Spyro the Dragon Board Game Guidebook

The Spyro the Dragon Board Game, made by Tooney, is a tabletop game currently in development. This page outlines how the game is played from start to finish.

For character unlocks, see this page.

## Overview

### Objective

The main objective is to free and kill the final boss, and finish with highest score. Players can also win by completing their alternate win condition.

### Mode

Choose Spyro 1 Mode, Spyro 2 Mode, or Spyro 3 Mode.

#### Spyro 1 Mode

The boss in Spyro 1 mode is Gnasty Gnorc, and is the best board for beginners. Open your Spyro 1 video game and enter the all levels cheat of: Square, Square, Circle, Square, Left, Right, Left, Right, Circle, Up, Right, Down to unlock all levels.

#### Spyro 2 Mode

The boss in Spyro 2 mode is Ripto, and is more combat focused. Open your Spyro 2 video game and load the provided save state, which has all levels unlocked and starts in Winter Tundra. (Currently only has save state for Duckstation).

### Set-up

There are decks for portal cards, challenge cards, items, Game challenges and a pool for counters.

Load up the corresponding Spyro game depending on what Mode was chosen and follow the stesp for setting it up for Portal challanges later on.

For the board, every player chooses a Player Character (PC) card and starts on the starting homeworld tile.

PCs come with starting stats and additional abilities & limitations. Once a PC card is chosen, the starting stats should be inputted on the counters seen in the Player Area. Set your counters in the player area to match your chosen PC stats.

Starting stats include: Starting lives, HP, Defense, Speed and Attack 1 & 2.

#### Player Area Overview

**Card Zones -** Place your PC, perk, and stat cardon your mat. The other card zones are for any equipped cards you want to use. Cards received must first be placed into your hand before they can be equipped, as that is a separate action. There is no hand limit, and cards in your hand are not active. Your equipment limit is based off of how much Strength your character has to carry all of those boons. Strength maxes out at 15, so the maximum item slots you can ever use in a game, would be 15. Items of the same name can be stacked on-top of each other, and do not take up additional slots. E.g. if you have 5 Green Orbs, they can all occupy a single slot. Tokens have the benefit of not taking up any slots.

**Game Mat -** Keep your tokens, dice, and coins here.

**Top Right Counter -** For Auctions, your submitted gem bid.

**Max Lives / Lives -** How many total lives can you have and what’s your current life count (can’t exceed your max)

**Max HP and Current HP -** what’s the maximum HP you can have **and** your current hitpoints (can’t exceed your max)

**Score -** use the leaderboard provided to edit your score. Only edit score at the end of your turn, while the next player takes their turn

**Gems -** Your total number of gems

**Attack 1 -** Keep track of your attack damage

**Attack 2 -** As above, but for a secondary attack that you may have

**Attack 3 -** As above, but for a third attack that you may have

**Speed -** You current speed with modifications (positive modifications affect your dice roll with addition, and negative, with subtraction.

**Defence -** your defence rating.

**XP -** This is your level counter. See leveling up for more information. All players start at level 0.

**Mercantile -** each level of mercantile represents a good customer token. Mercantile maxes out at 8, for up to an 80% discount on shop items, tokens, and skills.

**Diplomacy:** (maxes out at 10). These numbers affect outcome from most enemies in the game, when choosing diplomatic options. If your diplomacy level is higher than other players, and they attack you, flip a coin. If heads, you calm them down and talk them out of combat with you.

If in combat with an enemy you can try to calm them down if your diplomacy fails, if they don't have a diplomacy option, or if your diplomacy succeeds but you still want to leave combat without fighting. You can do this action once per combat. If there are multiple enemies, you must be higher in diplomacy to engage additional enemies in diplomacy, or calming. This is not the same as attempting to retreat, which is a different action.

Diplomacy Level 1-3: Roll a 6 to calm the enemy. Can only attempt diplomacy or calming to one enemy in the combat.

Diplomacy Level 4-7: Roll a 5 or a 6 to calm the enemy. Can only attempt diplomacy or calming to two enemies in the combat.

Diplomacy Level 8 and 9: Roll a 4, 5, or 6 to calm the enemy. Can only attempt to diplomacy or calming to three enemies in the combat.

Diplomacy Level 10: Roll a 3,4,5 or 6 to calm the enemy. Can attempt diplomacy or calming to all enemies in the combat.

**Intelligence:** intelligence refers to how many skills/breath tokens a PC can have. The higher your intelligence, the more of those tokens that you can have. Intelligence maxes out at 12, meaning you can have up to 12 skill or breath tokens.

**Action Points (AP):** refers to how many actions your character can do in a single turn. Refer to the section on player actions to better understand this. It is impossible to achieve an AP higher than 6 in the current game, and that is only with certain characters. The maximum base AP is 4, and there is one skill tree perk, and one class perk that can increase your AP by 1.

**Morality Points (optional):** Morality is an optional system for a player to engage in, or ignore. Morality has perks and drawbacks. See the morality system for more details.

**Paragon:** tracks your positive or heroic actions in the game. Paragon maxes out at 8.

**Neutrality:** tracks your positive and negative balance in the game. Neutrality maxes out at 8.

**Renegade:** tracks your negative or hostile actions in the game. Renegade maxed out at 8.

#### Collectables Overview

This games has many collectables, and most allow you to upgrade abilities and contribute to score. Collectable tokens are treated the same as their item card counterpart but do not need to be equipped beforehand.

**Dragons –** used for leveling up, which allows you to freely upgrade one ability. Worth 20 points.

**Orbs –** used to level up specific abilities. Worth 25 points.

**Eggs –** used to level up specific abilities. Worth 30 points.

**Dragonflies –** give you special abilities. Worth 40 points.

**Talismans –** items that give you special abilities. Worth 50 points.

**Dark Gems –** items that give you special abilities. Worth 55 points.

**Light Gems –** items that give you special abilities. Worth 55 points.

**Skill Points –** you can discard this at any time to gain 1 to your max lives and current life count simultaneously. They are worth 60 points if you choose to keep it. Only obtainable from ‘Game Challenges’.

**Boss Item –** the main boss of the game will drop a collectable that is always worth 75 points, when they are defeated.

**Keys –** used to open locked chests or doors. In some boards, they offer an alternate way to access the final boss. You may only have three keys at a time, unless you have the keychain item. Leftover keys at **the end** of the game are added your score. They are worth 5 points.

**Spirit Tokens –** obtained when you kill anything at all in the game, including fodder, thieves, etc. If you obtain 5, you can trade them in for a level up, or keep. Left over spirit tokens at the end of the game are added to your score. They are worth 1 point each.

#### Moneybag's Store Overview

Set up Moneybag’s shop and Gem Counter (set gems to 50 next to the item deck). Deal the top 7 cards of the deck face-up so that players can see what’s in the store – if the shop becomes empty, deal 7 new cards. Deal one card face down in the Mystery Item Slot that will be refilled as soon as it is bought.

Alternatively, a player can call a vote to refill the store. If the majority of players agree, the shop will be refilled. There is also a perk in Speechcraft that can allow you to force the shop to be restocked. . Set up the game challenges, tier 1, then 2, 3, 4, and 5 in that order.

## Your turn

An order is decided based on which PC has the highest Speed to the lowest.

### Set-Up Phase

When your turn begins, you can choose to do a variety of actions. The amount of actions you can do is affected by your AP stat on your PC card. This stat is fixed and not upgradable, however in can be enhanced via some items and classes. Each action consumes 1 AP. Once your AP reaches 0 and completed your movement phase, your turn will end automatically. You can choose to spend your AP and your movement phase in any order.

You can do any of the below actions more than once per turn, provided you have available AP.

**Trade:** You can trade items, gems, cards, and collectables to other players. Each player traded with consumes 1 AP.

**Auction your cards:** You can put your cards up for auction. Using a secret bidder, every player puts in an amount of gems. The GM will then ask players to reveal how much they put in. The player that offers the most gems gets the card, paying money to the player. Each auction consumes 1 AP.

**Buy from Moneybags:** You can use your gems to purchase something from Moneybags. Each individual purchase consumes 1 AP

**Sell to Moneybags:** You can sell your item cards to Moneybags for their listed price. Moneybags must have enough gems to buy. The sold items will go to an empty shop place holder. If all are full, they are instead discarded. Each individual sale consumes 1 AP

**Invest in a skill tree:** Spend 20 gems or a level per perk invested in. These gems do not go to Moneybags. Consumes 1 AP per perk purchased.

**Equip or Unequip:** Equip any cards from your hand to your character by placing them in your card zone, or unequip any cards by adding them back to your hand. This includes using items. Equip or unequip up to 3 cards for 1 AP. Equipped cards can be stolen by players if you lose combat or through other means. You cannot equip or unequip cards once combat has begun.

**Activate Abilities:** If your PC has any abilities or perks that can be activated now. Using individual active abilities consumes 1AP, but passive abilities do not consume AP (e.g. being immune to something, or being able to glide etc...)'

**Change Class:** Change a class card to another, lose all current benefits and replace them for new benefits. This is a powerful action and comes with a price: You can only change **one class card** for that turn, must be done at the **start of your turn** and cannot be changed again until **5 turns have passed**. **All AP is used** when doing this and you must start your movement phase afterwards.

**Trade in Spirit Tokens:** You can trade in 5 spirit tokens to level up. Each trade consumes 1 AP

**Trade in Skill Points:** You can trade in skill points to gain +1 to your max lives, and +1 to your current life count. Each trade consumes 1 AP

**Attack another Player or counter:** After leaving the safety zone, you can choose to begin combat with another player (if they're outside the safety zone as well) that shares the same tile as you, or that is one tile in front or behind you. You will both be transported to the ‘**Battle Arena’.** If attacking a counter such as a thief, they are just instantly killed. Attacking a player or counter consumes 1 AP.
Beware that players cannot attack on their movement phase if they already spent all their AP beforehand.

**Call a Vote:** You can call a vote to refill Moneybags’ store. If the majority of players agree, the store is refilled. Each vote called consumes 1 AP

**Use a projectile:** Projectiles outside of combat deal full damage from the element of surprise, bypassing defence (however, elemental resistances still apply). Each projectile used consumes 1 AP

**Control your Movement:** If you have purchased this skill from Moneybags. You must declare you wish to use this skill before rolling the dice. This turn you can choose your movement based solely on your speed stat. E.g. If your speed is 5, forgo rolling the dice, and instead choose a tile between 1-5 for you to forcibly land on. If your modifier is negative, you can even move backwards!
This only affects movement phase and does not consume AP.

### Movement Phase

This phase is all about moving around the board and starts with a dice roll. This does not consume AP and can be done before all AP is spent.

Roll the dice and move your character based on the number on the dice, + or – your speed stat. You will always move at least 1 tile, even if your dice roll – your modifier would set your speed as 0 or below. If you would pass another player or enemy, such as a Thief, or Gnasty Gnorc, you may stop on that tile to attack the target. The tile you stop on in that instance is NOT activated.

### Activation Phase

Activate the tile that you land on after your movement phase. Refer to the tiles guide if you are unsure of what to do.

You can only activate the tile once you land on it and cannot be re-activated until you land on it again after moving off it. Majority of tiles activate upon landing on them. Some tiles also use AP to activate additional effects as long as the player is still on it. Useful when a player has no AP left but can activate it on their next turn.

You can still spend any AP left over if you wish to or choose to end your turn.

### Combat Phase

#### Activating combat with NPCs and PCs

If the tile you land on results in engaging with an enemy, go to the **Battle Arena**. The enemy NPC may have other options, such as diplomacy, that could lead to different outcomes depending on your stats. These are hidden from the player, and read out by the GM. If combat is the outcome, then a battle begins in the Battle Arena.

When a player choose to start combat with another player, you are both transported to the Battle Arena. This can only be done if the players involved have left the safety zone on the board.

#### **Help Me!**

Before combat begins, you can ask other players to help you by joining the combat and form a team. You can ask as many players as you want in help range to help you. These players must be within 5 tiles of you (or more if other items extend your help range) to join your combat.

If they accept, they will join the fight on your team (along with any companions you have and/or they have). They may opt to do so for free, or you may bribe them using any resources that you have, or by promising them part of, or all of the reward for winning combat (excluding levels and score). If you ask for help, the GM will reveal what the reward will be, as it differs from winning combat solo, so that you can negotiate terms.

See the Combat Resolution & Rewards section below on how players are awarded for helping each other in combat.

#### Free for All

If one or more players are in the range of attack of 5 tiles of the players initializing combat, the non-targeted players can choose to insert themselves into the battle as a different team. This is different from helping and are considered their own independent team(s).

Combat then works the same way as the above combat phase, except with more teams. Companions may still be brought along.

#### Battle Arena

When combat is taking place, fill up the arena with PC and NPC Enemies **first.** Companions may then be selected to fill up vacant spots. If the amount of vacant spots reaches 0, but you have some more companions that you wish to join in the fight, they will come in as reinforcements once a spot becomes available. If there is one spot available, but more than one player wants to claim it for a companion, then player with the **lower** level will claim the spot.

#### **Who attacks first?**

The PC(s) and NPC(s) start combat based on their Speed stat, with the faster having their Action Phase in combat first. Some class cards can impact this order and ignore the Speed stat.

#### Player Action Phase

You may launch an attack, or use item cards to help you secure victory. You can use as many items as you want per Action Phase.

The formula for deciding how much overall damage a player or NPC receives is the following:

Attack – Defense (+ Any Weakness – Any Resistance) = Damage

HP – Damage = New HP

Attacks will always deal at least 1 point of damage, even if it is lower than the defense.

Any allies or companions will attack / use cards during the same phase as you.

If you fear you may lose this fight, you can choose at the start of your action phase to **Run Away.** Roll a dice, if 6, you flee the combat. If not 6, your action phase will end.

#### Enemy Action Phase

The GM will control the combat of the Enemy. They will now target the card that the GM thinks is more likely to be defeated to increase the odds of the enemy team winning. As of update 4.6, each complete rotation of turns, the GM will add an item card into their hand. They may use these item cards to help the enemy win. After the combat is over, used cards by the GM will be sent to the discard pile.

#### **Interference!?!**

Other players can opt to use **interference cards** during an action phase in combat to either help or sabotage the fighting players. Unlike the 'Help Me' option, other players can use these interference cards no matter where they are on the board, even if they're not involved in the combat.

Interference can also be used outside of combat when an NPC is attacking (such as a boss).

#### Combat Resolution & Rewards (for NPCs)

Any player that has HP reached 0, is transported back to the first tile on the board or the nearest previous Zoe that they landed on or passed through. Their Life counter is also reduced by 1 and their turn is over. Any companion HP that reaches 0 is discarded. All enemy cards that have a HP of 0 are sent to the enemy card pile and shuffled.

If the player team wins, the GM will reveal the reward, and the amount of levels the activating player receives. Helping players can share award **except** levels and score for kills. If you die in combat, you receive **nothing**, even if your team overall wins.

If companions owned by the player defeated any enemies and survive, they can gain spirit tokens for the owning player and half score of each defeated opponent, even if said owning player died during the combat. Only the activating player's companions can gain score in this situation, helping player companions still don't gain score for kills. (?)

If players still have lives remaining, they don't miss their next turn. Instead they lose 50 score and must discard one item card.

#### Combat Resolution & Rewards (for PCs)

The resolution works the same as against an NPC, except all players teams resolve the same way if they die. The losing player team(s) must reveal their hands at the end of the combat. The victorious team, may loot **TWO** cards (including equipped cards) each from one of the fallen players. If none of the players have any cards to loot, instead you may take 50% of their gems to be split among the victors.

**Choose a level effect:** You can choose to gain 1 level for all players in your team, or you can choose for all of the enemy team to lose 2 levels. As well as this, you gain score 10x the level of each defeated opponent.

Death and companion kills works the same as fighting NPCs.

### End Turn Phase

During your final phase, you resolve any effects from the Activation Phase, and then play continues to the next player.

## Leveling Up

Leveling up can be achieved in a few ways:

* Purchase a level up from Moneybags (20 gems)
* Defeating an enemy or PC in combat. Combats will always give you one level per enemy defeated, unless you have a perk to increase that.
* Certain Item Cards and tokens, such as dragons
* Rescue a Dragon (landing on a tile
* Trade in 5 spirit tokens
* Landing on a tile with an XP circle on it, which also grants you +10 score per XP circle.

When you level up, increase your XP counter by the correct amount. You may then choose one of the following attributes to level up by 1 point:

* Max HP - heals 1 point upon levelling
* Defense
* **One** of your attacks
* Speed
* Diplomacy
* Strength
* Intelligence
* Mercantile
* Special Status effects, such as Curse Breath

Attributes that can't be upgraded:

* Max Lives - the only way to increase max lives is by certain card effects or perks
* Action Points - the only way to increase your AP is through card effects or perks
* Morality counters, such as Paragon, Neutrality, and Renegade, which must be claimed and actions must be taken to have any effect.

## Morality System

The Morality System is an optional mechanic in the game. Taking on a morality path can be done at any point during the game, but once you claim a morality stance, it can't be undone or changed. By default, every PC is considered Level 0 Neutral Morality, even if not playing with the neutrality system, aside from that, if you do not claim a morality path, this will have no affect on your gameplay outside of the occasional reference or encounter to 'Neutral' Players. Once you claim a morality path, your actions will now determine some minor gameplay elements, such as encounters, and combat dialogue, as well as some major changes, such as your win condition. Regardless of which path you choose (assuming you have elected to choose one), your actions will now count towards your morality levels.

**Paragon**

Paragon players are considered 'good', and the word good is referenced in encounters, item cards, and combat situations. To level up your paragon level, you must complete certain actions that reflect good nature. Some actions can only be done once each to gain a paragon level, whilst other actions can be done multiple times. Paragon levels max out at 8. When claiming Paragonism, your alternative win condition is no longer valid, and the only way for you to end the game is if the final boss is defeated.

Actions that can only be done once to raise your paragon level include:

1. Donation = give the lowest level player an item
2. Charity = give the lowest level player 10 gems
3. Pay Moneybags
4. Restock the shop yourself, or vote in favour of restocking the shop

Actions that can be repeated to earn paragon levels include:

1. Complete a quest (excluding Mayor quests, or quests that involve killing another PC)
2. Defeat a boss or renegade PC
3. Help a player in combat
4. Success in a diplomatic solution to combat or an encounter
5. Catch a thief

There are 8 levels of Paragonism, each with their own rewards. You must have a higher paragon level than neutral or renegade level to gain the perk reward; meaning if you max out neutrality, or renegadism, you will not be able to obtain any more perks, even if you reach Paragon level 8. A note on the rewards below. Collectables, as referred to below, means that you can claim a dragon, egg, red orb, green orb, or blue orb card as your reward, the choice is yours. All levels grant you +50 score, and +100 score if you achieve level 8.

* Level 1 = Decent: +1 Collectable
* Level 2 = Upstanding: +1 Collectable
* Level 3 = Just: The residents of Avalar bless you with a random talisman of their people
* Level 4 = Reputable: +1 collectable
* Level 5 = Commendable: +1 collectable
* Level 6 = Honorable: The Dragon Elders have convened and deemed you worthy of claiming an additional class
* Level 7 = Renowned: +1 collectable
* Level 8 = Virtuous: Famed from the Dragon Realms to the Forgotten Worlds, you are revered by all as a paragon of the dragon kingdoms. You may receive +1 collectable of your choice at the end of each of your turns.

**Renegade**

Renegade players are considered 'evil', and the word is referenced in encounters, item cards, and combat situations. To level up your renegade level, you must complete certain actions that reflect evil nature. Some actions can only be done once each to gain a paragon level, whilst other actions can be done multiple times. Renegade levels max out at 8. When claiming Renegadism, your alternative win condition is no longer valid, and the only way for you to end the game is if the final boss is defeated, or for you to kill 5 notable enemies (notable enemies are PCs and Bosses) to show your dominance of the land.

Actions that can only be done once to raise your renegade level include:

1. Attack Moneybags
2. Bribery Perk - Bribe Moneybags
3. Reject a vote to restock the shop
4. Steal from a player - (this can be done on your behalf by using perks such as Thievery)

Actions that can be repeated multiple times to raise your renegade level include:

1. Attack a PC (outside of combat, such as with projectiles)
2. Choose an Evil option in encounters
3. Help an enemy (including using interference cards)
4. Complete a Mayor Quest
5. Kill a PC

There are 8 levels of Renegadism, each with their own rewards. You must have a higher renegade level than neutral or paragon level to gain the perk reward; meaning if you max out neutrality, or paragonism, you will not be able to obtain any more perks, even if you reach Renegade level 8. A note on the rewards below. Collectables, as referred to below, means that you can claim a dragon, egg, red orb, green orb, or blue orb card as your reward, the choice is yours. All levels grant you +50 score, and +100 score if you achieve level 8.

* Level 1 = Indecent: +3 items
* Level 2 = Crooked: +3 items
* Level 3 = Shady: The residents of Avalar resent you, but the residents of Shady of Oasis respect you. They give you a Magic Lamp and share 100 Gems of plunder with you.
* Level 4 = Dastardly: +3 items
* Level 5 = Sinister: +3 items
* Level 6 = Nefarious: you have been branded an enemy of the Dragon Realms. There is a 100 gems bounty on your head. Thieves flock to your cause. Draw 5 thief tokens, they serve you now.
* Level 7 = Diabolical: +3 items
* Level 8 = Villainous: you are so evil, that you are now The Final Boss! The Grunts and Goons flock to your cause. Draw 2 companions, and at the end of each of your turns, the residents will pay you 50 gems in tribute.

**Neutral**

Neutral players (or players that do not engage with the morality system) are considered 'neutral', and the word is referenced in encounters, item cards, and combat situations. To level up your neutrality level, you must keep you paragon and renegade levels equal for 2 consecutive turns. This does not include level 0. So the first neutrality point could be obtained by having Paragon Level 1 and Renegade Level 1 for 2 turns in a row. If you remain neutral for another 2 turns, your level will increase again. If your paragon or renegade level exceeds the other, neutrality can not be levelled until they are equal for 2 turns again. Unlike Paragon and Renegade, Neutrality doesn't change the win conditions of the game. You could still win by killing the final boss, or by achieving your characters unique win condition. There are no advantages or perks for level 1-7 of neutrality, as you have elected to play the game in an unrestricted fashion. If you do make it to level 8 though, there are 6 rewards, of which you can choose the one that suits your playstyle best, which can give you one final push to victory.

1. Way of the Warrior - suitable for combat orientated characters, gain +5 to all of your attacks, and +5 to your defence.
2. Way of the Merchant - suitable for mercantile based characters; receive 300 gems
3. Way of the Diplomat - suitable for diplomatic score whores; receive 200 score
4. Way of the Scholar - suitable for characters that are striving just for balance; gain 5 level ups, and learn a new skill of your choice for free
5. Way of the Dragon - suitable for score characters with specific alt win cons; gain 4 collectables (eggs, red, green, blue orbs, or dragons)
6. Way of the Collector - suitable as a hail mary of good luck; draw 7 item cards and pray for the best outcome

## No More Lives (Game Over)

If you run out of lives, remove your counter from the board and skip your next turn. You lose 1 level and 50 score.

Immediately upon death, you must reveal every card you had in your hand. Every other player may then loot **ONE** card each from either your hand or equipment. Starting with the character with the lowest level, and then ascending from there. You must **discard all remaining cards from your hand**, but all of your remaining equipped cards on your player area remains.

You cannot be attacked by other players until your next turn starts, where your character will move back to the starting tile on the board.

## Decks

Decks used during the game are as follows

* Minigame - Can reveal either a trivia or quest card or event.
* Item - A card that a player can acquire in various ways and provide a variety of functions.
* Game Challenges - Drawn when a player lands on a Portal tile on the board. This card type is sorted into multiple decks per tier which a player can choose to draw from.
* Enemies - Drawn when landing on an enemy tile that the player faces in the Battle Arena.

## Boards

### Spyro 1 Board

The Spyro 1 board features the five homeworlds, excluding Gnasty's World.

Players start on the Artisans Homeworld tile in the upper left, and begin play by going down. The goal of this board is to release and defeat Gnasty Gnorc. To release Gnasty Gnorc, obtain 10 Dragons to unlock the Seal next to Gnasty Gnorc. You may also obtain 5 keys and enter Gnorc Gnexus via that route.

Once Gnasty Gnorc is released, he can be engaged in combat for one turn before running away and roaming the board. After every round, Gnasty will launch an attack at random at one or more players based on player stats.

#### Unique Tiles

**Artisans Unique Tile -** Secret Door to Gnasty Gnorc. Accessing Gnorc in this method will not release him, and instead it will be a continuous combat.

**Peace Keepers Unique Tile -** The Cannon – can be used to open a locked door, strongbox, or attack another player for 5 points of direct damage. This can only target players or locked doors within the Peacekeepers area.

Depending on where the players are, unique events will be triggered which can be stopped by landing on specific tiles.

**Magic Crafters Unique Tile -** at the center of the Magic Crafters world is a magical druid. Once a player has entered the Magic Crafters World, a special event will occur. At the end of all player’s turn, a die will be rolled. The number on the die will correspond with a unique layout for the Magic Crafters area. Should a player be seen to no longer be on a tile, they will fall to their death. However, those PC’s with the glide function will flip a coin. If heads, they will glide to the nearest tile and survive. If a character has the fly ability, they will fly to the nearest safe tile, without a coin flip. This event will cease when all players are no longer in the Magic Crafters Area, or if the Druid tile is entered. Upon entering the tile, you can attack the druid which will trigger combat). Killing him will permanently stop this event, and will also grant the attacking player a level up. The world will remain in whatever state it was in. Any player that enters this tile again in the future, can opt to roll the die to change the world state.

**Beast Makers Unique Tile -** at the center of the Beastmakers is an electro gnorc. Once a player enters this area, the gnorc will alternate between each player’s individual turns of turning the electric floor tiles on and off (represented by a counter that will be placed next to him). If it is off, nothing happens when entering an electric tile. If it is on, then any player on an electric floor tile, will take 1 point of electric damage. This event will stop when all players are no longer in Beastmakers, or if the electro gnorc is attacked and killed. Upon entering the tile, you can attack and kill the gnorc (this is not done in combat). Doing so will permanently stop this event, and will also grant the attacking player a level up. The floor will be permanently switched off. Any player that enters this tile again in the future, can opt to turn on or off the electric floor.

**Dream Weavers Unique Tile -** at the center of the Dreamweavers world is a gnorc monk using a special cannon that grows and shrinks. Once a player enters this area, the gnorc will alternate between each player’s individual turns of choosing an enemy tile to grow, and then shrink in that order (represented by a counter that will be placed on the tile – this is controlled by the GM). If a tile has a red arrow upsize counter on it, an enemy encountered on that tile will have x2 to all of its stats – but rewards will be doubled too. If the counter has a green down arrow on it, that means the enemy stats are halved, but so is the reward. This event will stop when all players are no longer in Dreamweavers area, or if the monk gnorc is attacked and killed. Upon entering the tile, you can attack and kill the gnorc (this is not done in combat). Doing so will permanently stop this event, and will also grant the attacking player a level up. All arrow counters on enemy tiles will be removed. Any player that enters this tile again in the future, can opt to turn on or off an enemy tile to grow or shrink. A player can also use the cannon to target another player in the Dreamweavers world. Choose **one** of their stats, and halve it or double it.

**Gnorc Gnexus Unique Tile -** at the center of the gameboard is Gnasty Gnorc, who can only be released by fulfilling the conditions outlined above. See Unique Enemy Tiles for more info.

### Spyro 2 Board

The Spyro 2 board(s) feature three homeworlds, each featuring a unique boss for that world. The goal of this board is to defeat Ripto. Spyro 1 bosses are also present on the board as well as two mini-bosses. In order to progress to the next homeworld, players must either beat a boss to open the boss seal to the next homeworld. Alternative routes via skills, items, and Moneybags are also available for progression around the board.

Players start on the Summer Forest homeworld tile in the upper left, and begin play. Players can enter a combat free zone where they cannot be attacked or engaged in combat (unless they land on an enemy/boss tile).

Ripto is a boss that roams the board from the very start, where players can engage him in combat or attack indirectly. Ripto draws an Orbs every round and launching a unique attack against all players if he gets three of a kind. Ripto can be killed early while he's on the board, otherwise he'll move to his unique tile in the Winter Tundra homeworld where he must be encountered instead.

#### Unique Tiles

Spyro 1 Boss Tile - Bosses for Spyro 1 have their own unique tile on the board (Toasty, Dr. Shemp, Blowhard, Metalhead, Jacques) and reward unique items indicated on their tile. Once a boss on this tile is defeated, they are dead permanently for the rest of the game. Beating a boss via this tile allows players passage through a boss seal.

Spyro 2 Boss Tile - Bosses for Spyro 2 have their own unique tile on the board (Crush, Gulp, Ripto). Once a boss on this tile is defeated, they are dead permanently for the rest of the game. Beating a boss via this tile allows players passage through a boss seal.

Spyro 2 Mini-boss Tile - Mini-Bosses for Spyro 2 have their own unique tile on the board (Bombo, Ox) and reward unique items indicated on their tile. Beating a boss via this tile allows players passage through a boss seal. Mini-bosses have unique traits on defeating them and can roam around the board.

## Tile Guide

This section shows all the tiles common to all boards in the game, though they may not always feature on every board.

*To-do: Add images for each tile, might take awhile.*

### Home Tiles

This tile represents ‘The Dragon Realms’ for any card that may refer to this tile. Gain 1 level when entering this tile, and any other home world tiles from the Spyro 1 game.

This tile represents ‘Avalar’ for any card that may refer to this tile. Gain a level when entering this tile.

This tile represents ‘The Forgotten Worlds’ for any card that may refer to this tile. Gain a level when entering this tile.

**Return Home:** return to the starting tile of the board (consumes all movement)

**Dragon Shores Portal:** enter this tile to be transported to the Dragon Shores board

### Event Tiles

**Portal:** Reveals a challenge in the Spyro game decided that all players compete in. There are challenge tiers of 1, 2, 3, 4, 5, 6. This tier number just means what set it was made in, and doesn’t have any use outside of references for the GM. There are three types, bronze, silver, and gold. Bronze are easy challenges, Silver are intermediate, and Gold are advanced. The higher the rank of card, the more likely the reward is higher. When a player lands on a portal tile, they may choose which card they wish to draw. It is advised to only use the Gold cards if the players of the video game are deemed good players. Portal challenges also give score: +50 for 1st, +25 for second, +15 for third, +10 for finishing.

**Super Challenge Portal:** A portal challenge card is drawn. All players put forward their most valuable item, or if they have no items equipped, all of their gems. The winner of the challenge takes it all.

**Minigame:** When landing on this tile draw a minigame card. This may be a quest card or a trivia card or an event card. Getting a quiz question correct also awards +10 score

**Hunter Minigame:** The minigame card is revealed. If it's a quiz question, the fastest player to answer the question correctly gets the reward, but doubled. To answer the question, you must say the name of your character. The GM will repeat the name of the character that they heard first. That player has 3 seconds to say the answer. If the card revealed is a quest, the quest is applied to everyone. The first person to complete the quest gets double the reward. Finally, if it's an encounter card, all players may take part for their own reward. After this is resolved, the player who landed on this tile draws the amount of item cards listed on the tile.

**Firework**: can target a strong chest on the board to open it for the next player to land on it or go through it, or target any other player or enemy to deal 3 points of direct fire damage.

**Rocket:** can target a strong chest on the board to open it for the next player to land on the tile or go through it, or target any other player or enemy to deal 5 points of direct fire damage.

### NPC Tiles

**The Mayor:** He will give you a customized quest that is based on many hidden in-game factors, but the reward for completion is greater than normal quests.

**Moneybags:** “I can let you leave this tile… for a small fee. You must pay Moneybags the fee written on his tile. Your second option is to flame Moneybags. Doing so will force moneybags to drop the amount of gems in the bubbles of his tile, however, you will receive a ‘Bad Customer’ Token, that will increase the cost of all services in his store for you by 10% (rounded up). If the player doesn't have enough gems to pay the fee, you will pay all of the gems that you do have, and miss your next turn. Gems from these tiles are added or removed from Moneybag's shop Gems, but also if someone is playing as Moneybags, his profit counter too.

**Balloonist:** If you meet the requirements listed in the bubble, you have the choice to transport yourself to the matching balloonist tile or stay put.

**Professor:** The Professor will require some kind of collectible. If you can obtain these collectibles, he can teleport you to any portal tile on the game board. The new portal tile is still activated.

**Zoe:** If a tile has Zoe on it, you will return to the closest previous Zoe tile if you die. You don’t have to land on the tile. If you land on the tile itself, you will gain 1 level and 10 score.

**Released Dragon:** Read the speech bubble to discern what to do on this tile.

### Enemy Tiles

**Enemies:** Engage with one or more enemies. If engaging with 2 or 3 enemies, combat is guaranteed and you must face 2 or 3 enemies respectively. Exceptions: If your diplomacy level is high enough, you can talk your way out of combat with multiple targets.

**Boss:** You will encounter a random boss.

**Boss Seal:** Can only be opened by meeting the requirements.

**Battle Arena:** This tile triggers a unique forced Free-For-All fight. All players must enter the Battle Arena and engage in combat. Players can still attempt to flee, but if they do so, this counts as them losing, and the overall winner of the fight will still gain a level and one of their items. Order is decided by speed. Companions still may be brought to join the fight. This tile bypasses any class that says you can't be attacked.

### Ability Tile

**Water:** If you can swim, you can move through this tile like any other tile. Look out for waterways, they don't consume movement, but provide a shortcut.

**Whirlwind:** Can choose to follow the arrow. Can use a whirlwind once per lap (to the target tile, and back again).

### Powerup Tile

**Spring Jump Powerup Gate:** Requires having at least 5 spirit tokens in your possession to use this gate. When landing on this tile, permanently increase your speed by +3. Follow the arrow route. For 5 turns, you also will always make proxy jumps. After 5 turns, you can discard 1 orb to maintain this power-up.

**Supercharge Powerup Gate:** Requires having at least 7 spirit tokens in your possession to use. When landing on this tile, permanently increase the damage of one of your attacks by +2, and your speed by +2. Roll the dice again, and move forward that many tiles. You may collect any collectibles on tiles within the distance you move. For 5 turns, If you encounter a locked door, you can barge through it. If you encounter an lockbox or strongchest, you can open it. If there is cracked wall, you can barge through it. If there are any other player or enemy counter in your way, you may choose to deal 10 points of direct damage to them as you go past. After 5 turns, you can discard 1 orb to maintain this powerup.

**Superflame Powerup Gate:** Requires having at least 6 Spirit Tokens in your inventory to use. When landing on this tile, permanently increase the damage of any of your attacks by +3. Draw a superflame counter from the utility board and place it on your character card. If you encounter a locked door, you can superflame it open. If you encounter a lockbox or strongchest, you can open it. If there is any other player on your tile, or a tile next to yours up to a range of 5 tiles away, you may choose to deal 12 points of direct fire damage to them that bypasses defence ratings. After 5 turns, you can discard 1 orb to maintain this powerup.

**Invincibility Powerup Gate:** Requires having at least 12 spirit tokens in your possession. Permanently increase your defence by +3. Draw an invincibility counter from the utility board and place it on your character card. You cannot take any damage at all. You may enter harmful tiles to go through shortcuts if any exist. After 5 turns, you can discard 1 orb, to maintain this powerup. When encountering the final boss, they will use turns to dispel your invincibility. Each attack they deliver will lower your invincibility counter by 1. If it reaches 0, it is removed. A similar principle applies on the Battle Arena tile. Players may attack you to lower your counter by 1 per attack received, as with the final boss. This does not apply to regular combat.

**Superfly Powerup Gate**: Requires having at least 10 spirit tokens in your inventory. The following effects last for 5 turns: Draw a superfly counter from the utility board and place it on your character card, once your 5th turn from equipping the counter is over, remove the counter. You can fly over locked doors. You can do proxy jumps without rolling a dice. Descending jumps no longer consume all of your movement, you can roll the dice as normal and move the spaces as normal. You can go around the board anti-clockwise if you choose. You can fly up in reverse up descending arrows up until the maximum spaces you are allowed to move. Gain +1 permanently to your speed. After 5 turns, you can discard an orb to maintain the effect for 5 more turns.

### Item Tiles

**Dragons:** Draw a dragon card from the utility board. Dragons are worth 20 points each at the end of the game. Required to activate certain tiles. If there are no more dragon cards to draw, skip the drawing part.

**Green Orb:** Draw a green orb from the utility board. Orbs are worth 25 points at the end of the game. Required to activate certain tiles. Collecting a set of 1 green, red, and blue orb rewards a bonus 25 points. If there are no green orbs available, nothing happens on this tile.

**Red Orb:** Draw a red orb from the utility board. Orbs are worth 25 points at the end of the game. Required to activate certain tiles. Collecting a set of 1 green, red, and blue orb rewards a bonus 25 points. If there are no red orbs available, nothing happens on this tile.

**Blue Orb:** Draw a blue orb from the utility board. Orbs are worth 25 points at the end of the game. Required to activate certain tiles. Collecting a set of 1 green, red, and blue orb rewards a bonus 25 points.

**Dragon Eggs:** Draw an egg from the utility board. Eggs are worth 30 points at the end of the game. Required to activate certain tiles.

**Key:** can be used to open locked doors, and locked chests. Keys gained from tiles should be drawn as a counter from the Utility Board, and not from the item deck. Receive +5 to your score from the key.

### Gem Tiles

**Gems:** add 1, 2, 5, 10, or the rare 25 gems to your gem total. Gems can be used for 1 point per gem at the end of the game, or can be used to buy from Moneybag. Gems gained from tiles just get added directly to your gem count, and not in the form of a card.

**Upside Down Gem/Item Chest:** deducts, rather than gives.

**Chest:** roll the dice. Gain gems equivalent to the number shown on the dice x3. Can only be opened if you have not used an attack this turn. Gems gained from tiles just get added directly to your gem count, and not in the form of a card. (The spyro 2 variant contains x4 gems).

**Metal Vase**: roll one dice. Gain gems equivalent to the number shown on the dice x5. Can only be opened if you have not used an attack this turn. Gems gained from tiles just get added directly to your gem count, and not in the form of a card.

**Underwater Vase –** roll a dice. Gain gems x7.

**Spring Chest**: can choose to use 1AP to draw 1 item card for a red box, 2 item cards for a green box, 3 item cards for a blue box, 4 item cards for a yellow box, and 5 item cards for a purple box

**Firework chest:** if you are on the square before this crate, you can attack this chest and roll one dice, gain 10x the number of gems. You can open this chest by standing on this tile, but you will take 1 point of damage bypassing defence. Gems gained from tiles just get added directly to your gem count, and not in the form of a card.

**Locked Chest:** requires a key to open. Roll a dice. 1 = 25 gems  / 2 = 50 gems /  3 = 75 gems / 4 = 1 Green Orb  /  5 = 1 Egg /  6 = A Dragonfly (search the item deck to find the first available dragonfly to add to your hand). Gems gained from tiles just get added directly to your gem count, and not in the form of a card. Opening a locked chest awards +15 Score.

**Gilded Locked Chest:** (Gold and Red chest from AHT) Same as above. Roll a dice. 1 = 45 gems  /  2 = 70 gems  / 3 = 90 gems / 4 = 5 item cards / 5 = choose a skill you don’t have, and the secret of the skill is hidden within the chest / 6 = magic lamp

**Strong Chest:** requires the supercharge powerup, or superflame powerup, or firework to open. Can also be opened from a rocket tile, if one exists on the board. Contains 100 gems. Gems gained from tiles just get added directly to your gem count, and not in the form of a card.

**Super Strong Chest:** as above, but contains 150 gems.

**Headbash Chest:** requires headbash: roll a dice, and gain x20 gems.

**Fan Chest:** Gain 20 gems upon landing on the tile. Can choose to use 1AP to gain 20 extra gems. Can be done a maximum of 3 times (including for landing on the tile). Upon leaving the tile, if any other player or entity, within 5 squares are on the board, they will take 1 point of damage. If there is more than 1 target available, you may choose the target. Gems gained from tiles just get added directly to your gem count, and not in the form of a card.

**Mystery Jar:** once activated, the person who activated it may place the mystery jar counter anywhere else on the board, but it must be at least 7 tiles away from where they are currently standing. Whichever tile it is place on is now treated as a mystery jar tile until another player touches the counter. After the counter has been touched a further 4 times, on the 5th time of the COUNTER being touched, reward the touching player with 250 gems. Gems gained from tiles just get added directly to your gem count, and not in the form of a card. You also receive 30 score for being the last person to open it.

**Balloons:** can be targeted by fireworks, projectiles such Hunter’s arrows, and rocks. They are positioned only over descending arrows. When taking the arrow, if it was targeted by a projectile, gain 50 gems.

**Headbash Container:** requires headbash to open. Gain 200 Gems from this.

### Health Tile

**Bat Fodder**: Heal 1 Hit Point, and gain 1 spirit token.

**Frog Fodder:** Gain 1 hit point, then roll a dice. If you get a 6, you can perform a proxy jump, either following the the blue proxy arrow, or by skipping forward an extra tile, and activating the new tile you land on. Gain 1 spirit token.

**Sheep Fodder:** Gain 1 hit point, then roll a dice. If you get a 1 or 6, you can perform a proxy jump, either following the the blue proxy arrow, or by skipping forward 1 or 2 extra tiles, and activating the new tile you land on. Gain 1 spirit token.

**Dragon Clam**: Gain 1 life. If you have max lives, Gain a life token to be used at a later time.

**Butterfly Jar:** Gain 1 life, and heal to max health. If you have max lives and max health, gain a life token to be used at a later time.

### Navigation

**Descending Red Arrow:** Must go down this arrow. Doing so will use up all of your movement points. You will still activate the tile you descend to. Can only use each arrow once per lap of the board.

**Proxy/Spring Jump:** With special abilities, or with a proxy, you can make this jump. Can only use each proxy once per lap of the board.

**Waterway:** Can be used to move in either direction as long as you have swim. Using this will deplete all of your movement. Unless otherwise stated with a double sided arrow, you can only use each individual waterway oncer per lap of the board.

**Ladder:** requires climb. Can be used to climb between tiles. You can only use climb once per lap.

### Unique Enemy Tiles

**Thief:** once activated, the GM draws a counter from the Utility Board, and places a dragon thief on the board 4 tiles ahead of the activation tile. If there is another player counter on that tile, proceed to place it on the nearest available tile after that Player Character. After all player’s have finished their turn, the thief will move a set number of tiles. If the thief would land on the previous or same tile as a player or overtake a player, stop them 2 tiles behind that player. If a **player** lands on the previous, same or subsequent tile as the thief, they can choose to kill the thief and obtain the appropriate reward, or they can ignore the thief and activate the tile they stand on as normal. If during movement, you would pass through the square that a thief is on, you can choose to forfeit the rest of your movement to stop on the same square as the thief, and kill it as above. Draw any eggs from the utility board. All thieves drop spirit tokens. All thieves do not lose movement from descending arrows.

4 Gem Thief Counters (drops 30 gems) – Moves 4 tiles

12 Blue Thief Counters (Moves 5 tiles. Drop a dragon egg – draw from the Utility Board)

10 Yellow Thief Counters (Moves 6 tiles) (Drops 10 gems, and a dragon egg).

7 Green Thief Counters (Moves 7 tiles) (Drops a dragon egg and a key).

5 Red Thief Counters (Moves 8 tiles) (Drops 25 gems, and a dragon egg).

11 Expert Thief Counters (Moves 9 tiles. Drops 100 Gems)

3 Magic Lamp Thieves (Moves 10 tiles) (Will prioretise taking arrow routes if they won’t land on a player, they don’t need to roll for proxies) (If a player lands on the same tile, the thief flips a coin, if heads, the thief escapes and moves forward one extra tile)(Drops a Magic Lamp – search utility board and add it to your hand).

1 Plane Thief  (Moves 11 tiles) (Will prioretise taking arrow routes if they won’t land on a player, they don’t need to roll for proxies, and can fly over locked routes) (If a player lands on the same tile, the thief flips a coin, if heads, the thief escapes and moves forward two extra tiles)(Drops a dragon egg, and 3 item cards).

5 Master Thieves (Moves up 12 tiles) Drops 175 Gems

1 Moneybags Counter (+2 to their dice roll) (Will prioretise taking arrow routes if they won’t land on a player, they don’t need to roll for proxies, and can go through locked routes) (If a player lands on the same tile, Moneybags flips a coin, if heads, he escapes and moves forward two extra tiles)(Can’t be killed. Will remain on the board forever, and will drop 50 Gems each time that he is successfully attacked) Attacking him will still trigger the ‘Bad Customer’ token. If a player is playing as Moneybags, and a Moneybags counter is drawn, you will now get to control 2 moneybags tokens.

10 Electrode Thieves (moves up to 10 tiles – can dodge an attack). Drops an electrode counter. Can be used to increase one of your attacks by 1 point, or one of your electrical attacks by 3 points (or kept for a score of 30 at the end of the game)

4 Battery Thieves (moves up to 10 tiles – can dodge two attacks). Drops a battery counter. Can be used to turn a tile into an electrical floor tile, dealing 1 point of damage to any who go through it (except you). Or can be kept for 40 score at the end of the game.

**Gnasty Gnorc:** Seen on the Spyro 1 board. Upon activation, one turn of combat will happen with Gnorc, with the player attacking first and in this initial encounter only, Gnasty’s Defence will be halved from surprise. Place his counter on his tile. Players cannot ask for help in this fight, but other players **can** still interfere with combat with interference cards. After the one turn of combat, he will operate much like a Yellow Thief. He will run away from the player in the intended clockwise path. He cannot go through locked doors or use proxies or whirlwinds. His defence will return to 16. After every player has taken their turn, a dice will be rolled for his movement, with a +3 to his movement speed. He will stop one tile behind a player if one is in front of him. If a player lands on the same tile as Gnorc, or if Gnorc is in the way of the tile they would land on, the player stops on Gnorc’s square and combat is initiated. With the player getting to attack first. The game will end once Gnorc is killed. Once killed, Gnorc will drop Gnasty Gnorc’s Warhammer, which is worth 75 points.

**Gnasty Attacks:** once released; after each round of turns, Gnorc will launch a random attack at players. Use the randomiser provided.

## Moneybags Store

Moneybags’ store begins the game with 50 Gems and all item slots filled. Any time a purchase is made from his store, or on his tile, increase his gem count. Any time he is attacked, or something is sold to him, reduce his gem count. Moneybags can’t give out more gems than he has. E.g. he has 0 gems, you can’t sell anything to him, or gain gems from attacking him.

6 Open Slots: There are 6 open slots for items in his store. There’s one mystery item slot, where a card is placed face down that can be purchased for 10 gems. There’s also a special discount slot, where the item can be purchased for half-price.

Moneybags will only restock his shop, if either:

·        He has no cards left

·        There’s a vote to restock

·        A player who is playing as Moneybags can restock the shop whenever they feel like it (however the lure of greed, means that moneybags can’t refuse to restock items if his shop is empty).

If an item is sold to Moneybags, it is added into one of the face-up open slots to be rebought. If there are no available slots, it is sent to the discard pile instead.

Skills and Item counters: Moneybags also sells skills, and item counters. These can only be bought, and can’t be sold to Moneybags (however, you can trade them with other players).

**XP Counters:** you can buy a level up.

**Collectables:** Dragons, eggs, and orbs, can all be purchased.

**Electric Breath:** Dragons that purchase Electric Breath get a whole new attack that deals 6 electric damage by default, and can be upgraded. Non-dragons can add the electric element to one of their pre-existing attacks). When using electric breath, you have a 33% chance of stunning a target. Stunned targets miss their next action phase. If the target has defence, deal an additional 1 point of damage.

**Headbash:** Can purchase headbash. This can be used to open certain containers. It also adds a whole new attack than can be upgraded. By default the attacks deals 6 damage, and **permanently** lowers enemy defence by 50%.

**Climb:** Can purchase climb. Once purchased, can be used to climb over a locked door (except special doors that have a key requirement in a bubble). Can also be used if you see a ladder connecting tiles for no movement penalty.

**Wing Shield:** Can purchase Wing Shield. When bought, players can no longer interfere in your combat, either with items, or by joining another player in their fight against you – you can still be attacked by a singular player, however. If you are targeted by projectiles launched inside or outside of combat, such as rocks, rockets, fireworks, hunter arrows etc..., you can deflect the attack at another target up to 10 tiles away. Gain +1 defence when bought.

**Bubble Breath:** Can purchase this power-up. Once bought, Dragonfly tokens may randomly appear around the board. They operate much like Thieves, however rather than being killed, they are captured. Once captured, the token is added to your game mat, and adds varying points to your score depending on the speed of the dragonfly:

Green: Moves 6 and 7 tiles per turn +30 or +35 Score

Gold: Moves 8 tiles per turn   +40 score

Blue: Moves 9 and 10 tiles per turn    +45 or +50 score

Red: Moves 11 and 12 tiles per turn: +55 or +60 score

**Dragon Seeker:** Can be purchased to randomly spawn a dragon token on the board at the end of each full turn rotation. Only players with the dragon seeker ability can collect those tokens, and as with other counters, you can halt movement to land on the tile with the token to collect it.

**Scouter:** Can be purchased. At the start of combat, name an attack. If the enemy uses that attack, you take 50% less damage from it (rounded up).

**Swim:** Can be used to enter water tiles, and use waterways. Waterways don’t consume movement.

**Sparx Extender:** Gems collected on the board are doubled in value.

**Controlled Movement:** See the controlled movement information in the movement section,

**Help Extender:** The distance you can ask for help or go to help is doubled. This doesn't affect the distance a player can join combat to help an enemy, which is still 5.

**Additional Class:** Can purchase more than one. For each purchase, you may draw an additional, but different, class card.

**Ice Breath:** If purchased by a dragon, grants a new attack that can be upgraded that deals 5 damage by default, or for other characters it can be applied to an attack. Targets receive -3 speed debuffs when targeted in combat, which can affect the order they go in combat if their speed goes lower than another card. 25% chance that the target will freeze. Frozen targets take 100% more damage from melee attacks.

**Shadow Breath:** If purchased by a dragon, grants a new attack that can be upgraded that deals 8 damage by default, or for other characters it can be applied to an attack. During combat, you can discard any number of spirit token to deal an additional 5 damage per token discarded.

**Cursed Breath:** If purchased by a dragon, grants a new attack that can be upgraded that deals 9 damage by default, or for other characters it can be applied to an attack. Targeted players receive curse debuffs and receive a permanent -1 to a stat of your choice. The potency of the curse can be upgraded on a separate counter. E.g. if upgraded to deal 3 curse, then the target attribute is reduced by 3.

**Water Breath:** If purchased by a dragon, grants a new attack that can be upgraded that deals 3 damage by default, or for other characters it can be applied to attack. Targets receive 100% weakness to electrical attacks and also a 50% chance they will slip during their next attack, dealing 5 less damage than normal.

**Earth Breath:** If purchased by a dragon, grants a new attack that can be upgraded that deals 7 damage by default, or for other characters it can be applied to an attack. Earth attacks bypass defence.

**Wind Breath:** If purchased by a dragon, grants a new attack that can be upgraded that deals 4 damage by default, or for other characters it can be applied to an attack. Wind attacks have a 33% of blowing the target out of combat. Targets blown out of combat still qualify as losing the combat, granting the rewards as if you had won, except spirit tokens, that only is rewarded if the attack was the killing blow.

**Poison Breath:** If purchased by a dragon, grants a new attack that can be upgraded that deals 1 damage by default, or for other characters it can be applied to an attack. Poison attacks deal permanent 1 point of upgradable poison damage per turn that stacks, and if used on other PC's, they will continue to take damage per turn outside of combat. Can only cure poison with an antidote item, or butterfly jar.

### Moneybags property

If someone is playing as Moneybags, your gem counter is now treated as the shop counter. Meaning you can use gems from the shop to make purchases. Therefore, it is wise when another person is playing as Moneybags to be careful just how much money you give to the bear. Moneybags will still lose gems if he purchases them from himself, and he also cannot gain gems from selling to himself. When someone plays as Moneybags, they can purchase building tiles and when another player lands on them they pay rent for landing there. You can build more than one property on each tile, and revenue will stack. If a tile contains one house and one hotel, it becomes a Hurricos Condo, which grants the 150 gems, +50 score if landed on. The properties can be destroyed by rockets.

## **DRAGON SECRETS SKILL TREE**

The Dragon Secrets Skill tree is pre-unlocked and a player can spend 20 gems and 1 AP to unlock a skill on it. Additionally when you receive a level up, you can divert it into unlocking a speechcraft skill for free instead of increasing a character stat. If you pay 20 gems to upgrade, this isn't paid to Moneybags.

Put a counter next to skills you have purchased for memory. You must buy skills on any tree in order from bottom to top. You can’t purchase later skills if you haven’t purchased required skills preceding it. As long as you have the gems and 1 AP per purchase, you can purchase as many skills on the tree at once, just as with buying from Moneybag's store.

**Mechanic Manipulation Tree**

**Bonus Levels:** Gain +1 level from successful diplomacy, winning in combat, or landing on XP tiles.

**Locksmith:** You can now hold up to 5 keys. Gain 1 key token. Can spend 1AP to attempt to pick a lock. Roll a 1 or 6 to open the lock. Can spend 3 AP to craft a key.

**Restocker:** You can spend 1 AP to force Moneybags to restock his shop during your turn.

**Spirit Reaper:** Gain 3 spirit tokens upon purchase. +1 spirit token from each defeated enemy in combat.

**Downsize:** (Left) Once per combat, at the start of combat, you can downsize an enemy, gaining half the rewards. If used on a player, the effects only last for this combat. If used on yourself, or an ally companion, your reward is doubled.

**Upsize:** (Left) Once per combat, at the start of combat, you can upsize yourself, or an ally companion. If used on yourself or an ally, your rewards for combat are halved. If used on a player, the effects only last for this combat. If used on an enemy (including enemy PCs), your rewards will be doubled for this combat.

**Gamemaster:** (Left) Once per turn, any time a card is revealed from a deck (whether its items, portal challenges, mini-games, enemies, etc…) you can force shuffle the card back in the deck, and draw a new card. This can even be done on other players turns.

**Gem Genius:** (Right) Spawn a mystery jar 7 tiles away. All mystery jars will now open upon being touched a single time by you. All gem-only containers will now guarantee you a 50 Gem payout, there's no need to roll. These gem containers are still affected by perks that enhance gem payouts.

**Black Market:** (Right) Once per turn, you can consume 1AP to buy items from the discard pile for their sell value.

**Buy One Get One:** (Right) Once per turn, if you buy an item that's in stock, get a duplicate for free. This does not apply when buying from the discard pile via Black Market. This also applies to collectables, but not to skills. If you buy a collectable in this way, get the second copy as a cloned duplicate, so as not to make the shop empty.

**Full Skill One Tree:** If you complete all skills in this side of the tree, increase your AP by 1.

**Abilities Skill Tree**

Another way to gain skills cheaply compared to Moneybag's Store is to invest in this skill tree; however you won't have access to the skills immediately once purchased and must wait until your next turn starts to use them, a decent tradeoff when skills have sold out in the store.

The skill tree has four unique skills that are otherwise not available via the store. Remember, skills are limited by your character's intelligence level.

**Help Extender:** Gain a copy of the help extender skill.

**Swim:** Gain a copy of the swim skill.

**Climb:** Gain a copy of the climb skill.

**Headbash:** Gain a copy of the headbash skill.

**Controlled Movement:** (Left) Gain a copy of the controlled movement skill.

**Unique Skill 1 - Block:** (Left) 33% chance that you will block damage from an incoming attack in combat.

**Wing Shield:** (Left) Gain a copy of the Wing Shield skill.

**Sparx Extender:** (Right) Gain a copy of the Sparx Extender skill.

**Unique Skill 2 - Restoration:** (Right) You and your companions automatically heal 1 point after combat. At the start of your turn, you can consume all of your AP to heal yourself of status effects outside of combat, or to return a damaged/cursed stat to its max value.

**Additional Class:** (Right) Gain a copy of the Additional Class skill.

**Full Skill Two Tree:** If you complete all skills in this side of the tree, gain another copy of the Additional Class skill.

**Speechcraft Skill Tree**

**Persuasion:** Your help range is increased by 3 (stacks with other abilities). When combat begins, flip a coin, if heads, force another player within your help range to come and aid you. You don't need to give them any kind of reward if you don't want to. This can stack with Elora's ability to bring two players to your aid instead of one.

**Free Passage:** You can convince Moneybags to no longer charge you a fee when landing on Moneybags fee tiles. You will still need to pay if you wish to use his contraptions, such as the bridge, or the submarine, but he will generously give you a 50% discount on the fee.

**Investment:** once only, you can convince Moneybags to allow you to invest 50 gems into his shop. From now on, at the start of your turn, receive 10% of the Gem value in Moneybag's store.

**Bribery:** Choose a single effect once per turn:

* **Slander:** you can pay Moneybags 25 gems to slander another PC, giving that player a bad customer token.
* **Rival:** when a player tries to purchase something from Moneybags, you can pay him 25 gems, to decline the transaction.
* **Reservation:** pay Moneybags 25 gems to reserve an item in the store for you. You will have 5 turns to claim the item, before it's up for sale again. (Unless you reserve it again). This can only be done on item cards, and not on tokens.
* **Moneybags PC Only:** if you are playing as moneybags, when landing on Moneybags tiles, gain 100 gems. You also get life and property insurance. If you are killed, or one of your properties destroyed, gain 50 gems in compensation on your next turn.

**Fairy Speech:** (Left) Once per turn, when landing on a tile with Zoe on it, you now can convince her to do one of the following:

* Convince her to grant you an additional level and +50 score (instead of 10)
* Convince her to teleport you to a different Zoe tile. Doing this will grant you the initial level-up from landing on Zoe, but the Zoe tile you are transported to is NOT activated.

\*For characters that have Alternative win conditions that involve "completing a lap" - a lap is considered to enter all homeworlds per lap. E.g. Summer Forest > Autumn Plains > Winter Tundra > Summer Forest = 1 lap, so going from Summer Forest to Winter Tundra is not considered a lap.

**Dragon Speech:** (Left) Landing on a dragon tile will now be treated as a Dragon Elder tile in addition to a dragon tile. You can persuade the Dragon to teach you one skill or breath of your choice. Learning skills from Dragons no longer consumes any AP.

**Persuade Surrender:** (Left) When in combat, once per combat, you can roll a dice. If you roll a 1 or 6, choose an enemy to surrender. They will join you as a companion and you will still obtain rewards, except for spirit tokens. If successfully used on the final boss, this will end the game; scores will still need to be calculated to determine the victor.

**Thievery:** (Right) Gain 3 blue thief tokens and place them on the same tile as you or a tile either side. At the start of your turn, move your thieves 5 tiles. When one of your thieves gets within 3 tiles of an enemy PC, you can choose to steal one card from their hand, one equipped non-companion item, or non-skill/breath token, or 30 gems. You can get more thief tokens (of any type) by landing on thief tiles; the released thief will work for you.

**Extortion:** (Right) When encountering the Mayor, blackmail him into giving you 200 gems. OPT, you can extort players or Moneybags for 50 gems, if on the same tile or the tile next to them.

**Intimidation:** (Right) When in combat, at the start of combat, any enemies (including players) that have a lower level than you, will surrender. Enemy level values are not on the cards, but in the GM’s enemy guidebook. If an enemy NPC surrenders, they will give you half of the reward you would get for killing them, but you won't receive a spirit token. If a PC surrenders, it is treated as defeat, although their lives remain the same. You may take one of their non-skill/breath items or tokens from their hand or equipped, or half of their gems. If successfully used on the final boss, this will end the game. Score will still need to be calculated to determine a winner.

**Skill Tree 3 Bonus:** if you complete this skill tree, once per turn, you can convince a player of a lower diplomacy than yourself to do one of the following:

* Convince them to give you one equipped item or non-skill/breath token they control
* Give you 50 of their gems (or all of their gems if they don't have enough)
* Give you 50 score
* Attempt to convince an enemy companion to join you. Flip a coin. If heads, the companion will join you

## End Game

Once Gnasty Gnorc, or Ripto has been defeated, the game will end. The player with the highest score will win the game.

### Tallying Scores

While play is going along, you must keep track of your score from acquired collectibles and items. Increasing your score when you obtain new collectables and decreasing it should you get rid of those collectables (that is what is meant on some cards where it says this is how many points it is worth at the end of the game, as they will be deducted if you discard those cards). The only exception is **GEMS, KEYS, and SPIRIT TOKENS.** They will be added to your score once the game ends, and therefore, they play no part in any condition to do with score, including the Alternate Win Condition.

### Alternate Win Condition

The game will also end if a player achieves their alternate win condition.

## Roster

Each player can unlock new characters that only they can use in subsequent games. The starting characters that are already unlocked are:

The difficulty rating will change as the game evolves.

How is the difficulty calculated? Min = 1\*   Max = 5\*

Base Difficulty = 1\*

The rating is simply based on how well players place at the end of the game, as well as the GM's opinion of how difficult it appears from the outside to win as those characters.