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"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..."
"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).
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Example of Character Card
(Front & Back)
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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.

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
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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).
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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.
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Optional Rule: If a player dies they may go to the start card with
15 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!
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