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RULEBOOK
7. END TURN
At the end of your turn, check to determine whether all en-
counters are defeated. If so, the Scene ends; move to the Short
   
the active player and starts their turn.
SHORT REST
A Scene can have any number of rounds, depending on game-
play. A Scene ends when, at the end of any player’s turn, all en-
counters facing characters have been defeated.
         
their turn, including their regular Market purchase(s), a Short
Rest begins. In other words, a Short Rest is not part of any Scene,
round, or turn.
The following rules apply, in the following order.
Remove Exhausted tokens:    -
 

Heal 1 HP: All characters, including Stunned and Unconscious
characters, each heal 1 HP. (Characters cannot heal beyond
 -
scious) will automatically draw two cards per the normal rules.
Purchase Cards:
player who ended the previous Scene, each player may pur-
chase one card from the Market. Any cards that “Requires X
Purchase” to purchase cannot be purchased during a Short
Rest. If a player chooses to not make a purchase, do not cy-
cle the Market.
Features and Magic Items in Play:
stated otherwise, Features and Magic Items in play cannot
be used during a Short Rest.
COMMUNICATIONS
Players are not allowed to show other players what cards they
have in their hand, but they can verbally discuss anything they like

    
about the level of advice they wish to receive.
WINNING THE GAME
The chosen Adventure will detail the completion requirements
for winning the game. Usually this involves defeating a number of
encounters through several Scenes.
Experience Points (XP): Depending on how well players com-
pleted the Adventure, they’ll receive XP, which can be used in cam-
paign play (see below).
CAMPAIGN PLAY
Campaign play uses the following rules to increase the abilities

and Advancements (Features and Magic Items).
As characters advance through a variety of Adventures, they
-
   -
sented through XP. XP unlocks a variety of equipment, abilities,
        -
chased and applied directly to the Character screen for ongoing

fantastical and wondrous treasures in the form of Magic Item
cards that unlock even greater powers in the game. Both Features
and Magic Items are considered Advancements.
Unless stated otherwise, XP and Advancements cannot be ac-
quired or assigned during an Adventure, only in between Adventures.
LONG REST
Players are encouraged to have a post-Adventure session (a
          -
ments (if any). This ensures that all players apply the appropri-
ate amount of XP (especially if any of the Adventure bonuses are
used), and lets them plan as a group which Advancements to ac-
quire—or in the case of multiple Magic Items, which ones to use—

LEVEL 5




EXPERIENCE POINTS (XP)
Each Adventure states what the XP award will be. Unless spe-
   
will receive XP for that Scene at the end of the game.
 Adventure awards 1 XP for
each Scene started, and an additional 2 XP for completing all
three Scenes. Each Adventure also has bonus challenge scenari-

  Adventure successfully, each player would up-

chose to accept the “Charge!” bonus challenge before starting
the game, they would get an additional 1 XP each upon complet-
ing the Adventure.
The Character screens are laminated, so players can use eras-
able markers to easily track their total earned XP.
TO SAVE OR TO SPEND
You might need to save up gold for better cards, but you shouldn’t
just sit on gold indefinitely. The economy of Dragonfire pays out gold
from encounters that players should ideally spend to gain more-
effective cards rather than hoarding. For example, let’s say three 10-
gold cards are available for purchase. If three players all choose to save
up to buy those cards, no one is likely to get any of them because there
are simply not enough new cards entering play, despite the increasing
difficulty of encounters as the Scenes progress and the Dragonfire level
climbs. The best option is to decide as a group which player should
save up for a particular high-cost card, while the others continue
buying cheaper cards and cycling the other, more expensive ones.
23


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