DragonStrike

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

Overview

DragonStrike is a cooperative dungeon-crawl adventure board game by TSR (1993) set in a fantasy kingdom threatened by a dark wizard named Teraptus and an evil dragon called Darkfyre. One player acts as the Dragon Master, controlling monsters, traps, and the dragon, while the other players each control a hero (warrior, wizard, thief, elf, or dwarf). The game includes 16 scenarios (adventures) with different maps, objectives, and difficulty levels. Heroes explore modular board settings (castle, valley, cavern, city), fight monsters, cast spells, search for treasure, and complete scenario objectives. The game came with a VHS videotape introduction and uses an Adventure Book and Map Book to guide play.

Components

Setup

Dragon Master Setup

  1. Choose an adventure from the Adventure Book (start with one marked “Easy”).
  2. Open the Map Book to the matching adventure map. Keep it hidden behind the Dragon Master Screen.
  3. Spread the board matching the adventure’s setting (castle, valley, cavern, or city).
  4. Place the Dragon Master Screen between you and the board, with rules facing you.
  5. Sort playing cards into separate decks: Hero Spells (3 levels), Sneak Attacks, Teraptus Spells, Magical Treasure, Traps, Monsters, Hero Reference.
  6. Place Hero Spell Cards, Sneak Attack Cards, and Reference Cards beside the board.
  7. Set Monster Cards where all players can reach them.
  8. Find Magical Treasure Cards listed under “Setup” in the Adventure Book. Hide them behind your screen; shuffle the rest face-down beside the board.
  9. Shuffle the Trap Deck face-down beside the board.
  10. Follow any additional Adventure Book setup instructions (special monsters, treasure placement).
  11. Place the Hourglass Marker on the Time Track.

Hero Setup

  1. Each hero player chooses a Hero Card (warrior, wizard, thief, elf, or dwarf). A good group includes a wizard and a warrior.
  2. Attach a clip to the top of the Hit Point Track on your Hero Card.
  3. The wizard briefly reviews Hero Spell Cards and chooses: 4 First Level, 3 Second Level, 2 Third Level.
  4. The elf chooses: 2 First Level, 1 Second Level spell cards.
  5. Set leftover Spell Cards aside, out of play.

Turn Structure

The player to the Dragon Master’s left goes first. Play continues clockwise. After every hero has had a turn, the Dragon Master plays (controlling all monsters on the board, one at a time, in any order).

A Hero’s Turn

A hero can either:

You may also skip any portion of your turn (pass).

The Dragon Master’s Turn

Actions

Action 1: Attack

  1. Get into position — your figure must be next to the enemy (diagonal is allowed).
  2. Roll your Attack Die (shown on Hero Card or Monster Card).
  3. Compare the roll to the target’s Armor Class. Equal to or greater = hit; the target loses 1 Hit Point.
  4. If the attack roll is lower, the attack misses.

Multiple Attacks: Some monsters can attack more than once per turn (listed with a “*” on their card). Each attack must target the same hero; each successful hit deals 1 Hit Point of damage.

Long-Range Attacks: Some monsters can make ranged attacks at targets 2+ squares away. At least one square must separate attacker and target. Attacker must have line of sight and a clear shot (no figures between). Diagonal long-range attacks are allowed.

Sneak Attacks: During setup, a thief gets Sneak Attack Cards. The thief may discard one when making an attack to use the black d12 (the most powerful die) instead of the blue d8.

Action 2: Cast a Spell

Only the wizard, elf, and evil wizard Teraptus can cast spells. Each spell is described on its card. To cast on a target, you must first see it, and have a clear shot (no figures between you and target). Follow the card’s instructions. No spell can be cast twice. After its effects end, discard it.

Area Effects: Some spells affect a “target space” plus every surrounding space. Walls and closed doors reduce the number of affected squares.

Save vs. Magic: The target of a magical attack may attempt to resist. Roll the die shown beside “Save vs. Magic” on the Hero/Monster Card. A roll of “0” or better (i.e., the value listed or higher) succeeds.

Action 3: Search for Treasure

A hero must be next to a monster or a treasure chest. Diagonal searches are allowed.

Opening a Trapped Chest: You may trigger a trap while searching a chest. Draw a Trap Card and resolve it immediately. Traps trigger only once.

Using Treasure: Follow the card’s instructions. Some items work only for certain heroes. Items can be traded. No item can be used more than once per round.

Action 4: Find and Disarm Traps

A hero can search for traps in three ways (each is a separate action):

  1. Search an adjacent treasure chest.
  2. Search the room or building you are in.
  3. Search every space you can see, up to 3 spaces away.

Roll the die shown beside “Find & Disarm Traps” on your Hero Card. A roll of 6 or higher = success (traps found and disarmed permanently). A roll of 5 or lower = failure (traps remain active).

Action 5: Find Secret Passages

Search a room you are in, or search every visible square up to 3 spaces away. Roll the die beside “Find Secret Passages” on your Hero Card. A 6 or higher = success; the Dragon Master places doors on the board for discovered passages. A 5 or lower = failure. Searching a space with a trap automatically triggers it.

Action 6: Question a Monster

A hero’s action. Ask up to 4 questions (1-minute time limit). The Dragon Master role-plays the monster’s responses using Adventure Book guidelines. The monster must answer truthfully unless the adventure says otherwise.

Action 7: Perform a Feat

Feats of Strength or Dexterity allow heroes to attempt unusual physical actions (climbing, kicking doors, leaping, picking locks, etc.). Roll the appropriate die on your Hero Card. A 6 or higher = success. A failed Feat means you did nothing; you can retry on your next turn. A Feat cannot move you farther than your Speed allows. A Feat must involve either Dexterity or Strength, must be a single action, must involve objects “in play,” and must seem possible.

Thief’s Feats: Thieves can perform two Feats per turn (e.g., pick a lock while searching for treasure). Both require Dexterity. The thief must be next to the monster or lock.

Scoring / Victory Conditions

Heroes Win: If they accomplish the adventure’s goal AND all surviving heroes escape the game board alive. Optional rule: Heroes also win if they kill the dragon (whether or not the goal is accomplished and all survive).

Dragon Master Wins: If the heroes fail to accomplish their goal, or if all heroes are eliminated.

Special Rules & Edge Cases

Player Reference

Hero Turn: Move + Action OR Action + Move

Actions: Attack Cast Spell Search for Treasure Find/Disarm Traps Find Secret Passages Question Monster Perform a Feat

Attack: Roll Attack Die >= target’s Armor Class = 1 Hit Point damage

Feat/Trap/Passage: Roll 6+ on appropriate die = success

Dice: d8 (blue, weakest) d10 (white, average) d12 (black, strongest)
Dragon Master Turn: Move all monsters (move+attack or attack+move each) Advance Hourglass

Win (Heroes): Complete adventure goal + all surviving heroes escape the board

Win (Dragon Master): Heroes fail goal or all heroes eliminated