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The Factions 4

Parts of a card 6
Card types 7
Game zones and piles 8
The basics 11
Phase Overview 15
Building your own deck 19
The golden rule 19
Keyword glossary 20
Credits 20

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This rulebook is a reference you may use to refresh any concept of the game. We strongly
recommend you first go through the tutorials and if any point in the tutorials remains unclear,
then use the rules to review that specific rule or concept.

GOAL OF THE GAME


In the remote lands of Hyperborea, Draconian and Technocrat armies clash in furious
combats. The Draconian use the natural resources of the land to cast enchantments on their
troops and throw fireballs at their enemies. The Technocrats use carbon and steel to build
enormous factories for their automatons and last technology weapons. You are the leader
of one of these factions, show your resolve on the battlefield and the glory will be yours.

Draconian Wars is a strategy game played by two players, each of whom has a customized
deck of cards. Over the course of the game, each player will take turns playing units to fight
in combats; and weapons and gears to improve units' performance. Through combat and
control of the battlefield you will force your opponent to discard cards. When your opponent
has no cards left, you win!

THE FACTIONS
In Draconian Wars there are two factions: Draconian and Technocrat. Each faction has its
own strategies and style of play. When you build your deck you must choose a faction. Your
deck cannot contain cards of the other faction. Besides, there are neutral cards, these cards
may be included in any deck, no matter the main faction.

TECHNOCRAT
They rely on their technology to suppress the enemy and control
the battlefield. Their knowledge and scientific superiority allow
Technocrat leaders to predict the flow of a battle and to anticipate
to any circumstance.

Their main units on the ground are soldiers armed with muskets and
other strange devices; and automatons, steam powered bots that
can work in great numbers to overwhelm your enemies. In the air,
they trust in the fire power of Zeppelins and the help of the small
gliders.

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DRACONIAN
Draconian armies are based on brute force. They can crush and
trample everything that is in their path. They can damage your
opponents with fireballs or just kill their units through pure force.
Draconian leaders should not care too much about their small
units as they can be sacrificed to summon more powerful units.
Instead of the technology used by their enemies, Draconian armies
trust in the magic powers of their sorcerers.

Draconian main units on the ground include powerful mindless


units and a mix of sorcerers and leaders that bring support to
them. In the air battlefield the powerful ancient ones are supported
by their smaller counterparts, the young ones.

NEUTRAL
Besides the two main factions, other small parties take part in this
war. The native tribes of Hyperborea have been under the power
of the Draconian during thousands of years. Now they see that
those whom they considered gods can be killed. Some of these
tribes will join the Technocrats and will fight on their side, others,
afraid of the power of the Draconian will stick to their side. Some
just see this as an opportunity to seize power and will constantly
change their alliances.

Attracted by the rumors of incredible treasures and easy money,


mercenaries from over the world have arrived in Hyperborea willing
to sell their sword (or blunderbuss) to anyone with enough gold
to pay for their services.
CARD NAME FATE NUMBER:
The number in a card's upper right corner is
the fate number. Some abilities and actions
use this number to determine some events
that occur in the game. When a card text
includes this symbol F do the following: reveal
COST the top card of your main deck and note the
The number in a card's fate value of the revealed card, replace F for
upper left corner tells you that number. If you don't have cards in your
the cost to play that card. main deck F is equal to 0.

ARTIST AND COLLECTOR TYPE LINE:


NUMBER: This tells you the card's
This tells you the artist who card type: ground unit, air
drew the card's illustration. unit, gear, weapon or
The collection number helps disrupt. A card has also
you to keep your collection traits. Next to the card type
organized. The first number in lower case and separated
is the edition/expansion by hyphens ("-") are card
number, the letter is the card traits. In this example Cyrus
rarity (R: Rare, U: MacCormick is a "Ground
Uncommon, C: Common), Unit" and has the traits
the last number is the card "Inventor" and
number in that expansion. "Commander"

TEXT BOX:
This is where card's abilities FORCE, SKILL AND ARMOR:
appear. You may also find Each unit has three special boxes with its force,
flavor text printed in italics skill and armor. A unit's force (the first number) is
(like this) that tells you how strong it is in combat. Its skill (the second
something about Draconian number) represents the unit's combat strategy
Wars. Some abilities may knowledge. Its armor (the third number) is how
have a reminder text in italics difficult the unit is to hit with weaponry and how
to help explain what they do. much combat damage it can absorb.

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A card's type tells you when you can play the card and what
happens to the card after you do.

UNIT
Units fight for you. There are two different subtypes of units: Air
Units and Ground Units. The subtype determines which areas
the unit may enter play. Air units may enter play only on air areas.
Ground units may enter play on ground areas and on air units
with capacity (we'll talk about keywords and Capacity later).

You can summon a unit only during your summon phase and
when the stack is empty (you'll learn about the phases and the
stack in a bit). When a unit is played it remains in play until it is
destroyed, discarded or sacrificed by a combat resolution or an
effect.

GEAR
Gears represent magic enchantments, buildings, devices and in
general any asset you use to have an advantage over your
opponent. Some gears are attached to other cards, this is specified
in the type line in parenthesis, for example "GEAR (SORCERER)".
If no type is specified, the gear is played on the table. If a card
with a gear attached to it goes to your discard pile, the gear is
destroyed.

You can summon a gear only during your summon phase and
when the stack is empty. When a gear is played it remains in
play until it is destroyed, discarded or sacrificed by a combat
resolution or an effect.

WEAPON
Weapons help your units perform better in combat and let them
damage enemy units. Weapons are always played on units. Not
every weapon can be attached to any unit, in the type line the
type or subtype in parenthesis specifies to which units the weapon
may be attached, for example "WEAPON (AIR UNIT)". A unit
may only have one weapon attached. If a unit with a weapon
attached to it goes to a discard pile,the weapon is destroyed.

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You can summon a weapon only during your summon phase and when
the stack is empty. When a weapon is played it remains in play until it
is destroyed, discarded or sacrificed by a combat resolution or an effect.

DISRUPT
A disrupt represents a trick, strategy, magic spell or anything you play
to spoil your opponent's plans. The text of a disrupt starts with a phase
name in bold, this specifies the phase in which you may play the disrupt.
You can play a disrupt during your opponent's turn or in response to
another disrupt.

There are two subtypes of disrupt. The subtype determines where you
put the disrupt after it takes effect. The subtype is specified in parenthesis
in the type line of the card. If the subtype is Discard you put the disrupt into your discard pile,
if the subtype is Consume you put it on your consumed pile (see the different piles and decks
in Game Zones and Piles section).

AREAS
The areas represent the different battlefields and Hyperborean lands where combat and
extractions take place. There are always 6 areas in play when a game of Draconian Wars
starts, The areas do not belong to any player and the players cannot include an area card in
their decks.

There are 6 areas, 3 ground areas and 3 air areas. Horizontal areas are ground areas, and
the vertical areas are air areas. There are three flanks in the game: center, left and right. The
center flank is composed by the ground area and the air area on the middle of the table, the
left flank by the two areas on your left and the right flank by the two areas on your right.

Areas are also adjacent to each other. Only areas of the same type (ground or air) are considered
adjacent to each other. The center flanks areas are therefore adjacent to the left and right
flank's areas, while the left and right flank's areas are only adjacent to the center flank's areas.
The proper arrangement of area cards is shown on page 10

MAIN DECK
At the beginning of the game your main deck contains all the cards that you will play during the
game. No one can look at the cards in your main deck, but you can know how many cards are
in each player's main deck. Each player has his or her own main deck.

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HAND
Cards drawn during the game go to your hand. POOL
No one except you can look at the cards in Your pool contains tokens that act like resource
your hand. You start the game with eight cards producers. Your pool starts with four tokens in it.
in your hand. There is no maximum hand size Once during your turn in the pool phase, you can
in Draconian Wars, you may have as many discard a card from your hand to add a token to
cards as you want in your hand. During your your pool. During your production phase, you
in draw phase you can draw cards from your can produce resources (move cards from your
resource pile into your hand. Each player has main deck to your resource pile) depending on
his or her own hand. the quantity of tokens you have in your pool.

PLAY ZONE You can know how many tokens are in each
player's pool. Each player has his or her own pool.
This is where the 6 areas are arranged and
where your units, gears and weapons are
played. You start the game with nothing on the
play zone. We recommend putting the gears DISCARD PILE
that are not attached to any card closest to Your discard pile contains all of the cards that
you. This zone is shared by both players. you have lost through the course of the game.
Cards are discarded in many ways, including
RESOURCE PILE but not limited to your opponent's extraction
actions, combat damage, by being destroyed,
During your production phase you move cards by being sacrificed, or by being discard Disrupts.
from the top of your main deck to your resource Card in your discard pile are always face up
pile one by one. Each card in your resource and anyone can look at them at any time. Each
pile represents a resource that allows you to player has his or her own discard pile.
pay for other cards and play them. When you
pay for a card, note that card's cost (if anything)
and then move that many cards from the top VISUAL EXAMPLE
of your resource pile to the top of your Turn the page to see a diagram that shows
consumed pile. what a game in progress looks like. The diagram
below ("Card Flow") shows how the cards flow
No one can look at the cards in your resource from one pile to another.
pile, but you can know how many cards are in
each player's resource pile. Each player has
RESOURCE CONSUMED MAIN
CARD FLOW

his or her own resource pile.


PILE PILE DECK
CONSUMED PILE
This pile contains all the cards that were used
as resources to pay for other cards. Other
cards, like consume disrupts go to this pile. At
the end of each player's turn cycle your
consumed pile. To cycle the consumed pile,
you have to put it beneath your main pile.

No one can look at the cards in your consumed HAND


pile, but you can know how many cards are in
each player's consumed pile. Each player has
his or her own consumed pile.

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HAND

PILE DECK PILE PILE


DISCARD MAIN RESOURCE CONSUMED

OPPONENT

AREAS

YOU

RESOURCE CONSUMED MAIN DISCARD


PILE PILE DECK PILE

HAND

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RESOURCES with Capacity where the ground unit will enter
play. If the card is an air unit you have to choose
To do just about anything else in the game, you a target air area where the air unit will enter
need to pay costs. Think of resources as play. If the card is a weapon you have to choose
Draconian Wars money, it's what you use to pay an appropriate target unit to attach the weapon
most costs. You produce resources during your to. If the card is a gear that attaches to a card
production phase. The amount of resources you you have to choose an appropriate target card
may produce is determined by the number of to attach the gear to. If the gear doesn't attach
tokens you have in your pool. During your first to a card you don't need to choose a target. If
turn you can always produce up to 4 resources, the card is a disrupt it may require a target, this
the initial number of tokens in your pool. As the is specified in the disrupt's text box.
game progresses and you add tokens to your
pool you'll be able to produce more than 4. For Now check what the card's cost is. Spend the
example, it is your third turn and in the first and resources necessary to pay that cost. Once
second turns you added a token to your pool. you do that the card has been
In the production phase of this third turn you
may produce up to 6 resources.
TARGET
When you produce a resource you just move
a card from the top of your main deck to the When you see the word
top of your resource pile. When you spend "target" on a disrupt or ability,
resources note the cost (if anything) and then you have to choose one or
more things for the disrupt or
move that many cards from the top of your ability to affect. You'll be able
resource pile to the top of your consumed pile. to choose only certain kind
of cards, such as "target
The resources you don't spend stay in your ground unit".
resource pile to pay for other costs during your
opponent's turn or during your future turns. You choose the targets for a disrupt
Your consumed pile is cycled at the end of when you play it, and you choose targets for an
each turn, so you will have more resources in activated ability when you activate it. If you can't
your main deck to produce during future turns. meet the target requirements, you can't play the
disrupt or activate the ability.

PLAYING CARDS When the disrupt or ability resolves, it checks


targets to make sure they're still legal (they're
To play a card, take the card you want to play
from your hand, show it to your opponent, and still there, and they match the requirements
put it on the stack. (The stack is the game zone stated by the disrupt or ability). If a target isn't
where cards being played stay until they resolve. legal, the disrupt or ability can't affect it. If none
It's usually in the middle of the table.) of the targets are legal the disrupt or ability is
canceled and does nothing.
There are some choices that you have to make Canceled disrupts go to your discard pile, this
now. If the card is a ground unit you have to includes consume disrupts.
choose a target ground area or empty air unit

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RESPONDING new. If no one does, the next card or ability
waiting on the stack resolves. If the stack is
Cards do not enter play immediately- they empty the current phase of turn will end and
have to wait on the stack. Each player, the game will proceed to the next phase. If
including you, now gets the opportunity to play either player plays something new, it goes on
a disrupt or activate an activated ability in top of the stack and the process repeats.
response to the card just played. If a player
does, that disrupt or ability goes on the stack In page 13 there is an example of how card
on top of what was already waiting there. go on the stack and how they resolve.
Initiative determines which player can respond
at any given time. Which player has initiative
is determined by the following rules: ENTERING PLAY
When a card leaves the stack one of two things
-The active player (the player whose turn it is) happens:
receives the initiative at the beginning of every
phase and combat step. -If the card is a disrupt, it has its effect and
then you put the card on your consumed pile
-The active player receives the initiative when or in your discard pile, depending on the
a card or ability on the stack resolves. disrupt's subtype.
-You lose the initiative when you have it and -If the card is a unit, weapon or gear you put the
you pass and decline to do any action. card on the table. The card now is on the playing
zone. Depending on the card's type, it is put in
-If your opponent passes and declines to do a different place on the table: If the card is a
any action when he or she has the initiative, ground unit, you put it under next to the ground
you receive it. area you chose or beneath the air unit you chose.
If the card is an air unit, you put the card under
Note that you don't lose the initiative after you to the air area you chose as target. If the card
play a card or an ability. Therefore, you can is a weapon you put it beneath the target unit
respond to your own actions. For example, you you chose when you played the card. If the card
could respond to a disrupt of your own with an is a gear and it attaches to a card, put the gear
activated ability from one of your cards in play. beneath that card. If the gear doesn't attach to
anything, put it on table close to you.
After a card on the stack enters play, both
players get a new chance to play something
STACK EXAMPLES
Your opponent activates the activated ability
1 on the weapon Dragon Tooth Sword targeting
your Musketeer. The activated ability goes on
the stack.
2 your disrupt

You respond to the activated ability by playing


2 Entrench on you Musketeer. Your Entrench!
goes on the stack, on top of the activated
ability of Dragon Tooth Sword.
3
You and your opponent decline to do 4
3 anything else. Entrench! resolves, making
1
your Musketeer 6/3/7 until the end of the turn.
opponent's
activated ability
The activated ability of Dragon Tooth Sword
4 resolves, your opponent draws an F of 4
and compares it to your Musketeer's armor,
that's not enough to damage the Musketeer
because 4 is less than its current armor.

What would happen if Entrench!


were played first?

The activated ability of Dragon Tooth Sword


goes on the stack on top of Entrench! so it
resolves first. Your opponent draws F and it's
a 4, that's enough to damage the Musketeer
(its current armor is 3). Then Entrench!
resolves making your Musketeer 6/3/7 until
the end of the turn, but it's too late to save
your Musketeer.

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ABILITIES
Card on table have abilities that affect the game in many ways. As
you accumulate units, gears and weapons you have more possibilities
to damage your opponent and win the game. There are three types
of abilities: ongoing abilities, activated abilities and trigger abilities.

ONGOING ABILITIES
An ongoing ability is in effect for as long as the card with ability is in
play. For example a unit with Fire Blessing attached is Force +2,
Armor +2 and Skill +2 as long as Fire Blessing is in play and attached
to the unit.

ACTIVATED ABILITIES
An activated ability is an ability that you can activate whenever
you want as long as you can pay the cost. For example, Mining
Automaton is a ground unit with the ability "Combat: Spend 1 ->
Target enemy unit in a ground combat here is Armor -2 until end
of turn."

Each activated ability has a phase name in bold, which specifies


when you may activate the ability. After the phase name in bold
there is a colon (":"), then the cost. After the cost there is an arrow
("->"), then an effect. The ability goes on the stack just like when
you play a card, and resolves in the same way. If you activate an
ability and then the card the ability came from leaves the game,
the ability remains on the stack and will still resolve. In not specified
otherwise, each ability may only be activated once per turn.

TRIGGER ABILITIES
A trigger ability happens when a specific event occurs in the game.
For example, Enraged Gigagon is a ground unit with the ability
"After this unit enters play, sacrifice a ground unit here."

Each trigger ability starts with the word "when", "whenever", "at" or
"after". You don't activate a trigger ability, it automatically triggers
whenever the trigger occurs. The ability goes on the stack like an
activated ability. If a trigger ability triggers and then the card the ability
came from leaves the game, the ability remains on the stack and
will still resolve.

More than one trigger ability may be triggered by the same event.
If this happens, the active player (the player whose turn it is)
chooses the order in which the trigger abilities go on the stack

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KEYWORDS
Some cards have abilities that are shortened to a single word. Keywords in the basic set
include: Aircombat, Capacity, Extract, Recover, Sacrifice, Search, Shielded, Transport and
Unique. A Detailed explanation of these keywords can be found in the glossary at the end
of this rulebook.

Each turn in Draconian Wars proceeds in the same sequence. Whenever you enter a new
phase or step, any triggered abilities that happen at the beginning of that step or phase
trigger and are put on the stack. The active player always has the first chance to play a card
or activate an activated ability, then the other player does. When both players pass in a row
and nothing is waiting on the stack to resolve, the game will move to the next phase or
step.
Each phase of the turn and what happens during that specific phase if it's your turn is
described below. Some phases allow the active player to perform specific phase actions,
these actions are: extract, initiate a combat and move a unit. These phase actions go on
the stack when performed and are resolved in the same way like cards enter in play or
activated abilities resolve.

PRODUCTION PHASE
In this phase you produce the resources that you will use to pay for units, abilities and
practically for everything. Each turn, the number of resources you may produce is equal to
the number of tokens in your resource pool, plus any additional production modifiers. At the
beginning of the game you start with no cards in your pool, therefore the first turn you may
produce only up to 4 resources. To produce resources simply move (one by one) a card
from the top of your main deck to the top of your resource pile.

During this phase no one can play a disrupts or an activate abilities.

EXTRACTION PHASE
During this phase you may perform extraction actions. An extraction action makes your
opponent discard one card. Some card add extraction bonus that allow you to extract more
than one card, or in other words, make your opponent discard more than one card. For each
area in which you dominate you may perform an extraction action. Each card your opponent
discards due to an extraction can come from his hand, main deck, resource pile or consumed
pile on top of his discard pile. To dominate an area you have to be the only player who
controls units there.

During this phase any player may play disrupts or activate abilities.

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SUMMON PHASE
During this phase the active player can put in play units, gears and weapons.
Both players may play disrupts or activate activate abilities.

COMBAT PHASE
During this phase the active player may initiate one combat at each area where you and your
opponent control units. To initiate a combat you have to spend 1 resource. The combat is
subdivided in the following steps:

DISRUPTION STEP 1
During this step both players may play disrupts and activate abilities. This is the last chance
for players to affect the battle fate of the current combat.

FATE STEP
During this step each players adds the skill of his or her ground units, in a ground area
combat, or air units, in an air area combat. Ground units carried by an air unit do not add
their skill to your total skill.

Each player with a total skill equal or greater than 4 draws combat fate. To draw combat fate,
reveal the top card of your main deck and note the fate value of the revealed card. That
number is your combat fate.

Combat fate represents the uncontrollable events that may happen during a combat and the
unavoidable casualties caused by war. Each player has to damage units to absorb combat
fate. To do so, follow these steps:

1 The combat fate you have to absorb is equal to the combat fate number revealed by
your opponent minus the defense of each of your damaged units at the area of the
2 current combat. If combat fate is higher than 0 and you still control undamaged units
that are Shielded then, go to step 2 , otherwise you have finished the fate step.
2 Damage one of your units in the current combat. Go to step 1

During this step no one can play disrupts or activate abilities.

DAMAGE UNDAMAGE

During the game, combats and some card effects damage units,
to damage a unit just turn the card sideways. Damaged units
still participate in combat, provide force, skill and its armor is
counted against combat fate and combat damage.
Damaged cards are destroyed at the end of each combat. A
damaged unit can't be damaged again.
There are card effects that undamage your units. To undamage
a unit, turn the card back to its normal position.
DAMAGE

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DISRUPTION STEP 2
During this step both players may play disrupts and activate abilities. This is the last chance
for players to affect to their total force for the current combat.

FORCE STEP
During this step both players add the total force of their units at the area of the current
combat, including damaged units, and the combat fate number determined in the previous
step. The player with the highest total force is the combat winner and the other player is
the combat loser. The difference between the winner's total force and loser's total force is
the damage the winning player inflicts to the losing player. The loser player has to absorb
combat damage as follows:

1 The combat damage you have to absorb is the difference between the winner's total
force and loser's total force minus the defense of each of your damaged units at the
area of the current combat. If combat damage is bigger than 0 go to step 2 , otherwise
you have finished the force step.

2 Damage one of your units in the current combat or discard a card from your hand,
main deck, consumed pile or resource pile. Each unit you damage reduces your combat
damage by its defense. Each card you discard reduces your combat damage by 1.
Go to step 1 .

During this step no one can play disrupts or activate abilities.

DISRUPTION STEP 3
During this step both players may play disrupts and activate activate abilities. This is the
best moment for players to activate abilities on weapons. It is also the last chance you have
to undamage your damaged units before they are destroyed.

REGROUP STEP
During this step each player destroys all of his or her damaged units. Starting with the active
player, he or she chooses the order in which his or her damaged units will be destroyed.
During this step no one can play disrupts or activate activate abilities.

When all the units damaged on table are destroyed this step is over and so is the combat.
The active player may initiate a new combat in a different area where no combat occurred
earlier on this turn.

MOVE PHASE
During the move phase you may perform move actions. A move action allows you to move
a unit from one area to a different one. Each move action has a cost of 1. There are four
different types of movements:

-A ground unit at a ground area may move to an adjacent ground area.

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-A ground unit at a ground area may move to an empty air unit with Capacity and in the
same flank.

-A ground unit aboard an air unit may move to a ground area in the same flank.
-An air unit may move to any air area, no matter its adjacency. If an air unit with capacity
has a ground unit aboard, when the air unit moves, that unit will move along.

During this step both players may play disrupts and activate abilities. This is the last chance
for player to play disrupts or activate abilities in this turn.

POOL PHASE
In this phase you may discard a card from your hand to add a token to your pool. You may
add only one token to your pool each turn in this way. During this phase no one can play
disrupts or activate abilities.

DRAW PHASE
During this phase you may draw cards from your
resource pile to your hand. You draw one by one
and can stop at any time. During this phase no
one can play disrupts or activate abilities.

END OF TURN PHASE


Both players cycle their consumed piles. The cards
in your resource pile stay there. During this phase
no one can play disrupts or activate abilities.

NEXT TURN
Now it's your opponent's turn. That player starts
with the production phase and goes from there.
After that player is done, it will be your turn again.
Keep going until a player has no cards in his or
her main deck, resource pile and consumed pile,
as soon as this happens the game ends and the
other player wins!

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You play a game of Draconian Wars with your own customized deck. You build it yourself
using whichever Draconian Wars cards you want. There are three rules: your deck must
contain exactly 50 cards, your deck can't have more than four copies of any single card
and your deck can't contain Draconian faction cards and Technocrat faction cards (you
can't mix both factions together). You can add as many neutral cards to any deck, no matter
the faction of the other cards in the deck. You can even create a pure neutral deck.

After you play with your new deck for a while you can start to customize it. You can take out
cards that don't work well with your strategy or play style and add new cards you want to try.

THE GOLDEN RULE


When a Draconian Wars card contradicts the rulebook, the card takes precedence. For
example, the rules say that you cannot initiate a combat where a combat occurred earlier
on this turn. But Revenge reads "Combat: You may only play this interrupt when you could
initiate a combat. Initiate a combat at no cost at a target area where a combat has already
taken place this turn." The card changes the rules, and allows you to initiate a second
combat in the target area.
AIRCOMBAT X
A ground unit with Aircombat X adds X to the force and skill of the air unit it is aboard. This
is the only way that ground units can add force and skill to an air combat

CAPACITY
Air units with Capacity may carry a single ground unit. To represent that a ground unit is aboard
an air unit, put the ground unit beneath the air unit. While an air unit is carrying a ground unit,
the ground unit is considered to be aboard the air unit. Remember that ground units may enter
play or move on air units with Capacity and without another ground unit aboard.

EMPTY
Only air units may be empty. An air unit is empty while it doesn't have a ground unit aboard.

EXTRACT +X
Each time you extract at an area where you have a unit with Extract +X your opponent has
to discard 1 + X cards. This ability is NOT cumulative. For example, if you control two units
at the same area (one with Extract +1 and the other with Extract +2), when you perform an
extraction action your opponent has to discard 3 cards. In other words, you only apply the
highest Extract modifier at each area. A ground unit with Extract +X may not apply its bonus
while it is aboard an air unit.

HERE
When you read "here" in a card text it refers to the area where the card is. For example, Dynamo
Automaton has this text: "While this unit is at a ground area and another automaton is here, this
unit is Force +2 and Extract +1." "Here" refers to the Dynamo Automaton's area.

PRESENT
Ground units are present at ground areas. Air units are present at air areas. Units aboard
any other unit are not present.

RECOVER
When you recover a card, take a card at random from your discard pile and put it on your
consumed pile.

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SACRIFICE
When a cards tells you to Sacrifice something you have to destroy one of your cards that
meets all the requirements. Usually Sacrifice is part of a cost to summon a unit or play a
disrupt.

SEARCH
When you Search for a card, look through your main deck for a suitable card, show it to your
opponent and add it to your hand, then shuffle your main deck.

SHIELDED
A Shielded unit cannot be damaged to absorb combat fate.If you still have to absorb combat
fate and all your units in combat are damaged or Shielded you don't have to absorb the
remaining combat fate.

TRANSPORT
Each time a unit with Transport moves, you may move one of your other units at the same
area along with it.

UNIQUE
When you have a unique unit, gear or weapon in play, you can't play another copy of it. Your
opponent may also have a copy in play of his or her own.
When you play a unique disrupt you can't play another copy of it until the next turn. Your
opponent may also play a copy of his or her own during this turn.

GAME DESIGNER
Ricard López Fogués

ARTISTS
Antonio Silvestre - Azim Akberali - Carl Former - Carlos Cara - Enggar Adirassa - Francesc
López - Jeff Ward - Katy Grierson - Lluis Valls - Lucas Soriano - Manuel Torres - Mark Hyzer
Ricky Hunter

TM, R & C 2011 Kardfy Studios S.L. Comandante Hernández, 15, 46740 Carcaixent, SPAIN

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