Last updated 6 August 2003
Drakon is "Published by FANTASY FLIGHT GAMES (C) 2002".  This file
of house rules for playing Drakon is "Copyright (C) 2003 By Patrick
S. Duff, All Rights Reserved".


                        DRAKON CLARIFICATIONS

Draw Piles:  After shuffling the chambers, stack them in face-down
piles next to each player.  Tiles may be drawn from the top or
discarded to the bottom of any draw pile (player's choice), but
usually the most convenient pile should be used.  Any player may
request that any draw pile be re-shuffled at any time, or that short
piles be shuffled together to make a larger pile.

Table Edges:  The board may be (carefully) shifted to fit better on
the table, but the table's edges are hard boundaries and cannot be
extended.  Chambers which fall off the table because they are too
close to the edge are returned to the draw pile.

Heavy Gale, Strong Wind and Tornado chambers:  If the blown character
moves through any chambers which have no arrows, treat them as though
they had arrows pointing in all legal directions (that is, pointing at
adjacent chambers where there is no arrow pointing back).

Dwarf:  The Dwarf's special ability lets them discard any number of
chambers from their hand (to the draw pile) and replace them by
drawing an equal number of chambers.


                   DRAKON EXPANSION CLARIFICATIONS

Locked Chest chamber:  Coins in the Locked Chest count as gold for the
player, but may not be touched, even by the player owning the Locked
Chest.  Another Locked Chest is found each time the chamber is
entered.  The player may choose how many coins to add to their Locked
Chest when the chamber is entered.

Small Room and Drakon Moves chambers:  Drakon is too big to move onto
or thru the Small Room chamber.

Find Two Gold chamber:  This tile only gives two coins once per player.
If the same player re-enters this chamber later, they get one coin.

Friendly Visit chamber:  On the next turn that you decide to move your
character, you must move your character to any chamber on which
another player's character is standing, or move both your character
and another player's character to the Start chamber.

Magic Harp chamber:  When you decide to move your character, if you
are able to move into a Magic Harp chamber (including being blown near
it), you must do so even if other choices are available.  The Magic
Harp chamber pulls your character in.  On the next turn in which you
decide to move your character, instead of moving to another chamber
you only make it as far as the doorway.  That is, you must spend a
turn in the Magic Harp chamber before you can get out.

Secret Passage chamber:  You may also jump (one-way only) to the
Escape chamber (if it has been played) or to the Start chamber.  On
subsequent turns, you may not return thru the Secret Passage you used,
unless you move away and then re-enter a Secret Passage chamber later.


                        OPTIONAL DRAKON RULES

[Print out this list and circle the names of any optional rules you
want to use.  Circle "Alternative" to activate an alternative rule.
All players should agree on the rules and how many gold coins are
needed to win before starting play.]

Delayed Start rule:  For a more interesting starting arrangement,
agree to play N rounds of chamber placement turns before putting
characters on the Start chamber.  A good choice for N is the number
of players.  This gives the players room to spread out and try
different strategies instead of staying bunched together near the
Start chamber.

Double Special Ability rule:  You may use your special ability twice
in a game (but not in the same turn, or on the same player).  The
first time you use it, turn your Character Ability counter face down.
The second time you use it, discard your counter.

Share the Misery rule:  If you enter the same chamber more than once
(such as in a loop which contains just a few chambers) and it
specifies that you do something to another player, you must skip
players you've already hit until everyone (except yourself) has been
hurt equally.  For example, Map, Mind Control Orb, and Steal a Coin
cannot be done to the same player repeatedly.

Drop a Coin rule:  Before moving from a chamber (on your turn or when
another player moves you) you may drop one coin (if you have one) in
the chamber you started from.  The person who moves Drakon may drop
one coin (from Drakon's hoard) on the chamber where Drakon started
from.  Anyone who finds a dropped coin may pick it up.

Pennies from Heaven rule:  Imagine a line along each edge of the Start
chamber reaching out to the edge of the table.  This defines four
overlapping sections of the board.  At the beginning of any round of
turns where there are no characters in a section of the board, the
player with the least gold drops one coin (from Drakon's hoard) on one
of the chambers farthest from the Start chamber in each unoccupied
section.  If there is a tie, the tieing players take turns dropping
the coin(s) starting clockwise from whomever last dropped one (or
whomever played first if no-one has dropped a coin yet).  (This
provides the players with more incentive to move toward that side of
the board.)

Drakon Moves rule:  After Drakon appears on the board, between each
round of turns the player with the least gold gets to move Drakon up
to three spaces (ignoring the chamber arrows and actions).  If there
is a tie, select the tieing player clockwise from whomever last moved
Drakon (or whomever played first if no-one has moved Drakon yet).

Drakon Wakes rule:  Sometimes the Drakon Moves chamber doesn't appear
until late in the game.  This rule says that Drakon appears on the
board either when the Drakon Moves chamber is played or when the first
coin is picked up, whichever happens first.  Thereafter, Drakon moves
whenever the Drakon Moves chamber is entered or another coin is picked
up.  (The chamber or coin gives the player temporary magical power
over where Drakon appears or moves.)

Empty Hand rule:  If you have no chambers at the start of your turn,
you can choose to either move your character, or draw one chamber for
free.  Either one ends your turn.

Buy a Chamber rule:  Instead of your turn, you may pay a coin (into
Drakon's hoard) to draw a chamber into your hand.  But you may never
turn in a chamber for gold!

Buy a Turn rule:  Before your regular "free" turn, you may pay a coin
(into Drakon's hoard) or return a chamber (to the draw pile) to take
an extra turn.  You may buy as many extra turns as you can afford.

Jump to Start rule:  Instead of your turn, you may pay a coin (into
Drakon's hoard) or return a chamber (to the draw pile) to jump any
character (including your own) back to the Start chamber.  This lets
you escape if you get stuck in a bad position somewhere on the board
or could stops someone from reaching their winning coin (if you're
willing to pay the price!).  Alternative:  This costs two coins or
chambers, not just one.

Coin to Chamber rule:  During your turn, you may choose "chamber"
instead of "coin" in any coin rules.  For example, "Find a coin"
becomes "Find a chamber", drawing it from the pile.  "Steal a coin"
becomes "Steal a chamber", adding it to your hand.  But you may not
choose "coin" instead of "chamber" in any chamber rules!

Occupied Chamber rule:  During your turn, anything you can do to a
chamber on which no characters are standing can be done to chambers
occupied by Drakon or characters (including your own) if you pay one
coin or discard one chamber per character.  If an occupied chamber is
discarded or put in your hand, those characters are returned to the
Start chamber.

Longer Game rule:  Playing until someone gets five coins usually means
the game ends just when the board starts getting interesting, with
lots of unplayed chambers still in the draw pile.  For a longer game,
agree that more gold is needed to win, such as seven or ten coins.
(Add pennies or pebbles or yellow glass stones to Drakon's hoard if
you need more gold pieces.)  Alternative:  The game ends when the last
coin is taken from Drakon's hoard -- the player with the most gold
wins.  Tie-breaker:  The player with the most chambers in their hand
wins.  You can adjust the length of the game by how many coins are in
Drakon's hoard at the beginning of the game.

Carry to Start rule:  Another way to get a longer game is to require
that characters carry any coins they find to the Start chamber before
they will count toward a win or can be put in a Locked Chest.  For all
other purposes, coins being carried are the same as coins which have
been taken back the Start chamber.  Alternative:  Only one coin may be
carried at a time -- if you enounter another coin while carrying one,
you have to leave it where you found it.