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THE GAME FILE

Dragonrealm

Lead adventurers into treasure-filled locations, competing with rival parties and meddling goblins to finish with the most coins.

CompetitivePlay against each other
Players
2–4
Manufacturer age
10+
Playing time
30 min
Rules
moderate

Covers the standalone Gamewright game using its linked English rules.

Two cloaked travelers overlook a forest valley and sleeping orange dragon while a goblin carries a sack past scattered gold coins.

Dragonrealm combines collecting card sets with a contest over shared locations. A successful expedition gets your adventurers onto a location, but the biggest reward depends on who has the most adventurers there when it fills.

How it plays

On your turn, draw two adventurer cards or attempt an exploration. Your hand can hold at most nine cards.

Explore by playing consecutive numbers, matching numbers or matching colors. Each pattern corresponds to a different exploration method. Roll one die per card, up to six, and compare the total with that method’s requirement on your chosen location.

A successful roll places adventurers at the location; some methods let you place two. A failed attempt returns the played cards to your hand and usually sends an adventurer to the Academy, where it can later help improve a roll.

When a location fills, score it immediately. Having the most adventurers earns the largest listed reward, while smaller parties can also collect coins. Goblins occupy spaces and compete for rewards, taking that treasure out of reach.

Completing the final Dragon location ends the game. Score the remaining locations and award a bonus for the most Dragonstones, symbols collected mainly from won locations. The most coins wins.

Decisions you’ll make

A larger card set gives you more dice, but collecting it takes turns while opponents fill locations. Try sooner with fewer dice or wait for a stronger attempt.

Compare a location’s requirements with its rewards and current occupants. An easier roll may gain you a foothold without being enough to secure first place.

Learning the game

Turns offer two main actions, but card patterns, location requirements, special powers and scoring exceptions take some learning. Start with the recommended Adventurer’s Academy and demonstrate one successful and one failed exploration roll.