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Rules Detail and Judgments

Each card's rules are represented in detail below.

Image
#
Name
Color
Rules
Detail and Judgments
1
Red Hatchling
Red
Lay 1 Egg
Lay Egg: Increase your Egg Counter by the number of eggs laid. Eggs laid this turn can be hatched or paid immediately.
Hatchlings: Hatchlings can be kept in your hand during your turn and do not have to be played immediately. They count as Dragons and can be played or paid like any other Dragon.
1
Green Wyrmling
Green
Draw 1 Treasure
Draw Treasure: When placing Treasures in your Hoard, look at them and place them face down in any order on your turn. You cannot shuffle your hoard. Any Dragon that steals or targets Treasure takes the Treasures from the top of your Hoard.
Hatchlings: Hatchlings can be kept in your hand during your turn and do not have to be played immediately. They count as Dragons and can be played or paid like any other Dragon.
1
Blue Whelp
Blue
Draw 1 Dragon
Draw Dragon: Draw the specified number of Dragon cards from the Dragon Deck and put them into your hand. You may have any number of Dragons in your hand during your turn. You must discard down to 7 Dragons at the end of your turn unless another Ability states otherwise. Hatchlings count as Dragons in your hand, but cannot be drawn this way.
Hatchlings: Hatchlings can be kept in your hand during your turn and do not have to be played immediately. They count as Dragons and can be played or paid like any other Dragon.
2
Fledgling Wyvern
Red
Lay 2 Eggs
Lay Egg: Increase your Egg Counter by the number of eggs laid. Eggs laid this turn can be hatched or paid immediately. 
2
Snakelet Wyrm
Green
Peek at 2 Treasures and Draw 1
Peeking: When Peeking, look at the cards, Draw any indicated by the Ability, then place the remainder on the top or bottom of the deck.
Draw Treasure: When placing Treasures in your Hoard, look at them and place them face down in any order on your turn. You cannot shuffle your hoard. Any Dragon that steals or targets Treasure takes the Treasures from the top of your Hoard.
2
Drake Pup
Blue
Peek at 2 Dragons and Draw 1
Peeking: When Peeking, look at the cards, Draw any indicated by the Ability, then place the remainder on the top or bottom of the deck.
Draw Dragon: Draw the specified number of Dragon cards from the Dragon Deck and put them into your hand. You may have any number of Dragons in your hand during your turn. You must discard down to 7 Dragons at the end of your turn unless another Ability states otherwise. Hatchlings count as Dragons in your hand, but cannot be drawn this way.
2
Twin Drake
Green / Blue
Pay 1 Egg to Draw 2 Hatchlings
Pay Egg: To Pay an Egg, lower your Egg Counter card by the number of Eggs paid.
Hatchlings: Hatchlings can be kept in your hand during your turn and do not have to be played immediately. They count as Dragons and can be played or paid like any other Dragon.
2
Hybrid Drake
Red / Blue
Draw 1 Dragon. If it is Multicolor, Reveal It, and Draw 1 More Dragon
Draw a Dragon. If it is Red-Green, Red-Blue, or Blue-Green, show it to all other players, then Draw 1 More Dragon.
Draw Dragon: Draw the specified number of Dragon cards from the Dragon Deck and put them into your hand. You may have any number of Dragons in your hand during your turn. You must discard down to 7 Dragons at the end of your turn unless another Ability states otherwise. Hatchlings count as Dragons in your hand, but cannot be drawn this way.
2
Fae Wyvern
Red / Blue
Lay 1 Egg and Draw 1 Dragon
Lay Egg: Increase your Egg Counter by the number of eggs laid. Eggs laid this turn can be hatched or paid immediately.
Draw Dragon: Draw the specified number of Dragon cards from the Dragon Deck and put them into your hand. You may have any number of Dragons in your hand during your turn. You must discard down to 7 Dragons at the end of your turn unless another Ability states otherwise. Hatchlings count as Dragons in your hand, but cannot be drawn this way.
2
Foundling Wyrm
Green / Blue
Pay 1 Egg to Peek at 3 Hatchlings and Draw 1
Pay Egg: To Pay an Egg, lower your Egg Counter card by the number of Eggs paid.
Peeking: When Peeking, look at the cards, Draw any indicated by the Ability, then place the remainder on the top or bottom of the deck.
Hatchlings: Hatchlings can be kept in your hand during your turn and do not have to be played immediately. They count as Dragons and can be played or paid like any other Dragon.
2
Book Wyrm
Red / Green
Use an Ability from one of Your Towers with Growing Pains
If activated by Prism Hydra by an Opponent, Book Wyrm's Ability applies to that Opponent's Towers.
If activated by another of your Abilities while its own Tower has Growing Pains, Book Wyrm's Ability can apply to its own Tower. Book Wyrm cannot target Towers Stunned by The Mara.
2
Gremlin Wyvern
Red / Green
Steal 1 Egg from Any Opponent
Steal Egg: Reduce an Opponent's Egg Counter and Increase your own Egg Counter by the amount stolen.
3
Hunter Wyvern
Red
Steal 1 Treasure
Steal Treasure: Draw 1 Treasure from the top of an Opponent's Hoard. Opponent is not allowed to shuffle their Hoard.
3
Adventurer Wyrm
Green
Peek at 3 Treasures and Draw 2
Peeking: When Peeking, look at the cards, Draw any indicated by the Ability, then place the remainder on the top or bottom of the deck.
Draw Treasure: When placing Treasures in your Hoard, look at them and place them face down in any order on your turn. You cannot shuffle your hoard. Any Dragon that steals or targets Treasure takes the Treasures from the top of your Hoard.
3
Scout Drake
Blue
Peek at 3 Dragons and Draw 2
Peeking: When Peeking, look at the cards, Draw any indicated by the Ability, then place the remainder on the top or bottom of the deck.
Draw Dragon: Draw the specified number of Dragon cards from the Dragon Deck and put them into your hand. You may have any number of Dragons in your hand during your turn. You must discard down to 7 Dragons at the end of your turn unless another Ability states otherwise. Hatchlings count as Dragons in your hand, but cannot be drawn this way.
3
Excavator Wyvern
Red / Green
Opponent Reveals Top 3 of Their Hoard, Steal 1 Treasrue
1 Opponent shows you the top 3 Treasure cards in their hoard by fanning it in front of you. Steal 1 Treasure.
If this card is targeted by an Opponent's Ability, such as Prism Hydra, that Opponent chooses one of their own Opponents to target.
3
Whisper Wyvern
Red / Blue
Steal 1 Dragon from Any Opponent Place it on the Dragon Deck
Opponent fans their hand, facing the backside to the stealing Player. The stealing Player takes 1 Dragon card from their Opponent. Place it on the top of the Dragon deck.
Steal Dragon: Dragon cards in Towers (on the table) cannot be stolen. Opponents are not required to reveal their hand unless specified by the card. If an opponent has no cards in their hand, nothing happens. Hatchlings can be stolen, as they count as Dragon cards. If a Hatchling is stolen with this Ability, place it on the Dragon Deck, not the Hatchling Deck.
3
Apothecary Drake
Green / Blue
Exchange Tokens at a Rate of 3:1 This Turn
Exchange 2 of any 1 type of token for 1 of any other type of token.
Tokens: Tokens are Dragons, Treasure, and Eggs.
Exchange: You may not mix and match different types of tokens to meet the exchange requirement. 
3
Nether Wyrm
Red / Green
Peek at 3 From Discard and Draw 1 
Peeking: When Peeking, look at the cards, Draw any indicated by the Ability, then place the remainder on the top or bottom of the deck.
Draw Dragon: Draw the specified number of Dragon cards from the Dragon Deck and put them into your hand. You may have any number of Dragons in your hand during your turn. You must discard down to 7 Dragons at the end of your turn unless another Ability states otherwise. Hatchlings count as Dragons in your hand, but cannot be drawn this way.
3
Sororal Drake
Red / Blue
Pay 1 Dragon to Cure Growing Pains on 1 Tower
Pay Dragon: To pay a Dragon, place it in Discard.
Cure Growing Pains: Turn Dragons with Growing Pains (Dragons that were played this turn) right-side up. You may use that Dragon's Ability this turn, or Grow it again.
3
Festival Wyrm
Green / Blue
Draw 2 Dragons or Draw 2 Treasures
Choose between Drawing 2 Dragons or 2 Treasures. You may not do both. You may not mix and match.
Draw Dragon: Draw the specified number of Dragon cards from the Dragon Deck and put them into your hand. You may have any number of Dragons in your hand during your turn. You must discard down to 7 Dragons at the end of your turn unless another Ability states otherwise. Hatchlings count as Dragons in your hand, but cannot be drawn this way.
Draw Treasure: When placing Treasures in your Hoard, look at them and place them face down in any order on your turn. You cannot shuffle your hoard. Any Dragon that steals or targets Treasure takes the Treasures from the top of your Hoard.
4
Golden Wyrm
Red / Green
Draw 3 Treasures
Draw Treasure: When placing Treasures in your Hoard, look at them and place them face down in any order on your turn. You cannot shuffle your hoard. Any Dragon that steals or targets Treasure takes the Treasures from the top of your Hoard.
4
Lotus Wyvern
Red / Blue
Lay 1 Extra Egg for Each Egg Laid This Turn
Each time you lay an egg this turn, you may lay 2 instead of 1. This applies only to eggs laid after this ability has been played. This Ability can stack if activated multiple times.
This Turn: "This Turn" applies only to a Player's own turn, and not a round of turns.
4
Smelter Drake
Green / Blue
Draw 1 Extra Treasure For Each Treasure Drawn This Turn
Each time you Draw a Treasure this turn, you may draw 2 instead of 1. This applies only to Treasures drawn after this ability has been played. If a card has a Peek ability, it does not affect the amount Peeked, but does affect the amount drawn. This Ability can stack if activated multiple times.
This Turn: "This Turn" applies only to a Player's own turn, and not a round of turns.
4
Lich Wyvern
Red / Green
Steal 2 Dragons from Each Opponent, Place Them in Discard
Opponent fans their hand, facing the backside to the stealing Player. The stealing Player takes 2 Dragon cards from their Opponent. Place them in discard.
Steal Dragon: Dragon cards in Towers (on the table) cannot be stolen. Opponents are not required to reveal their hand unless specified by the card. If an opponent has no cards in their hand, nothing happens. Hatchlings can be stolen, as they count as Dragon cards.
4
Turncoat Drake
Red / Blue
Steal 1 Dragon from Opponent's Revealed Hand
Opponent fans their hand, facing the front side to the stealing Player, and only the stealing player. The stealing Player takes 1 Dragon card from their Opponent and places it in their hand.
Steal Dragon: Dragon cards in Towers (on the table) cannot be stolen. Opponents are not required to reveal their hand unless specified by the card. If an opponent has no cards in their hand, nothing happens. Hatchlings can be stolen, as they count as Dragon cards.
4
Gummy Wyrm
Green / Blue
Choose Any Token, Steal 1 of that Token from Opponent
Steal Treasure: Draw 1 Treasure from the top of an Opponent's Hoard. Opponent is not allowed to shuffle their Hoard.
Steal Egg: Reduce an Opponent's Egg Counter and Increase your own Egg Counter by the amount stolen.
Steal Dragon: Opponent fans their hand, facing the backside to the stealing Player. The stealing Player takes 1 Dragon card from their Opponent. Place it on the top of the Dragon deck. Dragon cards in Towers (on the table) cannot be stolen. Opponents are not required to reveal their hand unless specified by the card. If an opponent has no cards in their hand, nothing happens. Hatchlings can be stolen, as they count as Dragon cards.
4
Mother Wyvern
Red
Lay 3 Eggs
Lay Egg: Increase your Egg Counter by the number of eggs laid. Eggs laid this turn can be hatched or paid immediately. 
4
Guardian Wyrm
Green
Draw 2 Dragons, Hand Limit Does Not Apply This Turn
Draw 2 Dragon cards from the Dragon Deck and put them into your hand. You do not have to discard down to 7 at the end of your turn.
4
Time Drake
Blue
Swap 1 of your Dragons with a Legal Dragon from Your Hand
You may replace 1 Dragon on 1 of Your Towers with a Dragon from your hand that meets the necessary level and color requirements of its position in the Tower. Card placed must be the same Level as the card it replaces. It must match at least 1 color of the Hatchling. Does not cure Growing Pains. Does not Wake the Tower. Cannot be played on Towers that are Stunned by The Mara.
4
Pirate Wyvern
Red
Each Opponent Returns 1 Treasure to the Bottom of the Treasure Deck
Each Opponent draws the top Treasure of their Hoard and places it on the bottom of the Treasure deck. Players may not shuffle their Hoards.
4
Lender Wyrm
Green
Exchange Tokens at a Rate of 2:1 This Turn
Exchange 2 of any 1 type of token for 1 of any other type of token.
Tokens: Tokens are Dragons, Treasure, and Eggs.
Exchange: You may not mix and match different types of tokens to meet the exchange requirement. 
4
Father Drake
Blue
Draw 3 Dragons
Draw Dragon: Draw the specified number of Dragon cards from the Dragon Deck and put them into your hand. You may have any number of Dragons in your hand during your turn. You must discard down to 7 Dragons at the end of your turn unless another Ability states otherwise. Hatchlings count as Dragons in your hand, but cannot be drawn this way.
5
Ancestor Wyvern
Red
Use up to 2 Lay Eggs Abilities from your Towers this Turn
You may use 2 or fewer Abilities from the Dragons in your Towers that have "Lay Egg" in their Ability Text. It includes Lotus Wyvern. For abilities with other components, like Fae Wyvern, you may use the full Ability. It does not include Steal abilities. It does not include indirect abilities like Ancestor Wyvern. The Dragons whose Abilities you use can be Napped or have Growing Pains, and this Ability does not cause them to become Napped. You may use the same Lay Eggs Ability from your Towers twice.
5
Goliath Wyrm
Green
Use up to 2 Draw Treasure Abilities from your Towers this Turn
You may use 2 or fewer Abilities from the Dragons in your Towers that have "Draw Treasure" in their Ability Text. It includes Smelter Drake. For abilities with other components, like Snakelet Wyrm, you may use the full Ability. It does not include Steal abilities. It does not include indirect abilities like Goliath Wyrm. The Dragons whose Abilities you use can be Napped or have Growing Pains, and this Ability does not cause them to become Napped. You may use the same Draw Treasure Ability from your Towers twice.
5
World Turtle
Blue / Green
Use up to 3 Other Abilities from This Tower This Turn.
You may use 3 or fewer other Abilities from the same Tower that World Turtle is on. If played as an Ability, this does nothing, as World Turtle is not on any Tower.
5
Solar Quetzal
Red / Green
Peek at 10 Dragons in Discard and Draw 1
Peeking: When Peeking, look at the cards, Draw any indicated by the Ability, then place the remainder on the top or bottom of the deck.
Draw Dragon: Draw the specified number of Dragon cards from the Dragon Deck and put them into your hand. You may have any number of Dragons in your hand during your turn. You must discard down to 7 Dragons at the end of your turn unless another Ability states otherwise. Hatchlings count as Dragons in your hand, but cannot be drawn this way.
5
Draco Constellation
Red / Blue
Peek at 10 Dragons and Draw 1
Peeking: When Peeking, look at the cards, Draw any indicated by the Ability, then place the remainder on the top or bottom of the deck.
Draw Dragon: Draw the specified number of Dragon cards from the Dragon Deck and put them into your hand. You may have any number of Dragons in your hand during your turn. You must discard down to 7 Dragons at the end of your turn unless another Ability states otherwise. Hatchlings count as Dragons in your hand, but cannot be drawn this way.
5
Harbinger Drake
Blue
Pay up to 7 Dragons to Draw That Many Dragons
Pay Dragon: To pay a Dragon, place it in Discard.
Draw Dragon: Draw the specified number of Dragon cards from the Dragon Deck and put them into your hand. You may have any number of Dragons in your hand during your turn. You must discard down to 7 Dragons at the end of your turn unless another Ability states otherwise. Hatchlings count as Dragons in your hand, but cannot be drawn this way.
5
Phantom Zilant
Rainbow
Use Any Ability in Discard
You may look through the Discard Pile to find an Ability and Play it. Do not shuffle or rearrange Discard.
5
White Fafnir
Rainbow
Wake up 2 or Fewer Dragons. Can only use this Ability once this turn.
You may Wake 1 to 2 Napping Towers. Turn the Napping Towers right-side up. Towers that are not Napping can be Napped again to use their Abilities. Once this Ability has been used on your Turn, you may not use it again by any means, including use by Book Wyrm, Prism Hydra, and Black Zilant. This Ability can target its own Tower, but if its Tower is Napped again, another Ability must be used.
5
Prism Hydra
Rainbow
Use Any Ability from Your or Opponents' Towers
You may use Any 1 Ability from your Towers or your Opponents' Towers. If White Fafnir's Ability has been used during your turn, you may not resue it with Prism Hydra.
0
The Mara
Rainbow
Place on Opponent's Tower to Stun it Until End of their Next Turn
Level 0 Dragons can only be played from your Hand as an Ability. Place The Mara on an Opponent's Tower face-up. The Opponent cannot use their Tower until the end of their next turn. That Tower is considered out of play until The Mara is discarded. Abilities that target its Ability text, such as Book Wyrm, Prism Hydra, Ancestor Wyvern and Goliath Wyrm cannot target Abilities in Towers stunned by The Mara. Waking or Curing Growing Pains does not remove The Mara. At the end of their next turn, they place it in Discard.
0
The Dancer
Rainbow
Choose 1 Token, Each Player Draws 1 of That Token
Level 0 Dragons can only be played from your Hand as an Ability. Choose a Token, Draw it for yourself, then each Player in the turn order gets to Draw it as well.
Tokens: Tokens are Dragons, Treasure, and Eggs.