Draconis Invasion
Draconis Invasion Rulebook
Table of Contents
Table of Contents
- Chapter 2: Components
- Chapter 3: Table Setup
- Chapter 4: Player Setup
- Chapter 5: Turn Overview
- Chapter 6: Terror and Events
- Chapter 7: Winning
- Chapter 8: Terminology & Icons
- Chapter 9: Card Types
- Chapter 10: List Of Cards Effects
- Chapter 11: Battle Stages
- Battle Stage 1: Invading Darkness
- Battle Stage 2: New Blood
- Battle Stage 3: Lust For Power
- Battle Stage 4: Mysterious Forces
- Battle Stage 5: Growing Shadow
- Battle Stage 6: Facing Fear
- Battle Stage 7: Honor And Glory
- Battle Stage 8: Great Heroism
- Battle Stage 9: Struggle To Survive
- Battle Stage 10: Triumph
- Battle Stage X: Random
- Chapter 12: Special Rules
- Chapter 13: FAQ
Chapter 2: Components
108 Gold cards:
- 48 Wealth, 36 Treasure, 24 Fortune
90 Actions cards:
- 12 Casualty of War, 6 Obsidian Tower, 6 Cursed Fury, 6 Buried Gold, 6 Shapeshifting, 6 City Siege, 6 Betrayal, 6 Rush To Battle, 6 Reinforcements, 6 Ruler Of The Ruins, 6 Enchantment, 6 Dawn Of Hope, 6 Growing Darkness, 6 Courage
114 Defender cards:
- 36 Imperial Guard, 6 Dread Knight, 6 Gladiator Elite, 6 Warlord, 6 Valkyrie, 6 Arcanist, 6 Golem, 6 Werebear, 6 Shaman, 6 Fire Mage, 6 Dragon Slayer, 6 Sorceress, 6 Beast Rider, 6 Stone Titan
26 Randomizers:
- 13 Action Randomizers, 13 Defender Randomizers
16 Blue Invader cards:
- 4 Skeletal Soldier, 4 Succubus, 4 Reaper, 4 Hellhound
17 Gold Invader cards:
- 4 Necromancer, 4 Wyvern, 4 Balar, 1 Orc Chief, 1 Skull Lord, 1 Lich King, 1 Ice Dragon, 1 Fire Dragon
24 Event cards:
- 6 Horror, 6 Demon Spell, 6 Dark Rising, 6 Chaos
1 Retreat card
36 Terror cards
1 Terror Die
28 Campaign cards
48 Separator cards
6 Turn Overview cards
Chapter 3: Table Setup
For an online gameplay tutorial, go to www.DraconisInvasion.com/Tutorial
Playing the basic game with 3-6 players is described below. For Solo Mode, 2-Player Mode, or Team Versus Mode, refer to Chapter 12: Special Rules.
The example table layout has the cards in separate piles, arranged by type, increasing in cost from left to right.
i. Place all Gold cards and Terror cards on the table.
ii. For every basic game, these are the Default Defender and Default Action cards on the table:
- Action: Casualty Of War
- Defender: Imperial Guard
iii. The Battle Stage determines the other 6 Action and 6 Defender cards available for players to buy during the game. Play with these Battle Stage 1 cards for your first game:
| Actions | Defenders |
|---|---|
| Cursed Fury | Dread Knight |
| City Siege | Warlord |
| Shapeshifting | Valkyrie |
| Rush To Battle | Golem |
| Ruler Of The Ruins | Werebear |
| Dawn Of Hope | Dragon Slayer |
Move to the next Battle Stage with each new game you play. For other Battle Stages, refer to Chapter 11: Battle Stages.
iv. Shuffle the Blue Invader deck and reveal the top 3 cards.
v. Shuffle the Gold Invader deck and reveal the top 3 cards.
vi. Shuffle the Campaign deck and reveal the top 3 cards.
vii. Shuffle all the Event cards. Create the Event Deck by drawing the specified number of random Event cards.
- 9 Events for a 3-player game
- 12 Events for a 4-player game
- 15 Events for a 5-player game
- 18 Events for a 6-player game
viii. Place the Retreat card under the Event Deck.
ix. Return all unused Action, Defender, and Event cards to the box; they will not be used during this game.
Chapter 4: Player Setup
i. Each player begins the game with the same 12-card deck, consisting of:
- 7 Wealth (Gold cards)
- 5 Imperial Guard (Defender cards)
Shuffle your 12 cards and draw 6 cards. This will be your starting hand.
ii. Each player is dealt 2 Campaign cards from the Campaign deck.
iii. Determine the starting player by having everyone take turns rolling the Terror Die. The player with the highest roll is the starting player. In the case of ties for the highest roll, reroll the Terror Die between those players.
iv. To determine the Starting Threat Level, the starting player rolls the Terror Die again. This roll sets the starting Terror Count (see Chapter 6: Terror and Events). Additionally, this roll determines the cards gained into your starting discard pile. This step only occurs once, before the game begins.
Starting Threat Level
| Roll | Effect |
|---|---|
| 1 | Starting player gains one Terror card. |
| 2 | Starting player chooses another player. Both players gain one Terror card. |
| 3 | All players gain one Terror card and one Fortune card. |
| 4 | All players gain one Terror card and two Treasure cards. |
| 5 | All players gain one Terror card and one Treasure card. |
| Dragon symbol | All players gain one Terror card. |
Chapter 5: Turn Overview
Each turn, play the cards in your hand according to Draconis Invasion's A-BCDE-F system:
ACTION – You may play an Action card.
Then you may perform exactly ONE of the following choices:
- BUY – Buy a card from the table.
- CAMPAIGN – Draw two new Campaign cards.
- DEFEAT – Attempt to defeat an Invader card.
- ELIMINATE – Trash a Non-Terror card from your hand.
Then FORWARD – You may place an unused Gold card from your hand to the top of your deck.
To end your turn, discard both played and unplayed cards face-up onto your discard pile. Draw a new hand of 6 cards from your deck. The next player, clockwise, starts their turn.
During the game, whenever your deck runs out of cards, shuffle the cards from your discard pile, place them face-down as your new deck, and continue drawing if necessary.
ACTION: How To Play An Action Card
You may play one Action card on your turn. To play an Action card, take an Action card from your hand and play it face-up in your play area. Announce the Action card being played and follow the card's instructions. Fully resolve the instructions on the Action card before playing another card.
Some Action cards allow you to play additional Action cards during the same turn.
At the beginning of the game, players will have no Action cards in their decks. As the game progresses, you may buy Action cards from the table. All Action cards played remain in the play area until your turn is over.
Generally, Action cards can only be played during your own turn, but some Action cards can be played during another player's turn.
BUY: How To Buy A Card
You may buy one card from the table on your turn. To buy a card, you may play any or all Gold cards in your hand and place them face-up in your play area. Announce which card you are purchasing. The purchased card must be of equal or lesser value than the Gold played.
Place the purchased card face-up onto your discard pile. Some Action cards may increase the number of cards that you can buy on your turn.
Only the Gold, Action, and Defender cards on the table are available for purchase. The Gold cards played during this turn remain in your play area until your turn is over.
CAMPAIGN: How To Draw Campaign Cards
You may draw two Campaign cards on your turn. These are special bounties from the King that players can complete to earn Bonus Glory Points, scored at the end of the game. These cards can be selected from the top of the Campaign deck and/or from the face-up Campaign cards. If drawing a face-up Campaign card, immediately replace it with a new card taken from the top of the Campaign deck. Keep your drawn Campaign cards with your other Campaign cards, hidden from other players.
DEFEAT: How To Defeat An Invader Card
You may defeat one Invader card on your turn. To defeat an Invader card, you may take any number of Defender cards from your hand, along with the Gold cards required to pay the total Attack Costs, and play them face-up in your play area. Announce which Invader card from the table is being attacked.
To successfully defeat an Invader card, the Health Points of that Invader must be less or equal to the total Attack Damage being inflicted.
If the played Defender cards have Defender Effects, read them aloud and resolve them.
Collect the defeated Invader card face-down in your play area. Replace the defeated Invader card with a card from the respective Invader deck. The attacking player must read and resolve the new Invader's Revealed Effects.
If another player has an Action card effect that is triggered by your attack, (e.g., Betrayal) they must reveal it immediately after you announce the Invader card you are attacking.
ELIMINATE: How To Trash A Non-Terror Card
You may trash a Non-Terror card from your hand, returning it to the corresponding pile on the table.
FORWARD: How To Move Gold To Your Next Hand
After you have performed A-BCDE, you may forward one unused Gold card from your hand and place it on the top of your deck. This Gold card must not have been used on this turn to buy a card or to pay the Attack Cost of a Defender card.
Chapter 6: Terror and Events
Terror cards: Each time you discard a Terror card from your hand, either during your turn or during another player's turn, announce "Terror". This will trigger the Terror Die.
Terror Die: The number on the Terror Die is known as the Terror Count. This number increases by 1 with each Terror card that you discard from your hand. When the Terror Die reaches 6, an Event card is drawn. The Terror Die remains at 6 and rolls over to 1 the next time it is triggered.
Event cards: When the Terror Count reaches 6, the top Event card of the Event deck is drawn and given to the upcoming player. At the start of their turn, they must reveal, read, and resolve the Event.
Chapter 7: Winning
If ONE of the following occurs, the game ends immediately after that player's turn:
- A player collects a total of six defeated Invaders.
- The final Event card is drawn, revealing the Retreat card.
Each player reveals and counts the Glory Points from all their defeated Invaders and completed Campaigns. The player with the most Glory Points wins and is acknowledged as the King's Greatest Hero.
If there is a tie for the highest score, the tied player with the most defeated Gold Invaders wins. If the tie remains unresolved, the tied player with the most completed Campaign cards wins. If there is still a tie, the tied players share the win.
Chapter 8: Terminology & Icons
Hand – Your hand is the collection of cards that you are currently holding.
Deck – Your deck is the pile of face-down cards that you draw from, into your hand, throughout the game.
Discard Pile – The discard pile is the pile of face-up cards where you place your discarded cards.
Gain – Gaining a card adds that card to the top of your discard pile, unless otherwise specified.
Table – The table is the shared pool of available cards in the current game.
Trash – Trashing a card returns that card to the table, on top of its respective pile.
Terror Count – The Terror Count in represented by the current number on the Terror Die.
Discard – Discarding a card places that card face-up onto your discard pile.
Icons
| Icon | Meaning |
|---|---|
| Cards +X | Draw X additional cards into your hand. |
| Gold +X | Add X Gold to the total Gold you can use this turn. |
| A +X | You may play X additional Action cards this turn. |
| B +X | You may buy X additional cards from the table this turn. |
| Coin X | The Cost to buy this card is X Gold. |
| Claw marks X | This Defender inflicts X Attack Damage. |
| Gold with claw marks X | To use this Defender, an Attack Cost of X Gold is required. |
| Heart X | This Invader has X Health Points. |
| Shield X | Defeating this Invader awards X Glory Points. |
| Shield +X | Completing this Campaign awards X Bonus Glory Points. |
Chapter 9: Card Types
Gold cards: These are used to either buy available cards from the Table or to pay Defenders to attack Invaders.
- Card Name
- Card Type: Gold
- Gold Value: The Gold available when playing this card.
- Cost: The cost to buy this card.
Terror cards: These may be gained throughout the game. As Terror cards accumulate in your deck, they may weaken the effectiveness of your hand. Each time you discard a Terror card from your hand, the number on the Terror Die is increased by 1.
Event cards: Event cards are drawn each time the Terror Die reaches 6. Event cards generally have negative effects on the player with the most defeated Invader cards. If multiple players have the same number of kills, the most Gold Invader cards will break ties. If there is still a tie, all tied players are affected by the Event. It is possible for multiple Event cards to be drawn on a single turn.
- Card Name
- Card Type: Event
- Event Effect: The effect that occurs when revealing this card.
Retreat card: This is placed below the Event deck. If the Event deck runs out, the Retreat card signifies the end of the game.
Action cards: These trigger special abilities in the game. The Action cards available for purchase in each game are determined by the Battle Stage.
- Card Name
- Card Type: Action
- Action Effect: The effect that occurs when playing this card.
- Cost: The cost to buy this card.
Defender cards: These are necessary to attack and defeat Invaders and may also carry additional effects. Defender cards require a payment in Gold before they can be played. The Defender cards available for purchase in each game are determined by the Battle Stage.
- Card Name
- Card Type: Defender
- Attack Damage: The amount of damage this card can inflict on an Invader card.
- Attack Cost: The Gold required to play this card and attack an Invader card.
- Cost: The cost to buy this card.
- Defender Effect: The effects that occur when this card is played.
Invader cards: These represent the invading creatures of the Draconis army. They are split into two power levels, distinguished by the color of the card backs. Blue Invader cards represent weaker monsters. Gold Invader cards represent stronger monsters.
- Card Name
- Card Type: Invader
- Health Points: The health value of this Invader.
- Glory Points: The Glory Points awarded at the end of the game for defeating this Invader.
- Rare Class: Indicates if an Invader falls under a special class, relevant for certain effects.
- Revealed Effect: These effects must be resolved immediately by the player that defeated the previous Invader. These effects create an element of risk for defeating Invaders.
Campaign Cards: These missions may be completed to earn Bonus Glory Points at the end of the game. Campaigns usually require you to defeat one or more specific Invader cards.
- Target: The name and quantity of Invaders that must be defeated to earn Bonus Glory Points.
- Card Type: Campaign
- Bonus Glory Points: These points are awarded at the end of the game for successfully completing this Campaign.
- Expected Glory Points: The standard Glory Points awarded for defeating the targeted Invader.
- Expected Health Points: The standard Health Points of the targeted Invader.
Chapter 10: List Of Cards Effects
For a list of Action, Defender, Invader, and Event cards that are not part of the standard Retail version, go to: www.DraconisInvasion.com/Cards
Action Cards
| Card | Cost | Bonuses | Effect |
|---|---|---|---|
| Casualty of War | 30 | Action +1 | Trash 1 Non-Terror card from your hand. |
| Obsidian Tower | 30 | Action +1 | Gain +3 cards to your hand. Then choose 3 cards to place on top of your deck. |
| Cursed Fury | 40 | — | Inflict +10 Damage during this turn. Gain 1 Terror card. |
| Buried Gold | 40 | Action +1 | Reveal 3 cards from your deck. Gain any Gold cards to your hand. Discard the rest. |
| Shapeshifting | 50 | Action +1 | Discard any number of cards. Gain +1 card to your hand per card discarded. |
| City Siege | 50 | Cards +1 | Each other player must discard down to 4 cards. |
| Betrayal | 60 | Action +2, Buy +1 | During another player's turn, if they attack, discard this card to give them -10 Damage. |
| Rush To Battle | 60 | Gold +10, Cards +1, Action +1 | — |
| Reinforcements | 70 | Cards +3 | — |
| Ruler Of The Ruins | 50 | Cards +1, Action +1 | You may gain any cards that you Buy this turn to the top of your deck. |
| Enchantment | 80 | Action +1 | All attacking Defenders inflict +10 Damage during this turn. |
| Dawn Of Hope | 90 | Gold +20, Cards +2, Action +1 | Choose another player. That player gains +1 card to their hand. |
| Growing Darkness | 100 | Action +1 | Choose another player. That player gains 1 Terror card to the top of their deck. |
| Courage | 110 | Gold +40, Action +1, Buy +1 | Discard Terror cards. For each discarded Terror card, gain +2 cards to your hand. |
Defender Cards
| Card | Cost | Attack Damage | Attack Cost | Effect |
|---|---|---|---|---|
| Imperial Guard | 10 | 5 | 0 | — |
| Dread Knight | 40 | 15 | 40 | — |
| Gladiator Elite | 30 | 10 | 20 | Trash after use. Choose another player. You each gain 1 Treasure card. |
| Warlord | 50 | 20 | 50 | You may gain 1 Imperial Guard card to your hand to play immediately. |
| Valkyrie | 60 | 30 | 50 | — |
| Arcanist | 60 | 30 | 60 | Reveal 4 cards from your deck. Discard them all or return them all to the top of your deck. |
| Golem | 70 | 35 | 60 | Avoid gaining 1 Terror card from revealed Invader effect. |
| Werebear | 80 | 35 | 70 | Choose another player. That player gains 2 Terror cards to the top of their deck. |
| Shaman | 90 | 10+ | 70 | Inflict +5 Damage for every card that is played and unplayed during your turn. |
| Fire Mage | 90 | 40 | 60 | You may increase the Terror Count by 3. |
| Dragon Slayer | 100 | 30+ | 70 | Inflict +50 Damage against Dragon Invaders. |
| Sorceress | 110 | 50 | 60 | Gain 2 cards from your discard pile to the top of your deck. |
| Beast Rider | 110 | 30 | 30 | All other players discard 1 card. |
| Stone Titan | 120 | 60 | 0 | Trash after use. You may defeat multiple Invaders. All players gain 1 Terror card. |
Invader Cards
| Card | Health Points | Glory Points | Rare Class | Revealed Effect |
|---|---|---|---|---|
| Skeletal Soldier | 10 | 1 | Undead | Attacking player rolls the Terror Die to set new Terror Count. If the Skull appears, reveal an Event. |
| Succubus | 15 | 1 | — | Attacking player draws 4 cards instead of 6. |
| Reaper | 25 | 2 | Undead | Attacking player gains 1 Terror card. |
| Hellhound | 30 | 2 | — | Attacking player gains 1 Terror card to the top of their deck. |
| Necromancer | 30 + N (N = Undead Invaders x10) | 3 | — | Attacking player gains all Terror cards from their discard pile to the top of their deck. |
| Wyvern | 35 | 3 | — | All players gain 1 Terror card. |
| Balar | 40 | 4 | — | Attacking player chooses another player. You each gain 1 Terror card. |
| Orc Chief | 45 | 4 | — | Attacking player reveals the top 3 cards from their deck, trashes any Gold cards, and discards the rest. |
| Skull Lord | 45 | 5 | Undead | Attacking player gains 2 Terror cards. |
| Lich King | 50 | 5 | Undead | Attacking player draws 3 cards instead of 6. |
| Ice Dragon | 70 | 7 | Dragon | Attacking player draws 2 cards instead of 6. |
| Fire Dragon | 80 | 8 | Dragon | Attacking player gains 2 Terror cards to the top of their deck. |
Event Cards
| Card | Effect |
|---|---|
| Horror | Player(s) with the most kills must discard 3 cards. |
| Demon Spell | Player(s) with the most kills must place 3 cards from their hand to the top of their deck. |
| Dark Rising | Player(s) with the most kills must trash 1 random card from their hand. |
| Chaos | Reshuffle and reveal new Invader cards. Ignore effects. Player(s) with the most kills must gain 1 Terror card to the top of their deck. |
Chapter 11: Battle Stages
Battle Stage 1: Invading Darkness
| Actions | Defenders |
|---|---|
| Cursed Fury | Dread Knight |
| City Siege | Warlord |
| Shapeshifting | Valkyrie |
| Rush To Battle | Golem |
| Ruler Of The Ruins | Werebear |
| Dawn Of Hope | Dragon Slayer |
Battle Stage 2: New Blood
| Actions | Defenders |
|---|---|
| Buried Gold | Dread Knight |
| Shapeshifting | Warlord |
| Rush To Battle | Arcanist |
| Reinforcements | Golem |
| Ruler Of The Ruins | Fire Mage |
| Dawn Of Hope | Dragon Slayer |
Battle Stage 3: Lust For Power
| Actions | Defenders |
|---|---|
| Obsidian Tower | Dread Knight |
| Buried Gold | Warlord |
| City Siege | Arcanist |
| Rush To Battle | Werebear |
| Betrayal | Sorceress |
| Dawn Of Hope | Stone Titan |
Battle Stage 4: Mysterious Forces
| Actions | Defenders |
|---|---|
| Obsidian Tower | Dread Knight |
| Cursed Fury | Valkyrie |
| Buried Gold | Golem |
| Shapeshifting | Shaman |
| Betrayal | Sorceress |
| Enchantment | Stone Titan |
Battle Stage 5: Growing Shadow
| Actions | Defenders |
|---|---|
| Cursed Fury | Dread Knight |
| Shapeshifting | Valkyrie |
| Betrayal | Fire Mage |
| Reinforcements | Shaman |
| Enchantment | Dragon Slayer |
| Growing Darkness | Beast Rider |
Battle Stage 6: Facing Fear
| Actions | Defenders |
|---|---|
| Obsidian Tower | Gladiator Elite |
| Cursed Fury | Warlord |
| Reinforcements | Arcanist |
| Enchantment | Werebear |
| Growing Darkness | Beast Rider |
| Courage | Stone Titan |
Battle Stage 7: Honor And Glory
| Actions | Defenders |
|---|---|
| Buried Gold | Gladiator Elite |
| City Siege | Arcanist |
| Rush To Battle | Werebear |
| Ruler Of The Ruins | Dragon Slayer |
| Growing Darkness | Beast Rider |
| Courage | Sorceress |
Battle Stage 8: Great Heroism
| Actions | Defenders |
|---|---|
| Obsidian Tower | Gladiator Elite |
| Shapeshifting | Shaman |
| Rush To Battle | Dragon Slayer |
| Reinforcements | Beast Rider |
| Dawn Of Hope | Sorceress |
| Courage | Stone Titan |
Battle Stage 9: Struggle To Survive
| Actions | Defenders |
|---|---|
| Obsidian Tower | Gladiator Elite |
| Cursed Fury | Dread Knight |
| Buried Gold | Warlord |
| City Siege | Arcanist |
| Betrayal | Valkyrie |
| Rush To Battle | Beast Rider |
Battle Stage 10: Triumph
| Actions | Defenders |
|---|---|
| City Siege | Gladiator Elite |
| Betrayal | Dread Knight |
| Rush To Battle | Werebear |
| Reinforcements | Fire Mage |
| Dawn Of Hope | Beast Rider |
| Growing Darkness | Stone Titan |
Battle Stage X: Random
Shuffle all the Action Randomizers and draw 6 cards to determine the available Action cards. Shuffle all the Defender Randomizers and draw 6 cards to determine the available Defender cards.
Chapter 12: Special Rules
Solo Mode
For 1-Player Solo mode, the setup is the same as the basic game, but includes 3 Event cards. Your collected Invader and Campaign cards are kept face-up. The Glory Points for defeated Invaders and successful Campaigns are scored immediately. To successfully pass each Battle Stage, reach 15/20/25 Glory Points, for Beginner/Intermediate/Expert, before the Retreat card is revealed. Ignore any special card effects or Campaign cards that specifically require "other" players (e.g. Dawn Of Hope or Royal Mission).
2-Player Mode
For 2-Player mode, the setup is the same as the basic game, but includes 6 Event cards. The game ends when a player defeats 9 Invaders, or the Retreat card is revealed.
Team Versus Mode
For Team Versus mode, the setup is the same as the basic game. Exactly 4 or 6 players are required, with teams arranged 2-vs-2 or 2-vs-2-vs-2. Players must seat themselves so that teammates are beside each other. Deal 2 Campaign cards to each team. Keep these Campaign cards in a shared pile with your teammate, along with any other Campaign cards collected throughout the game. You may show your hand and your defeated Invader cards to your teammate to discuss strategies. During your teammate's turn, you may discard any number of Gold cards from your hand and add to their total played Gold. The game ends when one team has defeated a combined total of 10 Invaders, or the Retreat card is revealed.
Chapter 13: FAQ
For Frequently Asked Questions, go to www.DraconisInvasion.com/FAQ