Dragonwake — 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 spot on the board.
- A card acts the moment it lands: it captures what it is meant to capture. Captured cards go to your score pile.
- Then draw back up to 5 cards.
The cards
- Hoard (1–4) and Dragon Egg (2) — loot; they simply pile up.
- Whelp (2–4) — takes all Hoards at once. It stays behind as prey for Trackers.
- Seer (1–2) — takes all Hoards or all Dragon Eggs, your choice.
- Ogre (1–3) — takes all Seers.
- Miner (1–3) — whoever plays the fourth takes all four.
- Warden (1–2) — the second takes Seers or Ogres. Then the Wardens go “under the Caravan”.
- Tracker (1–2) — the third takes all Whelps. Then the Trackers go “under the Caravan”.
- Caravan — the third takes everything “under the Caravan” and sails away.
The Awakened Dragon
- Eggs and Whelps in captured piles fill the awakening gauge (a Phoenix counts double). At 5, whoever took them wakes the Awakened Dragon, and the gauge restarts from zero.
- The dragon’s holder keeps 6 cards in hand instead of 5 and gets +3 points at the end. On equal points the holder wins.
- The dragon can be stolen when the rival’s gauge reaches 5. A random card of the former holder then goes back into their deck.
End of the game
- The game ends when the third Caravan has sailed or someone’s deck runs out. The rival gets one last turn.
- Only captured cards and bonuses count. Cards in hand do not.
Legends of the Lair
- Elemental dragons. The Ice Dragon wakes with the third Tracker: while its holder is behind, the rival holds 4 cards; it is worth 2 points. The Storm Dragon wakes when a Caravan sails (except the last) and gives +1 point for each of your Caravans. The Shadow Dragon wakes when the Ogre takes Seers: you see the rival’s hand, and it is worth 5 points.
- Omens: a deck of six events (Storm, Gold Rush, Stone Sleep, Ogre Rage, Generous Deck, Tailwind). A new one is revealed after every Caravan that sails.
- Secret goals: each player has their own goal — for example “collect a set of 4 Miners” or “send 2 Caravans”. Complete it for +4 points at the end. Your rival cannot see it.
- Great Lair: a 4×4 board and six new cards. Gems are rich loot. The second Hoard Hunter takes Hoards and Gems. The third Tracker takes Phoenixes, but one Phoenix is always reborn. The Illusionist takes the cheapest pile of 1–2 cards from an ordinary spot. The second Stone Golem takes Illusionists. The second Sand Serpent grabs up to 4 cards from under the Caravan. Here a Caravan 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 per 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.