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Anatomy
of a card

Here are the main things you need to know about Drakkards in order to master their effects:

Anatomie d'une carte
  • Card name:
    The name of the card can tell you a lot about its usage

  • Name of the arsenal:
    An arsenal is made up of several cards whose effects complement one another. The small hexagons under the name of the arsenal indicate the number of cards in it.

  • Mana cost:
    For Equipment, the costs of the different levels are analogous (in this case 5, 5 and 4 for levels 1, 2, and 3 respectively).

  • Card symbol:
    They represent the card’s type, its category, and its family. Hereditary cards cannot be played except by a single class of Drako. The level of the card must be less than or equal to that of your Drako in order to be played.

  • Card type and characteristics:
    There are 5 card types: Equipment - Upgrade - Spells - Fury - Interruption.
    There are four categories of Equipment: Weapon - Armor - Fury - Tactical.

  • Effects:
    Equipment cards have several levels with cumulative effects.

  • Illustration:
    Each illustration is original and specially produced for the game.

  • User name:
    If a collaboration, the first name designates the user.

  • Rarity:
    Cards can be: Common - Rare - Super rare - Legendary

  • Card number:
    The rarer the card, the more powerful it is.

  • Expansion pack number:
    Complementing the card number, the expansion pack number indicates the EP in which the card was issued.

  • Legal notices:
    Game copyright.

Tactical movement

Quick and precise Drako positioning is crucial to winning duels.
The movement circles shown below will help you master moving your Drako.

  • orientation

    Direction :
    The Drako card has been reoriented to face a different direction. Movement cost is 0 Mana.

  • orientation

    Walking :
    The Drako moves within its movement zone; costs 1 Mana.

  • orientation

    Running :
    The Drako moves outside its movement zone by running; costs 2 Mana.

Distance and cost:

Cout en mana illustration
  • La charge

    Charging :
    The Drako doesn’t change the direction it faces, but swiftly closes the distance to its opponent: this is called charging. An opponent who is charged is Stunned and may not attack (with Weapon or Fury) during their next turn. Charges can be combined with flank or rear attacks.

    badges charge
  • L'attaque de flanc

    The flank attack :
    The Drako moved to face the opponent’s side: this is a flank attack. The player gains a +100 attack bonus (Weapon or Fury), but the opponent also gains a +100 Fury bonus.

    badges attaque flanc
  • L'attaque de dos

    The rear attack :
    The Drako moved to be behind the opponent: this is a rear attack.
    The player gains a +200 attack bonus (Weapon or Fury).

    badges attaque dos
  • La retraite

    Retreat :
    The Drako runs away from its opponent: this is a retreat. The player gains a +100 Armor bonus and loose 100 Fury.

    badges retraite

Attack ranges

Attack ranges vary by attack type. Weapon attacks have a 1 unit range (3 cm or 1 in). Fury attack ranges are usually between 1 and 2 units but can be higher if the Drako has a range bonus.
Range examples:

portees d'attaques

Card abilities

Abilities that contradict basic game rules take precedence over those rules. Abilities applied to a card affect all the effects on that card; abilities applied to an equipment rank apply only to the effects of that rank.
Abilities tied to effects or attacks apply only to the specific effect or attack.

Ability Description Application
Double Attack The type of attack specified occurs twice. Attack
Piercing The attack ignores opponent Armor. Attack
Indestructible This equipment rank cannot be downgraded. Rank
Unique Decks may include only one copy of this card. Card
Arcane Opponents may not play Interruptions against this card. Card
Resistant Armor is not affected by piercing abilities. Rank
Haste Card effects are resolved before those of Interruption cards. Card
Destroyer Downgrades one Indestructible equipment rank. Effect
Redundant The card is not discarded after being played. Instead, it returns to the player’s hand unless an Interruption is played. Card

States

States temporarily affect a Drako’s abilities in game.

State Description
Furious Drako unleashes its Fury.
Mimetic Drako gains access to the opponent Drako’s racial ability as well as its own.
Ethereal Drako vanishes from the arena and may not be targeted by cards or attacks. Its equipments are also immune.
The Drako may reappear anywhere in the arena (but does not have a movement phase)
Eclipsing Drako teleports instead of moving normally.
Immune Mana is used to soak up damage: one Mana point used per 100 points of damage soaked.
If the Drako is out of Mana, damage cannot be soaked and is taken normally.
Brutal The Drako also attacks with its Weapon if it is Furious.
Bloodthirsty Drako uses HP to fuel the Mana required for action (100 HP for 1 Mana).
Resurrection The Drako comes back to life at the start of its next turn.
Calm The Drako may not use its Fury.
Snared The Drako may not move, but may attack if in range. Drakerz may play cards.
Slowed The Drako may move only inside the bounds of its initial walking zone.
Stunned The Drako may not make Weapon or Fury attacks. Drakerz may play cards.
Silenced Drakoneer may not play cards.
Pacified Drako may not make Weapon attacks.

Effect resolution
hierarchy

When a card is played, its effects are immediately resolved except if an Interruption is played; in that case, the Interruption is resolved first.

When resolving any type of card effect, all applicable effects are calculated one after the other.

A given effect of a specific card may only be counted once when calculating combined effects.

Effects are resolved in order of appearance on the card.

illustration kawai

Effect resolution
priorities

If an event unleashes the effects of more than one card, in what order would they take place?

Priorité d'enchainement des effets
  • Interruptions played by the passive player are resolved before all other cards

  • For Equipments, effects are triggered in ascending equipment ranks.

A closer look at
the recovery phase

The recovery phase is the first phase of a player’s turn. The various pools are updated based on the Drako’s class, any Spells and Equipments in play, and so on.

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Duration
of each phase

Each phase of the game has a different duration. These durations are counted down by the central timer.

State Description
First draw 45 seconds.
First placement 30 seconds
- Recovery Instantaneous
Movement 45 seconds
Card placement 30 seconds
Attack resolution Variable
Discard 10 seconds
- Targeting 30 seconds
Interruption 30 secondes


Glossary

Refer to the glossary to learn the different terms used in play.

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