Gather your courage! The long-enjoyed peace of Yon has been disrupted by a ferocious and mean-spirited dragon — he's terrorizing the locals and eating their livestock without their permission! Fortunately, a few wannabe heroes (that's you!) have risen to the challenge of slaying the beast. Get yourself a brave companion, gather a powerful army, and enter the Dragon's Keep for cheese and country in Dragon Farkle!
To play, you gather an army of loyal soldiers or steal them from your opponents, hire suspicious-looking companions and gain allegedly useful items (most of which aren't even cursed), then fight that dragon you've heard so much about — or don't, if you hate winning...
30 Soldier dice (five sets of 6 dice in different colors)
1 Event die
10 Companion cards
20 Magic item cards
5 Player mats
5 Dragon damage tiles
A stockpile of Soldiers tokens (representing 50, 100, 500, and 1,000 soldiers respectively)
Dragon Farkle is the “grown up” version of the classic mass market dice roller known as Farkle. In the original version, players take turn rolling dice trying to score points based on certain dice combinations. This new version of the game tries to add a few more strategic points into the game in an attempt to attract a more serious sort of gamer to play Farkle.
In the game, each player gets a colored set of 6 dice. They also have a nice player mat which outlines the flow of a turn as well as giving a handy reference of which dice combination score points. Each player is also dealt a Companion card – this card gives the player a certain ability which is unique to that Companion. The Dragon is set in the center of the table – the first player to inflict three damage points on the Dragon in a single turn will win the game.
On a turn, players have their choice of three options: Recruit, Brawl, or Attack the Dragon.
To Recruit – players roll their 6 colored dice as well as the orange event die. In general, you look at your die roll and then you must set aside at least one scoring die. If you cannot do so, you have “farkled” which means that your turn is over and you gain nothing on the turn. If you are able to set aside at least one scoring die, you take soldier counters from the supply matching that amount and place them in a temporary bank. You then decide if you want to end your turn and lock in your winnings – you add the temporary bank to your player mat. Or, you can press your luck and roll the remaining non-set-aside dice to try to score more soldiers. Of course, if you Farkle – you will lose any previously accumulated scoring tokens in the temporary bank. If you score all remaining dice in a roll, you could choose to end your turn or you could choose to keep going and roll all 6 colored dice and the event die on your next roll.
But the action isn’t as simple as that… you also roll the orange event die EVERY time that you roll at least one of your colored dice. The event die has 4 blank sides, a crossed axes side and a dragon side. The result of the event die determines what you do on that particular roll
Blank – nothing special happens – you collect tokens for your scoring dice
Rally (crossed axes) – you either double the scoring value of set aside dice OR you take the face value of set aside dice AND you get to draw a Magic item card from the supply. Magic Cards are one-time use special actions that break the normal rules of the game. You can only have one Magic card in your possession at the end of any given turn.
Dragon – you must set aside ALL scoring dice, but you do not get any scoring tokens for these. If you do not have any scoring dice (i.e. you Farkle), you may choose to ignore that Farkle if the Dragon face is showing on the event die
To Brawl – the active player chooses one other player to brawl with. These two players have a head-to-head battle. First, the active player is the attacker; he starts with all 6 of his colored dice and the event die and has a full turn as noted above. Whenever his turn is over, his accumulated scoring tokens represent his brawling strength this turn – note that this could be zero if he farkled. Then, the defending player gets a chance to roll; though he only gets to use 5 colored dice on his turn. The defender keeps going until he chooses to end his turn (or he Farkles). The accumulated scoring tokens from his turn are his defending force. The attacking and defending numbers are compared, and the loser of the battle must give the winner a number of soldiers equal to the difference in their forces. Additionally, the winner gets an additional 500 soldiers from the bank.
The final option is to fight the dragon. This can only be done once you have at least 5000 soldiers in your army. If you choose to do this, your turn will continue until you either Farkle, your entire army is defeated, or you succeed in slaying the dragon (and win the game)! When you fight the dragon, you roll your colored die and the event die. You set aside any scoring dice, but instead of collecting armies, the score is automatically subtracted from your army on your player mat – these are the armies that are eaten by the dragon.
This type of turn also uses the event die – but the sides are interpreted slightly differently
Blank – nothing special happens
Dragon – you inflict one point of damage against the Dragon
Rally (crossed axes) – you inflict two points of damage against the Dragon
The rules for Farkling are also a little different – you only Farkle if you do not lose any soldiers (i.e. no scoring dice are rolled) AND you do not inflict any damage to the Dragon.
If you do not defeat the dragon, it automatically heals all wounds and waits for the next challenger. If you are able to hit it with three points of damage, you win the game!