DragonLance

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

DragonLance is a fantasy board game where players control hordes of dragons competing to capture the DragonLance from atop a central tower and carry it back to their lair. Players roll for movement points, maneuver dragons at different altitudes, engage in aerial combat, and play magic cards for bonuses and special abilities. The first player to return the DragonLance to one of their lair hexes and descend to zero altitude wins.

Components

Setup

Basic Game

  1. Place the tower, walls, and 6 gates in the board center. Place the DragonLance atop the tower.
  2. Leader characters, magic items, and flying citadels are not used.
  3. Ignore Mountains, Forest, Water, and arrows on the board.
  4. Shuffle the 24 magic spell cards.
  5. Each player chooses a dragon horde color and sits near that lair. Place all 5 dragons, one in each hex of the lair.
  6. High die roll goes first; play proceeds clockwise.

Advanced Game

As above, plus deal or choose leader characters (each controls their leader’s dragon horde). Optional advanced terrain rules may be used.

Turn Structure

On each turn, a player may:

  1. Roll for movement (1d10) — determines movement points for the turn. Rolling 1 or 2 also grants a magic card draw.
  2. Move dragons — distribute movement points among any of your dragons.
  3. Attack — each dragon may attack once per turn (costs no movement points).
  4. Play magic cards — 1 card per dragon you control per turn.
  5. Capture the DragonLance — if conditions are met.

All movement points must be used. Actions can be done in any order except as noted.

Actions

Movement

Altitude

Tower Courtyard

The Tower

Combat

Attack Modifiers

Capture the DragonLance

Scoring / Victory Conditions

Win: Carry the DragonLance from the tower back to one of your lair hexes and descend to zero altitude.

Elimination: A dragon that crashes (drops to altitude 0 or below outside a lair on the winning move) is removed. If all of a player’s dragons are eliminated, that player is out.

Special Rules & Edge Cases

Player Reference

Turn: Roll 1d10 for movement -> Move/Attack/Play Cards in any order

Movement: 1 point per hex or per altitude level

Combat: Attacker 1d10 + mods vs Defender 1d10 + mods; loser drops altitude by difference

DragonLance: +5 attack/defense; capture attempt gives defender +3 extra

Win: Return DragonLance to your lair, descend to altitude 0

Magic Cards: Draw on roll of 1-2; 1 card per dragon per turn