Action: Action cards may be played at any time, even during your opponent's turn or in response to your opponent. There is no limit to the number of Action cards you may play in a turn. You may only play an action card if you meet its Threshold cost.
Ally: Lesser creatures that act as support and fodder. You may have one Ally in play for each Move in your Move Pool. During the recovery phase, each friendly Ally in play allows you to restore 1 additional Move in your pool. Allies come in to play Spent. An Ally who attacks becomes Spent. If at any time you have more Allies under your control than you have moves, you must choose and slay one Ally.
Attack: Attacks are move cards that allow you to deal damage. To use an attack, you must Spend it, and pay the cost listed on the card. Spending an attack does generate effort toward its own cost. You may only use attacks on your own turn, and only one at a time. Add the listed Might or Mystic to your dragon's appropriate stat to calculate damage. This increase in Might or Mystic lasts only for the duration of that attack, and does not count as an increase to your Base Might or Base Mystic.
Aura: An ability with the Aura descriptor activates at the end of your event phase.


Back row: An Ally is considered to be in the back row if there is another ally placed directly in front of it. Allies in the back row may not attack or be attacked by Allies or Dragons, but may be targeted by special abilities (such as the Flame Dragon's fire breath), actions, and extra effects generated by certain attacks (such as the defeat effect from the Tail Sweep attack). Allies in the back row may use their own special abilities as normal. Allies in the back row Support the ally directly in front of it.
Base (ability): A creature's base stat (Might, Mystic, or Courage) is the score listed on the card, plus any bonuses from auras, creature abilities, actions, or events (but not attacks or guards).


Champion: As a response to a target being declared during an attack, you may Spend this creature and choose to have it be the target instead.
Chance (X): Reveal the top (X) cards of your deck, note the cost, and place it on the bottom of your deck, unless instructed otherwise. Unless otherwise noted on the card, X is 1.
Cost: The amount of Effort points needed to activate an ability, attack, or guard.
Courage: Instead of a Might or Mystic score, Allies have Courage. This represents their attack and defense strength. When an Ally deals damage, it's type determines the type of damage (Might or Mystic). Whenever an Ally takes damage, subtract its Courage from that damage.
Creature: A Creature refers to any Ally or Dragon in play.
Crush (X): When this creature attacks, increase the damage it deals by (X). When calculating damage dealt, total the amount of Crush granted.


Damage: Attacks, Allies, and some Guard cards and Dragon abilities deal damage. All damage is either Might damage or Mystic damage. Allies subtract their Courage from the amount of damage that is dealt to them. Dragons subtract either their Might or Mystic score from the damage dealt, depending on the type of damage.
Defeated: An Ally who has taken at least 1 point of damage is defeated, and flipped face down. Defeated Allies can’t attack, use abilities, or support other Allies, and don’t allow you to restore an additional Move during your restore phase. Defeated Allies are not considered to be in play and may not be the target of attacks or effects, unless they specifically target Defeated Allies. However, Defeated Allies still count against the total number of allies under your control.
Defender (X): Attack damage done to this creature is reduced by (X). When calculating damage reduced, total the amount of Defender granted.
Dragon: The most powerful creatures on the field. The game ends when one Dragon’s life falls to 0 or below. Dragons have both Might and Mystic scores. Dragons do not become spent when they attack, but can only attack by using moves from the Move pool.


Effort: The resource of Draco. All moves, and some abilities, require Effort to be activated. Each Move in your move pool can be spent to generate 1 Effort point. If the Move's type matches either of your dragon's type, it generates 1 additional effort point. If it matches both types (for example, the Flame dragon (Fire/Fire) using a fire move) it generates 2 additional effort points. A move that is Spent to be used as an attack generates Effort toward its own cost.
Event: Event cards are cards that remain in play from turn to turn. You must meet the card's Threshold cost in order to play it. The total cost of Events that you have in play cannot exceed the number of Moves in your pool; if the cost of Events you have in play ever exceeds the number of Moves you have in play, you must immediately choose and discard Event cards that you have in play until the total cost is less than or equal to the number of Moves you have in play.


Front row: Unless otherwise specified, all Allies occupy the front row. Allies in the front row may attack or be attacked by enemy allies and dragons. During your arm phase, you may rearrange allies as you see fit.


Guard: Guard cards are cards that reduce the damage you take, and are activated in the same manner as attack cards. You may activate as many guard cards as you like (and can pay for) when you are attacked. After the attack is resolved, the bonus disappears. You may only use guard cards on your opponent's turn. Guard cards prevent only damage, not life loss (see lose life).


Location: Locations act as Event cards, except that they effect both you and your opponent. Each player may only have one Location in play at any time; if you play a new Location, discard the one you have in play.
Lose Life: Effects that cause a player to lose life are different than effects that deal damage. It is a direct subtraction from the player's life total, unmitigated by a dragon's Might or Mystic score. Life that is paid as part of a cost is considered lost life.


Match ([Element] Match): Check to see if the listed element matches the each element of your dragon. If it does, the listed ability activates for each element type that matches. Example: Fire Match: Draw a card. A Fire/Life dragon would draw a card, an Earth/Life dragon would not, and a Fire/Fire dragon would draw two cards.
Might: This represents physical power, and resistance to physical attacks.
Move: An Attack or Guard card. Moves generate Effort when you Spend them.
Mystic: This represents magical power, and resistance to magical attacks.


Negate: A card (or ability) that is negated deals no damage, and actions described by that card (or ability) do not take place. Any costs paid to play that card (or activate that ability) are still paid.


Pierce (X): Defender does not reduce (X) damage from this attack.


Ready: A card that has not been Spent is considered Ready. Restoring a card returns it to a Ready position.
Restore Value: Each dragon has a Restore Value. During your Restore phase, restore a number of Moves equal to your Restore Value plus the number of friendly allies in play.
Restore (Restore step): Restoring a Spent card allows it to be used again. To Restore a card, undo whatever you chose to do that marked it as Spent. During your Restore step, you Restore all Spent Allies, Events, and Locations, as well as a number of Moves equal to your Restore Value plus the number of friendly allies you have in play.
Revive: The act of flipping a Defeated ally face up. At the end of your Restore phase, you may choose a single ally to revive, and then you must choose and slay a Defeated Ally.
Row: Areas on the battlefield that Allies occupy. See Front Row and Back Row.


Slay (Slain): An ally who is Slain is put into the discard pile. There are effects that may Slay an Ally, but generally an Ally is Slain if it takes damage that is equal to or more than twice its Courage. Example: A creature with 4 courage would be slain if it was dealt 12 or more points of damage (12-4=8)
Spend (Spent): Most cards become Spent when they are used during a turn. A Spent card remains Spent until it is Restored. You may indicate that a card is Spent any way you choose, as long as it is clear to both you and your opponent. Allies that are Spent cannot use abilities. Allies that attack become Spent. If and Event or Location becomes Spent, it is considered "turned off" until it is Restored.
Stance: Dragon cards have two sides, each representing a different stance. Each stance has a different ability, and gives a slight change to the dragon’s Might and Mystic scores.
Support: An Ally in the back row grants Support to the Ally in front of it. The Ally in the front row gains a bonus to its Courage equal to the Courage of the Supporting Ally. Allies grant Support even if they are Spent, but not if they are Defeated.


Threshold (Threshold Cost): The amount of total Moves you must have in play in order to play allies, events, or actions. When you play a card that requires a threshold cost, you do not need to generate Effort to pay for it unless instructed otherwise.

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