Wyr Rulebook r14 PF
Wyr Rulebook r14 PF
Wyr Rulebook r14 PF
You are an amateur dracologist in the world of Wyrmspan, a place where dragons of all
shapes, sizes, and colors roam the skies. Excavate a hidden labyrinth you recently unearthed
on your land and entice these beautiful creatures to roost in the sanctuary of your caves.
DRAGON GUILD
Place unused
marker above
Dragon Guild tiles (red) 4 for the Dragon Guild) in each color
Gain Pay , then play from your hand on top Gain . Lay
. . Play from your hand or the display.
of any dragon on your player mat for free. Ignore all costs.
END GAME: Gain 3 for every filled END GAME: Gain 1 for every you
column of dragons on your playerGain
mat. . have (round down). Gain .
END GAME: END GAME: Gain 1 for each ENDonGAME: END GAME: Gain 1 for every cost
Gain printed VP your player mat. (Include those covered
Gainbyprinted VP
a dragon.) printed on all dragons in 1 of your caves.
6 3 1 (unlimited) 6 3 1 (unlimited)
END GAME: END GAME:
Gain printed VP Gain printed VP
Wyr_GuildTiles_r4.indd 1 6 3
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2:31 PM 5 1 (unlimited) 6 3
8/15/23 2:31 PM 1 (unlimited)
5 WEARY VAMPIRIC
4 HORNED
GRYPHDRAGON
LARGE DRAGON
HATCHLING
6 2
LARGE HATCHLING
(“dragons”) 36
Pay to gain .
39
PLAYFU
L
1
Any time
Cache
SHY you cache
from your supply
24 here.
here, gain
Cache
SHY
.
from
AGG
RESSIVE
(yellow) 1 guild token in each color
When the 3rd is cached, also lay . your supply here.
Gain 2 if this dragon is Any time you cache here, gain .
between two other dragons in When the 3rd is cached, also gain .
this cave.
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AM 1 7/24/23 4:57 PM
56 1
4 73
Wyr_CardMat_r1.indd 1
CAVE CARDS
CARD MAT
8/8/23 10:24 AM
Overview. . . . . . . . . . . . . . . . . . . . . . . . . 4
Excavate. . . . . . . . . . . . . . . . . . . . . . . . . . 5
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1 round 55 eggs
1 2 3 4
ROUND TRACKER
1 2 3 4
ROUND TRACKER
6 +1 6 +1 6 +1
Entice . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Activate Activate Activate Activate
GAME END
tracker board
6 +1 6 +1 6 +1
4 5 1ST
PLACE 6 7
1 2 3 4
2ND
PLACE
0 1 2 3
3RD
PLACE
4 5 1ST
PLACE 6 7
0 0 0 0
ALL
• Dragon Abilities . . . . . . . . . . . . . . . 7
OTHERS
1 2 3 4
2ND
PLACE
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0 1 2 3
3RD
PLACE
0 0 0 0
ALL
OTHERS
10 (double-sided) Hatchlings
Dragons & cave
cards in your
Crimson Cavern
20 multiplier tokens • Hatchlings. . . . . . . . . . . . . . . . . . . . 9
objective tiles (for resources and eggs)
on your player mat Dragons & cave
(Include cave cards
cards in your
Explore. . . . . . . . . . . . . . . . . . . . . . . . . . . 10
covered by a dragon.)
Medium Dragons
0/0/1/2 on your player mat 1/2/4/5 Amethyst Abyss
(Include cave cards
covered by a dragon.)
0/1/2/3 1/2/4/5
5 player mats
COST
Play
EXCAVATE
+ printed on column
COST
Play
ENTICE
+ printed on
2nd
3rd
CRIMSON CAVERN
Gain
Wyr_RoundTrackerTiles_r4.indd 3
Gain Gain
+ TO EXCAVATE
Lay
+
1x: 3( /
TO EXCAVATE
/ )
8/15/23 2:38
2
Wyr_RoundTrackerTiles_r4.indd
PM
Cache up to
from your
supply onto any
dragon(s).
8 8/15/23 2:38 PM
Round End/Upkeep. . . . . . . . . . . . . . . 14
3rd 1x: 3( / / ) for each.
AMETHYST ABYSS
PLAYER MAT
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1 score pad
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SCORING Name:
Markers on the Dragon Guild
printed on dragons
from end-game abilities ( )
1 per egg*
1 per cached resource*
1 per tucked card*
from public objectives
(ties are friendly—see rulebook p.15)
from remaining coins & items
• 1 per coin
• 1 per 4 / /
(in any combination) (round down)
Total:
*unless otherwise specified
NOTE: Your player markers are limited, but all other components are not. If you run out of any non-player-marker pieces during the game,
use a suitable replacement.
We’re happy to help with missing or broken components. Fill out the form found at stonemaiergames.com/replacement-parts
1
SETUP
Place the following items in the center of the table:
1 DRAGON GUILD BOARD Select 1 of the 4 Dragon Guild tiles at random and place it in the center of the Dragon Guild board with
the appropriate side (based on player count) face up.
2 CARD DISPLAY BOARD
i DRAGONS Shuffle all dragons together and place 3 dragons face up on the card display board in the designated spaces.
Place the dragon deck nearby (face down).
ii CAVE CARDS Shuffle all cave cards together and place 3 cave cards face up on the card display board in the designated
spaces. Place the cave card deck nearby (face down).
3 ROUND TRACKER BOARD Place the round marker on the Round 1 space. Shuffle the objective tiles, then place 4 of them at
random on the designated spaces on the round tracker board with a random side facing up. Return the others to the box.
4 Place the coins, eggs, and all tokens in a public supply in reach of all players.
EXCAVATE
COST
+ printed on column 1st
EXPLORE
1st
COST
printed on cave entrance
2nd Tuck up to 2
Choose a cave and move your from your hand
adventurer from left to right until you under any
reach a . dragon(s).
3rd 1x: 3( / / )
AMETHYST ABYSS
1 player mat and all player pieces of 1 color (1 adventurer, 8 player markers, and 1 guild token)
Randomly give a player the start player marker, then begin the game.
2
4 3
1
F
2
i
ii
A
B
D
G
C
3
OVERVIEW
During a game of Wyrmspan, you will TERMINOLOGY
build a sanctuary for dragons. Your
PLAYER MAT Your personal player mat that holds cave cards, dragons, and eggs.
sanctuary begins with 3 excavated
spaces—the leftmost space in your CAVE CARD Square cards that are added to your player mat through the excavate
Crimson Cavern, your Golden Grotto, and action. Each cave card that you play covers 1 of the 9 empty spaces on your player mat
your Amethyst Abyss. Throughout the and turns that space into an excavated space.
game, you will build out these 3 caves
DRAGON Rectangular cards that may be placed onto any excavated space, including
from left to right, first excavating each
the 3 spaces that are excavated at the beginning of the game.
empty space, then playing dragons into
these excavated spaces. RESOURCES Meat tokens, gold tokens, crystal tokens, and milk tokens. Coins and eggs
are not considered “resources.”
Each turn, you will take 1 of 5 actions:
(1) excavate a space; (2) entice a dragon CAVE A row of spaces on your player mat. Each player mat has 3 caves: the Crimson
to come live in an excavated space; (3) Cavern, the Golden Grotto, and the Amethyst Abyss.
explore your Crimson Cavern; (4) explore
DISCARD/PAY Remove the cards, coins, eggs, or resources from your player area, hand,
your Golden Grotto; or (5) explore your
or nests, placing them in the public supply. Cards are always discarded face up.
Amethyst Abyss.
GAMEPLAY
Wyrmspan takes place over 4 rounds. Each round, players take several turns in
clockwise order, beginning with the player who has the start player marker. TIP: It is strongly recommended
that players use most (or all) of their
Players continue taking turns until they decide to pass; this typically occurs when a coins prior to passing. Players gain an
player has used all of their coins or they do not have any dragons in their hand that income of 6 coins at the beginning of
they wish to (or can afford to) play. Once a player has passed, they may not take any each round (and in rare circumstances
additional turns during that round, but they may still gain benefits during other players’ may gain 1 additional coin after they
turns. pass for a round). At the end of each
Other players who have not passed continue to take turns until they spend all of their player’s turn, that player must discard
coins or otherwise choose to pass. Once all players have passed, the round ends. down to 9 coins, 9 cards, and 9
resource tokens.
Note that when players pass, they may carry over coins, resources, cave cards, dragons,
and nested eggs into the next round.
IMPORTANT: You may never place items on or remove items from other players’
player mats; all abilities that you activate allow you to interact only with the general
supply, the central boards (Dragon Guild board, card display board, etc.), and your
own player mat.
The winner of Wyrmspan is the player with the most victory points (VP). These are
earned in a variety of ways, including the VP value of played dragons, eggs, tucked
cards, public objectives, and the Dragon Guild (see page 15).
4
ON YOUR TURN
Select one action on your player mat (excavate, entice, or explore), move your adventurer there, pay the cost of that action (place the
coin/eggs on the action), and then perform the action. If the public supply of eggs or coins runs low, players may return excess tokens
from their mats to the supply; however, players must track the number of times they have explored each cave during the round.
EXCAVATE
PLAY A CAVE CARD INTO 1 OF YOUR CAVES.
1
Select the left-most empty space • The first space in each cave is already • A ny cave card can be placed in any cave;
in 1 of the 3 caves to excavate. You excavated, so over the course of the game the colors of the cave cards are purely for
must excavate each cave from left you may excavate the 2nd, 3rd, and 4th aesthetics.
to right. spaces in each cave.
+ TO EXCAVATE + TO EXCAVATE
EXCAVATE
COST 3
+ printed on column 1st
Play from your hand into the left- CRIMSON CAVERN Wyr_CaveCards_r8.indd 3 8/8/23 10:27 AM
2 Pay EXPLORE 3 4
COST the base cost 1st of 1 coin, placing P lay a cave card from your hand In Either Order:
printed on cave entrance
it on the excavate 2nd action on your onto the empty space you have
Choose a cave and move your Activate the “when played” benefit Tuck up to 2
from your hand
player
adventurer mat.
from left to right until youThen, pay 1 egg if you chosen to excavate. under any
reach a .
3rd on the cave card
1x: 3( you
/ / just
) played.dragon(s).
are excavating the 3rd column or 2
• Place the
Gaincave card so that it is
Return your adventurer
eggs
here at the end of yourifturn.you are excavating the 4th.
BASE
CAMP
Gain Gain
• T hese benefits
Lay
are optional,
aligned with the empty square on
At the end of your turn, discard
GOLDEN GROTTO
though are typically to your
• Eggs may be paid from any
down to:
your player mat. Leave the stop
9 total cards ( and ) advantage to take. Note that if
dragon(s) in your cave or from the
9 coins
sign visible (below the cave card).
9 resources
1st you place a cave card that gives
nest icons on your player mat.
STORE 2 EGGS HERE:
2nd
opponents something, all other Discard up to
NOTE: Although you may add multiple NOTE: If you gain a benefit that allows Activate the “when covered”
benefit on the player mat space
CaveMat_r11.indd 1 9/13/23 10:34 AM
cave cards to your player mat each round, you to excavate for free, you do not need
every time you take the excavate action, to pay the coin to excavate or the eggs that you just covered, if applicable.
you may only excavate 1 space (unless associated with placing a cave card into • T he spaces in the 4th column
the cave card you play directs otherwise). that column. of your player mat allow you
to spend 3 items (resources,
dragons, and cave cards) in any
combination to gain 1 coin. This is
optional.
TIP: Although gaining an extra coin can be a nice benefit, so is building out the
last space in each cave! It is often strategic to excavate this last space before you
have enough extra items to make this exchange.
5
ENTICE
ADD A DRAGON TO YOUR PLAYER MAT.
1
Select a dragon from your hand.
2 SPRY HORNED
Pay the base cost of 1 coin, placing it on the entice action on your
player mat. Then pay the additional cost printed at the upper-left
LUNG DRAGON
of the selected dragon (return these to the general supply). 3
• This cost is usually a combination of gold, crystal, and meat, but MEDIUM
some dragons require an additional coin, an egg, and/or milk.
+ TO EXCAVATE + TO EXCAVATE
SPRY HORNED
EXCAVATE LUNG DRAGON
COST 3 3
+ printed on column 1st MEDIUM
FU1x:L3(
supply onto any
PL AY
dragon(s).
3rd 48 Cache from the / / )
ENTICE PL AY
F UL
general supply onto any
COST dragon(s).
Gain Gain . Gain Gain Lay
Gain .
+ printed on
Play from your hand into the left- CRIMSON CAVERN Wyr_CaveCards_r8.indd 3 8/8/23 10:27 AM
3 EXPLORE 4 After you play a dragon, gain the NOTE: Although you may play multiple
COST Play the dragon on your player mat, 1st
printed on cave entrance
following these rules: 2nd “when played” benefit printed on dragons each round, every time youTuck up to 2
Choose a cave and move your
adventurer from left to right until you the dragon (if any). take the entice action, you may onlyfromunder
play
your hand
any
• You must play the
reach a .
3rd dragon into a
1 dragon (unless the dragon you play
1x: 3( / / ) dragon(s).
do so). AMETHYST ABYSS …please pay close attention to these key differences in Wyrmspan:
CaveMat_r11.indd 1
• Actions are performed by spending • You must excavate a cave space before 9/13/23 10:34 AM
6
DRAGON ABILITIES
All dragons have an ability or benefit printed on them. These come in 4 types:
When you play a dragon with a “when played” benefit, you may gain the indicated benefit immediately. Unless you have
a special ability, you will only activate this ability once. These benefits are not mandatory, though it is usually in your
best interest to gain them. If you play a dragon that gives opponents a benefit, the other players must be allowed to
collect their benefit, even if you decline yours.
Whenever your adventurer walks onto a dragon card with an “if activated” ability, you may activate that ability. If you
activate an “if activated” ability that gives opponents a benefit, the other players must be allowed to collect that benefit,
even if you decline to do so.
IMPORTANT: “If activated” abilities do not activate the turn that you play the dragon.
“Once per round” abilities provide a benefit at the end of every round. See additional details in the Round End/Upkeep
section. If you activate a “once per round” ability that gives opponents a benefit, the other players must be allowed to
collect that benefit, even if you decline to do so.
“End game” abilities provide Victory Points (VP) at the end of the game for meeting certain conditions.
IMPORTANT: Whenever a dragon looks for a specific category (e.g., in this cave, a
trait, a size, etc.), the dragon includes itself if applicable. For example, the Smirking
Ridgeback (card 130) looks for playful dragons to tuck a card under; because the
Smirking Ridgeback is a playful dragon, a card is tucked under it too.
7
TAWNY STEPPE WYVERN
Certain dragons and cave cards direct you to cache a resource onto a dragon, tuck a 6
card under a dragon, lay an egg, or pay an egg: MEDIUM
CACHING A RESOURCE means that you place that resource onto a dragon. Unless
otherwise specified, resources that you cache must come from your personal supply.
Cached resources remain in place until the end of the game and are worth 1 VP each,
unless otherwise specified. 53
L
PFU
HEL
• Resources must be cached onto the dragon that gives you the ability to do so, unless Cache from your supply
otherwise specified. A dragon that allows you to cache a resource “here” provides you here.
with the ability to cache a resource onto that dragon.
TUCKING A CARD means you place a face-down dragon card underneath an already
played dragon on your player mat. Unless otherwise specified, cards that you tuck must HOSTILE NORTHERN7/27/23
Wyr_DragonCards_r8.indd 53 11:28 AM
FIRE DRAGON
come from your hand. Tucked cards remain in place until the end of the game and are
worth 1 VP each, unless otherwise specified. 3
LARGE
• Cards must be tucked under the dragon that gives you the ability to do so, unless
otherwise specified by dragon abilities. A dragon that allows you to tuck a card “here”
provides you with the ability to tuck a card underneath that dragon.
IMPORTANT: Tucked cards do not count as dragons for purposes of end game 68
IVE
RESS
abilities or end-of-round goals that require you to have a specific number or type of AGG
Reveal from the deck. If it is
dragons on your player mat. For instance, if you have a dragon that gives you VP for large, tuck it here. Otherwise,
every medium dragon you have on your player mat, tucked medium dragons do not discard it and gain .
count.
A n ability that lets you “lay an egg” allows you to place an egg onto any dragon with
SUBTERRANEAN
an empty nest icon or onto 1 of the 2 nest icons printed on your player mat. Each nest BASILISK
icon, regardless of its location, can hold 1 egg. If you do not have an empty nest icon 4
available, then you may not lay an egg. LARGE
• Note that some dragons direct you to lay an egg “here.” This allows you to lay an egg
only on that dragon. Other dragons direct you to lay an egg anywhere in a certain
cave or a certain column.
Any time you are directed to “pay an egg,” you may discard an egg from any dragon on 37
SHY
your player mat or from a nest on your player mat. Lay .
Each opponent lays .
• Note that some dragons require you to pay an egg from a specific location (e.g.
“Pay an egg from anywhere in this cave”).
• Eggs on your dragons and player mat at the end of the game are worth 1 VP each,
unless otherwise specified. Wyr_DragonCards_r8.indd 37 7/27/23 11:27 AM
8
HATCHLINGS
Hatchlings are a special type of dragon. All hatchlings require you to pay an egg, and all
require you to pay 1, 2, or 3 milk. All Hatchlings have a 3-part ability:
MINIATURE REX
3
HATCHLING
1
All hatchlings have an “if activated”
ability. Each time your adventurer
walks onto a hatchling, you may
cache 1 resource (milk or meat) onto 20
the hatchling or tuck 1 card under the FUL
PL AY
hatchling, as specified on the card.
Cache from your supply here.
2 3
Any time you cache here, gain . The 3rd time you cache the specified
Any time you cache the specified
resource on that hatchling or tuck When the 3rd is cached, also gain resource on that hatchling or tuck a
. card under that hatchling, you gain
a card under that hatchling, you
gain a benefit. Note that you gain their regular benefit and a bonus
this benefit regardless of whether that is triggered once per game. This
the cache or tuck ability came from Wyr_DragonCards_Hatchlings_r4.indd 20 7/24/23 4:58 PM
represents the hatchling growing up.
walking your adventurer onto that
card or from another ability.
IMPORTANT: You may still continue to activate the hatchling’s first 2 abilities (in the NOTE: As all good dracologists
example above, caching a meat to gain a gold) even after the bonus is triggered. know, most hatchlings are born deep
underground and require purple crystals
to thrive. As such, keep in mind that most
IMPORTANT: Note that hatchlings function differently from other “if activated” hatchlings live in the Amethyst Abyss. If
dragons, as indicated by the card layout. Adult dragons with an “if activated” ability you’re looking for hatchlings that live in
only allow you to activate that ability when your adventurer walks onto that dragon. In the Golden Grotto or Crimson Cavern, you
contrast, the second ability on each hatchling does not have an “if activated” ability may have a hard time finding one!
on it, meaning that it activates any time that condition is met, regardless of whether it
was triggered by your adventurer.
9
EXPLORE
EXPLORE YOUR CRIMSON CAVERN: Walk your adventurer through your Crimson Cavern and activate any “if activated”
abilities that your adventurer passes, following these steps in order:
1 Each time you walk through your Crimson Cavern, you must 2 Move your adventurer from left to right within your Crimson
pay the costs printed on your player mat. The 1st time you Cavern, along the path depicted along the bottom of the
enter your Crimson Cavern each round, the cost is 1 coin. If cave, and activate all “if activated” ( ) abilities that your
you enter a 2nd time that round, the cost is 1 coin and 1 egg. If adventurer passes, in order from left to right.
you enter a 3rd time that round (this is the max, and it’s rare),
• E ach time you walk past an “if activated” icon on your
the cost is 1 coin and 2 eggs.
player mat, you may activate that ability.
• If you walk through your Crimson Cavern a 2nd or 3rd time
• E ach time you move your adventurer onto a dragon that
within a round, pay egg(s) from any dragon(s) or nests on
has an “if activated” icon, you may activate that ability.
your player mat.
3 Whenever your adventurer walks onto (a space without
• Whenever you enter a cave, leave the paid coin and egg(s)
a dragon), your turn ends. Return your adventurer back to
on your player mat (covering the associated cost to track
Base Camp.
how many times they have explored the cave this round).
If the public supply of eggs or coins runs low, players may
return excess items to the supply.
EXAMPLE
Tess walks through her Crimson Cavern for the first time this round. She pays 1 coin to do so (placing it onto the
designated space at the entrance to her Crimson Cavern) and begins walking her adventurer through the cave
from left to right.
+ TO EXCAVATE + TO EXCAVATE
She walks over and Tess then walks Next, Tess walks
Wyr_DragonCards_r8.indd 119
After that, Tess walks
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Finally, Tess Tess now ends her
EXPLORE
COST activates the first 1st onto the Chameleon over the “Gain ” over the Hoarding activates the second action, because
printed on cave entrance
“Gain ” 2nd Coatl. Tess takes no ability and advances Flyer and gains . “Gain ” ability in even though she Tuck up to 2
Choose a cave and move your
action here, because has excavated the under any
from your hand
ability in her
adventurer from left to right until you
reach a .
her guild token 1 her Crimson Cavern dragon(s).
3rd
Crimson Cavern and the Chameleon Coatl space forward on and selects . next
1x: 3(
space in her
/ / )
through your Amethyst Abyss and activate any “if activated” abilities that you pass.
10
ADDITIONAL RULES, NOTES, AND CONCEPTS
ABILITY ACTIVATION SEQUENCING: Any time an ability allows GAINING CARDS: There are 3 different phrases associated with
all players to do something, the active player goes first, then all gaining cards, all of which have different meanings.
other players have the opportunity to follow in clockwise order.
GAIN A DRAGON OR A CAVE CARD: Unless additional
Note that dragons and cave cards are not refilled into the card
restrictions are specified, you may gain a card from either the
display board until the end of the current turn, after all players
face-up display or from the top of the deck. Note that there
have had the opportunity to activate the ability. This means that
may be times when you have a “gain” ability, but there are no
in some circumstances, if an “all players gain a card” ability is
face-up cards in the display. If this happens, you may still draw
triggered, not all players will have the opportunity to gain a face-
from the top of the deck.
up card (though they may still draw from the deck).
GAIN A DRAGON OR A CAVE CARD FROM THE DISPLAY:
ACQUIRING ITEMS: Whenever you acquire a dragon, a cave
If the “from the display” instruction is included, you must
card, or a resource, by default that item goes into your hand or
select a face-up card. If there is no card in the display, then
your personal supply. Some dragons allow you to acquire an item
you may not take this benefit.
and also provide optional secondary abilities, such as caching
a resource or tucking a card. If you decline to do so, that item DRAW A DRAGON OR A CAVE CARD: To “draw” means you
remains in your hand or your supply. may only take a card from the top of the relevant deck.
For example, see the Beckoning BECKONING
CRICKETCATCHER REVEAL A DRAGON CARD: Show the top card of the deck to
Cricketcatcher to the right. At the end 4 all players. The ability will specify if you do something with the
of each round, you gain 1 card (from the SMALL
card; if not, return it to the top of the deck.
face-up display or from the deck). After
ON YOUR PLAYER MAT OR IN A CAVE: Abilities that refer to
looking at it, decide whether to keep it in
the number of dragons on your player mat or in a cave never
your hand or to tuck it under any dragon. 180 count tucked cards. Hatchlings are dragons.
If you tuck this card under a hatchling AGG
RESS
IVE
with a “tuck” ability, gain the benefit Gain . You may tuck it under PAYING AN ITEM: Certain abilities direct you to pay an item
any dragon.
provided by that hatchling. to trigger an ability. This requires you to discard that item from
ACTIVATING ABILITIES MULTIPLE
your hand (cave card or dragon), from your supply (resources
TIMES: Some abilities allow you to perform an action or
Wyr_DragonCards_r8.indd 180
or coins), or from any nest icon (egg) on your player mat, unless
7/27/23 11:36 AM
11
DRAGON GUILD
Throughout the game, players earn Dragon Guild advancements ( ) by walking
their adventurers through their caves or playing certain dragons or cave cards. Every
time a player takes a Dragon Guild advancement, they move their guild token 1 space
clockwise around the Dragon Guild track, then immediately gain the benefit printed on
the space their token lands on. Each space may hold any number of guild tokens. If a
player activates more than 1 advancement in a turn, they receive all benefits that they
pass, in addition to those printed on the space that they land on.
Every time a player reaches 1 of the 2 brown spaces on the Dragon Guild track (the
bottom space or the top space), they must immediately place an unused player marker
onto a square on the Dragon Guild tile and collect the corresponding benefits. Each
square can hold 1 player marker. Note, however, that the bottom right space of each
Dragon Guild tile—a long rectangle—can hold any number of player markers.
Note that each player may place a maximum of 4 player markers onto the Dragon Guild
tile. Once a player has placed their 4th player marker onto the Dragon Guild tile, they
may continue to advance around the Dragon Guild track, but they cannot place any
further player markers there.
END GAME:
Gain printed VP
6 3 1 (unlimited)
Place unused
marker above
12
SELECT DRAGON GUILD POWERS EXPLAINED
DRAGON GUILD TILE ABILITY RULES
Discard 1 coin, then you may excavate
up to 2 spaces (in the same cave or
Pay a coin, then excavate up to 2 different caves) without paying coin or
Guild of Highlands spaces for free with cave cards from egg costs. If you only have 1 cave card in
your hand. your hand or you only wish to excavate 1
space, you may choose to forfeit the 2nd
excavation.
Discard a cave card from your hand,
then play a dragon from your hand
onto another dragon already in your
cave, without paying any costs. You still
need to play the dragon into one of its
preferred caves.
Pay a cave card, then play a dragon
Guild of Highlands from your hand on top of any other T he original dragon on the space
dragon on your player mat for free. becomes tucked, and any tucked cards,
cached resources, or eggs associated
with the original dragon transfer to the
new dragon. The new dragon can only
store a number of eggs up to its printed
capacity, and any surplus eggs are
discarded.
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TURN END
GUARDING
Your turn ends after you have completed 1 action (excavate, entice, or explore). Then: HORNED DRAKE
6
• You must discard down to 9 coins, 9 cards, and 9 resource tokens. MEDIUM
• Play proceeds clockwise to the next player who has not yet passed this round.
ROUND END/UPKEEP 63
HEL
PFU
L
After all players pass, the round ends. At the end of the round: Tuck from your hand here. If
you do, lay here.
1. Players discard any coins and eggs that they paid as costs on their player mat.
2. All “once per round” dragon abilities activate.
i. Players activate “once per round” abilities in turn order, starting with that round’s Wyr_DragonCards_r8.indd 63 7/27/23 11:29 AM
start player. If a player has multiple “once per round” dragons on their player mat, 1 2 3 4
ROUND TRACKER
Activate Activate Activate Activate
GAME END
then then then then
Gain Gain Gain
6 +1 6 +1 6 +1
ii. If a “once per round” dragon has an ability that presents all players with a choice SCORE SCORE SCORE SCORE
or benefit, in clockwise order (starting with the owner of the dragon) each player Hatchlings
on your player mat
Large Dragons
on your player mat on your player mat
Cached Resources
on your player mat
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Wyr_RoundTrackerTiles_r4.indd 4
5 1ST
PLACE
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6
Wyr_RoundTrackerTiles_r4.indd 20 8/15/23 2:38 PM
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i. Each player places 1 player marker on the round tracker underneath that round’s 0 0
ALL
OTHERS 0 0
objective, corresponding to their position relative to other players. Players gain VP Wyr_RoundTracker_r2.indd 1 8/8/23 10:23 AM
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GAME END AND SCORING
At the end of the game, add up your victory points from the following categories:
• MARKERS ON THE DRAGON GUILD
• P RINTED VP VALUES on visible dragons on your player mat (not in hand and not
tucked)
• END GAME ABILITIES ( ) on visible dragons on your player mat (not in hand and
not tucked)
• EGGS: Gain 1 per egg, unless otherwise specified.
• CACHED RESOURCES: Gain 1 per cached resource, unless otherwise specified.
• TUCKED CARDS: Gain 1 per tucked dragon, unless otherwise specified.
• P UBLIC OBJECTIVES: Ties are friendly. All players whose markers are at a certain
level gain the VP printed on that space. For instance, if several players are tied for 1st
place for scoring objective 3, those players would gain 6 . The next highest player
for that objective would score 3 (for being in 2nd place).
• EXCESS ITEMS AND COINS:
• Gain 1 per coin you have remaining.
• Gain 1 for every 4 other items (in any combination: resources, dragon cards, and
cave cards) that you have remaining. Round down.
The player with the most VP wins! If tied, the player with the most visible dragons on
their player mat (not including tucked cards) wins. If still tied, the victory is shared.
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ICONS
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