Here are the Rules for the RAK Graphics DRAGON WAR!

 

"Welcome to the realm of Dragon War, my world. I am the great Snarky, the Crunchy Dragon and you are now my apprentice. Before your travels I shall bestow upon you all the strategies and tactics you will need for your journey through this war torn land. All adventures have a beginning, begin yours...NOW"

"This is how you set up the game..."

START UP

2 or more players may participate in a Dragon War game. First the players must choose a character card the corresponding character tile and a death counter tile (skull).

 

 Example of Character Card

(Front & Back)

The next step is to shuffle the game cards (40) and then place them into 4 rows of 10 (or as space permits). The cards should then be placed game side up (each card has three squares at the bottom). Line up all the squares so that it forms a row of squares. This forms the game board. The start card should be put at the beginning and the finish card should be placed at the end. A stack of the small Fate Cards should be put face down near the game board. Each player puts their character tile on the start card and rolls the die to determine who goes first, highest roll wins.

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DEATH COUNTERS

Each player has a character card that has a grid of numbers ranging from 25 to 0 on the back. Place the skull tile on the number 25 (this indicates how many life points the character has). Throughout the game many cards or battles will add or subtract life points from the character (never going above 25). The skull tile helps keep track of the remaining life points. For example: if a character has 25 life points and loses 3 in a battle. The player moves the skull tile from 25 to the 22 square. When a player reaches 0 he is out of the game.

GAME PLAY

The object of the game is to get your character to the finish card and roll a sum of 13 or higher with three rolls of the die. To achieve this all players begin the game at the start card. At the beginning of each player's turn they roll the die and move their character tile that many squares on the game board. The player must instantly follow the directions of the square. If a square adds or subtracts life points it must be marked on the death counter (see DEATH COUNTER section) before the player continues.

SQUARES & THEIR EFFECTS

A player landing on a square called "SAFE HAVEN" is protected from any form of harm while they occupy that square.

A player landing on a square called "PICK A CARD" draws a card from the Fate Card deck (see FATE CARDS).

A player landing on a square called "BATTLE" is forced to choose an opponent to engage in combat, this also happens when a character lands on a square occupied by another character (see BATTLE section).

One of the great features of the game is the ever changing layout from game to game, but this also allows a player to get caught in a loop (rarely). For example: a player may land on a square that sends them back 3 spaces. Then that square may send you forward three spaces. In such a case, the player follows the first square and ignores the effect of the second square.

Once a character reaches the FINISH CARD he gets to roll the die three times to get a sum of 13 or higher to win the game. If the rolls do not add up to 13 or more the player must wait and try again during his next turn.

BATTLE

A battle consists of two characters fighting by each rolling the die. Whoever gets the higher roll wins (if it is a tie each player rolls again). The winner of the battle rolls again to determine how many life points are subtracted from the losers death counter. When characters land on the same square they must battle each other, however, when a character lands on a "Battle" square he can choose which player to battle.

FATE CARDS

Fate cards are broken down into four groups. The Life and Death cards must be played instantly and then placed back into the bottom of the deck. These cards either add or subtract life points that affect the player's death counters. Treasure and Weapon cards may be held until the player decides to use them (it must be during the players turn or a battle their invovled in). These cards consist of items that will help characters along their journeys.

UNIQUE FEATURES

- With the game cards being shuffled and then placed down as the game board this ensures that you can never have the same game twice. This unique pattern feature has earned a patent with the United States Government (pending).

- The rows that are suggested to be 4 rows of 10 can easily be changed to accomodate available space. It can also accomodate time. If players wish to have a shorter game, they just need to leave some game cards out. The start and finish cards are the only ones that need to stay in play. RAK also suggests placing your cards into the plastic sport card holders to form your game boards. This will keep the cards from sliding and getting bent.

- Optional Rule: - If a player dies they may go to the start card with 20 Life and continue playing. (Your group can decide the number of times this can be done)

RAK SUPPLEMENTAL CHARACTERS (one in each deck)

Chakan, Executioner, Thundermace, Demoness, and Stephen Darklord are a supporting cast from the RAK line of comics.

 

 

CONGRATULATIONS!

"Your reward for completing your apprenticeship are the following strategies and tips that will enhance your Dragon War experience.

1. Before starting the game, check the position of some of the more powerful game cards. The positioning of the REAPER, ENCHANTRESS, and GOLD DRAGON may effect your use of Fate Cards, or how aggressive you play while near them, etc.

2. Remember to play this game in the spirit it was intended: a loud, rough and rowdy game with no holds barred. So don't take it too seriously and have a great time.

3. Many people buy the inexpensive expansions which are each designed to bring a unique game play to the table. My personal favorite is a game that contains the following: Basic game, Pre-game Character Enhancement Charts, Movement Fate Cards, and a few choice Kinetic Kardz. Other favorite sets are the Haunted House, Elemental Furies and the new Artifacts of Avalon.

4. With so many variables don't be afraid to experiment with your own optional rules. If a dispute arises group consensus will decide (remember it's just a game). To find out how other people add to the game check out the "House Rules" section of this site.

5. Don't forget you can alter the length of the game by adding and subtracting game cards in the deck. This can vary from a 20 card lunchtime game to an all nighter with many of the expansions added in.

6. The Dragon War will continue to expand it's dynamics through an open-ended system of expansions and supplements. Players are more than welcome to help add depth through their own tips and designs.

7. To maximize your playing experience check back to this site for new expansions, updates and upcoming news.

In closing I hope you take this experience and wage war upon your enemies...

DRAGON WAR!

"Welcome to the realm of Dragon War, my world. I am the great Snarky, the Crunchy Dragon and you are now my apprentice. Before your travels I shall bestow upon you all the strategies and tactics you will need for your journey through this war torn land. All adventures have a beginning, begin yours...NOW"

 

HERE ARE SOME HOUSE RULES THAT SHOW HOW YOU CAN BEND THE RULES AND ADD YOUR OWN FLAVOR TO THE GAME!!!



Type I Rules

 
Safe Havens: Safe Havens protect the occupying player from any combat. Any card not using a die roll can effect a player within a Safe Haven. The Safe Haven only really protects the player from the prospect of damage. Players within Safe Havens are effected by Trading Places effects.

 
Battle:

Battle is anytime a player lands on a square already occupied by a player. Only those players within the square battle. If more than one player occupies that square when landed upon, then the landing player must battle each occupying player separately. There are no multiplayer combats in Type I games. The order of combatting the occupying players is based upon life with the Attacker combatting the player with the most life first. The player landing on the square is considered the Attacker in all battles and the occupying player(s) are the Defender(s).

Battles happen also when a player lands on a "BATTLE" square. In this case, the player landing on the square chooses a player to battle against. The player landing on the "BATTLE" square is considered the Attacker and the target player is considered the Defender.

 
Combat Resolution: Combat is anytime two or more player battle each other. Each player rolls a Combat die (1d6) including any modifiers after the roll, with the highest roller winning. The winner then rolls a Damage (1d6 ) including any modifiers after the roll. A tie results in the players rolling again.

 
Fate cards: All Instants after being resolved are placed into a Discard pile. After the Fate card deck is exhausted, the Discard deck is reshuffled and used as the Fate card deck.

 
Life Totals: A player may exceed the starting total of 25 life. There is no life ceiling in Type I games.

 
Card Hand Size: Players may have any amount of Fate cards in their hands at any time.

 
Starting Over: Players that die may start over at the "START" card with 15 life. Players may only start over 3 times.

 
Marginal Victory: The last player to die is declared the Default winner of the game

 

Type II Rules

 
Safe Havens: Safe Havens protect the occupying player from any combat. Any card not using a die roll can effect a player within a Safe Haven. The Safe Haven only really protects the player from the prospect of damage. Players within Safe Havens are not effected by Trading Places effects.

 
Battle:

Battle is anytime a player lands on a square already occupied by a player. Only those players within the square battle. If more than one player occupies that square when landed upon, then the landing player must battle each occupying player separately. There are no multiplayer combats in Type II games. The order of combatting the occupying players is based upon life with the Attacker combatting the player with the most life first. The player landing on the square is considered the Attacker in all battles and the occupying player(s) are the Defender(s).

 
Battles happen also when a player lands on a "BATTLE" square. In this case, the player landing on the square choses a player to battle against. The player landing on the "BATTLE" square is considered the Attacker and the target player is considered the Defender.

 
Combat Resolution: Combat is anytime two or more player battle each other. Each player rolls a Combat die (1d6) including any modifiers after the roll, with the highest roller winning. The winner then rolls a Damage (1d6 ) including any modifiers after the roll. A tie results in the Defender winning.

 
Fate cards: All Instants after being resolved are placed into a Discard pile. After the Fate card deck is exhausted, the Discard deck is reshuffled and used as the Fate card deck.

Life Totals: A player may exceed the starting total of 25 life. There is no life ceiling in Type I games.

 
Life Totals: A player may exceed the starting total of 25 life. There is no life ceiling in Type II games.

 
Card Hand Size: Players may have only 5 Fate cards in their hands at any time.

 
Starting Over: Players that die may start over at the "START" card with 10 life. Players may only start over once.

 
Marginal Victory: The last player to die is declared the Default winner of the game

 

Type III Rules

 
Safe Havens: Safe Havens protect the occupying player from all combat, all damage normally received and Trading Places effects. Fate cards may be used against the player, but are nullified during the effect. A player in a safe haven may not use any Fate card, with Instants (such as Life/Death Fate cards) being nullified when drawn.

 
Battle:

Battle is anytime a player lands on a square already occupied by a player. Only those players within the square battle. If more than one player occupies that square when landed upon, then the landing player must battle all occupying players. There are multiplayer combats in Type I games. The occupying players choose one player among them to be their champion. Combat Rolls are done as per norm, but if the Attacker wins he rolls a 1d6 Damage roll (plus any modifiers) and the Champion suffers the damage. If the Champion defending wins, each occupying player rolls a 1d6 Damage (no modifiers allowed). The total of all the rolls becomes the damage the Attacker suffers.

Battles happen also when a player lands on a "BATTLE" square. In this case, the player landing on the square choses a player to battle against. The player landing on the "BATTLE" square is considered the Attacker and the target player is considered the Defender.

 
Combat Resolution: Combat is anytime two or more player battle each other. Each player rolls a Combat die (1d6) including any modifiers after the roll, with the highest roller winning. The winner then rolls a Damage (1d6 ) including any modifiers after the roll. A tie results in the Attacker winning.

 
Fate cards: All Fate cards after being resolved are placed into a Discard pile. After the Fate card deck is exhausted, the Discard deck is reshuffled and used as the Fate card deck.

 
Life Totals: A player may not exceed the starting total of 25 life. The Long Life expansion is restricted from this Type.

 
Card Hand Size: Players may have only 3 Fate cards in their hands at any time.

 
Starting Over: Players that die may start over at the "START" card with 15 life. Players may only start over one time.

 
Marginal Victory: The player that deals the most damage to opponent players throughout the game is considered the Default winner.

 

Blitzkrieg Flavor: Bring in the glory of a World War while adding a pinch of strategy with your gameplay. The Allied forces never had it so good!

 
Blitzkrieg Rules

 
All Combat may be continued into further Rounds if both sides agree. Combat Resolution is the same as Type used. If the Attacker wishes to go into further Rounds but the Defender doesn't, the Attacker may attack again but at a -2 to all Combat Rolls (Combat and Damage). The Attacker may continue in this way for a total of 3 additional Rounds.

 
Players may "buy" modifiers to their dice rolls:

+1d6 Movement for 2 Life

+1d6 Combat Roll for 2 Life

+1d6 Damage Roll for 4 Life

+1 Fate card drawn for 3 Life

Things "bought" are considered modifiers and are dealt with in the appropriate manner.

 
Recommended Types:I, II, and III

 

Bangkok Flavor: Bring in the flavor of everyone's favorite port o' call. Add all of the exotic mystery and gritty nature of this seedy haven with gladiator-style combat and even a cockfight or two!

 
Bangkok Rules

When Combat is initiated (whether forced through "BATTLE" or occupation contests), all players must participate. The only players exempt are those in "SAFE HAVENs" or on Side Boards (see below for details concerning players in safe haven).

 
Combat Resolution: All players roll a flat 1d6 (no modifiers allowed). The highest roll wins, with ties being rerolled between tying players. The winner of the combat then rolls a 1d6 per player in combat (including self). This total is the damage and is then distributed among the losing players as the winner sees fit.

 
Safe Haven: Players in safe havens or on side boards can bet upon the players combatting. Prior to the Combat roll, a player can bet upon who she thinks will be the winner of the match. If the chosen bet is the winner, the player that placed the bet wins a draw of 3 Fate Cards. She must immediately draw these cards after the Combat Resolution. If the chosen bet is not the winner, the player that placed the bet loses 5 life as loan sharks beat upon her kneecaps.

 
Special Option: During a player's turn, a player may call a "cockfight". After a cockfight is called a player rolls 2d6. If the total is 9 or above the player can gain his choice of gifts:

 
* +2 Life

* +2 on the next Movement Roll

* +1 Fate card (immediately drawn)

However, if the total is below 9, the player loses the next turn.

 
Recommended Types: I and II

 

7 Deadly Sinful Flavors: Discover the true nature of people while destroying them with the root of all evil! Dante would be soooooo proud. Remember kids, gaming doesn't turn you towards Satanism, Marilyn Manson does!

 
7 Deadly Sins Rules

Before game begins, all players must choose a deadly sin that their player is folly with. Game play is as normal, but with the help/hindrance of the players' sins. If a player dies, he may start over at the Start Card but must choose another sin. This sin is in addition to an previous collected sins.

 
Deadly Sins:

Gluttony: +1 Fate card when asked to draw from the Fate deck. All Death cards are a 2x the strength for this player.

 
Lust: May switch places with target player as her Movement Phase. Target player is chosen before the game begins. When Trading Places, player with the Lust sin must roll a 1d6 for damage taken while chasing that target player. Also, Lustful player rolls a 1d6 to see which square tile she lands on (1-2, First, 3-4 Second, 5-6, Last).

 
Wrath: +2 to his Combat roll per 2 life. Wrathful player must initiate the battle or suffers a -3 to his Combat Rolls (both Combat and Damage.

 
Greed: +1 life per player's turn while having the most Fate cards held during his End Phase, -1 life per player's turn while not having the most Fate cards held during his End Phase.

 
Pride: +1 life per player's turn while in the lead (closest to the Finish card) during his End Phase, -1 life per player's turn while not in the lead (closest to the Finish card) during his End Phase.

 
Sloth: All Movement rolls are halved (rounding down), and cannot use any Effect/Immediate Fate cards during other player's turns.

 
Envy: At the end of the player's End Phase, player must switch all held Fate cards with target player. Target player is chosen before the game begins. If the target player cannot switch her Fate cards or has none, envious player suffer 1 point of damage.

 
Recommended Types: I, II, and III

 

Video Game Flavor: For all of you bitheads that get all dewy-eyed over the next game in the HALOseries, try and tear yourselves away from that t.v. in a game that is geared for you.

 
Video Game Rules:

All players start with 3 "lives", each with 15 life totals.

 
Save Points: During a player's Initial Phase, she may create a Save Point. Creating a save point allows a player to place a counter upon the card that she is currently occupying. It immediately goes into effect, so when ever a player dies she starts at the Save Point of her choice. Players may only use their own Save Points. Save Points cost 5 life to create and last for the rest of the game.

 
Credits: Players may buy more credits at the expense of 5 life per credit. Credits allow the player to continue playing the game if after they have used up their initial lifes.

 
Passwords: Players can gain an extra turn (immediately after their turn) if they can correctly recite a password from any video game. A particular password can only be used once per game and a player can only recite one password per player turn. The password can be recited at any time during the player's turn.

 
Reset Button/Glitch: Players can "buy" rerolls of die rolls they fubbed up on.

Combat Rolls - 1 life + 1 Fate card per 1d6

Damage Rolls - 1 Fate card per 1d6

Movement Rolls - 2 life per 1d6

 
EX-Josh wishes to use the Password option and recites an infamous code (up, up, down, down, left, right, left, right, B, A, then Start). After seeing the approving nods from his fellow players he finishes his turn and prepares to take his extra turn. A smart fellow that Josh.

 
Recommended Types: I, and II

 

Blindman's Bluff Flavor: Like to drive with your eyes closed on deserted highway stretches? This game variant is for you.

 
Blindman's Bluff Rules:

Players shuffle the game deck as normal (including any expansions). Next, layout the game deck as normal in 4 rows of 10 cards each with one exception, they are placed face down. As a player crosses a card, he flips it over and travels across. At the end of each player's turn, flip all unoccupied cards back over, face down.

 
After every combat, the winner of the combat takes the cards that are flipped over (face down) and reshuffles them. The winner then deals out these cards again, reconstructing the game board anew. The reshuffled cards are again dealt face down.

 
Recommended Types: I, II, and III

 

 

DRAGON WAR BASE GAME & EXPANSIONS

DRAGON WAR CHARACTER SETS & EXPANSIONS

DRAGON WAR RULES & VARIANT RULES

 

 

 

 

 

 

 

 

 

 

 

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