Manual Warrior Krynn

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DRAGONLANCE
WARRIORS OF KRYNN

RULEBOOK
TABLE OF CONTENTS The First Time You Play
Overview Before playing for the first time, punch out the game’s
- The First Time You Play 1 components and open the Recruit cards. Set aside the
- Playing through Scenarios 1 Veteran and Legendary cards and tokens for later use.
- Turn Sequence 1 You’ll also want to read the rest of this rulebook.
Battlefield Overview 2
Setting Up a Scenario 3 Once you’ve set up the game, start playing with scenario
Battlefield Components 3 0, “Training Grounds,” in the scenario book.
- Tiles 3
- Markers and Tracker 4 Playing Through Scenarios
- Tokens 4 After scenario 0, the campaign’s scenarios should be
- Cards 5 played in order. Each scenario tells you how it ends and
- Dice 5 provides you any special rules it requires. Depending on
Building Your Hero 6 how well the heroes meet the scenario’s objective, they
- Hero Board and Stress Marker 6 can earn rewards that increase their capabilities the
- Class Cards 6 next time you play. At the end of each scenario, record
- Ability Cards 6 the results in the Campaign Chronicle on the back of
Key Terms 7 the scenario book, and take any honor cards earned for
On Your Turn
1: Event Phase
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use in subsequent scenarios.
2: Action Phase 8 For scenarios 1–4, use only Recruit cards and tokens.
- Activate a Class Power 8 For scenarios 5–8, add in Veteran cards and tokens. For
- Initiate a Conflict 8 scenarios 9–12, add in Legendary cards and tokens.
- Initiate an Encounter 9
- Move Your Hero 9 Turn Sequence
- Play Free Action Cards 10 In every scenario, the heroes each take turns as they try
- Put Out a Fire 10 to meet the scenario’s objectives. When it’s your hero’s
- Transfer Equipment 10 turn, you play through the following phases in order: (1)
3: Respite Phase 10 event phase, (2) action phase, (3) respite phase, and (4)
4: Battle Phase 10 battle phase. Those phases are detailed in the “On Your
- Battle Starts; Activate Class Powers or Play Cards 10 Turn” section (page 8). After your turn, play passes to
- Activate Commander Powers 10 the next player in clockwise order, and that player goes
- Resolve Fights between Lines
- Update Controlled Battle Tiles
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through the same phases.
- End the Turn 11 The group keeps playing until you reach one of the
Ending a Scenario 11 scenario’s end conditions. For more information on how
- Aftermath 11 to finish a scenario, see “Ending a Scenario” on page
- Campaign Chronicle 12 11.
Tiers of Play 12
- Veteran Tier (Scenarios 5–8) 12
- Legendary Tier (Scenarios 9–12) 12 Time to Drop Knowledge
D&D Companion Adventure 13 You can enhance Warriors of Krynn by playing it in concert
Scenario Entries 13 with the Dungeons & Dragons roleplaying game adventure
Dragonlance: Shadow of the Dragon Queen. “D&D
OVERVIEW Companion Adventure” on page 13 explains how to combine
these experiences.
Dragonlance: Warriors of Krynn is a cooperative battle
game in which 3 to 5 players join the War of the Lance,
with each person playing a hero who aids the valiant
Alliance against the Dragon Queen’s invading army.
The war unfolds in a multiple-scenario campaign, with
play progressing through 3 tiers—Recruit, Veteran, and
Legendary—as the heroes take on greater challenges. In
each of the scenarios, the heroes bolster troops, harry
enemy units, and carry out side missions—all with the
aim of overcoming the terrifying might of the Dragon
Army.

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2
SETTING UP A SCENARIO 11. If the heroes lost the previous scenario, you start
play with the loss bonus: Draw 2 equipment cards
Take the following steps when setting up a scenario and give them to any player or players. Then, as a
(these steps refer to components described in the next group, decide where to place 2 tactic tokens on any
few pages): Alliance lines.
1. Turn to the scenario’s entry in the scenario book, 12. Read the text in the scenario’s “Starting the
then set up the battlefield tiles according to its Scenario” section aloud, and learn the scenario’s
diagram. special rules. Choose a starting player, and the
2. Shuffle the Recruit vile champion tokens face down scenario begins.
to make a pool. For each vile champion location BATTLEFIELD COMPONENTS
shown in the scenario’s diagram, place a random vile
champion token on that tile. Turn the vile champion Each scenario includes a list of the game components in
tokens face up as you place them. play and a diagram of its battlefield. Other components
may be put into play during the scenario.
3. Set up the Alliance and Dragon Army commanders
and units as shown in the scenario. Commanders If you run out of a type of token or marker, no more are
and units may be either ready or shaken at the available until some in play are removed. If the effect of
beginning of a scenario, and units sometimes start a card or power can’t be resolved in full, resolve it as
with barricade tokens underneath them. much as possible. For example, if an effect says to apply
2 hits to a line that has only 1 unit, you would still apply
4. Create the event deck using the event cards listed in 1 hit to that unit.
the scenario, shuffle it, and place it near the
battlefield face down. (Players may look at the event Tiles
cards they are putting into the deck before shuffling Adventure Tiles
it.) Adventure tiles represent areas where heroes might
5. Shuffle the equipment deck, and place it near the encounter boons, obstacles, and conflicts as they make
battlefield face down. their way around the battlefield. Only heroes, vile
champions, and certain tokens may be placed on
6. Sort the unit cards into 6 decks of each type (Foot, adventure tiles. Some adventure tiles have powers that
Missile, and Mounted for both the Alliance and the heroes can activate (see “Initiate an Encounter” on page
Dragon Army). Shuffle them individually and place 9). When an effect causes an adventure tile to be flipped,
them near the battlefield. transfer any tokens and figures on that tile to the new
7. Place the key moment tracker near the battlefield face-up side.
with the key moment marker on 0.
8. Each player chooses a hero board and hero figure
and takes a stress marker, then places their hero
board in front of them and their hero figure on the
Command Tent or Command Post tile. Each player
begins the scenario with their stress marker on 0 on
the stress tracker at the bottom of their hero board. Battle Tiles

9. Each player chooses class cards (as appropriate for Battle tiles are regions that can become flanks of the
the scenario’s tier), places the cards in front of them, battles between Alliance and Dragon Army units.
and takes the ability cards listed on the back of the Each battle tile has 6 battle lines—3 for each side—on
class cards. (Ability cards form each player’s hand of which units are deployed. Each battle line has space for
cards, which should be placed face up to be visible to 6 units. The image below and the shapes on the battle
all players.) tile note where to set up each type of unit on a battle
tile.
10. Place any honor cards earned during the campaign Dragon Army Mounted →
face up near the battlefield. Dragon Army Missile →
Dragon Army Foot →
Alliance Foot →
Alliance Missile →
Alliance Mounted →

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MARKERS AND TRACKER Tactic Tokens
Tactic tokens are added next to battle lines to represent
Unit Markers
a tactical advantage. Each tactic token on a battle line
The Alliance and Dragon Army each have 3 unit types: increases the combat strength of that line by 1 for its
Foot, Missile, and Mounted. Unit markers are limited to next fight. Once the line has fought, its tactic tokens are
their respective battle lines on battle tiles—they can’t removed. Tactic tokens can’t be added to a battle line
move from line to line. Unit markers stay on their tile with no units. If all the units on a line are removed, any
unless moved by certain effects. tactic tokens on that line are also removed.
Key Moment Tracker and Marker Vile Champion Tokens
The key moment tracker and marker track important Vile champion tokens represent servants of the Dragon
narrative moments in a scenario. Each time a key Army who oppose the Alliance heroes. Vile champion
moment occurs, move the marker farther along the tokens are found only on adventure tiles.
track and read the next scenario entry listed in the
scenario book. War Engine Tokens
TOKENS War engine tokens represent fearsome Dragon Army
weapons. Each appears on an adventure tile and is
Barricade Tokens accompanied by a war engine card that explains its
Barricade tokens provide defense to units, both by powers.
absorbing hits that would apply to a unit on a barricade
and by preventing any unit on a barricade from being Wilderness Tokens
shaken by the effects of cards and powers. Each unit Wilderness tokens indicate that a tile has become a
can have only 1 barricade, and barricades can’t be wilderness tile during a scenario (see “Wilderness” on
placed on spaces without units. Once a barricade has page 8).
absorbed a hit, it is removed. Any card or power that
would directly Shake a unit on a barricade has no effect
on the barricade or the unit (see “Ready/Shaken,” page
7, for the effect of Shaking a unit). If a unit on a
barricade is removed directly by a power, the barricade
is also removed.
Fire Tokens
A fire token occupies 3 unit spaces on half of a battle
line. When a fire token is placed on spaces with units,
those units are removed. Units can’t be added to any
space with a fire token. If a fire token would be placed
on an Alliance line, choose where to place it. If a fire
token would be placed on a Dragon Army line, the token
must be placed so that it removes the fewest Dragon
Army units possible.
Flank Tokens
A flank token states the relative position of that battle
flank in a given scenario: far left, left, center, right, and
far right. When the “Active” side is up, the battle tile it’s
on is the active flank.
Objective Tokens
Objective tokens are used differently depending on the
scenario. Each scenario tells you what they represent
and how they will be used.
Stop Tokens
Stop tokens indicate a tile has become a stop tile during
a scenario (see “Stop” on page 8).

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CARDS DICE
Commander Cards BATTLE DICE
In most scenarios, each side has a commander card Battle dice are used to resolve battles and conflicts.
assigned to each battle tile. A commander may be ready Each battle die has one or more of each of these faces:
or shaken. Ready commanders have powers that
activate before some battles. A commander’s power Single Hit, 1 hit
affects only that commander’s battle tile unless the Double Hit, 2 hits
power specifically says otherwise. The shaken side of an Woe, 1 hit to a unit on the attacking line or 1 stress
Alliance commander card shows the actions needed to to a hero
Refresh that commander (see “Refresh a Shaken Blank, No effect
Commander” on page 9).
During Battle. For an attacking Alliance battle line,
Equipment Cards hits are applied to the Dragon Army, while each Woe
Equipment cards are single-use items. The timing for result is a hit applied to the Alliance battle line.
playing each piece of equipment is printed on the card.
When a player uses an equipment card, it is removed. If For an attacking Dragon Army battle line, hits are
all equipment cards are removed over the course of a applied to the Alliance, while each Woe result is a hit
scenario, the equipment deck remains out of play for the applied to the Dragon Army battle line.
rest of that scenario. Heroes may transfer equipment to During a Conflict. Hits a player rolls count toward
one another (see “2: Action Phase” on page 8). meeting or exceeding that conflict’s difficulty (see
Event Cards “Initiating a Conflict” on page 8), while each Woe result
Event cards are drawn at the start of each player’s turn. causes the hero to take 1 stress.
They have an effect and then tell you about the battle SKIRMISH DIE
that will occur that turn. For example, event cards can The skirmish die is used to determine which battle lines
cause skirmishes, affect the number of units in a battle will be involved in a skirmish (and whether commander
line, or move the battle to a different flank. Each powers will activate before the fight begins). The
scenario uses a particular set of event cards listed in the skirmish die’s faces use these symbols:
scenario book.
Honor Cards Foot, The Foot lines fight.
Missile, The Missile lines fight.
Honor cards are earned by completing missions in Mounted, The Mounted lines fight.
scenarios. There are two types: reputations and medals. Commander, The commander symbol appears
At the start of each scenario, all honor cards earned above a battle line symbol to indicate that ready
during previous scenarios are in play as a shared pool. commanders’ powers activate before the skirmish.
Any player can use those honor cards as though they
were ability cards (page 6) in that player’s hand. Honor
cards can be played only with correct timing. Once an
honor card is used, it is removed until the beginning of
the next scenario.
UNIT CARDS
The Alliance and the Dragon Army each have 3 unit
card decks, 1 for each type of unit: Foot, Missile, and
Mounted. Unit cards are revealed when a battle line
becomes the attacking line during battle (see “Battle
Phase” on page 10). They can affect the defending
side’s units and commanders, determining the number
of battle dice rolled, the line that hits are applied to, and
more.
WAR ENGINE CARDS
War engine cards describe the powers of the Dragon
Army’s weapons, which are represented on the
battlefield by war engine tokens. Keep a war engine
card near its token for reference.
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BUILDING YOUR HERO cost of 1 action and the associated ability card. Those
At the start of a scenario, you choose a hero figure, a labeled “Response,” like the Rage power, can be
hero board and stress marker, and a Recruit class card. activated by discarding the associated ability card in the
One side of each hero board has the name and an circumstance listed.
illustration of a hero from the world of Krynn. You can use each class power only once per turn, but
Backstories for these heroes appear in the scenario you may use multiple different powers during the same
book. Alternatively, you may use the nameless side of a turn. Unless a class power specifically states otherwise,
hero board and your class card choice to represent any it affects only the tile your hero is on when you use the
hero you imagine. power.
Whenever you start a new scenario, you may keep the ABILITY CARDS
same hero or build a new one. Ability cards represent your hero’s range of abilities.
Hero Board and Stress Marker Some ability cards must be played during the action
Hero boards include a reminder of actions you can take phase on your turn, and some can be played as a
on your turn, as well as a stress tracker. As your stress response on any player’s turn if their requirements are
changes, move the stress marker along the stress met. An ability card’s power affects the tile your hero is
tracker. For Recruit-tier scenarios, your maximum on. Ability cards can also be discarded to activate class
stress is 4; for Veteran-tier scenarios, it’s 5; and for powers.
Legendary-tier scenarios, it’s 6. See “Stress” on page 8 Throughout the game, abilities use the colors shown
for more details. above and the following abbreviations:
Hero Board STR: Strength DEX: Dexterity CON: Constitution
Stress Marker INT: Intelligence WIS: Wisdom CHA: Charisma

Class Cards
At the Recruit tier, you get your class’s Recruit class
card, which determines your hero’s 2 mastered abilities,
the 4 ability cards you will have in your hand, and the 3
class powers you will have access to.
At Veteran tier, you’ll also get your class’s Veteran class
card, and at Legendary tier, you’ll also get your class’s
Veteran and Legendary class cards. These cards will
grant you additional starting ability cards and access to
more class powers (see “Tiers of Play” on page 12).
Class Card
Ability Cards
Mastered Abilities
Your hero has 2 mastered abilities set by their class.
Mastered abilities help you during encounters and
conflicts you face in scenarios.
Class Powers
Class powers represent your hero’s class-specific
abilities. You may activate one of your hero’s class
powers by discarding an ability card. For example, a
barbarian may discard a Constitution ability card to
activate one of their Constitution-based powers or a
Strength ability card to activate their Strength-based
power.
Class powers can be used only at specific times. Those
labeled “Action,” like the barbarian’s Awake power, can
be activated during the action phase on your turn, at the

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KEY TERMS Units. When a unit is ready, the solid side of its
marker faces up. When a ready unit takes a hit, it
ACTION TIMING becomes shaken, and its marker is flipped over so
A card or power with action timing can be played during the hollow side is up. If a shaken unit is hit, it is
your turn’s action phase. See “2: Action Phase” on page removed.
8 for more details. REFRESH/SHAKE
ACTIVE FLANK Refreshing a shaken commander or unit makes it ready.
The active flank is the battle tile where units are When text says to Shake a commander or unit, make
presently engaged in combat. A battle tile can become that commander or unit shaken.
the active flank due to an event card or another effect. REMOVE
When a battle tile becomes the active flank, flip its flank When a card or an object is removed, it is no longer
token to the green Active Flank side. That tile remains considered to be in play or on the battlefield. When
the active flank until another event card or effect makes units are removed, they return to the pool of available
another tile the active flank. Only 1 tile at a time is the unit markers that can be added to the battlefield. When
active flank. When a new tile becomes the active flank, non-event cards are removed, they return to play at the
flip the previous tile’s flank token to the red side. The beginning of the next scenario unless an effect returns
active flank can change many times over the course of a them to play sooner.
scenario.
RESPONSE TIMING
ADJACENT/NEIGHBORING TILES
Tiles are adjacent to each other if they touch. Battle tiles Some cards and powers have the word “Response”
are neighboring if they are either adjacent to each other printed on them, which means that they may be used
or separated from each other only by adventure tiles. only in response to certain conditions. If a card or power
must be played as a response, it states the condition
BATTLE LINE that allows it to be played. For example, several cards
A battle line, or just line, is a row of units on a battle tile. and powers can be played only “At the start of battle” or
The Alliance and the Dragon Army each have a line for “After battle dice are rolled.”
each unit type: Foot, Missile, and Mounted. Many cards and powers have the response timing “After
battle dice are rolled.” A hero can use them after battle
DISCARD PILE dice are rolled in a conflict, in a battle, or due to a
Each player has their own discard pile for ability cards commander power, as long as the hero is on the
they discard or play. Additionally, the event deck and affected tile. A hero can play these cards and powers
each unit card deck have their own discard piles. A card after dice are rolled but before the results are resolved.
in a discard pile is still in play—it hasn’t been removed.
REVEAL
FREE ACTION TIMING To reveal a card, turn it over so its text is visible to all
Some cards and powers have the words “Free Action” players, resolve its effects, and place it on top of the
printed on them, which means that you can play them discard pile.
as free actions during your turn’s action phase (see
“Play Free Action Cards” on page 10).
PLACE A HERO
Some cards and powers let you place a hero on a tile
instead of moving there. When placing a hero, ignore all
the tiles between the hero’s origin and the destination—
any vile champions or stop tiles between those tiles
don’t affect the hero.
READY/SHAKEN
Commanders and units on the battlefield are either
ready or shaken. They show whether they are ready or
shaken in the following ways:
Commanders. Each commander card has a ready
side and a shaken side.

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STOP event card and resolve its “Right Now” text. Continue
Some adventure and battle tiles contain an obstacle until you reveal an event card with a box labeled “Battle
represented by either a stop symbol printed on the tile Phase” at the bottom—this box will let you know the
itself or a stop token placed on the tile. If you move onto kind of battle that will occur in the battle phase. When
a tile that has a stop symbol or token on it, you must you have resolved that card’s “Right Now” text, the
stop moving until your next turn, unless an effect allows event phase ends.
you to cover the symbol or remove the token. Key Moments
A tile can’t be both a stop tile and a wilderness tile. If an Each scenario’s event deck contains the Key Moment
effect would add a stop token to a tile with a wilderness event card. When this card is revealed, advance the key
symbol on it, the stop token should cover the wilderness moment tracker by 1, check the table in the scenario’s
symbol or replace the wilderness token. “Key Moments” section to find the corresponding
scenario entry, then look it up in the “Scenario Entries”
STRESS section of this rulebook and follow its instructions.
When a hero expends effort or something goes wrong,
they take stress. For example, a tile with a vile 2: ACTION PHASE
champion due to a Woe result or leaving a tile with a During each of your turns, you get 4 actions you can use
vile champion on it. When a hero’s stress changes, during the action phase. You may spend actions on any
move their stress marker higher or lower by the combination of actions from among those below. You
specified amount. Once a hero has reached their can take the same action more than once. Additionally,
maximum stress, they must remove 1 card from their you can play cards with free action timing. Once you
hand per additional stress they would take. have taken all the actions you wish to take and played
If a hero would take stress beyond their maximum and all the free action cards you wish to play, the action
they have no cards in their hand, the scenario phase ends.
immediately ends in a loss. Activate a Class Power
WILDERNESS You may spend 1 action and discard the required ability
A tile with a wilderness symbol printed on it or a card to activate one of your hero’s class powers if that
wilderness token on it is a wilderness tile. A tile can’t be power has action timing (see “Class Powers” on page
both a stop tile and a wilderness tile. If an effect would 6).
add a wilderness token to a tile with a stop symbol or Initiate a Conflict
token on it, the wilderness token should cover the stop
symbol or replace the stop token on that tile. Conflicts are challenges that involve risk, such as trying
to defeat a vile champion or complete a dangerous
ON YOUR TURN scenario-specific task. You can initiate a conflict if your
A player’s turn progresses through 4 phases in order. hero is on the same tile as a vile champion or on a tile
specified by the scenario.
EVENT PHASE
Reveal and resolve event cards. Each conflict specifies a numerical difficulty and an
ACTION PHASE ability. A vile champion’s difficulty and associated ability
Use your actions. are shown on its token, while the difficulty and
RESPITE PHASE associated abilities of a scenario-specific conflict are
Reduce your stress or regain ability cards, if noted in the scenario. A conflict’s difficulty is reduced by
possible. 1 if the specified ability is one of your hero’s mastered
BATTLE PHASE abilities. Initiating a conflict requires spending at least 1
Resolve this turn’s battle. action.
To succeed in a conflict, you must roll hits on the battle
dice equal to or greater than the conflict’s difficulty. You
may start with 1 battle die to roll during the conflict.
You may spend any number of your remaining actions
and discard any number of ability cards of the specified
1: EVENT PHASE type to add that many dice to your dice pool—the total
Reveal the top card of the event deck, and follow the number of dice you roll during the conflict.
instructions in the card box labeled “Right Now” before
doing anything else. Some event cards tell you to reveal
another event card. When that happens, reveal the next
8
Once your dice pool is set, roll the dice and count the REFRESH A SHAKEN COMMANDER
hits. If the hits equal or exceed the difficulty, you If you’re on a tile with a shaken Alliance commander,
succeed. If you defeat a vile champion this way, remove you can Refresh that commander. The commander
it. If you roll more hits than the difficulty against a vile card’s shaken side specifies an action cost to refresh the
champion, you also draw 1 equipment card. If you roll commander and an associated ability. This cost is
fewer hits, you fail, but you may spend 1 or more actions automatically reduced by 1 if the specified ability is one
to try again. of your hero’s mastered abilities. You may discard any
number of ability cards of the specified type to reduce
Example: Initiating a Conflict the cost by that amount. The cost can’t be reduced to
You are playing a Fighter, and you initiate a conflict against a
Hill Giant, a vile champion whose difficulty is 3 and whose
less than 1 action.
associated ability is Constitution. EXAMINE AN OBJECTIVE
1. You initiate the conflict by spending 1 action. You have 1 You may spend 1 action to initiate an encounter with a
battle die. scenario objective (represented by an objective token as
2. Because your hero has Constitution as a mastered ability, specified in the scenario book). When you do, refer to
the vile champion’s difficulty is automatically reduced
from 3 to 2.
the scenario to find out what happens next.
3. You spend 1 additional action and discard a Constitution MOVE YOUR HERO
ability card to gain 2 more dice for your pool.
4. You roll a Single Hit, a Double Hit, and a Woe for a total of Moving your hero to an adjacent tile costs 1 action.
3 hits (see “Battle Dice” on page 5).
5. You win the conflict, and the vile champion is removed. Tiles Connected by Roads
You draw 1 equipment card because you exceeded the
Some tiles have roads, which can connect to roads on
difficulty. Because of the Woe result, your hero takes 1
other tiles. Yellow pointers at the edges of tiles show
stress.
where connections are available. When you spend an
action to move your hero onto a tile with a road, you
Initiate an Encounter may move along the road to any tile along the road
Encounters are the heroes’ interactions with a without spending additional actions. In the example
scenario’s locations, objectives, and characters. You can below, you could move along the road from the far left
initiate an encounter if your hero is on the same tile as adventure tile to the battle tile without spending more
the thing you seek to encounter. actions. The road ends there, so you’d have to spend
You may not initiate an encounter on a tile that has a another action to move to the adventure tile on the right.
vile champion on it. You may initiate more than 1 Example Image
encounter during your turn, but you may not initiate the STOP TILES
same encounter more than once during the same turn. If you move to a tile that has a stop symbol or token on
There are three kinds of encounters—Activate a Tile’s it, you must stop moving, even if you’re moving along a
Power, Refresh a Shaken Commander, and Examine an road. Unless an effect allows you to remove the stop
Objective, each of which is described below. token or uncover the stop symbol, you can’t move again
Activate a Tile’s Power until your next turn. However, you may still play a card
Each power specifies an action cost and an ability. This or activate a power that places your hero on a different
cost is automatically reduced by 1 if the specified ability tile (see “Place a Hero” on page 7).
is one of your hero’s mastered abilities. You may VILE CHAMPIONS
discard any number of ability cards of the specified type If you move off a tile with 1 or more vile champions on
to reduce the action cost by that amount. The action it, even if traveling by road, you take 1 stress for each
cost can’t be reduced to less than 1 action. vile champion on that tile.
Example: Activating a Tile’s Power ENEMY TERRITORY
You are playing a Fighter, and you initiate an encounter to
You can’t move from the Dragon Army’s side of a battle
activate the Mine Entrance tile’s power, whose action cost is
3 and whose associated ability is Constitution. tile to an adjacent adventure tile; you must use another
route.
1. Because your hero has Constitution as a mastered ability,
the action cost is automatically reduced from 3 to 2.
2. You discard a Constitution ability card to reduce the action
cost from 2 to the minimum cost of 1 action.
3. You spend 1 action to activate the Mine Entrance tile’s
power.

9
PLAY FREE ACTION CARDS of the following response timings: “at the start of battle,”
“at the start of a skirmish,” or “at the start of an all-out
Ability, equipment, and honor cards with free action battle” (if the battle is an all-out battle). Heroes can use
timing can be played as free actions. These cards must as many eligible cards or powers as they want in any
be played during the action phase of your turn, but they order.
don’t count toward your total of 4 actions. ACTIVATE COMMANDER
PUT OUT A FIRE POWERS
You may spend 1 action to remove a fire token from the Next, activate the commander powers of ready
tile your hero is on. commanders on the active flank, depending on the type
TRANSFER EQUIPMENT of battle:
On your turn, you may spend 1 action to either give an All-Out Battle — activate if instructed to by the last
equipment card to another player or receive an event card’s “Battle Phase” text.
equipment card from another player. In either case, the Skirmish — activate if the skirmish die’s result
other player’s hero must be on the same tile as your included the commander symbol.
hero, and only the player whose turn it is spends an If commanders on both sides are ready, activate the
action. Dragon Army commander’s powers first.
3: RESPITE PHASE RESOLVE FIGHTS BETWEEN
During the respite phase, if your hero is on a tile with no LINES
Dragon Army units or vile champions on it, you may Perform the following steps for each line that’s fighting.
take respite: either reduce your hero’s stress by 2 or If the battle is an all-out battle, all 3 lines fight in the
return 2 ability cards from your discard pile to your following order: Foot, Missile, then Mounted (from the
hand. inside of the battle tile to the outside).
If you still have actions left, you can take respite again
for each remaining action. For example, if you have 1 1: DETERMINE COMBAT STRENGTH
action left, you can take respite a second time, allowing Determine the combat strength of the 2 lines that will
you to do one of the following during this phase: return fight. To do this, add the number of units (ready or
4 ability cards to your hand, reduce your stress by 4, or shaken) on that line to the number of tactic tokens on
regain 2 ability cards and reduce your stress by 2. that line (see page 4 for how tactic tokens work). The
line with the greater total is the attacking line. If the
4: BATTLE PHASE lines’ combat strength is equal, the Dragon Army’s line
Each turn ends with a battle on the active flank—either is the attacking line. Once the combat strength of a line
a skirmish (1 battle line from each side fights) or an all- is determined, remove any tactic tokens on that line.
out battle (all 3 pairs of lines fight, one after the other). 2: REVEAL A UNIT CARD
The kind of battle is set by the last event card revealed Reveal a unit card from the deck matching the attacking
during the event phase. line’s unit type. If that line’s unit deck is empty, shuffle
Activate class powers or play cards. its discard pile to form a new unit deck first.
Activate commander powers.
Resolve fights between lines. When the unit card is revealed, any hero on the active
Update controlled battle tiles. flank may play cards and activate powers with the
End the turn. response timing “When a unit card is revealed.” Once
any responses have been resolved, resolve the unit card
If the battle is a skirmish, roll the skirmish die before and put it in the corresponding discard pile.
the start of battle. If you roll the foot, missile or mounted
symbol, only that line fights. If you roll the Foot, Missile,
or Mounted symbol plus the commander symbol on the
same face, commander powers may also come into play
(see “Activate Commander Powers” on page 10).
BATTLE STARTS ACTIVATE
CLASS POWERS OR PLAY CARDS
First, heroes on the active flank may activate class
powers or play cards if those powers or cards have one
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3: ROLL BATTLE DICE AND APPLY HITS the active flank on future turns. It’s possible for the
Apply hits according to the unit card. A unit card states entire battle to focus on a single tile that holds all the
whether to apply a certain number of hits or to roll flank tokens.
battle dice. The unit card also states which of the If all the battle tiles become controlled and the
defending side’s lines takes any hits that are rolled (for scenario hasn’t ended in a loss, the scenario
The outcome depends on which side
example, an Alliance Missile line might apply its hits to immediately ends.
controls more tiles.
a Dragon Army Mounted line). Once hits have been
applied to the defending line, any hits from Woe results
are applied to the attacking line. If a unit card says hits Controls More Tiles Outcome

may be applied to any line, the hero whose turn it is Alliance Win

decides which defending line to apply them to. Dragon Army


Tie
Loss
Hold
Use these guidelines when hits are applied: END THE TURN
Hits to a line are applied to its barricades, if any, The turn ends once the battle has been resolved and any
first. After a barricade has absorbed 1 hit, it is controlled battle tiles have been updated. If you revealed
removed. Any remaining hits are applied to that the Key Moment event card during the event phase,
line’s units. shuffle the event discard pile (including the Key
A ready unit that takes 1 hit is shaken. Moment card) and add the pile to the bottom of the
A shaken unit that takes 1 hit is removed. event deck. Play then passes to the player on the left.
Heroes on the active flank may choose to absorb hits
instead of units or barricades. For each hit they ENDING A SCENARIO
absorb, a hero takes 1 stress.
Apply hits to a line until the hits have all been A scenario always ends when one of the following
applied or no units remain on that line. occurs:
If a unit card is targeting a line with no units, it The final key moment is read.
doesn’t apply hits to that line, but any other effects The Dragon Army takes control of too many battle
still happen. tiles (set by the scenario’s “Dragon Army Control”
UPDATE CONTROLLED BATTLE section).
TILES A player has no ability cards left when their hero’s
stress would increase beyond the maximum
A tile becomes controlled by one side either when all (automatic loss).
the opposing side’s units are removed from that tile or All the battle tiles become controlled (outcome
when all the opposing side’s units on that tile are varies).
shaken. Each scenario also has one or more scenario-specific
When a tile becomes controlled, remove all end conditions, such as completing the objective.
commanders from that tile. Then remove all shaken AFTERMATH
units from the defeated side. Finally, move that tile’s
flank token and 1 unit of each type from the victorious If the scenario didn’t end in an automatic win, hold, or
side to a neighboring battle tile (for example, the Center loss, check the scenario’s “Aftermath” section to see
Flank token would move to either the right or left flank how the heroes and the Alliance fared—each scenario
along with a Foot unit, a Missile unit, and a Mounted has its own criteria. The heroes might earn honor cards
unit from the victorious side). Once control is depending on the outcome. Record the outcome and
established, war engines can’t add units or tokens to the any honor cards earned on the Campaign Chronicle in
controlled tile, and any power that would affect that tile the scenario book. Keep honor cards the heroes have
is ignored. earned separate from the other cards in the storage tray
between scenarios.
When the Dragon Army takes control of a battle tile, add Win
a stop token to that tile. Then check the scenario book The heroes gain a reputation card set by the scenario
to find the scenario entry listed under “Dragon Army and 1 medal card chosen from those available.
Control,” locate that entry in the “Scenario Entries”
section that starts on page 13, and read it aloud. The Hold
events of a scenario entry can cause the scenario to end The heroes gain a reputation card set by the scenario.
in a loss. Loss
As tiles become controlled, uncontrolled battle tiles may At the beginning of the next scenario, the heroes will
gain multiple flank tokens, so they’re more likely to be draw 2 equipment cards and place 2 tactic tokens.
11
CAMPAIGN CHRONICLE 9-12)
After each scenario, update the Campaign Chronicle on At the Legendary tier, add the Legendary class cards,
the scenario book’s back cover of the scenario book. At unit cards, war engine cards, and commander cards.
the start of each scenario, check this record to see what
honor cards are in play at the start of the game, and At the start of each Legendary-tier scenario, you get
whether the players should start with extra equipment your class’s Legendary class card in addition to your
and tactic tokens due to a previous loss. class’s Recruit and Veteran cards. You can use the class
powers of any of your class cards.
TIERS OF PLAY Your maximum stress increases to 6, and you start with
The campaign has 3 tiers of play: Recruit, Veteran, and 8 ability cards: the 4 shown on your Recruit class card,
Legendary. The first 4 scenarios of the campaign are the 2 on your Veteran class card, and the 2 on your
the Recruit tier, with the Veteran and Legendary Legendary class card.
components removed. When the heroes reach the latter
tiers, those components are added into the game, and LEGENDARY VILE CHAMPIONS
other aspects of gameplay change as well. Two vile champions are introduced at the Legendary
VETERAN TIER (SCENARIOS 5- tier: the Death Dragon and the Red Dragon. Legendary
8)
vile champions work similarly to Veteran vile
champions, but they also make their tile a stop tile, and
At Veteran tier, add the Veteran class cards, unit cards, they have event cards that add them to the battlefield.
war engine cards, and commander cards to the game.
Bard class card Veteran Duelmaster D&D COMPANION
At the start of each Veteran-tier scenario, you get your
class’s Veteran class card in addition to your Recruit ADVENTURE
class card. You can use the class powers of both. Some This game is designed to work with the D&D adventure
class powers at the Veteran tier require you to remove Dragonlance: Shadow of the Dragon Queen. Dungeon
ability cards rather than just discarding them. Masters can use this game to play through that
adventure’s battles on a grand scale. The adventure
Your maximum stress increases to 5, and you start with explores how results from this game carry over into
6 ability cards: the 4 shown on your Recruit class card D&D. Players are encouraged to narrate their turns as
and the 2 on your Veteran class card. they would in D&D and can use their characters’ minis
Veteran Vile Champions instead of the hero figures provided in this game.
Two vile champions are introduced at the Veteran tier: ROLE OF THE DUNGEON
the Aurak Draconian and the Wyvern. Veteran vile MASTER
champions are added only by effects that identify them
by name, never by effects that add a randomly chosen If you are a Dungeon Master including this game in your
vile champion, and they are never shuffled into the pile D&D adventure, you can participate in playing this
of Recruit vile champions. For each Veteran vile game’s scenarios in two ways; you can play a hero (as
champion on a tile that a hero moves off, the hero takes long as the total number of players is 5 or fewer), or you
2 stress. can bring the role of Dungeon Master to this game by
reading narrative text and scenario entries and by
Your Valor Is Known rolling dice and revealing cards for the Dragon Army.
At the start of each Veteran- or Legendary-tier scenario,
count the honor cards earned during the campaign. PORTRAYING PLAYER
Each scenario specifies a number of honor cards that CHARACTERS
represents drawing the Dragon Army’s attention. If the The details of D&D characters are abstracted in this
heroes have earned at least that many honor cards, the game as ability cards and class powers—this keeps the
Dragon Army’s strength increases for that scenario. focus on the epic battles being played out. To
Each scenario specifies an even greater number of approximate D&D characters, encourage players to
honor cards to signify that the Dragon Army considers choose class cards that align with their D&D character’s
the heroes a serious threat. If the heroes have earned at class features.
least that many honor cards, add the Your Reputation
Precedes You event card (40) to the event deck at the At a DM’s discretion, characters might further
start of the scenario. customize their hero by swapping their ability cards.
LEGENDARY TIER (SCENARIOS Record whatever adjustments players make to their
class cards to keep them consistent between scenarios.

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