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The Crystal of Power is an expansion for the Quest for the DragonLords board game, introducing new units, including Amazons and Necromancers, along with additional game mechanics and rules. Players must gather shards of the Crystal to restore its power while navigating revised combat sequences and utilizing new spells and abilities. The expansion is designed for 5-6 players and includes various components such as units, scroll cards, and advanced rules for experienced players.
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0% found this document useful (0 votes)
5 views15 pages

QFTDL Cop en

The Crystal of Power is an expansion for the Quest for the DragonLords board game, introducing new units, including Amazons and Necromancers, along with additional game mechanics and rules. Players must gather shards of the Crystal to restore its power while navigating revised combat sequences and utilizing new spells and abilities. The expansion is designed for 5-6 players and includes various components such as units, scroll cards, and advanced rules for experienced players.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Crystal of Power - the 5 – 6 Player Expansion for Quest for the DragonLords

By Robert Johannessen

The Crystal of Power is the focal point of the universe, binding the fabric of
time. In the first age, the Gods fought for control of the Crystal through their
demigods, the DragonLords. When the DragonLords clashed, the force
unleashed was enough to shatter the Crystal of Power. Shards of the Crystal
were thrown to the far reaches of our world, and I suspect even punched through
the barriers of time.
The second age was a time of darkness and chaos was upon us with the
passing of the great crystal. You are our peoples best and last hope. I pass to
you a great and terrible burden, a shard of the Crystal of Power. Use it and rule
wisely. Save our people, gather the shards and re-forge the Crystal of Power.

Game Contents
The “Crystal of Power” – The 5 – 6 player expansion contains:

Qty Game Piece Details:

1 set Amazon Units (The plastic figures, ships, DragonLords are referred to as units)
1 set Necromancer Units
2 DragonLords
4 Ships
6 Sails
2 Reference Cards
12 Quest Cards
24 Scroll Cards
9 Shards The shards are the colored glass stones.
1 Sheet of cardboard counters
1 Parts Tray
1 set Pegs The pegs are used on your Reference Card to indicate
which spells your Wizard(s) possess.
EXPANSION GAME RULES
Two new peoples emerge desperately seeking the shards. The Amazons
are female warriors skilled in the art of combat and have the ability to charm their
opponents. The Necromancers are the most feared, with the knowledge to raise
the fallen. May the Gods bless your Quest for the DragonLords!

Except as noted below, the Expansion set uses the same rules found in the “Quest for
the DragonLords”TM board game. The additional rules include:

TO START THE GAME


-Placement of units

THE NEW UNITS


AMAZONS
-About the Amazons
-Amazon charm attack
-Charm attack involving enemy spell casters
-Rescuing captives
NECROMANCERS
-Necromancer scourge attack

REVISED COMBAT SEQUENCE


MISSILE ATTACK
COMBAT WITH SCROLL CARDS
-Inflict Damage Scroll Cards
-Protect Scroll Cards

NEW SCROLL CARDS

NEW SPELLS

NEW MONSTER ABILITIES

ADVANCED RULES OF PLAY


THE SHARDS OF THE CRYSTAL OF POWER
-Combat using the shards
-Combat involving multiple shards
-“Surrender your shard” – The Ultimatum
HEROES
-To create a hero
-How Heroes affect combat

ENDING THE GAME

OPTIONAL RULES OF PLAY

STRATEGIES AND HINTS

CONTACT INFORMATION
TO START THE GAME
Here is a list of the steps to be taken to set up the game. The only difference
between “The Crystal of Power” and the basic game is that each player starts with fewer
units for a five and six player game and each player starts with three scroll cards. If the
ruler of the household decides to use the advanced rules, each player also starts with a
randomly picked shard and a hero counter.

Note: We suggest that you play “The Crystal of Power” the first time without the
advanced rules. The abilities of the new units have a little more depth to them than the
units of the basic game. Experienced players should use the Necromancers and the
Amazons to fully explore their potential. The advanced rules involve the use of heroes
and the shards of the crystal of power. For the veterans of “Quest for the DragonLords”,
you will find these concepts an exciting addition to the basic game.

1) Take the Reference Card depicting your unit type.


2) Count out 25 units for a 5 or 6 player game.
3) Each player starts with 25 gold.
4) Push out the counters from the sheet and give each player a king, a wizard
and a decoy gold counter. (Hero counter – if playing with advanced rules)
5) Each player takes a torch and pickaxe silver counter.
6) Each randomly picks one shard. (If playing with advanced rules)
7) Take a ship and insert the appropriate colored sail into the ship to signify
which unit type controls it.
8) Place a peg in spell number 1 and 2 in the spells box of your Reference Card.
9) Shuffle and deal three scroll cards to each player.
10) Each player rolls the Crystal die, starting with the oldest player. The first
player blessed (Yellow) is the chosen one and goes first.

Placement of units:
The placement of units is the same as the basic game. There are six kingdoms
to be claimed, so with a two, three, or six-player game, everyone gets an equal number
of kingdoms to start. However, with a four or five player game, the first player or two will
have the opportunity to have more kingdoms than the remaining players. To nullify this
advantage, after all players have claimed a kingdom territory, place five of the unused
units into any unclaimed kingdom territories. For example, in a five-player game where
any player does not use the Orcs, place five Orc units in the sixth kingdom territory.
If you have decided to play with the advanced rules, also place your hero gold counter
under a unit along with your wizard, king and decoy gold counters. Place your shard on
a territory as well. At the start of the game, it may be wise to place your shard in your
kingdom. Remember, any unit can possess the shard, but only a spell caster may use
its power.

THE NEW UNITS


AMAZONS
The Amazon Queen does not use the Heal spell or the Hope spell as the kings do in the
basic game. The Amazon queen has the Command spell and the Rapture spell.
The Amazon wizard or sorceress starts with a Heal spell and Petrifying Gaze spell.
Here are the other spells available to an Amazon Sorceress. (See NEW SPELLS)
1) Heal spell
2) Petrifying Gaze spell
3) Teleport spell
4) Command spell
5) Alluring spell
6) Rapture spell

Amazon Charm Attack


Only the Amazons may use this form of attack. The combat sequence of a
charm attack is the same as regular combat, except the enemy units may not counter-
attack and any units hit are held captive.
In order for the Amazon units to charm attack, the following conditions must be met:
1) The enemy unit(s) must be within the realm of the Amazon kingdom. In other
words, territories that have the same colored borders as the kingdom territory
the Amazon player occupies or has under his or her control.
2) The attacking Amazon unit(s) must be adjacent to the enemy unit(s) to be
charm attacked at the start of the Amazon player’s turn. You may not move
unit(s) into the enemy occupied territory by naval movement or forced march
and then charm attack.
3) The attacking units must not have engaged in any combat, prior to the charm
attack. Each Amazon unit may only charm attack for one round of combat
per turn, once per turn.

If the charm attack is successful and all the enemy units are charmed, the
Amazon units gain control of the territory. These units may not charm attack again this
turn but may continue to attack another adjacent enemy controlled territory as per the
combat sequence. However, one Amazon unit must accompany each unit held captive.
If an enemy unit(s) remains in the enemy controlled territory after the charm
attack, the Amazon units along with their captives must retreat back to a friendly
territory. These Amazon units may not continue to attack, not even using the regular
combat sequence. As with regular combat, Amazon units may never leave a territory
vacant to charm attack. Amazon units may move into an enemy controlled territory from
more than one friendly territory to charm attack if the three conditions listed above are
not violated.
If a territory controlled by Amazons and captives comes under attack by a third
player, the captives will combat as though they were Amazon units. The captives
defend using the Amazon’s Attack number of 3 and Defense number of 6.
If the Amazon player can hold the captive(s) for one turn, the captive(s) is
replaced with an Amazon unit(s) during the purchase units' phase of the Amazon
player’s next turn.

Charm attack involving enemy spell casters


The charm attack has no affect on enemy units with a spell caster in the same territory.
If an Amazon unit(s) moves into an enemy occupied territory to attempt a charm attack
and the defending player declares that he or she has a spell caster in that territory,
combat must take place as per the regular combat sequence and the defending player
will get to counter-attack. Any units hit by the Amazons are removed during remove
casualties step and are not held captive

Rescuing Captives
The captives may not outnumber the Amazon units within the same territory. If at
any time, the captives outnumber the Amazon unit(s), a captive(s) will flee. The
captive(s) will flee to an adjacent friendly territory. If there is no adjacent territory
occupied by the same unit type, it is removed from play.
Captives or charmed units will not engage in combat with their own unit types, so
it is possible for a player to rescue captives through combat. A player may only rescue
units that were captured from them; you may not rescue units of another player. If the
Amazon units and the captives attack or are attacked by the same unit type as the
captive(s), the captive(s) will not combat and may not be removed as casualties during
the battle. If at the end of a round of combat, the captives outnumber the Amazon
unit(s), a captive(s) will rejoin its army during the remove casualties’ step of the combat
sequence until the number of captives and Amazon units are the same again.
If all Amazon units are removed during the remove casualties' step of the combat
sequence, any remaining captives will rejoin the victorious army. If the Amazons are
victorious, but the captives outnumber the Amazon units, the captives will flee to an
adjacent friendly territory of the same unit type. If this is not possible and there is no
adjacent friendly territory, the unit is removed from play.

NECROMANCERS
The king of the Necromancers has the Command spell and the Necromantic spell, rather
than the Hope spell and the Heal spell. A Necromancer wizard starts with a Poison spell
and the Bloodlust spell. Here is the list of spells available to the Necromancer wizard.

1) Poison spell
2) Bloodlust spell
3) Teleport spell
4) Command spell
5) Death spell
6) Necromantic spell

Necromancer scourge attack:


The Necromancers have the ability to raise the dead lost in battle. If during step 5 or
step 6 of the combat sequence, the Necromancer player rolls a 6, he or she may
resurrect or gain one unit lost (any race) during the remove casualties' step of the
combat sequence. The Necromancer player may not gain a unit if either player lost no
units during a round of the combat sequence. The necromancer player may only gain
one unit per round of combat, even if the Necromancer player rolled more than one 6.
The Necromancers may not use the scourge attack against monsters when in combat
during the quest activity phase. However, a Necromancer quest party may use the
scourge attack against another quest party. The Necromancer player may not use the
scourge attack to bring his or her quest party to more than six units.

REVISED COMBAT SEQUENCE


Due to the increased amount of scroll cards that you will use during game play of
the expansion; it is necessary to insert two new steps into the Combat Sequence.
A round of combat consists of these seven steps.

Step. 1 Move attacking units into enemy territory


Step. 2 Determine Total Attack Strength
Step. 3 Defender missile attack (Remove spell victims)
Step. 4 Attacker missile attack (Remove spell victims)
Step. 5 Attacking player rolls
Step. 6 Defending player rolls
Step. 7 Remove casualties
During the combat phase of a player’s turn, a player may use the combat
sequence to conquer as many territories as the attacking player desires. There is no
restriction on how many territories a player may conquer on a single turn.
Once the attacking player moves his or her units into an enemy controlled
territory, he or she repeats steps 2 to 7 (referred to as a round of combat) until only one
player’s unit(s) remains in the territory. As per the existing rules, only the attacking
player may retreat back to an adjacent friendly territory, after the remove casualties step.

The first step, “Move attacking units into enemy territory” is not required during
naval combat or quest combat as a ship(s) is moved during the naval movement phase
and a six-sided die is used to move a quest party in the Wastelands during the quest
activity phase.

MISSLE ATTACK
With the revised combat sequence, we have inserted two steps to make the
battles more realistic. The missile attack would be considered as a first strike. The only
forms of missile attacks in the basic or the expansion games, are any spells or scroll
cards cast by a spell caster such as Fireball spell or a monster’s special ability such as
Dragon fire which would also be used during the missile attack steps of the combat
sequence.
Each spell a monster or a spell caster possesses may be cast once per round of
combat. Units hit by the Fireball spell, Dragon fire, Lightning Bolt spell and the Death
spell during the missile attack steps may not counter-attack and are removed
immediately. However, units hit by spells such as the Poison spell, Cone of cold spell
and Petrified Gaze spell may not counter-attack but may be healed during the remove
casualties’ step of the combat sequence, if you possess what is required to heal them in
the same Wasteland space, territory or naval blockade, such as a Wizard with the heal
spell.

COMBAT WITH SCROLL CARDS


A situation may occur where both player’s involved in a battle will want to use
scroll cards at the same time, since a defending spell caster under attack during another
player’s turn may cast a scroll card(s). If both players involved in a battle have a spell
caster in their army that want to cast scroll cards, the two players take turns casting a
single scroll card starting with the defending spell caster. The defending spell caster is
the player whose territory or naval blockade is being attacked.

Each player may take turns casting a scroll card until their supply is exhausted,
but each player may only use one of the inflict damage scroll cards per round of combat,
at which time each player must roll the dice for each remaining unit and remove
casualties as per the combat sequence. After the remove casualties’ step of the combat
sequence is complete, the spell casters may again take turns casting a single scroll card
starting with the defending spell caster.

A player may pass on his or her turn, rather than cast a scroll card, but if both
players pass, they must proceed to step 5 of the combat sequence where the attacking
player must roll one die for each unit in the battle.

Inflict Damage Scroll Cards


There are many types of scroll cards. Some are used to protect or affect friendly
units and some scroll cards are used to attack or affect the enemy units. The second
group of scroll cards is called ‘inflict damage’ scroll cards. The inflict damage scroll
cards must be considered a missile attack. These scroll cards can be identified by the
colored text used in the name of the spell. For example, the title of the “Berserk spell” is
in red text. The inflict damage scroll cards consist of the following spells:
Summon (Earth, Wind, Fire, Water) Elemental spell, Tempest spell, Infernal spell,
Berserk spell, Change Allegiance spell, and the Death Seeker spell. All of these inflict
damage scroll cards must be cast during the missile attack steps of the combat
sequence, except the Summon Elemental spells, which may still be cast at any time
during the attacking player’s turn. (Hint – You may want to reduce the number of units of
an enemy occupied territory with a Summon Elemental scroll card before you move your
units into the territory.)

Protect Scroll Cards


The protect scroll cards are the Dispel magic spell, the Reflect spell and the
Invincible shield spell. If a spell caster casts an inflict damage scroll card, the opposing
spell caster may use a Reflect spell or Dispel magic spell scroll card on its turn to reflect
or nullify the effect of an inflict damage scroll card. The Invincible shield spell may also
be cast, but this spell does not avert the effects of a scroll card. If the spell caster that
has had an inflict damage scroll card cast against it, does not have a protect scroll card,
the results of a cast inflict damage scroll card must be determined before any other scroll
cards can be used. If the losses of an inflict damage scroll card results in the removal of
a spell caster(s), so that no spell caster(s) of that player remain in the territory,
Wasteland space or naval blockade, that player may not cast any more scroll cards. A
spell caster must be in the same Wasteland space, naval blockade or territory to cast a
scroll card. If a spell caster survives an inflict damage scroll card, that player may now
cast a scroll card that he or she possesses, including an inflict damage scroll card.

NEW SCROLL CARDS


Teleport spell – This spell allows the spell caster to teleport to any territory with up to ten
units. Unlike the Teleport spell used by Wizards and DragonLords, (which may only be
used during the naval movement phase and transfer phase of a player’s turn), the
Teleport spell scroll card may be used at any time during a players turn. This spell may
also be used to retreat along with up to ten units (including a King) to any friendly
territory during another players turn if a spell caster is under attack in the same territory,
Wasteland space or naval blockade. If the spell is cast during the missile attack step,
which is before the attacking player rolls, the spell-caster and up to ten units will suffer
no casualties, if it is used to teleport to another territory or naval blockade.

Invincible Shield spell – This spell may be used to protect all units in the same territory,
naval blockade or Wasteland space for one round of combat. A spell caster under
attack may only use this spell during another player’s turn. The units protected by the
shield may counter-attack as per the regular combat sequence. This spell does not
protect any units from the effects of scroll cards.

Dispel Magic spell – This spell may be used to destroy the effects of a scroll card that
has been cast in the same territory, Wasteland space or naval blockade. This spell may
also be used to destroy an Elemental even if it was summoned from another territory.
(Hint – If you have a Wizard in a Quest party under attack from an Elemental, you may
cast this scroll card to destroy the Elemental!)
Wrath spell – This spell adds two to the Total Attack Strength of all friendly units in the
same territory, space or naval blockade for one round of combat.

Death Seeker spell – This spell allows a defending spell caster to destroy an enemy unit
in the same territory, space or naval blockade. This spell may be used on an enemy
Wizard or DragonLord, but may not be used on an enemy King. A spell caster under
attack may only use this spell during another player’s turn.

Change Allegiance spell – This spell allows the spell caster to capture up to six enemy
units in the same territory, Wasteland space or naval blockade. Roll a 6s die to
determine how many enemy units will join your army and replace the captivated units
with friendly units.

NEW SPELLS
Command spell - This spell adds 1 to the T.A.S. (Total Attack Strength) of all friendly
units in the same space, territory, or naval blockade. Protects friendly units from the
effects of a Rapture spell or charm attack.

Bloodlust spell – The Bloodlust spell adds 1 to the T.A.S. (Total Attack Strength) of all
friendly units in the same space, territory or naval blockade. The difference between the
Bloodlust spell and the Command spell is that a unit affected with the Bloodlust spell will
attack friendly units if there are no enemy units remaining. For example, if a
Necromancer army affected with the Bloodlust spell gets 5 hits against an Elf army of 4
units, the Necromancers would remove 1 unit as well as the 4 Elves hit, so caution must
be used when casting this spell. (Hint – The Necromancer player must be careful and
not use this spell when in combat with small armies or face the dire consequences of
destroying his or her own units!)

Alluring spell – This spell subtracts 1 from the T.A.S. (Total Attack Strength) of all enemy
units in the same space, territory or naval blockade for one round of combat only. This
spell has no affect on Orcs or Necromancers.
(Note: The spells listed above along with the Hope and Panic spell from the basic game,
would be used during step 2 ‘Determine Total Attack Strength’ of the combat sequence.)

Rapture spell - This spell allows the spell caster to charm or claim an enemy unit. This
unit would immediately turn on his own units to defend the Amazon spell caster.
Replace the effected unit with an Amazon unit. The Rapture spell has no affect on any
enemy units with a King or a spell caster with the Command spell or the Hope spell in
the same territory or naval blockade.

Petrifying Gaze spell – This spell allows the spell caster to turn an enemy unit to stone.
The enemy unit is immobilized immediately and may not counter-attack. A Heal spell
may be used during the remove unit phase of the combat sequence to revive the unit.

Death spell – This spell allows the spell caster to remove an enemy unit in the same
space, territory or naval blockade. An enemy unit is removed immediately and may not
counter-attack. The defending player decides which unit is removed. The Death spell is
powerful in the Wastelands as it may be used on all monsters, including dragons. The
Ring of Hope treasure and the Hope spell nullify the Death spell.
Poison spell - The Poison spell poisons one enemy unit. The poisoned unit may not
counter-attack. If the poisoned unit has a spell caster with a Heal spell in the same
territory, naval blockade or Wasteland space, it may not counter-attack, but it may be
healed during the remove casualties’ step (step 7) of the combat sequence. If the unit
cannot be healed it is removed from play.
(Note: The spells above along with the Lightning Bolt and Fireball spells of the basic
game must be used during step 3 ‘Defender Missile Attack’ or step 4 ‘Attacker Missile
Attack’ of the combat sequence.)
Necromantic spell – This spell allows the spell caster to claim an enemy unit that was
removed during the remove casualties’ step of the combat sequence. The unit gained
may combat immediately. The Holy Grail treasure nullifies the effects of the
Necromantic spell. This spell may be used to reincarnate spell casters.
The Necromancers pervert the knowledge of spell casters. If the Necromancers
reincarnate a king or queen, it would be treated as a wizard with the Poison spell and the
Command spell. If a wizard had spells 1 and 2 (Heal spell and Fireball for example),
he would now use the Poison spell and the Bloodlust spell.
(Note: The Necromantic spell along with the heal spell must be used during step 7
‘Remove Casualties’ of the combat sequence.)

NEW MONSTER ABILITIES


This is a more detailed description of some of the monsters that you may meet on your
quest:
Ice Worm – An ice worm has frozen a quest party in a glacier. It uses the Cone of cold
spell to turn an enemy unit to ice. The enemy unit is immobilized and may not counter-
attack. A Wizard may defrost the unit with a fireball spell during the remove unit phase
of the combat sequence. The unit is removed if it cannot be saved. A Fireball spell or
Ring of Fire treasure does double damage to the ice worm.

Red Dragon – A red dragon guards the volcano summit. It will not use Dragon fire on a
quest party for fear of destroying any treasure you may have. It has a 6 (5) ATTACK
number, which simply means it has two attacks. The player rolling for the dragon must
roll less than 6 with one die and less than 5 with the second die using the defense
number of the unit(s) that it is attacking. All units in the basic game and the expansion
game still have a defense number of 6, which would be a six-sided die.

Hell Hound – The hellhound is drawn to magic. So if you have any wizards in your quest
party they may not use any spells or scrolls during combat with these beasts from hell.

Medusas – Medusas have taken up residence in the forgotten city. They will turn quest
parties into stone with a Petrified Gaze spell. Units turned to stone may be healed with
potion or a heal spell.

ADVANCED RULES OF PLAY


(Note: Each of these rules can be added separately or together, as the players see fit.)
THE SHARDS OF THE CRYSTAL
Each player randomly picks one shard to start the game and places the shard in a
territory. Shards may also be gained during the quest activity phase. There are nine
different types of shards. Each shard has its own power. The power of each shard has
the same effect in combat as the following spells:
Green – Petrifying Gaze spell
Red – Fireball spell
Clear – Teleport spell
Light green Heal spell
Blue - Lightning Bolt spell
Orange – Poison spell
Light Blue – Cone of Cold spell
Purple – Death spell
Yellow - Command spell

Combat using the shards


The shards only affect enemy or friendly units in the same space, territory or
naval blockade as the unit that possesses them. A shard may be in the possession of
any unit but only a spell caster may use the power of a shard. A shard may be passed
from one unit to another. If an army looses the shard in battle, it goes to the victor. If a
spell caster use a shard during combat, it is used in the same step of the combat
sequence as the corresponding spell it represents. (See New Spells)

Combat involving multiple shards


When both players involved in combat have an equal number of shards in the
same territory, naval blockade or Wasteland space, the effects of the shards are
nullified. If one player has more shards than the opponent, he or she will be able to use
the difference. In other words, if the defending player of a territory had three shards,
(and a spell caster to use the shards) was being attacked by a player with one shard in
the invading army led by a spell caster, the defending player would get to choose which
two of his three shards he would get to use during combat.

“Surrender your shard” – The Ultimatum


At any time during a player’s turn, he or she may issue an ultimatum to another
player to surrender his or her shard(s) or face the consequences. If the defending player
surrenders a shard, the attacking player may not attack any more of the defending
player’s units for the duration of his or her turn. An attacking player may issue more
than one ultimatum per turn.
A defending player may also offer a shard for mercy after the attacking player
has moved units into the defenders’ territory. The two players must agree to terms in
regard to who must vacate the disputed territory before the attacking player accepts the
shard. Under no circumstances can both players’ units occupy the same territory. If the
attacking player accepts the shard, the attacking player may retreat back to an adjacent
friendly territory or teleport to a friendly territory during the transfer phase of his or her
turn. If the attacking player cannot retreat or refuses to retreat, the defending player
must retreat back to an adjacent territory. If these terms cannot be met, then an
exchange of mercy for a shard is not possible and combat would continue.
If the defending player declines an ultimatum, and the combat sequence is
started, you may not surrender a shard until the remove casualties step of the combat
sequence.

HEROES
Heroes are units that have excelled in combat. If a unit manages to gain
celebrity status it can actually inspire its fellow troops to become more powerful as a
whole. If you are playing the game with this option, take a hero gold counter to start the
game along with the king, wizard and decoy gold counter. A gold counter depicting the
green laurel symbol is used to represent a level one hero. There is no limit to the
number of heroes a player may gain through valor.

To Create A Hero
A player may gain a hero, when an army, fleet or quest party has claimed a
victory. A victory is when an army or fleet successfully conquers a territory or naval
blockade defended by an enemy force consisting of at least 5 units or successfully
repels an attack by an enemy force consisting of at least 5 units. A quest party that
successfully defeated a monster with a Defense number of 10 or greater may also claim
a victory.
Simply place a gold counter depicting the green laurel symbol under a surviving
unit in the victorious army, fleet, or quest party to represent a level one hero. A hero
gains a level with each subsequent victory. That is, if a hero (level one) claims a victory,
it will move up another level to become a level two hero. A gold counter depicting silver
laurels represents a level two hero and a gold counter depicting gold laurels represents
a level three hero.

How Heroes affect combat


A level one hero counter adds 1 to that unit’s attack strength. So if a Barbarian
(4 Attack) became a hero, this unit would now have a 5-attack strength. A level two hero
adds two to that unit’s attack strength and a level three hero adds three to that unit’s
attack strength. A level three hero with a gold laurel (+3 Attack) also increases the
T.A.S. (Total Attack Strength) of ALL units in the same Wasteland space, territory or
naval blockade by one.
When rolling the die for a hero during combat, a player must declare that he is
now rolling for the hero. For example, if an Orc army comprised of 6 Orcs (3 Attack) and
a level 2 hero (3+2 Attack) were in combat, the Orc player would roll six dice hoping to
roll equal to or less than 3 and a seventh die hoping to roll equal to or less than 5.

ENDING THE GAME

There are now three different victory conditions available with the addition of “The
Crystal of Power” expansion game.
Short Game – The first player to gain four shards or three kingdoms wins the game.
Long Game – The first player to control all nine shards or six kingdoms wins the game.
Bloodlust Game – The last king or queen standing wins the game.

OPTIONAL RULES OF PLAY


To play a more traditional form of a strategy game, you can drastically reduce the shock
factor of “Quest for the DragonLords”, by reducing the power of the spell casters with the
following optional rules. These rules will increase the amount of time required to
complete a game, but with these rule changes, you are better able to predict your
opponents’ moves by reducing the unforeseen threats.
1) DRAGONLORD POWER REDUCTION – Reduce the amount of units that a
DragonLord may teleport to just five units. The DragonLord may no longer use the
DragonLord fire attack against enemy naval blockades. The DragonLord may not
teleport directly to a kingdom territory.

2) ONE SPELL PER ROUND OF COMBAT - A spell caster may only use one spell
per round of combat.
3) REDUCED SCROLL CARD EFFECT – Remove any scroll cards from the deck
that the ruler of the house deems too powerful, such as the Summon Elemental scroll
cards or the Death Seeker spell.

4) PLAYER ELIMINATION – If a player looses his king or queen, he or she may


continue to play. If a player looses their kingdom, and has no income as a result, he or
she may gain three units and place them on a friendly territory anywhere on the board
during the place reinforcements phase of his or her turn. Any gold acquired during the
quest activity phase may also be converted to units during the place reinforcements
phase.

STRATEGY AND HINTS


1) Unit placement during set-up – If a player is able to gain a whole continent or
one whole side of the board, it makes life extremely easy to defend and also
allows that player access to both Wasteland areas. This situation allows this
player to have two quest parties and thereby doubling their chances for a
DragonLord.
2) The Kingdom may not always be the best place for a king to start the game.
3) Try to save your scroll cards to set traps for marauding DragonLords.
4) Caution: The Elves and Amazons are a power not to be harassed inside their
realms. Leave them alone, unless you plan to go all the way.
5) The Necromancers are dead when the battle is brought to them; however,
you will pay dearly if you allow the Necromancer King to go on the offensive.
6) The Barbarians must fly out of the docks and conquer the island territories
with a ship full of bloodthirsty heathens prepared to vanquish those foolish
enough to venture to the seas.
7) The Orcs are like a disease. If you ignore this plague, they will be nothing to
sneeze at.
8) The Dwarf King should always keep the riches of the mines in his grip. To
loose the gold is a blow to his hammer.
9) When the Gods have fulfilled a people’s Quest for the DragonLord, it is time
to gather your forces together because the end of the game is near. It is time
to raise your King’s banner high and prepare to attack or be attacked!

FAQ
Where do I have to place the pickaxe and torch?
Each player starts the game with a pickaxe and a torch, which is stored in his kingdom.
During the quest activity phase, he declares which units adjacent to the wastelands are
going on a quest. Simply place the torch and pickaxe with these units, roll the six-sided
die and move the corresponding number of Wasteland spaces. The village space
counts as one, if entering from a bridge or a ship docked in the village space and the
dragon lair counts as one if entering from a pass.

Can I buy items from the village before I go on a quest?


No, you must roll a six-sided die and move the corresponding number of spaces. If you
rolled a one, then you would be able to buy items from the village. A quest party doesn’t
start at the village, you move through the village if you roll greater than one.
Who owns a ship docked at the village harbor?
No one owns the ship if there are no units aboard. You should drop some units off in the
harbor, but leave at least one unit in the ship to bring the ship to safety. This can be
done during the naval movement. The units dropped off may then roll a six-sided die
during the quest activity phase and move to the corresponding Wasteland space.

What happens to dropped/lost items, do they vanish?


Yes, if a monster for example defeats a quest party during a quest, all items in the
party’s possession are removed as well.

Does a quest party have to move the full extent of a dice roll in the Wastelands?
Yes, if the questing player rolls a six for example, the quest party must move six
Wasteland spaces. Exception, if the movement die allows a player’s quest party to pass
over an enemy quest party, the questing player may stop and engage in combat with the
enemy quest party.

If I land on a ‘Draw quest card’ space occupied by enemy units, can I go on a quest and
draw a quest card, rather than combat the enemy quest party?
No, you must combat the enemy quest party.

Can I go on a quest after I defeated the enemy quest party?


No, your quest activity phase is over until your next turn.

Do I have to place the gold on the board if I only own one kingdom?
No, it is understood that your gold is in the kingdom territory. However, you must place
your gold on your kingdom territories if you own more than one.

Can a Wizard teleport on Wasteland spaces?


Yes, it may transfer to a space occupied by friendly units. A Wizard may also teleport
itself and five units from a Wasteland space to a friendly territory or naval blockade
during the transfer stage.

What happens to a player’s units if his king is eliminated?


All that player’s units become vanquished or neutral. The units remain on the board, but
may not move or attack. The vanquished units must be conquered to gain control of any
territories, sea zones or Wasteland spaces as per the combat sequence. If all players
agree, you may use the “Player Elimination” optional rule. (See Optional Rules Of Play)

Can a unit move more than one ship?


No, there must be one unit per ship to move during the naval movement phase.
However, there is no restriction on how many ships a single unit may guard if the ships
are docked.

Does each player complete all seven phases in the action sequence before the next
player starts his or her turn or do all players complete phase one before going to phase
two?
A player must complete all seven phases of the action sequence before the next player’s
turn. In order to speed up the time between turns, the following player may prepare for
his or her turn by spending his or her gold ahead of time.
Can I transfer or force-march a treasure from unit to the next?
No, you may not transfer gold counters or treasures from one unit to the next. If you
gain a treasure in the Wastelands, you can give it to a unit in the quest party or place it
under a unit in the kingdom. The treasure is now assigned to that unit and may be
forced marched to the front during the combat phase or transferred to an adjacent
territory during the transfer phase. If a player was able to transfer a gold counter from
unit to the next, a player could move a king counter out of harms way.

Can a dragon be destroyed by a Fireball spell?


No, the Fireball spell has no effect on a dragon.

When can I teleport from a teleportal territory?


If you have a spell caster in the teleportal territory, you may move your army through the
teleportal to another teleportal territory during the combat phase or transfer phase.
Think of the teleportal territories as a gateway or tunnel connecting the continents. The
teleportal territories are not to be confused with casting a Teleport spell.

When can I use the Teleport spell?


A spell caster may only use the Teleport spell during the naval movement phase or the
transfer phase of the attacking player’s turn. However, if a spell caster with the Teleport
spell is under attack during another player’s turn, it may use the Teleport spell to retreat
to a friendly territory, naval blockade, or Wasteland space (occupied by a friendly quest
party), during the ‘remove casualties’ step of the combat sequence. The retreating spell
caster may not counter-attack or teleport any other units.

How does the hope spell effect units that have gone berserk?
If units have gone berserk, any modifications to their T.A.S. (Total Attack Strength) by
spells or treasures are ignored. The inflicted player must roll a six-sided die for each unit
in the same territory, naval blockade or Wasteland space. If the player rolls equal to or
less than the units’ Attack number that unit is removed from play. A spell caster with a
Heal spell or a king in the same territory, naval blockade or Wasteland space nullifies the
effects of the Berserk spell scroll card.

CONTACT INFORMATION
DRAGONLORDS Inc. 1111 Davis Dr. Unit#1 Newmarket, Ontario L3Y 7X5 Canada

DRAGONLORDS Inc. 3380 Sheridan Dr. #288 Amherst, NY U.S.A. 14226

Phone: (905) 715-7836 Toll Free: 1-866-25LORDS 1-866-255-6737 Fax:(905) 898-6994


Website: www.questforthedragonlords.com Email: info@questforthedragonlords.com

Game Design: Robert Johannessen


Graphic Design: Jarmo Kaski
Illustration / Miniature design: Peter Wolf
Sculptured by: James van Schaik
The Crystal of Power – The 5 to 6-player expansion for “Quest for the DragonLords”
Copyrighted by Robert Johannessen 2003 All rights reserved.
“Quest for the DragonLords” Trademarked by DRAGONLORDS Inc. 2002 All rights
reserved.

SPECIAL THANKS to our international play testers:


Moritz Eggert, Andrea Schwendimann, Mike van Schijndel, Thorsten Stein, Tom Vasel
and there friends and family: Andrea Heuser, Hans Frey, Golo Heckmann, Arpad
Fritsche, Monique Klijnen, Julian de Vries, Taahan Faber, Eric Harms, Stefano
Giovanzana, Stefano Peluchetti, Paolo Bianchi, Antonio Cibelli, Alessandro Pellegata,
Knut Heykena, Silvia Faber, Marc Vagt and Bettina Kalmbach.

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