Lair of the Dragon — how to play
Simple rules — the game also teaches you as you play.
The idea
A duel for two. You take turns playing creature cards onto a shared board. Some cards are loot, others capture it. Everything you capture is your score. Most points at the end wins.
Your turn
- Each player has their own deck and 5 cards in hand.
- On your turn, play one or more identical cards onto their space on the board.
- A card acts as soon as it lands and takes what it is allowed to take. Captured cards go to your score pile.
- Then draw back up to 5 cards.
The cards
- Chest (1–4) and Petrified Dragon (2) — loot; they simply pile up.
- Fire Dragon (2–4) — takes all Chests at once. It stays behind as prey for Huntresses.
- Sorceress (1–2) — takes all Chests or all Petrified Dragons, your choice.
- Troll (1–3) — takes all Sorceresses.
- Dwarf (1–3) — whoever plays the fourth takes all four.
- Knight (1–2) — the second takes Sorceresses or Trolls. Then the knights go “under the Ship”.
- Huntress (1–2) — the third takes all Fire Dragons. Then the huntresses go “under the Ship”.
- Ship — the third takes everything “under the Ship” and sails away.
The Great Dragon
- A Sorceress that takes Petrified Dragons wakes the Great Dragon — it comes to you.
- The holder keeps 6 cards in hand instead of 5 and gets +3 points at the end. On a tie, the holder wins.
- The dragon can be stolen the same way. Then one random card of the old holder goes back to their deck.
End of the game
- The game ends when the third Ship sails or someone’s deck runs out. The rival gets one last turn.
- Only captured cards and bonuses count. Cards in hand don’t.
Legends of the Lair
- Elemental dragons. The Ice Dragon wakes with the third Huntress: while its holder is behind, the rival holds 4 cards; it is worth 2 points. The Storm Dragon wakes when a Ship sails (except the last one) and gives +1 point for each of your Ships. The Shadow Dragon wakes when a Troll takes Sorceresses: you see your rival’s hand, and it is worth 5 points.
- Omens: a deck of six events (Storm, Gold Rush, Stone Sleep, Troll Rage, Generous Deck, Tailwind). A new one is revealed after every Ship that sails.
- Secret goals: each player gets their own goal — say, “complete a set of Dwarves” or “send 2 Ships sailing”. Done — +4 points at the end. Your rival can’t see it.
- Great Lair: a 4×4 board and six new cards. Gold is rich loot. The second Treasure Hunter takes Chests and Gold. The third Huntress takes Phoenixes, but one Phoenix is always reborn. The Illusionist takes the cheapest pile of 1–2 cards from an ordinary space. The second Stone Golem takes Illusionists. The second Sea Serpent steals up to 4 cards from under the Ship. Here a Ship carries off no more than 6 cards.
- Campaign: 12 lairs, each with its own master and rule. The Ancient Dragon waits at the end with its own deck.
- Draft — build your deck from a shared row of cards. Daily challenge — one deal a day, the same for everyone.
Who to play with
- Against the computer: Novice, Skilled, Master and Legend.
- Two players on one phone — cards are hidden between turns.
- Online: a room by code, link or QR, or phones nearby over Wi‑Fi with no internet. Classic games count for rating; Legends are just for fun.