A given Location can contain a maximum number of characters, as indicated by the card’s text. For
example, Vampire Lair shows “Location (4),” meaning only a maximum of four characters can be present at this Location at any given time. Thus, if four players are already in this Location, someone must move out before another player can move in.
™
Cannot be Moved: A Location can never be moved by an effect.
However, if only a single character is in a Location and the Location is not physically facing that player, you may move it to face
that player for convenience.
Non-Location Encounters: Locations do not affect non-Location encounters. If a character moves into or out of a Location, all
of the non-Location encounters facing that player always follow
them into or out of Locations.
Defeated: If a Location is defeated, any Class Type markers on
it are moved to the Adventure Environment card at the end of the
Deal Damage phase, and the Location is discarded (after the appropriate gold payout).
PLAYING CARDS
Played Cards: Cards you play on your turn can only directly affect any characters or encounters where your Class Type marker is
located. For example, if you are on the Vampire Lair Location, you
cannot play cards to characters and encounters on the Adventure
Environment card, and vice versa.
Assits: Assists can be played to affect cards even if you are not
in the same environment with your character token. However, assists cannot be played from one location to another. For example, if
you are on the Cursed Ground Location, then you could play Assists
to a character whose Class Type marker is on the Adventure Environment card, but you cannot play Assists to the character on Choke
Point. (If you are on the Adventure Environment card, then you can
play Assists to characters on either Location.)
Text Effects: If a card played does not have any damage icons in
its text, that card’s text effect can be applied into or out of a Location, but never to a character or encounter at a different Location
if you are also at a Location. Regardless of where the text effect is
applied, the damage icons in the upper left of the card can only be
applied to encounters where your character is located. For example,
if you are on the Moaning Chamber and play Crown of Confusion, you
can use the card’s effect on the Stone Giant facing a character on the
Adventure Environment card, but you could not target the Cyclops
facing a player on the Slaad Planar Portal since it’s in a different Location. In either case, the two blue damage from Crown of Confusion
can only be assigned to an encounter at the Moaning Chamber.
TAKING DAMAGE
Take Damage: At the end of your turn, if you are in a Location
that has an Attack Strength, it deals damage to you along with all
of the non-Location encounters that are facing you (if any).
Facing: Only the non-Location encounters that are physically
facing you will deal damage to you, regardless of how many characters are at your Location.
Discarding: If a character in a Location goes Unconscious and
no other player is in that Location, discard the Location.
RULEBOOK
LOCATION EXAMPLES
Card text overrides Locations unless it includes a damage icon.
For example, Magic Missile has a damage icon in its text, so that
card’s effect could not be used into or out of a Location (though
Magic Missile’s Assist portion of the card can be used into or out of
a Location, since that is an Assist). However, Lightning Bolt says
“Deal 2 consecutive levels of damage to an encounter.” Since that
text does not include a damage icon, it can affect a Location.
As another example, Command Presence played by a player
not in a Location on someone in a Location would allow the
second player to draw and play a card, since its rules text
generates the ability to draw the card. However, the player in the
Location could play only the text effects or Assists on anyone not
in the Location unless the text deals damage without a damage
icon, such as Fireball.
None of these examples would apply between players in two
different Locations, since cards can never be played between
Locations.
LOCATION ENCOUNTER
Each Location encounter card has the following stats:
1 MOANING CHAMBER
4
7
1
4
5
LOCATION (3)
At the start of the player’s turn, make a Skill Check.
Failure: Must discard a card.
8
Breaking a player out of a Location is often best done as quickly as
possible. Even with great Assist use, Locations weaken the strength
of the players by splitting the party. High HP on that Fighter is meant
to be used, and leaping into a Location to help teammates defeat it is
generally a great tactic.
6
SURPRISE: Dispel magic.
Terror: Can play only one card; cannot Assist.
10
FRANZ VOHWINKEL • ™ & © 2017 WIZARDS • 15/20
2
1
0
6
9
1. Name
2. Damage Track
3. Number of Players in Location: A given Location can contain a maximum
number of characters, as indicated by the card’s text in parentheses.
4. Encounter Color
5. Card Ability
6. Attack Strength
7. Gold
8. Tripwire Trait
9. Card Number
10. Encounter Deck
GLOSSARY
DEALING WITH LOCATIONS
3
8
Some encounters (and other cards) contain additional keywords found in the Glossary, starting on page 28.
™
RULEBOOK
TURN ORDER
Each turn is divided into a number of phases, played in order.
A player must completely finish the Play Cards phase before moving onto the Apply Damage phase, and so on.
PHASES OF A TURN
1. Start Turn
2. Play Cards
3. Deal Damage
4. Take Damage
5. Replenish
6. Market
7. End Turn
sidered playing a card. For example, Choke Point limits you to playing no more than two cards, but that does not prevent you from discarding any number of your cards while in that Location since they
are not being played. Any cards that “protect against discard” do not
affect a discard requirement to activate an effect. Finally, cards discarded in this fashion are immediately placed into your discard.
Placing in the Discard: Cards that are played in this phase are
not placed in the discard until the last step of the Deal Damage
phase. Thus, if you need to shuffle your draw deck to draw a card
during this phase, played cards are not shuffled into it.
ADDITIONAL RULES
1. START TURN
Certain card effects apply during the Start Turn phase; their text
states “at the start of your turn.” Specific effects are resolved in the
following order, completing one step before moving onto the next.
Step 1: Dragonfire Card Effects: Whenever the active Dragonfire card has a start-of-turn effect, this is resolved before
anything else.
Step 2: Character Movement: The player determines whether
they will move into or out of a Location. Move their Class
Type marker as appropriate. (See Locations, p. 12.)
Step 3: Location Effects: If a Location has a start-of-turn effect,
it is now resolved.
Step 4: Non-Location Encounter Effects: Resolve any non-Location
encounter effects that have a start-of-turn effect. If there are
more than one, the players choose the order to resolve them.
Step 5: Features/Market Effects: If any Features or Market
cards have start-of-turn effects, resolve them in whichever
order the player chooses.
2. PLAY CARDS
During this phase you play cards from your hand one at a time.
(You may choose to play no cards if you want.) If your cards have
any effects other than damage, resolve those effects when you play
the card, but don’t discard it yet. Instead, place the card next to the
encounter(s) where you plan to deal the card’s damage. (You may
change your mind on where to apply the damage later, but you
may not change the text effect once applied.)
Text Effects: When playing cards, text effects are always applied except:
• If there is a cost associated with the text, such as a Skill
Check, removing the card from play, and so on.
• If the text includes the term “may.”
In both instances above, the player chooses if they will apply
the effects (and pay the costs, as appropriate).
Healing: When an effect heals you, increase your HP by the
amount healed. You can’t go above your starting HP total. If an
effect would heal you to beyond your starting HP, any extra is lost.
Discard: You can discard any number of cards from your hand
during this phase; those cards have no effect. Discarding is not con-
Some card effects have special rules, as follows.
Requires X Play: You can’t play this card unless you
played another card of the specified type this turn.
Sword Icons (Martial Class only): Some Martial cards
include one or more Sword icons on the left-hand side. Additionally, some Features have Sword icons and/or provide icons under
specific circumstances. If any Martial Class player plays a total of
three Swords on their own cards and/or activates Features during
the same turn, that player may immediately draw a card. To draw
a second card in this way, you must play enough additional cards
(as well as other Features) to make a second full set of three Sword
icons. For example, if the active player plays cards with a total of
three Sword icons, and another Martial Class player plays enough
Assist cards to create their own set of three Sword icons, then both
players have earned the right to draw a card.
Locations: Locations create specific rules that govern how
cards are played (see Locations, p. 12).
Remains in Play: A card whose text includes this phrase is considered active when it is played, and it remains in effect for a duration as indicated by the card, or until another card effect removes
it from play. For example “Remains in Play” would be for the full
game, while “Remains in Play: Scene” means that at the end of the
Scene in which it was played, it is discarded; in both instances,
other card effects, such as Dispel Magic, would still discard the
card. (A player may voluntarily discard these cards at any time.)
Glossary: Some cards contain additional keywords found in
the Glossary, starting on page 28.
SKILL CHECKS
When you must make a Skill Check, reveal the top card of your
draw deck. If it matches your Class Type color, the check is a success; if it does not, the result is a failure. The text on the card describes the effects. Always bury the revealed card (place it at the
bottom of the draw deck) after each Skill Check.
If you have only one card left in your draw deck, you still bury
that card after revealing it. Thus, if you don’t draw that card into
your hand, you know whether the next Skill Check will be a success or failure. Such is the blessing—or curse—of fate that day.
An automatic success or failure means you do not reveal a card.
Unless a card references an automatic success or failure or
it specifically states not to make the check, you must make Skill
Checks, even if you normally cannot take actions.
Class Type Specific: Skill Checks might specify a Class Type,
14
™
which may be different than your character’s Class Type. For example, if a Devotion Check is called for, you must reveal a green card
to pass the Skill Check regardless of your Character screen’s color.
Multiple Class Types: If playing with multiple Class Types
(see p. 5), you are considered both Class Types for Skill Checks.
The only exception is if it calls for a Primary Skill Check, in which
case only the primary Class Type counts.
Saves: While the mechanics are the same, a Skill Check only
ever applies to players, while Saves only ever apply to encounters
(see Saves, p. 17).
DAMAGE AND TEXT EFFECTS
RULEBOOK
the card, separated by a line like other Assists. Only the text below
the line is a Play at Any Time effect; all text above the line is ignored, except Class Type Requirements.
If you play a card’s Play at Any Time effect, the rest of the card
is always ignored.
When played during another player’s turn, a Play at Any Time effect is considered an Assist; otherwise it is treated like a normal card.
Damage: Unless specifically stated otherwise, the damage
icons in a card’s upper left corner are never applied when using
the Play at Any Time effect from that card. Either you’re using the
effect above the line—including damage, if any—or you’re using
the Play at Any Time effect.
When a card is played on your turn, you apply the text effect (first),
and the damage (if possible). It is not one or the other. Also, the text
effect may target a different encounter than the damage.
When a card is played for its Assist ability, you only apply that portion
of the text, never the damage or any text effects above the Assist line.
GAMEPLAY IMMERSION
Most cards deal damage to encounters when played, but that’s
simply a game mechanic. Dragonfire isn’t just about the slash of a
blade or the blast of a fireball. Every card contributes to the shared
story you’re telling, so let the card play describe the unfolding
adventure in your mind’s eye.
For example, when you play a Perception card to gain 1 gold
and deal 1 red damage to a Troll, you’re not necessarily stabbing
the monster (though you could be). Maybe you’re sneaking past
it to steal back a ring lost by a wealthy noble (which you then
return for further riches). Because that’s part of the overall story,
it still results in solving a puzzle surrounding the Troll, so that
Perception card clears a level of its damage track and you’re one
step closer to defeating it.
This holds particularly true when facing Adventurers. Sure,
Ryana Amcathra can hold her own with a blade, and perhaps a
played Glory is really a footpad in the night, but the Lightning Bolt
thrown at her that clears two levels can just as easily represent
destroying a wagonload of premium dyes imported from Baldur’s
Gate, which will knock her down a few pegs and draw her off your
own plans.
ASSISTS
Some cards have Assist abilities, which you can use only
during another player’s turn to help them (see the exception,
Play at Any Time, below). Assists are particularly important for
Locations (see p. 12).
An Assist ability has its own section at the bottom of the card,
separated by a line. Only the text below the line is an Assist.
If you play an Assist, the rest of the card is always ignored (except any Class Type Requirements, which always apply).
Damage: Unless specifically stated otherwise, the damage
icons in a card’s upper left corner are never applied when using
the Assist from that card. Either you’re using the effect above the
line—including damage, if any—or you’re using the Assist.
ASSIST EXAMPLES
The Magic Missile Market card has no damage icons in the usual
location. However, its text ability deals blue damage if played
normally, or colorless damage if played as an Assist on another
player’s turn.
Cloud of Daggers has 2 blue and 1 colorless damage icons and
“Requires Arcane Class.” Instead of dealing that damage, the
player could use the Assist ability on another player’s turn, but
they must still be an Arcane Class to play it (or even purchase it, for
that matter).
Perception has a Skill Check as a standard ability, along
with 1 red damage icon. Alternatively, it can deal 1 red damage
on another player’s turn as an Assist (without using the Skill
Check ability).
PLAY AT ANY TIME
Future cards, mostly Magic Items, will have Play at Any Time
abilities, which can be played either on your turn or during another player’s turn, at your discretion.
A Play at Any Time ability has its own section at the bottom of
3. DEAL DAMAGE
Once you finish playing cards and finalizing all text effects
that are not damage, all played cards deal damage. Choose
an encounter where you’ve placed cards and deal the damage
generated by them to the encounters as explained below. Then
put all those cards aside to indicate those have been resolved.
Continue this process until you’ve resolved all of your damage
effects.
You defeat encounters by dealing damage. The damage a card
deals is indicated by the icon(s) in the upper left corner. Some
cards deal special types of damage, as indicated by the text on the
card. Such instructions take effect during the Deal Damage phase,
not when you first play the card. Cards with Assist abilities might
deal damage as well. Any text or damage icons that appear in the
Assist portion of the card text takes effect during this step, not
when the Assist is played.
Damage is represented by icons indicating a specific amount
and color. Damage can be variable based on other conditions, or
15
7
RULEBOOK
it might clear one or more levels on a damage track. There are two
types of damage icons:
• Colored
: Each colored icon represents 1
point of damage of that color. Each color corresponds to
the four Class Type colors (green, black, blue, and red).
• Colorless 2 : The number inside the colorless damage
icon indicates how many points of colorless damage it
deals (in the example icon provided, 2).
DAMAGE TRACK
EXAMPLE
1
DAMAGING ENCOUNTERS
3
7
5
3
If a damage track level requires
damage, you’ll need to deal two
red damage on the same turn to clear that
level.
If a damage track level requires
3
damage, you’ll need to deal a black
damage to clear that level.
GIANT
In both instances, damage
Trick it if of
youother
can. But once a cyclops picks
up its
the conversation is over.
colors or colorless damage
is club,
useless
against each of those levels.
TOMAS GIORELLO • ™ & © 2017 WIZARDS • 13/20
A card can have multiple damage icons. For example, a card
that shows
1 deals 2 blue (Arcane) damage plus 1 colorless
damage.
Encounters have damage tracks consisting of colorless or
colored damage icons. Each row of the track is a level, which is
cleared by dealing that type and amount of damage.
A colored icon on an encounter’s damage track requires damage of that color to clear, although any color of damage can affect
a colorless icon (unless a card specifically states otherwise). Colorless damage can’t affect colored damage icons on a damage track.
Locations & Non-Location Encounters: If a card references
an “encounter” it means both Locations and non-Location encounters. Unless a card specifically uses the word “Location(s)”
or “non-Location encounter(s),” it can be applied to both types of
encounters.
™
A gray icon with a number means that you must deal that
much damage of any color (or colorless) to that level to clear it.
For example, if a level requires 4 damage to clear, then on your
turn you need to deal a total of 4 damage, in any combination of
colored or colorless damage.
Defeating an encounter might take several turns of playing cards (including Assists). When a level on a damage track is
cleared, that level remains cleared for all players; use a clip to indicate which levels have been cleared.
Partial damage dealt to a level is removed at the end of each
player’s turn. In other words, if you do not defeat a level in one
turn, any damage applied to that level in that turn is lost.
Order of Damage: You must clear the levels on a damage track
from top to bottom. Unless a card effect states otherwise, you
must deal damage to the topmost uncleared level.
CLEARING A LEVEL EXAMPLE
If a damage track level requires 3 damage to clear, and you
deal only 2 damage to it, that level will reset at the end of your turn.
The next player will still need to deal 3 damage to clear it during
their turn.
ARCANE (EVOCATION)
MAGIC MISSILE
Deal
to up to three different encounters.
Deal
1 to up to three different encounters.
ASSIST
There can be great power in simplicity.
RANDY GALLEGOS • ™ & © 2017 WIZARDS • 9/28
ARCANE (EVOCATION)
DECEPTION
LIGHTNING BOLT
TWIST THE KNIFE
Requires Arcane Play: You can’t play this card
unless you played another Arcane card this turn.
Requires Deception Purchase: You can’t buy
this card from the Market unless you played a
Deception card this turn.
Deal 2 consecutive levels of
damage to an encounter.
ASSIST
Such power, pulled from a clear sky.
Deal 1 level of damage.
JIM NELSON • ™ & © 2017 WIZARDS • 13/28
TYLER WALPOLE • ™ & © 2017 WIZARDS • 20/28
DAMAGE EXAMPLES
• Magic Missile: This Arcane card deals 1 blue (Arcane)
damage, which must be assigned to different
encounters; up to a maximum of three (as an Assist, it
instead deals colorless damage).
• Lightning Bolt: This card does not deal normal
damage. Instead, its effect deals 2 consecutive levels
of damage to an encounter, no matter what color or
amount the damage track shows.
• Twist the Knife: This Deception card deals 2 red
(Deception) damage (or 1 level of damage as an Assist).
16
DEATH SLAAD
™
DEALING DAMAGE
ANYWHERE6
ORC WARCHIEF
In the base game, the only card that
allows you to deal damage anywhere along
the damage track is Feint. Why would you
want to do that? Often it’s a great way to get
around damage limitations. For example,
6
let’s say your group has a scarcity of blue
damage and the Death Slaad is in play. You
have Crown of Confusion and Feint in your
hand and expect to draw a Lightning Bolt
from your deck. You could play Feint,
then
ABERRATION
play Crown of Confusion and deal its 2 blue
5+: +1 damage.
damage to the third level of the Death
Slaad’s
3
7+:
+1
damage.
damage track to clear it (as well asadditional
using the
Strength:
Strength is now +1.
Crown of Confusion text
effect,Attack
of course).
Evil is not just in their nature. They enjoy it.
That way, when the Lightning Bolt shows up,
it can hammer those first two tough levels,
CONCEPTOPOLIS • ™ & © 2017 WIZARDS • 19/20
leaving only a 3-point colorless level to clear.
When placing a clip to mark damage
anywhere on the damage track, it is strongly recommended that
you also place a clip at the very top of the track to remind you that
the top levels still need to be cleared.
DEFEATING AN5ENCOUNTER
When you clear the last (bottom) level of an encounter’s damage track, you defeat the encounter. If the encounter has a Vanquished ability, immediately apply that effect.
DEFEATING AN
ENCOUNTER EXAMPLE
The Orc Warchief’s damage track is
, 4,
. The previous player dealt
enough damage to clear the
, so on
4
your turn, if you can clear the last two levels
by dealing 4 and
damage,HUMANOID
you defeat
the encounter.
REPLENISH: Draw no cards.
To show how this works,
let’s say Jeremy
To the chanting of a dozen snarling
dealt
damage to the Orc
Heforward.
orcs,Warchief.
the warchief steps
placed the clip on the card beside that icon,
showing he cleared it.
CONCEPTOPOLIS • ™ & © 2017 WIZARDS • 4/20
Chloe takes her turn next and deals
another
damage, along with 3 damage, for a total of 4
damage. She moves the clip down to show the next level has been
cleared. Finally, she deals a
damage to clear the last level on
the damage track, defeating the encounter.
2
2
ADDITIONAL RULES
The following additional rules apply to dealing damage.
Splitting Damage: Unless an effect specifically states otherwise, you can split the damage from a single card between different levels of a damage track, provided you are clearing each level
in order. However, unless specifically stated otherwise (such as
with Magic Missile), you can never split damage from a single card
between multiple encounters (which includes encounter tokens).
“+”: Certain cards and Features include a “+” next to the damage icon(s). This damage cannot be split, and must be applied with
another card’s damage. In some instances it may indicate a specific card/Feature the damage must be applied with; if that indicated
source is no longer applying damage, this extra damage cannot be
applied. If the icon(s) do not include the “+” it is its own damage
and may be applied to any encounter.
Multiple Color Icons: Some encounters have multiple color
icons in a level. This means that the indicated amount of damage
of that color must be dealt in a turn to clear that level; e.g., 2 damage for two icons, 3 damage for three icons, and so on.
Immune to Level Damage: If an icon(s) is square,
then that row of the damage track is immune to level
damage. Cards such as Lightning Bolt or Twist the Knife
could not be used against it. Note this is different than
an Immune keyword (see p. 29).
Anywhere on the Damage Track: Some cards allow you to deal
damage to a level “anywhere on the damage track.” You still must
meet the color and number requirements for that level, but it can
be any level.
SAVES
When an encounter must make a Save, a player reveals the top
card of the corresponding Encounter Deck. If the revealed card’s
color matches the encounter’s color, the Save is a success; if it does
not, it is a failure. The text on the card describes the effects.
Bury the revealed card after each Save attempt.
If a card references either an automatic success or failure, do
not reveal a card.
As with Skill Checks, unless a card references an automatic
success or failure, or specifically states not to, Saves are always
made, even if card play would not otherwise be allowed.
Save +X: If an encounter includes a “Save +X,” whenever they
are forced to Save, they reveal one card, as normal, and then additional cards equal to X, with any success generating a Save. For example, Save +1 would reveal two cards, Save +2 would reveal three
cards, and so on.
Skill Checks: While the mechanics are the same, Saves only
ever applies to encounters, while Skill Checks only ever apply to
players (see Skill Checks, p. 14).
SAVES: FLAVOR VS. MECHANICS
When an encounter makes a Save, you’d expect a success to
be good and a failure to be bad. However, that’s not always the
case due to the way the game plays. In the base game, there’s
roughly a one-in-four chance of a Save success. However, for
some encounters to have the appropriate difficulty, that needs
to be switched to more of a three-in-four chance of success. For
example, if you read the Fomorian’s text, it seems like a success
should allow it to deal more damage and a failure would make
it hurt itself. Since this is a very difficult encounter and needs to
have a good chance of dealing extra damage to the characters, the
success and failure results are switched.
5
17
™
MINOTAUR
APPLYING DAMAGE AND
RULEBOOK
DEFEATING OBSTACLES EXAMPLES
1 damage, placing it next to the Minotaur as well. Finally, Chloe
plays her Stealth. Now that everyone has finished playing cards and
applying any text effects, Chloe now deals damage.
6
Here are some more examples of how to apply damage and defeat
obstacles.
EXAMPLE 1. Chloe’s playing a Fighter, and her turn has come up.
She wants to defeat a blue obstacle facing another player—the Minotaur.
The Minotaur’s damage track is as shown at right:
Chloe has three cards in her hand: Command
Presence, Tower Shield, and Stealth, so she’ll
need some help.
4
First Chloe plays Command Presence and
chooses Brooklynn, who gets to draw a card
and then play a card. Brooklynn draws Cloud of
MONSTROSITY
Daggers, which would help immensely, but it’s
VANQUISHED:
May choose
any
far better as an Assist. Instead Brooklyn offers
to
other non-Location encounter and
play Misty Step, but decides not to use its ability
discard it (no gold is paid out).
to draw and discard since she likes her current
Brown fur stained with the blood of foes, it looses a savage
hand. Misty Step deals
damage,
which
1 cry
battle
that echoes through
the labyrinthine dungeon.
Chloe gets to use. Chloe then places Command
BRYNN METHENEY • ™ & © 2017 WIZARDS • 8/20
Presence and Stealth next to the Minotaur, and
Chloe places Misty Step there as well. But to
defeat the Minotaur, Chloe still needs another
blue damage from somewhere, as well as two other damage. Meg then
decides to play Bless as an Assist, and chooses blue damage, placing
that card next to the Minotaur. For the other two damage, Chloe’s Tower
Shield would work fine. However, if played as an Assist, it would stop an
encounter from attacking, and the party needs her to save that card to
stop the Stone Golem from hitting Meg next turn with its scary 3 Attack
Strength. So Ryana steps up and plays Javelin as an Assist, which deals
1
EXAMPLE 1
CHLOE
5
1
4
1
1
MARTIAL
TOWER SHIELD
Encounters facing
you deal
–1 damage this turn.
ASSIST
Choose an encounter.
It can’t attack
this turn, and deal
to it.
“I am the shield!” –Balasa
r the Wild
MARTIAL
KIERAN YANNER
COMMAND PRESENCE
DECEPTION: BASIC
Choose another player. That player draws one
card and then immediately plays a card.
STEALTH
After the planning and preparation, someone must lead!
“Anyone can be made invisible. But to be unseen—
that is mastery.” –Demos’Thenes
FILIP BURBURAN • ™ & © 2017 WIZARDS • 26/28
SLAWOMIR MANIAK • ™ & © 2017 WIZARDS • 15/28
1
• ™ & © 2017 WIZARDS
• 27/28
Not played
RYANA
MINOTAUR
1
6
2
JAVELIN
VANQUISHED: May choose any
other non-Location encounter and
discard it (no gold is paid out).
The war host let fly, and over two thousand spears eclipsed the sun.
–The journal of Lucian Deathbringer
ASSIST
1
2
4
1
DEVOTION
MISTY STEP
Discard up to three cards. Then draw
that number of cards.
Arcane Class: Instead, draw up to three cards.
Then discard that number of cards.
It’s not a retreat. It’s a reevaluation of the situation.
–Sun Elf Guide to Spellcasting
CLINT CEARLEY • ™ & © 2017 WIZARDS • 12/28
BROOKLYNN
During the Start Turn phase, Jeremy
SLAAD PLANAR PORTAL
takes his Class Type marker and places it on
6
Slaad Planar Portal to indicate he’s moved
into that Location. Now that Location’s
“start of turn” text effect is applied: they
make a Save for the encounter by revealing
the next Secondary Deck card. It’s blue,
so Slaad Planar Portal failed and doesn’t
summon another slaad (they bury the
revealed encounter), which is a really good thing, since Jeremy is
already facing a slaad.
4
3
3
3
1
Even though he moved into the Slaad Planar Portal, he’s still facing
that Death Slaad—changing his Location never changes what monsters
are facing him. But he is now also facing that Location (since his Class
Type marker is there). However, the Kobold Pack and Cloaker—and their
tokens—facing Rod, who is in that same Location, are not facing Jeremy.
1
BEN WOOTTEN • ™ & © 2017 WIZARDS • 23/28
ARCANE (CONJURATION)
He looks around the table, starting at his left and sees that Nick, their
Cleric, is stuck in the Moaning Chamber but has no other encounters facing
him. Meanwhile, Kristian as the Wizard doesn’t have any encounters facing
him (because the party all concentrated on them to save their Arcane
character). However, the last player in their game, Rod, their other Fighter
(he also has the Rogue as his secondary Class Type), was Stunned last turn.
What’s worse, he is also stuck in the Slaad Planar Portal and facing a Kobold
Pack and Cloaker. Finally, facing Jeremy is a Death Slaad. There’s some
seriously scary encounters out there, none of which have damage on them.
But Jeremy is sitting at 6 HP, and he’s a Half-Orc after all. And he does have
that mega hand of cards. Time for the big play!
LOCATION (6)
MARTIAL
MONSTROSITY
1
EXAMPLE 2. Jeremy is playing a Half-Orc Fighter and has a big
hand of cards (he had three at the end of last turn, so drew two during
Replenish, and then purchased two): Expertise, Flaming Oil, Grapple,
Stealth, Glory, Grace, and Tower Shield.
At the start of the player’s turn, Slaad Planar
Portal must Save. Success: Summon Slaad (or any, if no Slaad).
Not
assigned
BRYNN METHENEY • ™ & © 2017 WIZARDS • 8/20
Note that in the above situation, Chloe could’ve simply taken the
1
from the Javelin Assist and paired it with the
1 from Command
Presence to clear the first level, leaving the 1 from Misty Step as the
odd point of damage. However, there would still be a leftover point that
can’t be assigned.
SAM BURLEY • ™ & © 2017 WIZARDS • 20/20
4
Brown fur stained with the blood of foes, it looses a savage
battle cry that echoes through the labyrinthine dungeon.
The first level of the Minotaur’s damage track requires 4 damage of any
type, so Chloe clears it by using Command Presence’s
1 and taking
the 1 damage from both Misty Step and Javelin for a total of 4 damage
(the colors don’t matter). She places a clip over the 4 to show it’s been
cleared. Then she uses the remaining
damage from Misty Step to clear
the second level as well. The damage for the third level (another
) comes
from the Assist damage from Bless, leaving only the final level on the
Minotaur, which is cleared by the
from the Stealth card Chloe played.
While this defeats the Minotaur before it can attack, it did leave one point
of damage that couldn’t be assigned anywhere: the
from the Javelin.
Since she cannot split damage from a card between encounters, that extra
damage is simply lost. While they try hard not to let that happen, the party
is just fine with how that played out. They defeated the Minotaur before it
could attack, while ensuring that Chloe’s Tower Shield can stop another
encounter from attacking on a future turn. Now they’ll decide if they want
to use the Minotaur’s Vanquished effect or not.
BLESS
ASSIST
Deal 1 damage of any color.
“The question is not which path to take. The question is,
are you worthy of the path you are on?” –Udoendithas
ERIC BELISLE • ™ & © 2017 WIZARDS • 2/28
MEG
18
Now it’s time to lay waste to some encounters in spectacular
fashion. He knows that Nick cannot help him with cards, even though
Nick probably has a Bless or a Magic Missile in his hand, both of
which can be used as Assists. Since they are both now in separate
Locations, Nick cannot play any Assists to affect Jeremy or his
encounters, and Jeremy cannot play any cards or effects to help Nick
or affect his encounters.
™
SLAAD PLANAR PORTAL
Kristian, on the other
hand, has a Cloud of Daggers 6
sitting in his hand, and he’s
not in a Location, so he
plays that card as an Assist,
which states: “Wizard Class:
All colorless levels on one
encounter this turn are -2 .” Kristian
places that card next to the Slaad Planar
Portal where that effect will be applied.
5
4
3
1
3
3
LOCATION (6)
At the start of the player’s turn, Slaad Planar
Portal must Save. Success: Summon Slaad (or any, if no Slaad).
ARCANE (CONJURATION)
1
CLOUD OF DAGGERS
Requires Arcane Class.
SAM BURLEY • ™ & © 2017 WIZARDS • 20/20
Next Jeremy plays Grapple. Since he’s
currently resolving card effects, he can’t
assign damage yet, so the card is not placed
next to a specific encounter. Instead, he uses
the Grapple ability to pull the Kobold Pack,
along with all three of its tokens, to face
him (and places a generic token to hide its
Attack Strength, as well as the tokens, as a
reminder they won’t attack this turn).
ASSIST
Arcane Class: All colorless levels on
encounter this turn are -1 .
Wizard Class: All colorless levels on
encounter this turn are
one
one
-2 .
DAVID RAPOZA • ™ & © 2017 WIZARDS
• 10/28
2
KOBOLD PACK
4
DEATH SLAAD
RULEBOOK
4
6
2
6
MARTIAL
FLAMING 1OIL
ABERRATION
Deal Flaming Oil’s damage to each
encounter and archenemy facing one5+: +1 damage.
player.
7+: +1 additional damage.
splash of
1
HUMANOID
TOKENS: 3 1 1
The
oil and the
3
Vicious, greedy, and dangerous in numbers. short, violent roar of flames told the story.
Strength: Attack Strength is now +1.
Beware the traps they set. CLAUDIO POZAS • ™ & © 2017 WIZARDS • 25/28
Evil is not just in their nature. They enjoy
it.
Now Jeremy plays Expertise. He’s
feeling confident at this point, having
run the numbers through his head, and
places it next to the Cloaker, which needs
to have a lot of red damage assigned to it.
He then discards his Grace card for the
text effect on Expertise and pulls Twist the
EXPERTISE
Knife back into his hand. Though he could
play it now, he’s going to hold onto it to use
it as an Assist on Nick’s turn to easily clear
the Moaning Chamber’s daunting 6 level
(after Nick clears the first level), leaving
Nick to clear the final level easily on his turn as well.
Provided, of course, that he breaks himself out of
the Slaad Planar Portal this turn.
1
2
CONCEPTOPOLIS • ™ & © 2017 WIZARDS
• 19/20
4
CLOAKER
5
DECEPTION
MARTIAL
Requires Deception Purchase: You can’t
buy
this card from the Market unless you
played a
Deception card this turn.
ABERRATION
Discard any card to return a Deception TOKENS: 3
0
card
from your discard to your hand.7+: Tokens
are instead:
2
GRAPPLE
Martial Class: On your turn you may move
one
encounter facing another player to face
you.
That encounter can’t attack this turn.
Mastery is its own reward.
1
Get over here!
TOKENS: 3 1 1
Vicious, greedy, and dangerous in numbers.
Beware the traps they set.
MARTIAL
Encounters facing you deal –1 damage
this turn.
ABERRATION
ASSIST
Choose an encounter. It can’t attack
this turn, and deal
5+: +1 damage.
to it.
-1
7+: +1 additional damage.
Strength: Attack Strength is now +1.
“I am the shield!” –Balasar the Wild
Evil is not just in their nature. They enjoy
KIERAN YANNER • ™ & © 2017 WIZARDS
• 27/28
it.
CONCEPTOPOLIS • ™ & © 2017 WIZARDS
• 19/20
First, he asks if anyone has any Assists that would heal. Kristian has a
Healing Word, and Jeremy asks that one point be applied to healing him
and one to Rod, since Rod’s got a pile of good Martial Assists in his deck.
(Even though Kristian didn’t want to buy cards that didn’t match his Class
Type, the Cleric had no gold and the party knew they would need the
healing effect.) Kristian plays the card as an Assist and assigns the healing
to Jeremy and Rod.
DEATH SLAAD
2
5
6
Rod, since he was healed
1
1 HP while being Stunned,
immediately draws two cards
6
and is no longer Stunned
(though he still has an
TOWER SHIELD
Exhausted token). As luck
JAVELIN
3
would have it, he draws a
2
Javelin and Tower Shield,
both of which have Assists,
so he may play them immediately! Rod plays both cards, and they are placed
next to the Death Slaad. Rod, using the text on the Tower Shield Assist,
nominates the Death Slaad to not attack this turn (no attack is better than
the current –1 Attack Strength!). Because Rod played three Swords in a turn,
he immediately draws another card, a Grace, which cannot be played during
Jeremy’s turn.
MARTIAL
MARTIAL
Encounters facing
ABERRATION
you deal –1 damage this turn.
ASSIST
Choose an encounter. It can’t attack
this turn,
and deal
to it.
The war host let fly, and over two thousand
spears eclipsed the sun.
–The journal of Lucian Deathbringer
“I am the shield!” –Balasar the Wild
KIERAN YANNER • ™ & © 2017 WIZARDS
BEN WOOTTEN • ™ & © 2017 WIZARDS
• 23/28
• 27/28
5+: +1 damage.
7+: +1 additional damage.
Strength: Attack Strength is now +1.
Evil is not just in their nature. They enjoy
it.
CONCEPTOPOLIS • ™ & © 2017 WIZARDS
• 19/20
Then Jeremy plays Crown of Confusion on the Death Slaad and
nominates the Kobold Pack
DEATH SLAAD
KOBOLD PACK
4
for its text ability. He reveals
6
4
a card from the Primary
Deck, which is black. The
Kobold Pack Saves so
2
Jeremy can’t use that card’s
CROWN OF CONFUSION
Attack Strength as a 1
1
against another encounter.
1
6
ARCANE (ENCHANTMENT)
HUMANOID
TOKENS: 3 1 1
Vicious, greedy, and dangerous in numbers.
Beware the traps they set.
1
All intelligent beings doubt their sanity.
They merely require a small push.
SCOTT MURPHY • ™ & © 2017 WIZARDS
• 11/28
CONCEPTOPOLIS • ™ & © 2017 WIZARDS
• 16/20
0
1
Will your strike bite flesh? Or just swing
through one of its phantasms?
Then Jeremy asks Kristian to add one more card
into the fray since he’s confident the Wizard’s last
card is a Magic Missile. This will leave Kristian with
no cards at the start of his turn, but after a quick
discussion, he realizes this is the best party move
because he’s not facing an encounter. He plays
Magic Missile as an Assist; it assigns its
damage to three different encounters,
so it’s not placed directly next to one.
Finally, and knowing they really need
to take these encounters out and stop the
ever creeping Dragonfire level, Jeremy
plays his Glory and Stealth on the Death
Slaad (leaving him the single Twist the
Knife in his hand).
MARK BEHM • ™ & © 2017 WIZARDS
• 14/20
3
ARCANE (EVOCATION)
MAGIC MISSILE
Deal
to up to three different encounters.
Deal
1 to up to three different encounters.
1 1 1
ASSIST
There can be great power in simplicity.
RANDY GALLEGOS • ™ & © 2017 WIZARDS
• 9/28
DEATH SLAAD
1
6
1
6
ABERRATION
5+: +1 damage.
7+: +1 additional damage.
Strength: Attack Strength is now +1.
DECEPTION: BASIC
STEALTH
Evil is not just in their nature. They enjoy
it.
MARTIAL: BASIC
“Anyone can be made invisible. But to be unseen—
that is mastery.” –Demos’Thenes GLORY
3
2
CONCEPTOPOLIS • ™ & © 2017 WIZARDS
• 19/20
“A sword. A staff. A bow. All just
extensions of my expertise.” –Zadok Lasux
SLAWOMIR MANIAK • ™ & © 2017
WIZARDS • 15/28
HOWARD LYON • ™ & © 2017 WIZARDS
• 22/28
CLOAKER
NOW IT’S TIME TO DEAL DAMAGE!
5
Jeremy starts off easy and removes two Cloaker
tokens for the
from Expertise.
Next he looks at the Slaad Planar Portal. Its damage
3
track is 4 , 3 ,
, 3 , 3 . However, Kristian’s Cloud
2
of Daggers turns that into: 2 , 1 ,
, 1 , 1 . The
1
1 from Flaming Oil—which deals its damage
to all encounters facing the player, and
SLAAD PLANAR PORTAL
4
since Jeremy’s Class Type marker is on the
6
3
Location, he’s facing it—clears the Location’s
first level. The
1 from Jeremy’s Tower
3
3
Shield clears the next two levels. Then Jeremy
1
uses the
from Stealth to clear the next
level. Finally Jeremy uses one of the 1
from Kristian’s Magic Missile Assist to eliminate the last
level, and the Slaad Planar Portal is defeated.
KOBOLD PACK
(Since he can still change where he’s applying
3
4
1
damage until his turn is done, they’ll leave the
encounter in place for now; he’s been tipping
2
his cards as he goes to ensure he remembers
which ones have dealt their damage and been
1
defeated.)
1
FLAMING OIL
1
Next he applies Flaming Oil to the Kobold
Pack. Since the tokens are all encounters,
ABERRATION
TOKENS: 3
0
7+: Tokens are instead:
0
Will your strike bite flesh? Or just swing
through one of its phantasms?
MARK BEHM • ™ & © 2017 WIZARDS
• 14/20
LOCATION (6)
At the start of the player’s turn, Slaad Planar
Portal must Save. Success: Summon Slaad
(or any, if no Slaad).
SAM BURLEY • ™ & © 2017 WIZARDS
• 20/20
1
HUMANOID
ABERRATION
5+: +1 damage.
One Humanoid or Giant Encounter must
7+: +1 additional damage.
Save. Failure: The player deals its damage
as
Strength: Attack Strength is now +1.
colorless to another encounter. This encounter
Evil is not just in their nature. They enjoy
it.
must skip its next attack.
3
2
CHRISTOPHER MOELLER • ™ & ©
2017 WIZARDS • 19/28
1
HUMANOID
JESPER EJSING • ™ & © 2017 WIZARDS
• 24/28
CONCEPTOPOLIS • ™ & © 2017 WIZARDS
• 16/20
1
3
KOBOL
1 D PACK
CONCEPTOPOLIS • ™ & © 2017 WIZARDS
• 16/20
“One blade. That’s cute.” –Mikos, the Conjurer
1
Now he plays Tower Shield next to the Location.
And once more, before he forgets,
5
due to the card text of Tower Shield,
DEATH SLAAD
1
he places a –1 token on the Death
6
Slaad. (Normally that –1 Attack
Strength would apply to the Kobold
Pack and all its tokens, but since they
6
TOWER SHIELD
were grappled this turn, they’re not
attacking anyway). Jeremy could
3
have chosen to hold onto that card to
2
keep an encounter from attacking if
he played it as an Assist on another player’s
turn, but he wants the extra damage; that card also gives him three
Sword icons, so he can immediately draw a card. Based on the drawn card,
a Crown of Confusion, he immediately revises how he was playing.
ASSIST
Next Jeremy plays Flaming Oil and
places it above the Kobold Pack and
Death Slaad, since its damage will be
dealt to all the encounters facing him;
that also includes the Slaad Planar
Portal, even though it’s physically
facing Rod.
MARTIAL
3
2
CONCEPTOPOLIS • ™ & © 2017 WIZARDS
• 19/20
TOKENS: 3 1 1
Vicious, greedy, and dangerous in numbers.
Beware the traps they set.
19
Deal Flaming Oil’s damage to each
encounter and archenemy facing one
player.
The splash of oil and the short, violent roar
CONCEPTOPOLIS • ™ & © 2017 WIZARDS
• 16/20
of flames told the story.
CLAUDIO POZAS • ™ & © 2017 WIZARDS
• 25/28
™
RULEBOOK
that applies to those tokens as well,
so all three are immediately defeated
since it only takes 1 ; the extra damage
Flaming Oil applies to each token is
simply wasted since you can’t split
damage between encounters. With
those tokens gone, he can now apply
damage to the Kobold Pack. He’s
already got the
1 from Flaming
Oil, and he grabs the second 1 from
Kristian’s Magic Missile Assist to eliminate
the first two levels on the Kobold Pack.
Now it’s time for that scary Death
Slaad. Jeremy takes the
1 from
Flaming Oil, along with the
1 from
Rod’s Javelin Assist, the
from Rod’s
Tower Shield Assist and the final 1 from
Kristian’s Magic Missile Assist to generate
a total of six points, which will clear the
first level. Next Jeremy grabs the
from Glory and the
from Grapple to
clear the second level. Then he assigns
the Crown of Confusion’s
to
clear the third level. Now that could’ve
been scary as he can’t defeat the Death
Slaad and he’s now past the Strength
Tripwire Trait so its Attack Strength is
now 3. However, due to Rod’s Tower
Shield, it can’t attack, so Jeremy’s
confident they’ll be able to defeat that
last 3 before his next turn.
All played cards are discarded into
their respective piles, and the Slaad
Planar Portal is discarded. Jeremy
and Rod’s Class Type markers go back
onto the Adventure Environment card,
and the Location’s gold is paid out.
Jeremy draws his two cards during his
Replenish phase, he can buy from the
Market if he wishes, and it’s the end of
his turn.
KOBOLD PACK
3
1
3
4
1
1
ARCANE (EVOCATION)
MAGIC MISSILE
Deal
1
to up to three different encounters.MARTIAL
1
HUMANOID
FLAMING OIL
ASSIST
Deal
2
3
1 to up to three differentDeal
Flaming Oil’s damage toTOKENS:
each
encounters.
1
1
story.
RANDY GALLEGOS • ™ & © 2017 WIZARDS
CLAUDIO POZAS • ™ & © 2017 WIZARDS
• 25/28
• 9/28
CONCEPTOPOLIS • ™ & © 2017 WIZARDS
• 16/20
DEATH SLAAD
6
6
ABERRATION
5+: +1 damage.
3
7+: +1 additional damage.
Strength: Attack Strength is now +1.
2
Evil is not just in their nature. They enjoy it.
3
1
2
CONCEPTOPOLIS • ™ & © 2017 WIZARDS • 19/20
1
1
MARTIAL
MARTIAL
JAVELIN
FLAMING OIL
Deal Flaming Oil’s damage to each
encounter and archenemy facing one player.
5
The splash of oil and the short, violent roar of flames told the story.
1
1
ASSIST
The war host let fly, and over two thousand spears eclipsed the sun.
–The journal of Lucian Deathbringer
3
CLAUDIO POZAS • ™ & © 2017 WIZARDS • 25/28
BEN WOOTTEN • ™ & © 2017 WIZARDS • 23/28
1
ARCANE (EVOCATION)
MARTIAL
MAGIC MISSILE
TOWER SHIELD
Encounters facing you deal –1 damage this turn.
Deal
to up to three different encounters.
Deal
1 to up to three different encounters.
ASSIST
ASSIST
Choose an encounter. It can’t attack
this turn, and deal
to it.
1
2
There can be great power in simplicity.
“I am the shield!” –Balasar the Wild
KIERAN YANNER • ™ & © 2017 WIZARDS • 27/28
RANDY GALLEGOS • ™ & © 2017 WIZARDS • 9/28
MARTIAL
GRAPPLE
MARTIAL: BASIC
GLORY
“A sword. A staff. A bow. All just
extensions of my expertise.” –Zadok Lasux
Martial Class: On your turn you may move one
encounter facing another player to face you.
That encounter can’t attack this turn.
4
Get over here!
HOWARD LYON • ™ & © 2017 WIZARDS • 22/28
JESPER EJSING • ™ & © 2017 WIZARDS • 24/28
He brought a player out of Stunned
and broke him out of a Location,
defeated five tokens, set up two
encounters for an easy defeat, and is
ready to help defeat Nick’s Moaning
Chamber next turn—all without taking
any damage. That’s how Half-Orc
Fighters do it! (Well…you know, with help from the rest of the party.)
ARCANE (ENCHANTMENT)
CROWN OF CONFUSION
One Humanoid or Giant Encounter must
Save. Failure: The player deals its damage as
colorless to another encounter. This encounter
must skip its next attack.
All intelligent beings doubt their sanity.
They merely require a small push.
SCOTT MURPHY • ™ & © 2017 WIZARDS • 11/28
20
1
greedy, and dangerous in numbers.
encounter and archenemy Vicious,
facingBeware
one player.
the traps they set.
There can be great power
in simplicity.
The splash
of oil and the short, violent roar of flames told
the
™
RULEBOOK
COLLECTING AND DISTRIBUTING GOLD
The party earns gold for
TROLL
each encounter defeated. The
gold value of each encounter is
11
shown in the upper left corner
of its card. On the turn the en3
counter is defeated, the active
player takes 1 gold from the to3
tal value of the encounter. Then
the player to the left takes 1 gold
2
from the remaining gold, and
so on until all the encounter’s
GIANT
gold value is distributed. For
1
If Troll is damaged in a turn, it must Save.
Success: It heals 1 level.
example, if you defeated a Troll
Hunger. It drives trolls to devour anything
they can smash in their path.
on your turn (which has a value
of 11 gold), and there are 5 players, you would get 3 gold and all
other player would get 2 gold.
There is no limit to how much gold you can have, but it’s best to
spend it on improving your deck if you can.
2
DANIEL LJUNGGREN • ™ & © 2017 WIZARDS • 19/20
many encounters deal damage to you, that damage is combined
and applied as a single amount.
Some encounters also have abilities that trigger when they attack. If those abilities deal damage, that damage is added to the
total damage from encounters attacking you.
When you take damage, reduce your HP by the amount of
damage you take. If you take damage that would reduce you to
below 1 HP, you become Stunned (no matter how much additional
damage you take at the same time).
Multiple Class Types: Encounter cards that deal damage to a
specific Class Type deal damage to all characters of that Class Type.
Deals Damage vs. Attacks: There is a difference between encounter effects that state “when deals damage” and “when attacks.” Even if an encounter is prevented from dealing damage,
unless the card specifically states otherwise, any effects that
would occur when it attacks still apply (unless the encounter was
completely stopped from attacking).
STUNNED AND UNCONCIOUS
CAN BE GOOD TACTICS
Don’t be afraid of being Stunned or Unconscious. Remember
that only one character who is not Stunned needs to end the last
Scene of an Adventure. That means in a six-player game, if you
have three Unconscious characters, two Stunned characters, and
one character with only 1 HP left (even with an Exhausted token),
if you clear all the encounters in the final Scene without losing that
last 1 HP, you still complete the Adventure!
There are numerous times in a game when tactics will decide
if it’s time to let a player go Stunned. For example, the Fighter
who plays Heroic Charge to pull six encounters will likely get
Stunned, but it pushes a huge amount of additional cards
into active use and it negates all of that extra damage beyond
what makes them Stunned. That gives you a full round to deal
with the encounters before the Fighter might go Unconscious
and the encounters start moving to other characters. Healing
Stunned players in this situation can be great as well.
Even letting someone go Unconscious can be advantageous
in the right situation—although it doesn’t mean “throw your
companion under the troll.” But Stunned and Unconscious are
just more tools in your toolbox for figuring out how to fight your
way toward victory.
COOPERATIVE PLAY AND GOLD
Remember that gold distribution begins with the active player,
regardless of whose cards actually defeated the encounter. Even
when your Assist was crucial in defeating an encounter but
you’re not awarded as much gold or other spoils for the spent
card as other players, you need to remember it’s a cooperative
game and sometimes that sacrifice is necessary to carry the day.
DEFEATING AN ENCOUNTER
WHEN IT ISN’T ANYONE’S TURN
Sometimes an encounter gets defeated when it isn’t a player’s
turn. Usually this occurs when drawing a new Dragonfire card. If
this happens, treat the player whose turn is next as the active player for resolving any Vanquished abilities and distributing gold.
WHAT IF AN ENCOUNTER ELIMINATES ITSELF?
Even if an encounter somehow eliminates itself, it still pays out
gold unless otherwise stated. Any other effects that might apply—for
example, the ability to heal itself—do not occur. The only exception
is the Tripwire Trait, which always occurs, if appropriate (see p. 30).
PLACING CARDS IN THE DISCARD
At the very end of the Deal Damage phase, all played cards—
as well as defeated encounters—are placed into their respective discards.
4. TAKE DAMAGE
When you are done playing cards, if there are any encounters
still facing you, including Locations and tokens, each one attacks
you and deals damage equal to its Attack Strength. No matter how
BECOMING STUNNED
If a character’s HP is reduced to 0, they become Stunned (any
excess damage is ignored). If they are in the middle of their turn,
they cannot play any further cards and immediately follow the
rules below.
The following rules govern becoming Stunned.
• The character also becomes Exhausted and immediately
takes an Exhausted token.
• The player shuffles all of their cards (draw deck, hand, and
discard pile) into a new draw deck.
21
™
RULEBOOK
• A player with an Exhausted token draws only one card
during their Replenish phase (including the turn they become Stunned).
• A Stunned character does not have a Market phase on their
turn (including the turn they become Stunned), but they
still receive gold.
• No Feature abilities work while a character is Stunned.
• Market cards with “Remains in Play” that were active when
the player is Stunned are discarded. Magic Items in this situation, however, remain active.
• Encounters facing the Stunned character remain in place.
HEALING
• If a Stunned character is healed any amount, the player immediately draws two cards and is no longer Stunned.
• Unless specifically stated otherwise, Healing outside of a
Short Rest never removes an Exhausted token.
EXHAUSTED TOKEN
• Unless specifically stated otherwise, an Exhausted token
can be removed only during a Short Rest (see p. 23) or a
Long Rest (see p. 23).
• Unless specifically stated otherwise, a player can never have
more than one Exhausted token.
UNCONSCIOUS
• If a character’s HP is reduced to 0 while they have an Exhausted token, they immediately become Unconscious. The
player shuffles all of their cards (draw deck, hand, and discard pile) into a new draw deck. However, unlike a Stunned
character, an Unconscious character is out of the game for
the remainder of the Scene. They will return after the Short
Rest for the next Scene (see p. 23).
• If damage is dealt to a Stunned character, they immediately
become Unconscious.
• All encounters facing the Unconscious character are immediately rotated to the next player to the left. If a Location is
facing the character who went Unconscious, and no other
character’s Class Type markers are at that Location, then
discard it (there is no gold payout); otherwise move the
Location to the left until it faces a player whose character
marker is at that Location.
• If a card indicates an effect for a Class Type no longer active in the current Scene because they’ve become Unconscious, randomly determine where it applies. For example,
if a green encounter is revealed due to The Gods’ Displeasure
DISCARDING CARDS
If you ever want to ensure you have three or fewer cards so you can
draw during the Replenish phase, you can also simply discard cards
instead of playing them. Cards that are discarded instead of played
do not count toward any Requires X Play or Requires X Purchase
requirements for that turn. Early on, when you have limited cards in
hand, discarding might not be an effective tactic. But as you purchase
better cards, discarding less useful cards to have a better chance of
drawing your better cards is an excellent choice. Basic Market cards
still have their uses, though, so make sure to think ahead before
simply tossing them.
at Dragonfire level 4+ and the only Devotion characters are
Unconscious, randomly determine where it is placed.
5. REPLENISH
During the Replenish phase, if you have three or fewer cards in
hand, draw two cards. If you have four or more, do not draw cards.
There is no maximum hand size.
6. MARKET
You can purchase any number of cards from the Market, depending on what you want and how much gold you have. Each
Market card specifies a cost in gold. After purchasing a card, place
any spent gold back into the common supply, and refill the empty
Market slot with a new card from the Market Deck.
Place purchased cards immediately into your hand, not in the
discard!
Some cards have additional requirements for purchase, such
as the following:
• Requires X Class: You cannot purchase or use this card unless
your character is of the specified Class Type. This can specify a Character Class—such as Wizard—not just Class Type.
For example Fireball requires an Arcane Class, which means
a Wizard, Warlock, or Sorcerer could all purchase and use
Fireball. But while any Arcane character can purchase Cloud of
Daggers, only the Wizard can use the full Assist ability.
• Requires X Purchase: You cannot purchase this card unless
you played a card matching the specified Class Type this turn.
• X Class: If this appears on a Market card, then that portion of the
rules text applies only when played by a character of that Class
Type. For example, the Cure Wounds Devotion card states “Heal
.” Any character
any character 1 HP. DEVOTION CLASS: +
may play that card to heal any character 1 HP, but a Devotion
character can also deal 1 point of green damage to an encounter.
Cycling the Market: If you do not purchase a card from the Market, reveal a new Market card from the deck. You must replace one
of the existing Market cards with it and discard the replaced card.
If any effect (such as becoming Stunned) prevents you from
purchasing cards, you do not cycle the Market.
Cycling the Market does not occur during a Short Rest (see p. 23).
CHARACTER TOKENS
Some Market cards use Character tokens to represent various
character abilities, such as the Spirit tokens on the Spirit Guardians
Devotion card. Unless specifically stated otherwise, no Market
card tokens persist through a Short Rest between Scenes. All such
tokens are discarded at that time.
THE MARKET
The term “Market” represents purchasing cards with earned
gold, not a literal market that springs up in the depths of a dungeon.
Rather, the character has gained access to a new ability. For example,
a Wizard who purchases a Fireball card is discovering, remembering,
or preparing that potent spell.
RULEBOOK
TO SAVE OR TO SPEND
You might need to save up gold for better cards, but you shouldn’t
just sit on gold indefinitely. The economy of Dragonfire pays out gold
from encounters that players should ideally spend to gain moreeffective cards rather than hoarding. For example, let’s say three 10gold cards are available for purchase. If three players all choose to save
up to buy those cards, no one is likely to get any of them because there
are simply not enough new cards entering play, despite the increasing
difficulty of encounters as the Scenes progress and the Dragonfire level
climbs. The best option is to decide as a group which player should
save up for a particular high-cost card, while the others continue
buying cheaper cards and cycling the other, more expensive ones.
Experience Points (XP): Depending on how well players completed the Adventure, they’ll receive XP, which can be used in campaign play (see below).
CAMPAIGN PLAY
7. END TURN
At the end of your turn, check to determine whether all encounters are defeated. If so, the Scene ends; move to the Short
Rest (see below). Otherwise, the next player to the left becomes
the active player and starts their turn.
SHORT REST
A Scene can have any number of rounds, depending on gameplay. A Scene ends when, at the end of any player’s turn, all encounters facing characters have been defeated.
Once the player who finished the Scene has fully completed
their turn, including their regular Market purchase(s), a Short
Rest begins. In other words, a Short Rest is not part of any Scene,
round, or turn.
The following rules apply, in the following order.
• Remove Exhausted tokens: All characters except Unconscious characters remove their Exhausted tokens and are
no longer Exhausted.
• Heal 1 HP: All characters, including Stunned and Unconscious
characters, each heal 1 HP. (Characters cannot heal beyond
their maximum HP). Players that were Stunned (or Unconscious) will automatically draw two cards per the normal rules.
• Purchase Cards: Starting with the person to the left of the
player who ended the previous Scene, each player may purchase one card from the Market. Any cards that “Requires X
Purchase” to purchase cannot be purchased during a Short
Rest. If a player chooses to not make a purchase, do not cycle the Market.
• Features and Magic Items in Play: Unless they specifically
stated otherwise, Features and Magic Items in play cannot
be used during a Short Rest.
COMMUNICATIONS
Players are not allowed to show other players what cards they
have in their hand, but they can verbally discuss anything they like
in order to form an effective plan as a party. To ensure a fun play
experience for everyone, try to respect the other players’ wishes
about the level of advice they wish to receive.
WINNING THE GAME
The chosen Adventure will detail the completion requirements
for winning the game. Usually this involves defeating a number of
encounters through several Scenes.
Campaign play uses the following rules to increase the abilities
of characters across multiple games, using Experience Points (XP)
and Advancements (Features and Magic Items).
As characters advance through a variety of Adventures, they
become more experienced in not only how to survive, but to complete even the most difficult series of encounters. This is represented through XP. XP unlocks a variety of equipment, abilities,
and expertise represented by Feature stickers, which are purchased and applied directly to the Character screen for ongoing
effects. As players complete Adventures, they also gain access to
fantastical and wondrous treasures in the form of Magic Item
cards that unlock even greater powers in the game. Both Features
and Magic Items are considered Advancements.
Unless stated otherwise, XP and Advancements cannot be acquired or assigned during an Adventure, only in between Adventures.
LONG REST
Players are encouraged to have a post-Adventure session (a
Long Rest) after each game to award XP and acquire Advancements (if any). This ensures that all players apply the appropriate amount of XP (especially if any of the Adventure bonuses are
used), and lets them plan as a group which Advancements to acquire—or in the case of multiple Magic Items, which ones to use—
to maximize effectiveness.
LEVEL 5
The rules within this box only address up to the start of Level 5 and
then provide a sneak peek at the Difficulty 3 encounters you will start
facing. More robust rules for Level 5—along with the rules for many
higher Adventure Levels—will be found in future expansions.
EXPERIENCE POINTS (XP)
Each Adventure states what the XP award will be. Unless specifically stated otherwise, each time a party starts a Scene, they
will receive XP for that Scene at the end of the game.
For example, the Dungeon Crawl Adventure awards 1 XP for
each Scene started, and an additional 2 XP for completing all
three Scenes. Each Adventure also has bonus challenge scenarios for extra XP awards. For example, if the group completes the
Dungeon Crawl Adventure successfully, each player would update their XP total by 5 on their Character screens. If the players
chose to accept the “Charge!” bonus challenge before starting
the game, they would get an additional 1 XP each upon completing the Adventure.
The Character screens are laminated, so players can use erasable markers to easily track their total earned XP.
23
RULEBOOK
From the previous example of Brooklynn and her Half-Elf
Rogue, her group of six players includes a Level 4 character,
two Level 3 characters, a Level 2 character, and two Level 1
characters (a total of 14). This means they can play at Adventure
Level 2 (14 / 6 = 2.3, rounded to 2) without modification. For the
Adventures in this box, that means The Portcullis is Breached,
Bodyguards, and Unholy Presence. If they wanted to play
Dungeon Crawl or Wastes of Ancient Empire they would need
to modify the rules. Any other Adventures they could play as is,
but would likely face defeat as they’re not ready for that level of
challenge just yet.
SPENDING XP
Effective Dragonfire campaign play requires players to spend
their XP appropriately. For example, if you have a Level 3 character
with, say, 50 XP to spend, you might want to wait until you have
60 XP (and become a Level 4 character) so you can purchase a
more powerful Feature. However, waiting to buy a 100 XP sticker is
another thing entirely, as further Adventures might become more
difficult than intended because your character’s advancement is
delayed. Ultimately, of course, the game is yours to pursue how you
see fit. Just be aware of this potential issue.
ADVANCEMENTS
CHARACTER &
ADVENTURE LEVELS
There are two types of progression used in Dragonfire: Character Levels and Adventure Levels.
There are two types of Advancements: Feature stickers, which
are acquired through earning XP, and Magic Item cards, which
are earned by completing Adventures. Both are detailed below.
CHARACTER LEVELS
TOTAL XP
0-9
10-29
30-59
60-99
100+
FEATURE STICKERS
Features represent the hard-earned experience won by
completing various Adventures. It also emulates all the tough work
in between such excitement as you strive to perfect your current
skills while learning new abilities. While everyone at a table will
usually earn the same XP for a given Adventure, where you choose
to focus and which Features you pick up will tell your unique story.
CHARACTER LEVEL
1
2
3
4
5
CHARACTER LEVELS
Character Levels represent the total accumulated XP of a character. When a character accumulates enough XP, as shown on the
Character Levels table, they are immediately considered to be the
Level indicated.
Character Levels are used in two ways: determining the Party Level for the appropriate challenge in Adventures and gaining
more Magic Items as Adventure-completion rewards.
DETERMINING CHARACTER LEVELS
A player’s Character Level simply represents the total XP they’ve
earned. This should already be tracked on their Character screen.
Character Level is determined after adding any XP from the
just-played Adventure.
Brooklynn is playing a Half-Elf Rogue with a current XP total of 28.
They just wrapped up a Dungeon Crawl Adventure where they only
started two Scenes before the game ended in defeat. During the Long
Rest she adds the 2 earned XP from that game to her 28 for a total of
30. Her Half-Elf Rogue just became a Level 3 Character!
PARTY LEVELS
The Party Level equals the average Character Level of a party. This
determines the Adventures they can face without modifications.
• To determine the Party Level, average all of the Character
Levels, and round down.
• A party can play any Adventure equal to their Party Level
without modification. They can always attempt a higher
Adventure Level, but that will often lead to defeat. If they
play an Adventure with a lower level than their Party Level,
they must modify the Adventure (see p. 27).
FEATURES
After a player has completed the Quick-Start Adventure The Village
Is Attacked: A Hero Is Born, their character is considered Level 1, and
they choose a Background sticker to apply to their Character screen.
There are five other slots for applying Feature stickers. Characters
who reach specified XP thresholds may gain Features, which represent the new skills, items, weapons, and powers that come with more
experience.
A character can never have two Features with the same primary
name; i.g., there are numerous Fighting Style Features with different secondary names, but since the primary name is Fighting Style, a
player can only ever have one of those Features (unless another Feature specifically states otherwise). Roman numerals do not count as
different names. For example, Preserve Life, Extra Attack, and Expertise each have multiple versions, but you can only ever have one of
each of those specific types of Features.
Requires: Some Features require other Features to use, such as
Eldritch Knight, Thief, and War Domain; these will be noted on the
stickers themselves. These Features must be visible on the Character
screen (i.e., they cannot be covered) to purchase and use subsequent
Features with that requirement. These represent Subclasses within
a given Character Class, and each has a single primary Feature, with
several connected secondary Features. A character can never have
more than one primary Subclass Feature, within a Class Type, at one
time. For example, if a player has the War Domain Feature, they cannot also have the Life Domain Feature.
Activation: Most Features must be activated to be used, except as
follows:
• All primary Subclass Features are continuously activated. For
example, Life Domain, Eldritch Knight or Thief.
• If the word “Continuous” appears.
• If you are required to write something on a Feature, that element is considered Continuous; the rest of the Feature is not.
24
™
14
13
12
11
10
9
8
7
6
FEATURE SLOT 1
Once a Featured is activated, all effects are always applied except:
• If there is a cost associated with the text, such as a Skill Check,
removing the card from play, and so on.
• If the text includes the term “may.”
In both instances above, the player chooses if they will apply the
effects (and pay the costs, as appropriate).
If a Feature has multiple abilities and one or more have an associated cost, you may choose which costs to pay.
Timing: Features will detail how often and when they can be activated. Unless the Feature specifically includes the phrase “during
your turn,” all Features can be activated at any time during a round,
provided the appropriate circumstances of cards and/or effects occur.
Features can only be activated outside of a turn, round, or Scene (i.e.,
during the Encounter phase, Dragonfire phase, Short Rest, and so on)
if the Feature specifically states as such. Finally, unless it specifically
states otherwise, a Feature can only be activated once within that indicated time frame; i.e., once a turn, once a Scene, and so on.
Equipment Pack: Unless specifically stated otherwise, any Equipment Pack-noted changes only ever involve Basic Market cards.
Purchases Before The Game: Any Feature-generated purchases
made before the game apply to any and all Market cards you have access to; i.g. you can purchase from anywhere within the Market, or
even purchase cards that will not be included in the Market this game.
(This is an exception to the standard rules for building the Market;
see p. 28.)
Stunned & Unconscious: Features cannot be used when a character is Stunned or Unconscious.
Counts as X Class: Numerous Features include a “counts as X
class” effect, which applies all of the rules for taking two Class Types as
discussed in the Class Types in A Game sidebar (see p. 4). For example, if
a player takes a Martial Character screen and has the Eldritch Knight
Feature, that character also counts as Arcane for the Encounter Phase,
Skill Checks, and so on. As noted, however, if a card specifically calls
out “primary Class Type” for its effect, then the secondary Class Type
does not count. In those instances, only the Class Type of the Character screen counts, and this Martial Character would ignore the Eldritch Knight Feature’s Arcane Class effect.
WAR DOMAIN
WAR
Cleric Class
RequiresDOMAIN
NAME
Requires
class.
as Class
count Cleric
You also
countmay
as remove
class.one
Addalso card;
Equipment Pack: You
Equipment Pack: Add
card; may remove one
10 XP
card.
card.
10 XP
FEATURE SLOT 2
4
devotion class: cleric
3
xp
8
equipment pack
race: human
level
FEATURE SLOT 3
“There is never doubt. There is only the
calm of knowing that one is called.”
ALLEN MORRIS • ™ & © 2017 WIZARDS • 9/16
Jeremy has earned 10 XP and chooses his first Feature, War
Domain (which has a value of 10 XP). He decides he doesn’t
want to wait for more XP and so places it on his Character
screen, covering up his Background sticker. The War Domain
Feature gives him the access to abilities requiring Martial Class
and opens up the War Domain Subclass set of Features.
After earning 10 more XP (bringing his total XP to 20), he
now wants the War Priest Feature. And if War Priest were a
generic Feature, he could choose to cover up War Domain. War
Priest is worth 20 XP, but that would be OK since he has 20
total XP, and in that instance the value of War Domain no longer
counts since it would be covered.
However, this is not a generic Feature. To use War Priest, the
War Domain sticker must still be visible, so he cannot cover it.
As such, the total value of stickers on the card would be 30 (10
for the War Domain and 20 for the War Priest). What’s more,
it requires 5 XP to open up the second slot. Meaning Jeremy is
15 XP short. He either needs to select a 5 XP sticker (Acolyte),
which he could immediately apply to the second slot, since he’d
have the extra needed 5 XP, or he needs to dive into some more
games to earn that extra 15 XP. Then again, he could do both!
WAR PRIEST
Requires Cleric Class & War Domain
When you play non-Basic
during your same turn, deal +
and
or +
cards
damage.
20 XP
ACOLYTE
You may exchange
2
for
when dealing damage.
5 XP
OPENING NEW SLOTS
Feature Slot 1 is open for use and is where the Background
sticker is placed. As soon as a player has enough XP to purchase
and place a Feature during a Long Rest, they can immediately cover up that Background sticker, if they wish. There is no additional
XP cost for that slot.
However, all other sticker slots require the expenditure of additional XP to open, as indicated on the Feature Slots XP Costs table,
below. In other words, when placing a sticker into an empty slot, you
must add the indicated XP to the sticker’s printed cost (see below).
If a Feature states it does not require a slot, place them as you will
on the back of the Character screen.
FEATURE SLOTS XP COSTS
SLOT
1
2
3
4
5
6
XP COST
0
5
10
15
25
40
ACQUIRING FEATURES
There is a set of generic stickers with no requirements, meaning any character screen may use them. However, unless specifically stated otherwise, you cannot acquire Features for a Character
Class or race that does not match your own.
The combined value of visible Features in a character’s sticker
slots is limited by the amount of total XP they have earned. Each
Feature’s value is shown on the sticker. When you acquire a Feature, remove the sticker from the sheet and place it on your Character screen in the appropriate sticker slot (see Opening New Slots,
above). You can only acquire a new Feature if the total value of all
your visible Features—as well as the cost of any slots beyond the
first—is equal to or lower than the total XP you have earned.
If you decide you don’t like one of your Features, or want to
use that slot for a more powerful one, you can cover an existing
Feature sticker with a new one. Only the sticker on top counts. The
powers of any covered features aren’t active, and they don’t contribute to the total value of your Features.
25
5
™
RULEBOOK
MAGIC ITEMS
MAGIC ITEMS AWARD
Magic Item cards represent the fantastical treasures acquired
as you complete Adventures. Weapons, armor, potions, wands:
the full gamut of D&D’s magical possibilities exists in these cards.
MAGIC ITEM DECK
The Magic Item Deck is usually used after a game, during a Long
Rest, once players have completed an Adventure.
Each Magic Item Deck contains various rarities of Magic
Items: Common, Uncommon, Rare, and Very Rare (future expansions will introduce additional rarities). When the time comes to
award Magic Items, separate out each type of rarity cards into
decks and place the decks that will not be used back in the tray.
If you’re using more than one rarity, ensure that the sets are completely separate and that players know which deck is which. Thoroughly shuffle each deck and then proceed to awarding Magic Items.
With those limitations in mind, randomly determine who will
draw first. This player draws a face-down card from the top of the
appropriate rarity deck.
Players draw cards from the appropriate deck(s) in what ever
order is agreed to by the party. Once all cards are drawn, players
than reveal their cards.
If a rarity deck runs out, substitute Magic Items from the next
lowest rarity; e.g., if no Rare cards are left in the deck, draw Uncommon cards instead. (If no lower rarity level is available, no additional Magic Items are awarded.)
MAGIC ITEMS DRAWN PER PLAYER
1 Common
1 Common
1 Common & 1 Uncommon
1 Common & 1 Uncommon
1 Common & 1 Rare
CHARACTER LEVEL
1
2
3
4
5
MAGIC ITEMS ATTUNED PER PLAYER
2 Uncommon
2 Uncommon
2 Uncommon
2 Uncommon & 2 Rare
3 Uncommon & 2 Rare
USING MAGIC ITEMS
The following rules apply to using Magic Items in a game.
• There are specific limits on how many Magic Items can be
used by a given character (see Character Limitations, below).
• A player never needs to use any of their Magic Items.
Based on limitations and desirability, the player chooses
which Magic Items to use in each game.
• Shuffle the chosen Magic Item cards into a character’s
Equipment Pack; they do not replace any cards.
• If any Magic Items include “Starts in Play”, do not add
those to your Equipment Pack, but instead place them
next to your Character screen.
• Some Magic Items include the Deplete and Consume keywords (see Deplete vs. Consume, p. 27).
• Magic Items are controlled by a character, not the player;
use the back of the laminated Character screen to write
down which Magic Items a character can use. If a player is
running more than one Character screen through various
games, the player cannot mix and match Magic Items between characters.
AWARDING MAGIC ITEMS
Players earn Magic Items as shown on the Magic Items Award
table at right. Use the following rules when awarding Magic Items.
• First, players will earn the indicated Magic Items only once
after completing an Adventure; replaying the same adventure will earn players XP but not Magic Items. The exception to this rule is the Dungeon Crawl Adventure. The first
time players complete Dungeon Crawl at each different Adventure Level, they will receive Magic Items for successful
completion. Thus Dungeon Crawl will award players Magic
Items a maximum of five times in a base game.
• Second, a player can only “attune” (i.e., control and use) to
a number of Magic Items based on their Character Level, as
shown on that table. A Level 3 character can only attune to two
Uncommon Magic Items. If that character completes a new
Adventure, they will draw a new Uncommon Magic Item (as
well as a Common Magic Item). However, they must either
exchange that new item for one of the two items they already
control, or choose to return the drawn Uncommon to the
Magic Item Deck (if they decide they like their current items
more). They will continue to exchange or return new Magic
Items to the Magic Item Deck for each newly completed Adventure until they reach Character Level 4, at which time they
can now attune to three Uncommon Magic Items.
• Third, in all instances, Common Magic Items ignore attuning limitations. The only limitations on the number of
Common items are Character Limitations (see at right.)
ADVENTURE LEVEL
1
2
3
4
5
CHARACTER LIMITATIONS
The back of each Character screen shows the maximum allowable Magic Items that can be controlled by that character and can
be used in a single game for each race/Class combination (note this
is different than the limitations for attuning to items). Additional
text describes further restrictions (if any). If there is a name, such as
“Light,” “Arcane,” or “Hide,” then that name (or color) must appear
somewhere on the card; if it doesn’t, then that card cannot be used
by that character. In the case of Class Type restriction, the character
may only use that type of Magic Item if it’s the indicated Class Type.
For example, on the Half-Orc Fighter screen, that character
can have any four weapons, any one armor, any one shield, and
up to three miscellaneous items. For the Sun Elf Wizard, however, while that character may have any two weapons, the single armor the character can use must be Arcane; meanwhile no shields
can be used at all, but six miscellaneous items can be used.
If, for what ever reason, you have attuned to more cards of a
given type than are allowed by character limitations, at the beginning of each game choose which Magic Item(s) to put into your
Equipment Pack.
26
™
RULEBOOK
HOW MANY MAGIC ITEMS TO USE
Just as with the tabletop RPG where a Dungeon Master often rolls
up Magic Items from a table in a book, not all Magic Items given will
be useful to every player, even if they can attune to them. Players can
hold onto those cards with the idea that they can grow the characters
toward a given item. Or they can work out trades and exchange Magic
Items to maximize their party strength and play enjoyment.
Because of the wide variety of Magic Items vs. Character screens
vs. play style, there are no solid guidelines to determine how many
and which kinds of Magic Items to include in your Equipment Pack,
especially as Magic Items can often hinder as much as help an
Equipment Pack and the game, if they are used without thought. If you
have too many Common Magic Items, for example, it will slow down
how often you can draw your best cards, without giving you enough
power in return.
The only real rule of thumb is that players should only add two
to four Magic Items (based on limitations) to their Equipment Pack.
However, based on the Adventure and the encounters to be faced,
along with the Character screen in question, one player may decide
they only want one Magic Item, while another builds a very effective
five-item deck. Ultimately, it will take play and experience to maximize
this great element!
ADDITIONAL MODIFICATIONS
When playing at higher Levels, use these additional rules:
ADVENTURE LEVEL
2
3
4
5
DEPLETE VS. CONSUME
Some Magic Items are Depleted when used, and others are
Consumed. These two keywords are critical to understanding how
some Magic Items work.
• Deplete: This might be the only ability on a card or an optional ability. In both instances, when used, the card is removed from the current game; the player may still use it
in future games.
• Consume: This might be the only ability on a card, or an optional ability. In both instances, when used, the card is removed from the current game and is returned to the Magic
Items Deck. The player may no longer use that Magic Item in
future games, unless they draw it again.
MODIFYING ADVENTURE LEVELS
Unless specifically stated otherwise by an Adventure, you
can replay any of them at higher Adventure Levels, using the
following rules. These only apply when the Party Level is higher
than the Adventure Level. If playing an Adventure equal to the
Party Level, none of these rules apply:
ADDITIONAL XP
Instead of those printed on the Adventure, each character gains
the following XP award based on the Adventure Level played.
ADVENTURE LEVEL
2
3
4
5
XP AWARDS
1 XP per Scene + 2 XP for completion
1 XP per Scene + 2 XP for completion
2 XP per Scene + 1 XP for completion
2 XP per Scene + 2 XP for completion*
*Scene 1 does not provide any XP (see below).
DRAGONFIRE LEVEL
Dragonfire level 1
Dragonfire level 2
Dragonfire level 3
Dragonfire level 0*
* Dungeon Crawl At Adventure Level 5: The standard Dungeon
Crawl Adventure is modified as follows: After Scene Three ends,
start Scene Four; reveal a number of encounters equal to the number of players + 3. Additionally, after selecting the Difficulty 1 and
Difficulty 2 Decks to use as the Primary and Secondary Decks,
shuffle all Difficulty 3 cards into a new third deck (until future
Difficulty 3 cards are available, you may ignore their Environment
icons). When revealing encounters at the start of a Scene, for every
three Dragonfire levels, first reveal a Difficulty 3 card. Then finish
the remaining Dragonfire level count with Difficulty 2 cards, and
then the remaining encounters with Difficulty 1 cards (if needed).
For example, if playing a six-player Dungeon Crawl Adventure
Level 5 at the start of Scene Four and the Dragonfire level is 7, the
following cards would be revealed, in the following order: two Difficulty 3, five Difficulty 2, two Difficulty 1, and finally, due to six
players, one Difficulty 2 with no gold.
Other Adventures cannot use these Adventure Level 5 rules.
FIVE- AND SIX-PLAYER GAMES
When playing five- and six-player games at higher Adventure
Levels, don’t forget that those specific rules always apply (see p. 7);
i.e., they are in addition to the rules above.
TWO- AND THREE-PLAYER GAMES
As previously noted (see p. 5) in two- and three-player games,
any player acting as two Class Types exchanges a card from their
Equipment Pack for a Bless. This rule still applies, with Bless substituted every time, regardless of Adventure Level.
However, when playing at higher Adventure Levels, each twoClass player’s Equipment Pack should also be upgraded in similar
fashion, as shown on the Two- and Three-Player Higher Adventure Levels table (see p. 28). Choose a number of Market cards
equal to the total gold cost listed in the table, and exchange that
same number of cards from your Equipment Pack.
Two additional rules apply when combining higher Adventure Level play with two- and three-player game rules from that
table:
• You cannot add two copies of the same card to your Equipment Pack.
• You do not have to exactly match gold values if you do not
wish to. For example, if you are allowed to exchange cards
worth a total of 5 gold, you can choose to take a card(s) worth
only 4 gold and leave the remaining 1 gold value unused.
27
™
RULEBOOK
Additional Adventure Level Rules: These rules only apply
to two- and three-player games. As such, all the standard rules
for higher Adventure Level play would still be applied. But remember that two-player games start at Dragonfire level –2 and
three-player games start at Dragonfire level –1. So for example,
if a two-player game started a Dungeon Crawl Adventure at Level
4, the Dragonfire level would start at 1 (for the standard Adventure Level rules), and both players would substitute the standard
Bless, as well as any 4 cost card(s) into their Equipment Pack before the game begins.
TWO- AND THREE-PLAYER
HIGHER ADVENTURE LEVELS
ADVENTURE LEVEL
2
3
4
5
SUBSTITUTION
Any 2 cost card(s)
Any 3 cost card(s)
Any 4 cost card(s)
Any 5 cost card(s)
BUILDING THE MARKET
As Dragonfire expansions are released, more Market cards will
become available. Unlike encounters, which are readily added to
existing Encounter Decks, the Market Deck is a more finicky
beast. With that in mind, use the following rules when adding
new Market cards.
• Never remove any cards from the base Market; the original sixty cards from the base game must always be included.
• The Market Deck may never contain more than 80 cards.
• Basic Cards may not be added to the Market Deck.
• The party must select Character screens before adding cards.
• If a card has any “Requires X Class” or “Must Include X
Class” restrictions, those must be followed; e.g., if you’re
going to add Flame Blade to the Market Deck, then a
Druid must be in the party.
• A player may only add up to six total cards, and those
cards must be from their Class.
Note that future rules and Adventures may significantly alter
the above, including removing cards from the Market Deck. And
that’s okay, as they’ll be specifically designed for those changes. The
rules above cover simply grabbing future Market cards and tossing
them into the mix for play with more standard Adventures.
GLOSSARY
Advancements: Abilities from cards and stickers earned through
gameplay to improve your character. Features and Magic Items
are both Advancements.
Adventure: One complete game, usually consisting of several
Scenes. The Adventure card provides the setup and additional
rules for completing that game.
Adventure Environment card: The Adventure Environment card
has no rules text. It’s simply a way for players to visualize that
the party is together, working their way through the Adventure.
Adventure Level: The difficulty of an Adventure in comparison to
the Party Level.
Archenemy: An archenemy is a special type of encounter. The base
game does not include any archenemies, but they will appear in
future expansions.
Assist: A card ability you can play only during another character’s turn. (Assist effects can be applied into or out of Locations; see p. 15.)
Attack: When an encounter attacks during a player’s Take Damage
phase, it deals damage and may cause other effects (if any) even
if the encounter is prevented from dealing damage.
Attack Strength: A stat on an encounter card that determines how
much damage it deals when it attacks.
Attune: Players attune to Magic Item cards, representing how
many cards they may control and use at each Character Level.
Basic card: A card with a simple ability. A character’s Equipment
Pack (their starting deck) contains a number of Basic cards as
noted on the Character screen.
Bury: Place a card on the bottom of its corresponding deck. Buried
cards are not considered discarded.
Character screen: This card summarizes the important information about a character.
Character Class: The primary definition of what your character
can do—your character’s calling. Examples include Fighter,
Cleric, Rogue, and Wizard.
Character Level: Represents the total accumulated XP of a character.
Class Type: There are four color-coded categories of Character Classes: Arcane (blue), Deception (red), Devotion (green), and Martial
(black). A given Character Class belongs to one Class Type.
Class Type marker: Class Type markers represent the character
during gameplay and are used with Locations.
Clear: An encounter level is cleared when a player deals damage
to it equal to the amount and type shown on the damage track.
Use a clip to mark the cleared level.
Consume: When this Magic Item ability is used, the card is removed from play and is removed from the control of that player
(it is returned to the Magic Items Deck).
found on Dragonfire cards. The effect
Continuous: An icon
persists as long as the card is on top of the Dragonfire Deck.
Also, a word that appears on some Features, meaning they are
continuously activated.
Cycle the Market: If a player chooses not to purchase any cards
during their Market phase, they reveal a new Market card and
replace an existing card; the replaced card is discarded.
Damage: Encounters and characters deal damage when they attack. Characters subtract damage from their HP, while damage
28
™
RULEBOOK
to an encounter is applied to the encounter’s levels on its damage track.
Damage icon: Damage icons are produced by card effects. They
can be colored or colorless. There are four colors of damage
icons: black , blue , green
, and red
.
Damage Track: Each encounter has a column of levels, representing the damage needed to defeat the encounter. Each
level on the damage track contains one or more damage icons
on that row.
Deplete: When this ability of a Magic Item card is used, the card is
removed from play. (The player may still use it in future games.)
Deadfall: An icon found on Dragonfire cards. The effect is applied
as soon as the Dragonfire card enters the Dragonfire discard.
Discard: Cards that are voluntarily discarded go to the discard for
their respective decks.
Dispel Magic: This effect discards from that player one randomly
determined active card with “Remains in Play.” If a card that is
“holding” other cards gets discarded, the held cards are placed
back into the player’s hand. Additionally, cards with “Remains
in Play” may be played, but they are discarded as long as the
player is facing an encounter with Dispel Magic.
Dispel All Magic: The same rules apply as Dispel Magic, except this
effect discards all of that player’s active cards with “Remains in
Play” effects.
Dragonfire effect: An effect on Dragonfire cards that lasts until the
card is discarded or removed from play.
Dragonfire level: The total number of Dragonfire cards in the discard. This does not include the revealed card on top of the deck.
Dragonfire phase: When the active Dragonfire card (if any) is discarded and a new Dragonfire card revealed.
Encounter color: All encounter cards are colored according to the
Class Type colors: black, blue, green, and red.
Encounter Decks: These decks consist of encounter cards the players must face and defeat to complete an Adventure. The Adventure in question details which Encounter (Environment) Decks
to use, which are typically slotted into the game as Primary and
Secondary Encounter Decks.
Encounter phase: When new encounters are drawn and revealed
at the start of a Scene.
Encounter type: Each encounter has a type. Some effects, card
abilities, Adventures, and so on, refer to this type. The types
of encounters can be: Aberration, Beast, Celestial, Construct,
Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity,
Ooze, Plant, and Undead.
Equipment Pack: A player’s starting deck. The number and colors
of the Basic cards (or others) used to build the Equipment Pack
are noted on the Character screen.
Exhausted: Characters become Exhausted and collect an Exhausted token if they become Stunned and do not already have an
Exhausted token. An Exhausted character draws only one card
during their Replenish phase. Exhausted tokens can be removed only during a Short Rest (or a Long Rest).
Experience Points (XP): A reward gained by characters who start
the various Scenes of an Adventure. XP allows characters to
buy Features to improve themselves, and determines Character Level.
Face/Facing: Each encounter is placed in front of a specific player.
The encounter is said to be facing the player it is in front of.
Feature: Characters can earn Features, special abilities to make
them more powerful. Features are printed on stickers that are
placed in slots on a Character screen. Features, along with Magic Items, are Advancements.
Greater Dispel Magic: The same rules apply as Dispel Magic, except this effect discards all active cards with “Remains in Play”
effects, regardless of which characters they face. If a card has
a Mass Dispel Magic effect, then once again, “Remains in Play”
cards can be played, but they do not remain in play and instead
are discarded, as long as the card is active.
Healing: There are two types of healing: Hit Point recovery (for
characters) and damage track healing (for encounters). Characters lose HP when damaged. When an effect heals a character, they regain that many HP (but cannot exceed their starting
HP). Encounters’ damage tracks contain levels that are cleared.
Damage track healing restores some number of cleared levels.
(Unless specifically stated otherwise, Encounter tokens are
never returned to play when an encounter is healed.)
Health Track: Numbers and icons along the top of a Character
screen representing your character’s current HP total.
Hit Points (HP): A representation of how much damage a character
can take. Characters can’t heal above their starting HP, as noted on their Character screen, and they become Stunned when
their HP reaches 0.
Immune: The indicated cards and/or effects cannot apply their
damage or effects in any way. For example, Vampire’s “level
damage” means cards such as Lightning Bolt or Twist the Knife
could not be used on that encounter. While Rakshasa’s “5 gold or
less cost Arcane cards” means Cloud of Daggers, Crown of Confusion, and so on cannot be played on that encounter in any fashion as their gold cost is 5 or less, Lightning Bolt could, as it costs
7 gold. However, unless specifically stated otherwise, Magic
Items can always be used against encounters with Immune. For
example, the Ebony Staff +1 or Potion of Poison could be played
against either of those two encounters.
Note this is different than the icon-generated Immune to Level Damage rule (see p. 17).
Location: Locations are special encounters that split the party. A
player facing a Location must place their Class Type marker on
the card to indicate that they are in that Location. Even if that
Location is in front of another player, the player in the Location
is also considered to be facing that encounter.
Long Rest: A post-Adventure session when players are awarded XP
and acquire Advancements (if any).
Magic Item: These are special cards with powerful effects that
characters may earn for completing Adventures. Players then
decide how to add those cards to their Equipment Packs. Magic
Items, along with Features, are Advancements.
Market Deck: Market cards representing weapons, spells, abilities,
and so on that improve the characters’ decks. Characters purchase Market cards with gold during a game.
Market slot: Each slot contains a Market card available for purchase. The game usually starts with six Market slots. Effects
may add or subtract slots from the Market.
Move: Encounters and characters move in different ways. When an
ability or effect forces an encounter to move, it changes position
to face a different character. At the start of their turn, a player can choose to move their character either into or out of any
Location. Character movement does not affect encounter move-
29
™
RULEBOOK
ment in any way: a character that enters or exits a Location still
has to deal with any encounters that are facing them.
Must Include X Class: You cannot add this card to the Market for
use in a game unless that game includes the indicated Class in
the party (see page 28).
Non-Basic: This term applies to any Market card that is not a Basic
Market card. This terminology does not, however, apply to any
Magic Items.
Party: The group of players and characters involved in a current
game of Dragonfire.
Party leader: The player that always discards and reveals a new
Dragonfire card directly before it is their turn; they also start the
first turn of the game.
Party Level: The average Character Level of a party determines
which Adventures they can face without modifications.
Phase: One part of a player’s turn. Phases must be played in order:
Start Turn, Play Cards, Deal Damage, Take Damage, Replenish,
Market, and End Turn.
Play at Any Time: A card ability you can play at any time, either on
your own turn or another player’s turn. When played during another player’s turn, a Play at Any Time effect counts as an Assist.
Race: One of the many races found within the Forgotten Realms:
elves, dwarves, humans, and so on.
Remains in Play: A card whose text includes this phrase is considered active when it is played, and it remains in effect for a
duration as indicated by the card, or until another card effect
removes it from play. For example “Remains in Play” would be
for the full game, while “Remains in Play: Scene” means that at
the end of the Scene in which it was played, it is discarded; in
both instances, other card effects, such as Dispel Magic, would
still discard them. (A player may voluntarily discard these cards
at any time.)
Repack: Instead of playing the card in question, you may discard it
to draw one card. If you use this ability, you do not use any other
element of the card (i.e., no damage or text).
Replenish: During the Replenish phase, you draw two cards, provided you have three or fewer cards in your hand.
Requires X Class: You cannot purchase or play this card unless you
are of the indicated Class Type. This can specify a Character
Class—such as Wizard—not just Class Type. For example Fireball requires an Arcane Class, which means a Wizard, Warlock,
or Sorcerer could all purchase and use Fireball. But while any Arcane character can purchase Cloud of Daggers, only the Wizard
can use the full Assist ability.
Requires X Play: You cannot play this card unless you played another card of the same Class Type this turn.
Requires X Purchase: You cannot purchase this card from the Market unless you played a card of this Class Type this turn.
Reveal: When you reveal a card, usually from the top of a deck, you
show that card to all players, but do not put it into your hand.
Usually you leave it in play revealed (if it is a Dragonfire card) or
bury the card on the bottom of its deck.
Round: A round ends when all players have completed their turns.
Save: When an encounter must Save, a player reveals the top card
of its Encounter Deck. If the card matches the encounter’s color,
the Save is a success; if it does not, it is a failure. The revealed
card is then buried. If an encounter includes a “Save +X”, whenever they are forced to Save, they reveal one card, as normal, and
then additional cards equal to X, with any success generating
a Save. For example, Save +1 would reveal two cards, Save +2
would reveal three cards, and so on.
Scene: Each Adventure usually consists of several Scenes; the Adventure card details rules that apply to each Scene. A Scene consists of several rounds.
Short Rest: A Short Rest occurs after a Scene is completed but before the next Scene starts. During a Short Rest, characters can
heal, purchase Market cards, and remove Exhausted tokens.
Skill Check: When an effect calls for a Skill Check, the player reveals
the top card of their draw deck. If it matches their Class Type
color, the check is a success; if it does not, it is a failure. The revealed card is then buried. Skill Checks can also be Class Type–
specific; for example, if a Devotion Check is called for, then you
must reveal a green card to pass the Skill Check regardless of
your Class Type color.
Starts in Play: A card whose text includes this phrase starts the
game active in front of the player; it is not included in their
Equipment Pack. When combined with “Remains in Play” it will
be presented as “Starts & Remains in Play.”
Step: One part of an Adventure’s Scene and round. Steps must be
played in order (see Steps of a Scene & Round, p. 10).
Summon: Reveal an encounter card from the corresponding Encounter Deck and place it facing that character. Reveal cards
until you find a card that matches the indicated color/type, and
bury the rest. “Summon any” means revealing and placing the
very next card in the deck.
Summon appears as both a standard keyword and a Tripwire Trait.
An encounter summoned during the Take Damage phase
immediately attacks.
Surprise: An ability on encounter cards that triggers when the card is
put into play, either by drawing it from the deck or due to an effect.
Stunned: A character becomes Stunned when their HP drops to 0 (see
p. 21). The character also immediately takes an Exhausted token.
Tokens: There are several types of tokens in the game, as follows:
• Character token: A Character token is used to represent various character abilities, such as the Spirit tokens on the Spirit
Guardians Devotion card.
• Encounter token: Some encounters have the keyword “TOKENS: X,” where X equals the number of tokens to be put into
play. Each token is considered an encounter and has the same
color and type as the corresponding card. The damage track
and Attack Strength of each token is indicated by the card that
spawned it. Unless specifically stated otherwise, all tokens
must be defeated before the card that spawned them can be
defeated. Also, unless specifically stated otherwise, encounter
tokens always move with the card that spawned them.
Tripwire Trait: Some encounters have a Tripwire (a white line)
on their damage track, corresponding to underlined Trait text
on the card. As soon as any level below the Tripwire has been
cleared—even if levels above it have not yet been cleared—the
Trait is immediately activated. This effect occurs even if the encounter is defeated, when applicable.
Turn: Players take turns, one at a time. Each player completes all the
phases of the turn in order.
Unconscious: If a character with an Exhausted token becomes
Stunned, they immediately become Unconscious (see p. 22).
Vanquished: Immediately apply this effect when an encounter is
defeated.
30
™
FAQ
RULEBOOK
DEDICATION
Find a comprehensive set of Frequently Asked Questions at
www.dragonfirethegame.com
To Gary Gygax and Dave Arneson for starting it all. Almost forty-five years later, and there is still so much room for new games
and joy around the table in the magic they concocted.
CREDITS
PLAYTESTERS
CATALYST GAME LABS
GAME DESIGN
Randall N. Bills
Loren L. Coleman
Additional Design
Talon Coleman
DESIGN CONSULTANT
Jay Schneider
GAME DEVELOPMENT
Randall N. Bills
Loren L. Coleman
Additional Development
Dylan Birtolo
EDITING
Jennifer Clarke Wilkes
Philip A. Lee
ART DIRECTION
Brent Evans
Laimis Abromaitis, Elminas Abromatiis, Benjamin Alan, Avery
Alix, Craig Alpen, Gary Astleford, Alex Balmer, Julia Balmer, Chloe
Baron, Tara Bills, Ryana Bills, Kenyon Bills, Worthy Bolger, Jeremy Butz, Carl Camp, Chris Castagnetto (B3 Consulting), Conan
E. Chamberlain, John Conbere, Hiromi Cota, Larry deLucas, Leah
Wilner-Deutsch, Melissa Daines, Meg Elvidge, Brent Evans, Mario
Fernandez, Bruce Ford, Eugen Fournes, Joanna Fournes, Kristian
Frosig, Jaym Gates, Nick Gilbert, Brooklynn Jentzsch, James Kirtley, Bryan Langford, Philip Lanz, Tony Liddle, Garrick Liddle, Addison Liddle, Grace Lyttle, Robert McKittrick, Victoria Meisler, Rod
Mesecar, Dawson Michael, Xach Mueller, Joseph Muniz Jr., Megan
O’Leary, Kirsten Olsen, EJ Perkins, Stephanie Prevost, J.R. Riedel,
Chris Routh, Jared Saunders, Caleb Saunders, Christopher Shanley,
Dave Stevens, Damon Stevens, Adrian Sullivan, Jessie Tank, Josh
Taylor, Zachary Ulrich, Tyler Vander Hoeven, Jesse Wilke.
WIZARDS OF THE COAST:
DUNGEONS & DRAGONS TEAM
Jeremy Crawford, Bart Carroll, Chris Dupuis, John Feil, Heather Fleming, David Gershman, Kate Irwin, Trevor Kidd, Adam Lee,
Chris Lindsay, Shelly Mazzanoble, Mike Mearls, Shauna Narciso, Christopher Perkins, Ben Petrisor, Hilary Ross, Liz Schuh,
Matthew Sernett, Nathan Stewart, Emi Tanji, Greg Tito, Richard
Whitters, Shawn Wood.
Published by Catalyst Game Labs,
an imprint of InMediaRes Productions, LLC
PMB 202 • 303 91st Ave NE • E502
Lake Stevens, WA 98258
GAME GRAPHIC DESIGN & LAYOUT
Matt Heerdt
Additional Assistance
David Kerber
Cover Art
Kekai Kotaki
ORIGINAL CROSSFIRE ENGINE DESIGN
Greg Marques, Mike Elliott, Rob Heinsoo
James “Jim” Lin, Sean McCarthy, Jay Schneider, Rob Watkins
Special Assistance: Cal Moore & Conan E. Chamberlain
©2017 Wizards of the Coast LLC. All Rights Reserved. Wizards
of the Coast, Dungeons & Dragons, Dragonfire, their respective logos, D&D, and Forgotten Realms are trademarks of Wizards of the
Coast LLC in the USA and other countries, and are used with permission. Crossfire, Catalyst and the Catalyst Game Labs logo are
trademarks of InMediaRes Production, LLC.
THANKS
To the amazing team at Wizards of the Coast that made us feel
welcome and confident to explore their brilliant worlds.
To the rest of the Catalyst Game Labs team that kept the fires
burning on other important books and projects.
To the local playtesters that gave so many hours from their already busy schedules to come and kick new iterations: Kristian
Frosig, Nick Gilbert, Jeremy Butz, Rod Mesecar.
31
REFERENCE SHEET
CLASS TYPE (color)
There are four color-coded categories of Character Classes. A given Character Class belongs to one Class Type.
ARCANE
blue
DECEPTION
red
DEVOTION
green
MARTIAL
black
SWORD ICONS (p. 14)
Some Martial cards include one or two Sword icons on the middle left. Additionally, some Features have Sword icons and/or provide
icons under specific circumstances. If you are a Martial character and play a total of three Swords during a turn (including Assists), you
may immediately draw a card. To draw another card in this way, you must play enough additional cards (or activate Features) to reach a
new set of three Swords. Additionally, some Features have Sword icons and/or provide icons under specific circumstances.
STEPS OF A SCENE & ROUND (p. 10)
PHASES OF A TURN (p. 14)
1. Start Scene: Reveal Encounters
(Encounters phase).
2. Start Round:
a. Reveal Dragonfire card (Dragonfire phase)
b. Players’ Turns: Each player takes their turn.
c. End Round: Repeat round until Scene
is complete.
3. End Scene: Bury Dragonfire card.
1. Start Turn (see p. 14)
• Step 1: Apply Dragonfire card
effects
• Step 2: Character may move into or
out of a Location
• Step 3: Apply Location effects
(any order)
• Step 4: Apply non-Location
encounter effects (any order)
• Step 5: Apply Features/Market
effects (any order)
3. Deal Damage (see p. 15)
• Apply all damage from played
cards.
• At the end of this phase, played
cards are discarded.
2. Play Cards (see p. 14)
• Apply all non-damage card
abilities.
5. Replenish (see p. 22)
• If you have three or fewer cards
in your hands, draw two.
SHORT REST (p. 23)
•
•
•
•
Remove Exhausted token (unless Unconscious).
Heal 1 HP.
Purchase cards.
Advancements that apply may now take effect.
4. Take Damage (see p. 21)
• The active player receives
damage from encounters facing
them (if any).
• If a character’s HP is reduced to 0,
they become Stunned.
6. Market (see p. 22)
• If you do not purchase a card,
you must cycle one card into the
Market.
7. End Turn (see p. 23)
LOCATIONS (p. 12)
•
•
•
Cards you play on your turn only directly affect characters or
encounters where your Class Type marker is located.
If you are on a Location, Assists can only be played to a character
at your Location or on the Adventure Environment card.
If a card played does not have any damage icons in its text, that
card’s text effect can be applied into or out of a Location, but
never to a character or encounter at a different Location if you are
•
also at a Location. Regardless of where the text effect is applied,
the damage icons in the upper left of the card can only be applied
to encounters where your character is located.
At the end of your turn, if you are in a Location that has an Attack
Strength, it deals damage to you along with all of the non-Location
encounters that are facing you (if any).
character class tokens
exhausted
token
H.
EX
dragonfire
token
class type markers
encounter tokens
ENCOUNTER ENVIRONMENT ICONS
ADVENTURERS
ANY
COASTAL
CITY
DUNGEON
DRAGONFIRE CARD ICONS
WILDERNESS
dragonfire level continuous deadfall
Download PDF

advertising