The game is recommended for 2 to 6 players, each of whom begins with 50 points (called gold). The game is divided into gambits in which gold is added and subtracted from the stakes (similar to the pot in
poker). Each gambit normally has three rounds (four or more can break ties). In each round, players play cards in front of them (comprising their flight). The strongest flight is the one with cards summing the highest numerical value. After each gambit, each player draws two cards. All ante cards and flights are then discarded. When the last card is drawn from the pile, you shuffle the discard pile and it replaces the draw pile. In a gambit, players initially choose a card from their hand to
ante-up (see
poker). The highest
ante determines the amount of gold
every player must pay to the stakes. The player with the highest ante plays first, triggering the special ability of their dragon. The special powers of each card varies from allowing players to draw more cards or steal money – from the stakes or other players. In general, good dragons allow players to gain cards, whereas evil dragons allow players to get more gold from the pot or other players. Mortals are especially powerful, so players often maneuver to trigger their mortals' special power. After the first card in the round is played, players play cards in clockwise order. If the value of the card is less than or equal to the one played before it in the round, it triggers. Otherwise, it does not. The highest dragon in a given round determines the leader of the next round. The first card played in every round always triggers. Most gambits end after three rounds, though occasionally a tie extends it to four or more rounds. In either case, the strongest flight (sum of the values of each player's three cards) wins. Additionally, special flights (color or strength) allow players to earn extra gold or cards. Players must buy cards from the deck if they run out of cards. The cost of new cards is determined randomly by flipping the top card of the draw pile; the player pays its cost in gold. This commonly happens, since replacing cards can be difficult. The game ends when one player's hoard runs out at the end of a gambit. Optional alternate endings are also suggested in the rules.
Dragons With few exceptions, each dragon has a strength and a color. A dragon's strength is shown in the top-left and bottom-right corners of the card. The color of the dragon determines its alignment and powers: • Colors of evil dragons: Black, Blue, Green, Red, White. Tiamat and Dracolich are also evil. • Colors of good dragons: Brass, Bronze, Copper, Gold, and Silver. Bahamut is also good.
Special Flights • Color Flight: Three dragons of the same color earn a player the second strongest dragon's strength in gold from each player • Strength Flight: Three dragons of the same strength earn a player one of those dragon's strength in gold from the stakes and all the remaining ante cards (up to a ten card hand) Only dragons count in special flights but house rules can allow three mortals to be played as a color flight called a fellowship.
Dragon Gods • Tiamat: strength 13 and colorless, though this card counts as any Evil color when making color flights. When a player's flight includes Tiamat and a good dragon, that player cannot win the gambit. • Bahamut: strength 13 and colorless. When a player's flight includes Bahamut and an evil dragon, that player cannot win the gambit. Bahamut also has a normal power that triggers like the power of any regular dragon.
Undead Dragon Dracolich: strength 10 and colorless.
Mortals Mortals are non-dragon cards, such as The Thief or The Druid. Mortals do not count in special flights but house rules can allow three mortals to be played as a color flight called a fellowship. ==Strategy==