Common Action Card Abilities Explained
Superlative Action Cards: “Most..., Longest..., Fewest..."
Cards like “Wingin’ it,” “Head Games,” and “A Leg Up” are only worth points if a player’s dragon has the most (or fewest) of whatever that card specifies. The points are awarded at the very end of the game, and are only awarded if that players dragon STILL has the most legs, wings, etc. (ex. if you play “A Leg Up” and one of your opponent's dragon has the most legs, then no points are awarded to any player. If your dragon DOES have the most legs and you play "A Leg Up," then you will receive +2 points. If you and another player are TIED for dragons with the most legs, no player receives points.)
If it is helpful, read the superlative cards like this: "IF your dragon has the most legs, you receive 2 points."
Cards like “Wingin’ it,” “Head Games,” and “A Leg Up” are only worth points if a player’s dragon has the most (or fewest) of whatever that card specifies. The points are awarded at the very end of the game, and are only awarded if that players dragon STILL has the most legs, wings, etc. (ex. if you play “A Leg Up” and one of your opponent's dragon has the most legs, then no points are awarded to any player. If your dragon DOES have the most legs and you play "A Leg Up," then you will receive +2 points. If you and another player are TIED for dragons with the most legs, no player receives points.)
If it is helpful, read the superlative cards like this: "IF your dragon has the most legs, you receive 2 points."
"+1 for Each..."
At the end of the game, the player who has this action card will get one point for every ____ on their dragon. In the case of "Fireball," a player would receive one point for every fire-type connection on their dragon. In the case of "Close Wounds," that player will no longer lose points if their dragon has a wound or wounds. For "Heads... or Tails" that player will receive a point (depending on the orientation of the card) for each head on their dragon, OR each tail. |
Individual Action Cards Explained
Double-Time
Double-time is used to multiply the point bonus of any action card x2. When you play double time, announce which action card you will be doubling (It's probably best to put Double-Time on top or right next to that other action so you can keep track). If you double one of your action cards, but then another player swaps for it, Double-Time remains in effect for that original action card (you can't reassign it). Double-Time only doubles the point bonus, not the action of an action card.
Clarification: If a player uses Re-Run to copy Double-Time (see below), and they play the new duplicate Double-Time on an action card already doubled by the original Double-Time, it can net a whole lot of points! For example, "+3 for most wings" would double once for +6, and then again for +12 (-1 for Re-Run).
Double-time is used to multiply the point bonus of any action card x2. When you play double time, announce which action card you will be doubling (It's probably best to put Double-Time on top or right next to that other action so you can keep track). If you double one of your action cards, but then another player swaps for it, Double-Time remains in effect for that original action card (you can't reassign it). Double-Time only doubles the point bonus, not the action of an action card.
Clarification: If a player uses Re-Run to copy Double-Time (see below), and they play the new duplicate Double-Time on an action card already doubled by the original Double-Time, it can net a whole lot of points! For example, "+3 for most wings" would double once for +6, and then again for +12 (-1 for Re-Run).
Re-Run
Re-run is the only action card in Draft-a-Dragon that features a negative point bonus. At the end of the game, the player that has this action card will lose one point. "Re-Run" copies another action card that has already been played. If that card had an immediate action, like "What's Yours is Mine," then go ahead and perform that action. Otherwise, score the duplicate at the end like point bonus action cards. Clarification: "Re-Run" does not become a copy of that card. |
One to Grow On
This card lets a player draw three cards from the parts deck. Then, they can add one of those parts somewhere the art trails off of the card (a "wound"), completing their dragon. Put the remaining cards into the same discard pile where players put their leftover parts cards when they finished constructing their dragons. If you play this card, and there are no cards in the parts deck, then you may shuffle the discard pile and lay it face-down as the new parts deck in order to draw from it. |
Dragon Parts Dealer
This card is very similar to "One to Grow On" (above). Except that you swap out one part for another. Then, the old part card gets discarded, along with the other two. If you play this card, and there are no cards in the parts deck, then you may shuffle the discard pile and lay it face-down as the new parts deck in order to draw from it. Note the word "may." You don't have to swap out an old part for a new one. |