SPACER

◀ Rulebooks

Spaces

The effects of a space are triggered whenever your dragon lands (finishes a movement action) on that space during your turn. If your dragon is moved by force during another player's turn, they do not activate any spaces they are moved onto.


Desert

The most common space on the board. Stopping in the desert has no effect, but you gain 3 Coins when you roost in the desert.


Magic Space

These spaces emanate magical energy. You gain 1 Magic token when stopping here, and 3 Magic tokens when roosting here.


Mountains

You have the high ground! Mountain spaces give you a +1 to +4 bonus in combat, as shown on the space. This effect is active as long as you're on the mountain space when combat begins.

If you roost on a mountain, you gain one level of Rage for the rest of the game!


Villages

Stopping at one of the three villages allows you to buy up to one of each item the village has for sale that round. The items each village has available change from one round to the next. You can also sell certain treasures for additional coins. Buying and selling at villages counts as the effect of the village space, not an action.

Villages are Large Spaces. You may enter a village from any side and freely move and change directions within the village area to exit in whichever direction you choose.

The active player can choose to engage in combat with another dragon in the same village, except against dragons that haven't moved yet at the starting village. If you do, you won't be able to buy or sell items in that village this turn.

Roosting in a village heals you for one additional point of fatigue at the start of the next round, and gives you a chance to buy the village's new offerings in the next round right away.


Dragon Rider Pickup

Stop in one of these two large spaces to pick up one of the three Dragon Riders on that side of the board. Put the card into your hand to show you're carrying the rider, then draw the next card from the Dragon Rider deck to replace it in the pickup area. You can only carry one Dragon Rider at a time - if you already have one, you can freely pass through the space but cannot pick up another.

The active player can choose to engage in combat with another dragon on the pickup space. These large spaces allow you to enter from any side and move and rotate freely within their area.

If you roost on a pickup space, instead of choosing from among the three riders at that space, you may look through the entire rider deck for a rider of your choice. Do this at the beginning of the next round.


Element Spaces

There are a total of twelve element spaces on the board - two of each element, surrounding both portals.

These spaces are the destinations your Dragon Riders need to be dropped off on in order to score Victory Points. When you stop on an element space that matches your dragon rider's destination, you drop the rider off, score 1 Victory point, and you may move to one of the three village spaces. In addition, you heal one point of Fatigue whenever you stop on your dragon's matching element space, and all your fatigue when you roost on your matching element. If your Dragon Rider's destination matches your element, then you'll get to drop them off and heal your Fatigue at the same time!


Portals

You can move from either Portal to the other. Doing so causes you to take one point of Fatigue. Dragon Riders must be carried through the portal before being dropped off.

If you stop on a portal space, you can turn to face any direction when you emerge on the other side. If you use a multiple-space movement action to pass into the portal, that movement continues on the other side of the portal in the same direction you entered the portal from.

Players can't use items or engage in combat while in the portal. Roosting in the portal has no effect.


Caves

There are four cave spaces - one in each corner of the board. When you stop on one, you enter the caves. You find 1d6 coins in the cave the first time you enter it each round. Roosting within the caves earns you an additional 3 coins.

You may exit the caves from any of the four cave spaces, and choose the direction you face when you exit.

If two or more dragons enter the caves at the same time, combat may be optionally started by the active player.


Treasure Chest

Stop on this space to draw a Treasure card. Roost on this space to draw an additional treasure card at the beginning of the next round.