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RULEBOOK
Place the Primary and Secondary Encounter Decks in the mid-
dle of the table (the Adventure will indicate which decks to use). At
the start of each Scene, draw a number of encounters as indicated
by the Adventure. Unless stated otherwise by the Adventure:
First reveal encounters from the Secondary Deck equal to
 -
el will start at 0.)
If more encounters are needed for the Adventure, reveal
encounters from the Primary Deck for the remainder.
   
character whose Class Type color matches the encoun-
      

         
Type marker; if it’s not showing, place the encounter with
the player with the second Class Type marker. Distribute
and reveal the rest of the encounters, starting with the


As each encounter is revealed, if there is a SURPRISE key-


Once all encounters are revealed, the party leader reveals the




You’re now ready to begin the game!
REVEALING ENCOUNTERS
When revealing encounters at the start of each Scene, several
factors will determine the total number of encounters to add. These
are noted below, in the order they should be added (some may or

Locations: If a newly revealed Location would place all players
-
cations are detailed on page 12.)
1. THE ADVENTURE


will draw from the Primary and Secondary Decks.
2. FIVE- AND SIX-PLAYER GAMES
-
ing rules apply:
Five Players:-
counters as indicated above, reveal one additional encounter
   
-
ers can cover the encounter’s gold icon with a generic token
to indicate there will be no payout when it is defeated.)
Six Players:-
veal the additional encounter from the Secondary En-
counter Deck instead.
ADVENTURE ENVIRONMENT CARD
The Adventure Environment card has no rules text. It’s simply
a way for players to visualize that the party is together, working
their way through the Adventure. When a Location is revealed
and faces a player, that player is split off from the party and moves
their Class Type marker to the newly revealed Location in front of
them. If other players move to that Location at the start of their
turns, they’ll move their markers as well. When a player moves
out of a Location (or the Location is defeated), the marker is then
placed back on the Adventure Environment card.
Players may find it useful to place the Class Type markers
around the outside edge of the Adventure Environment card, with
each oriented to where they’re sitting around the table. This is
especially important when more than one Class Type is in use, to
ensure players remember which marker is theirs.
Adventure Environment cards are double-sided, so a given
party can decide which visual they wish to use for a given
Adventure.
THE ENCOUNTER DECK
Craven, reptilian kobolds. The slaadi, creatures of utter chaos.
Cursed, godless fomorians. Ageless, unstoppable golem constructs.
The lands of the Forgotten Realms teem with a superabundance of
monsters of every stripe. Whether in a crowded city, the farthest
forest wilderness, or the darkest dungeons, terrors lurk at every
turn, ready to defeat the unwary hero.
The Encounter Decks represent these creatures from
Dungeons
& D
ragons® lore. Each deck is divided into specific environments
(and difficulty ratings) to provide variety during different games,
and each card tries to bring that lore to life. A few examples of
translating from the tabletop RPG to Dragonfire: the Fomorian’s
evil eye can damage you or itself; the Red Slaad, when defeated
can transform and summon another slaad; the Stone Golem slows
players, which translates into losing cards during your Replenish
phase; and the Kobold Packs tokens emulate an unending wall of
the beasts washing over your party.
Let each new encounter take you on a new storytelling
experience that brings the monsters to life.
THE MARKET DECK
The metallic hiss of a blade sliding free of its scabbard. The soft-
booted, unseen approach behind your target. Magical energies
from the Weave surging along your skin, constrained by the words
of learned knowledge, until they burst forth at your command.
Each round of Dragonfire emulates the fluid give-and-take of
action as players try to fast-talk their way past a tough spot, pull
back and wait for a better sneak-attack opportunity, or draw their
blades and strike with grim fury. Market cards represent all of the
decisions—along with various equipment, spells, abilities, and
more—you make to defeat a myriad of encounters and ultimately
complete the Adventure!
7


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