Overview
Dragon Eclipse is a cooperative, scenario-based adventure and combat game for 1-2 players. Players take the role of tamers who bond with mystlings (elemental creatures) in a world threatened by a prophesied twin eclipse. The game is played across a campaign of 12 scenarios, each lasting 2-2.5 hours. Each scenario has two interconnected parts: Adventure (story exploration, choices, tests) and Combat (turn-based tactical battles on arena maps). Between scenarios, players deck-build for their mystlings, unlock new content via boosters, and progress the narrative. There is no way to lose a scenario outright, but decisions, wins, and failures influence the story and outcomes.
Components
- 36 Stat cards, 33 Enemy Ability cards, 31 Taming cards, 30 Portrait cards, 30 Ability cards, 19 Quest cards
- 180 Mystling-specific cards
- 20 Starting Action cards (2 decks of 10), 5 Fatigue Action cards
- 30 Advancement A cards, 30 Advancement B cards
- 120 Elemental Action cards (in foil boosters), 10 Foil Elemental Action cards
- 35 Arena cards, 12 Enemy Attack cards per set
- 73 Secret cards, 17 World Map cards, 20 Equipment cards, 23 Item cards
- 13 Mystery cards (Roguelite mode), 10 Artifact cards (Roguelite mode)
- 30 Tier cards
- 6 Corruption cards, Major Corruption cards
- Tokens: 60 Elemental (10 per element), 10 Silver, 10 A/B, 3 Silence, 3 Weak, 3 Slow, 6 Burn “1”, 3 Burn “3”, 1 Taunt, 16 Universal, 35 Damage, 20 Power markers, 6 Essence, 1 Decision, 1 Time
- 32 Standees + 5 bases
- World Map cardholder, Mystling tray, Adventure Journal, Location book, Arena book, Status Sheet
- 14 Help cards, 40 Dividers, 2 Small Dividers
- 10 Booster envelopes
- “Start Here!” booklet
Setup
Before Each Scenario
- Components Setup: Place Item deck (shuffled), Equipment deck (shuffled), Secret deck (in order), Adventure Journal, Location book, Arena book, Save sheet, Mystling tray, and all tokens.
- Taking Inventory: Retrieve saved Items, Equipment, Secrets, Silver, and Essence from Inventory divider.
- Navigate World Map: Visit Explored locations (those with “Z” Scripts) for shopping, taming, or story.
- Choose Scenario: Select an Unexplored World Map card with a Scenario name. Read its introduction and hints.
- Reconsider or Start: Optionally switch to a different scenario (not available in first two scenarios).
- Choose Mystlings: Select 2 Mystlings from your tamed pool. They must have different main elements. Each comes with a Stat card, Ability card, 6 Action cards, and optional Quest card.
- Deck Construction: For each Mystling, build a 16-card Action deck following element and rarity restrictions.
First Scenario
Skip steps 3-7. Use the “Start Here!” booklet and starting mystlings.
Turn Structure
Adventure Phase
No strict turn structure. Players follow the Adventure Journal, making story choices, exploring Location maps, and performing Tests.
Exploration:
- Open the indicated Location map. Place Event Secret face-down in Event slot. Set Time token.
- Read any visible Script on the map (free action). Follow its instructions.
- Some options cost Time (move Time token down the track). When Time reaches the Event card, the Event triggers on next “Continue the Exploration” instruction.
- Exploration ends when instructed by the Adventure Journal or triggered Event.
Combat Phase
Turn-based, alternating between Player and Enemy:
Player Turn:
- Use Bonus Actions (optional) — spend Power markers per element rules.
- Choose a card from one of 4 Action slots. Gain its Power marker. Resolve its effects.
- Use Bonus Actions (optional).
- Slide remaining cards toward slot 1. Draw a new card to fill slot 4.
- End turn; proceed to Enemy turn.
Enemy Turn:
- Slide Enemy cards. Draw a new Enemy Attack card to slot 1.
- Resolve the Enemy Attack card in slot 1, then flip it face-down.
- If an Enemy Attack card is above the Special Ability token, resolve the Enemy Special Ability and discard all Enemy Attack cards.
- Enemy turn ends; return to Player turn.
Actions
Adventure Actions
- Read a Script: Go to any Script visible on the Location map. Follow instructions. Free (no time cost unless options specify otherwise).
- Perform a Test: Push-your-luck with Item deck. Reveal Item cards one at a time, adding Test Values. Stop when desired or forced. Resolve outcome matching total value range on the Test Table.
- Spend Silver: Currency for unlocking story options, buying Equipment and Items.
- Use Equipment: Powerful one-time-use cards with passive symbols (Light Source, Food, Gear, Tools). Limited to 2 at a time.
- Use Items: Minor effect cards. Limited to 3 at a time. Also used for Test resolution.
Combat Actions
- Move: Move Mystling up to Swiftness value in adjacent spaces.
- Attack: Deal damage equal to Strength minus opponent’s Defense, at range 1.
- Bonus Actions: Spend Power markers (element-specific). Include Mystling Special Abilities. Usable before and after resolving Action card.
- Blink X: Place Mystling in any space within range X.
- Heal X: Discard X damage tokens.
- Interrupt X: Discard X rightmost cards from opponent’s track.
- Cleanse X: Discard X condition tokens.
- Retreat/Rush: Enemy moves to farthest/closest space from target.
Deck Construction (Between Scenarios)
- Each Mystling deck = exactly 16 Action cards.
- 3-6 must be Mystling-specific cards.
- Only 1 Legendary card per deck.
- Cards must match Mystling’s element (or subtype element up to its limit). Neutral cards always allowed.
Scoring / Victory Conditions
Combat Outcomes:
- Lose: Your Mystling’s damage equals or exceeds its Health stat.
- Win: Enemy’s damage equals or exceeds its Health stat.
- Tame: Fulfill all conditions on the Taming card (available for some Enemies).
Each outcome leads to a different Script with story consequences. There is no permanent “game over” — the campaign continues regardless, but outcomes affect the narrative.
Campaign Progression:
- After each Scenario: gain access to new scenarios, open a random Booster (new Action cards), unlock Advancement cards, save game state.
- Mystling Quests (Story and Combat) can upgrade Mystlings to Exalted versions with improved stats.
Special Rules & Edge Cases
- Fatigue cards: Negative Action cards shuffled into your deck. Maximum 5 total. If cap reached, gain 5 damage instead.
- Damage persists: Damage is not discarded between Combats within a scenario. It is discarded at the end of each Scenario.
- During Adventure, Mystlings cannot be reduced to 0 HP: Excess damage is ignored if it would drop a Mystling below 1 HP (assign to other Mystling if possible).
- Passive effects: Only active while the card is on top of your discard pile.
- Upgrade effects: Persist until you reshuffle your deck. Maximum 1 Upgrade attached at a time.
- Deck reshuffle: When your deck is empty, shuffle your discard pile (including Fatigue) to form a new deck. Gain 1 Fatigue when reshuffling.
- Elemental tokens: Limited per Mystling’s sheet. Used by specific abilities and Arena effects.
- Condition tokens (Silence, Weak, Slow, Burn): Applied by Enemy effects; each has specific combat penalties.
- Terrain tokens: Placed on Arena by Arena cards. Block spaces or provide special effects.
- Time token color (red/blue): Red = Event ends Exploration; Blue = Event changes situation but doesn’t end Exploration.
- Secrets: Four types — overlays (map fragments), events (face-down triggers), rules (persistent effects), objects (inventory items). Objects saved between scenarios.
- Essence: Used to Tame Mystlings outside of Combat during World Map navigation (from Scenario 2+).
- 2-player mode: Players share Silver, Essence, Equipment, Items. Use Decision token for disagreements. Combat uses 2-player Arena with Taunt token determining turn order.
- Additional modes: PvP mode (competitive combat), Roguelite mode (procedurally generated campaign with Mystery and Artifact cards).
- Major Corruption: Cards attached to Enemies that increase their stats.
Player Reference
Session Flow: Before Scenario (15-20 min) -> Playing Scenario (1.5-2h) -> After Scenario (10 min)
Scenario Parts: Adventure (explore, choose, test) + Combat (tactical turn-based)
Player Turn: Bonus Actions -> Resolve Action Card -> Bonus Actions -> Draw Cards -> Enemy Turn
Enemy Turn: Slide + Draw -> Resolve Attack -> Check Special Ability -> Player Turn
| Combat Ends: Lose (damage >= Health) |
Win (Enemy damage >= Health) |
Tame (all Taming conditions met) |
| Deck Construction: 16 cards |
3-6 Mystling-specific |
1 Legendary max |
Element-matching required |
| Resources: Silver (max 10, currency) |
Essence (max 6, taming) |
Power (max 10 per Mystling, combat) |