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TM SEIZE THE ADVENTURE! START HERE Are you the heroes the Sword Coast needs? The Forgotten Realms® await! IT’S TIME TO BUILD YOUR OWN LEGEND! Welcome to Dragonfire, the DUNGEONS & DRAGONS® deck-building game. A treasure trove of excitement and adventure awaits you! The first thing to do is dive into the Quick-Start Rules. They’ll introduce the basic rules of the game, its components, and you’ll be playing your first Adventure in minutes! The townsfolk are terrified. Monstrous inhabitants from the nearby dungeon continually raid the surface, burning fields, disrupting trade, and taking cap- tives. The town needs adventurers willing to brave the depths! ADVENTURE SETUP Use Dungeon 1 as the Primary Encounter Deck and Dungeon 2 as the Secondary Encounter Deck. ENCOUNTERS At the start of each Scene, reveal encounters as indicated in the chart below. First reveal encounters from the Secondary Deck equal to the Dragonfire level. Then, if you still need to draw more encounters, reveal remaining encounters from the Primary Deck. Place the first revealed encounter facing the character whose Class Type color matches the en- counter’s color, and distribute the rest to the left from that character. SCENE REVEAL ENCOUNTERS EQUAL TO 1 Number of Characters 2 Number of Characters +1 3 Number of Characters +2 ENDING A SCENE The standard rules apply for the Short Rest after each Scene. DUNGEON CRAWL ADVENTURE LEVEL 1 1/7 FRANZ VOHWINKEL ™ & © 2017 WIZARDS Once you’ve gone through the Quick Start Adventure, take a look at the full rules, then grab the Dungeon Crawl Adventure card. It’s not only your first complete Adventure, it’s also a primer for standard game play, and is the one you’ll come back to most often for more flashing blades and fireball action. During a Short Rest: Draw one card and discard one card. 15 XP ACTION SURGE Requires Fighter Class Once per Scene: All Undead encounters must Save. Failure: Those encounters must skip their next attack and take 1 level of damage. 75 XP DESTROY UNDEAD Requires Cleric Class Continuous: You may use any Armor. You may use any Shield except Deception; your Shield Magic Item Limitations is 1. Equipment Pack: You must remove one card and add one card. 20 XP WARCASTER Requires Arcane Class Even if you fail to complete the Adventure the first time, you’ll earn experience points (XP) every time you play, which you’ll spend on Feature stickers. These represent the hard-earned experience that improves your charac- ter and makes it unique to you. Did I mention there’s magical treasures? These are hard to come by. You don’t just enter a dungeon and find a Detect Magic scroll or a Silvered Longsword +1 among the bones of the first undead skeletons you defeat. Instead you need to fully delve into the depths of an Adventure and return triumphant to secure such fantastical hoards. While you can play one-off games of any Adventures in this box as often as you like, evil is boiling to the surface along the Sword Coast, and a party of heroes is needed to defeat it! An Ancient Evil Rises is a five-part campaign. Start with The Wastes of Ancient Empire Adventure card, and grab the An Ancient Evil Arises Companion booklet, and dive in when you’re ready! UNCOMMON Consume: Additionally, deal + 2 to one encounter. That encounter must skip its next attack. DECEPTION: MISC. SUMMONING GEM . . . To the end of all things, in flame . . . MICHELE GIORGI ™ & © 2017 WIZARDS 11/38 UNCOMMON Starts & Remains In Play. During your turn, discard one card to prevent 1 damage from one encounter whose color matches the discarded card. Runes of protection are embroidered within its lining. ARCANE: MISC. CONCEPTOPOLIS ™ & © 2017 WIZARDS 28/38 CLOAK OF PROTECTION +1

SEIZE THE ADVENTURE! · 2017. 8. 12. · grab the An Ancient Evil Arises Companion booklet, and dive in when you’re ready! UNCOMMON Consume, deal + 2 That encounter must skip its

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Page 1: SEIZE THE ADVENTURE! · 2017. 8. 12. · grab the An Ancient Evil Arises Companion booklet, and dive in when you’re ready! UNCOMMON Consume, deal + 2 That encounter must skip its

TM

SEIZE THE ADVENTURE!

STARTH

ERE

Are you the heroes the Sword Coast needs? The Forgotten Realms® await!

IT’S TIME TO BUILD YOUR OWN LEGEND!

Welcome to Dragonfire, the DUNGEONS & DRAGONS® deck-building game. A treasure trove of excitement and adventure awaits you!

The first thing to do is dive into the Quick-Start Rules. They’ll introduce the basic rules of the game, its components, and you’ll be playing your first Adventure in minutes!

The townsfolk are terrified. Monstrous inhabitants from the nearby dungeon

continually raid the surface, burning fields, disrupting trade, and taking cap-

tives. The town needs adventurers willing to brave the depths!

ADVENTURE SETUPUse Dungeon 1 as the Primary Encounter Deck and Dungeon 2 as the

Secondary Encounter Deck.

ENCOUNTERS At the start of each Scene, reveal encounters as indicated in the chart

below. First reveal encounters from the Secondary Deck equal to the

Dragonfire level. Then, if you still need to draw more encounters, reveal

remaining encounters from the Primary Deck. Place the first revealed

encounter facing the character whose Class Type color matches the en-

counter’s color, and distribute the rest to the left from that character.

SCENE REVEAL ENCOUNTERS EQUAL TO

1 Number of Characters

2 Number of Characters +1

3 Number of Characters +2

ENDING A SCENE The standard rules apply for the Short Rest after each Scene.

DUNGEON CRAWLADVENTURE

LEVEL 1

1/7 • FRANZ VOHWINKEL • ™ & © 2017 WIZARDS

Once you’ve gone through the Quick Start Adventure, take a look at the full rules, then grab the Dungeon Crawl Adventure card. It’s not only your first complete Adventure, it’s also a primer for standard game play, and is the one you’ll come back to most often for more flashing blades and fireball action.

During a Short Rest: Draw one card and discard one card.

15 XP

ACTION SURGERequires Fighter Class

Once per Scene: All Undead encounters must Save.

Failure: Those encounters must skip their

next attack and take 1 level of damage.

75 XP

DESTROY UNDEADRequires Cleric Class

Continuous: You may use any Armor. You may use any Shield

except Deception; your Shield Magic Item Limitations is 1.

Equipment Pack: You must remove one card and add one card.

20 XP

WARCASTERRequires Arcane Class

Even if you fail to complete the Adventure the first time, you’ll earn experience points (XP) every time you play, which you’ll spend on Feature stickers. These represent the hard-earned experience that improves your charac-ter and makes it unique to you.

Did I mention there’s magical treasures? These are hard to come by. You don’t just enter a dungeon and find a Detect Magic scroll or a Silvered Longsword +1 among the bones of the first undead skeletons you defeat. Instead you need to fully delve into the depths of an Adventure and return triumphant to secure such fantastical hoards.

While you can play one-off games of any Adventures in this box as often as you like, evil is boiling to the surface along the Sword Coast, and a party of heroes is needed to defeat it! An Ancient Evil Rises is a five-part campaign. Start with The Wastes of Ancient Empire Adventure card, and grab the An Ancient Evil Arises Companion booklet, and dive in when you’re ready!

UNCOMMON

Consume: Additionally, deal + 2

to one encounter.

That encounter must skip its next attack.

DECEPTION: MISC.

SUMMONING GEM

. . . To the end of all things, in flame . . .

MICHELE GIORGI • ™ & © 2017 WIZARDS • 11/38

UNCOMMON

Starts & Remains In Play.

During your turn, discard one card to prevent

1 damage from one encounter whose color

matches the discarded card.

Runes of protection are embroidered within its lining.

ARCANE: MISC.

CONCEPTOPOLIS • ™ & © 2017 WIZARDS • 28/38

CLOAK OF PROTECTION +1

TM & ©2017 Wizards of the Coast LLC.

Page 2: SEIZE THE ADVENTURE! · 2017. 8. 12. · grab the An Ancient Evil Arises Companion booklet, and dive in when you’re ready! UNCOMMON Consume, deal + 2 That encounter must skip its

TM

HEROES WANTED!PARTICIPATING HOBBY STORES WILL HAVE

ACCESS TO ADDITIONAL, UNIQUE MAGIC ITEMS. COMPLETE AN ADVENTURE

IN-STORE, AND SEIZE FANTASTIC TREASURES YOU’LL FIND NOWHERE ELSE!

FILL OUT YOUR ADVENTURING PACK WITH ADDITIONAL

ADD-ONS AVAILABLE NOW!

VERY RARE

Starts & Remains in Play: Scene.

Choose an encounter facing you. Each turn,

prevent 1 damage from that encounter.

Always moves to your most vulnerable side to protect

against danger from any quarter.

ARCANE: MISC.

CONCEPTOPOLIS • ™ & © 2017 WIZARDS • 3/3

ANIMATED SHIELD

RARE

Druid Class: Remains in Play. While Staff of

the Woodlands is in play, your other cards with

Remains in Play are immune to Dispel Magic.

“So . . . What do we do with a sixty-foot tree?” —Garh of the Northern Wastes

DEVOTION: WEAPON

CONCEPTOPOLIS • ™ & © 2017 WIZARDS • 29/48

STAFF OF THE WOODLANDS

3

RARE

During a Short Rest, you may return Sword of

the Night Owl from your discard to your hand.

Owls don’t see everything. They merely see everthying needed.

DECEPTION: WEAPON

VICTOR MORENO • ™ & © 2017 WIZARDS • 33/48

SWORD OF THE NIGHT OWL

1

IF YOU CAN’T BE WELL-PREPARED,

BE WELL-SUPPLIED!

TM &

©20

17 W

izar

ds