Board Game "Daredragon Fellowship" - Sample Gameplay
Author: Bartosz Sułkowski
1. Overture
In this section, four daredevils take their first steps into the dragon's lair. The following turns illustrate the basic flow of the game: drawing cards, the dragon choosing a target, and the first exchanges of blows.
Setup
HP: Gorrak 25 · Lirien 25 · Pip 25 · Magnus 25 | Jaws 25 · Paws 25 · Legs 25 · Tail 25
Target: none
Hands: Gorrak: 9♣ 7♠ · Lirien: 8♦ Q♣ · Pip: 6♥ A♦ · Magnus: J♠ 3♥
The great hall is vast. The ceiling disappears into smoke and shadow somewhere above the reach of any light they carry. The floor is black stone, warm underfoot, cracked in places where the mountain breathes heat.
Along the walls lie the artifacts: dozens of them, heaped without ceremony in various states of depletion. Some still pulse with a faint glow — not yet fully drained. Most are dark and cold, hollowed out, recognisable as what they once were only by their shape.
Under the far wall, a rune-axe leans at an angle, its engravings still faintly lit. Nobody looks at Gorrak. He says nothing.
From somewhere deeper in the hall comes a sound — somewhere between a rumble and a snore. Then silence. Then a long, slow exhale that moves the air like bellows.
In the centre of the hall, something opens one eye.

Tokens used: chess pieces — white for daredevils, black for dragon body parts. Starting from Daredevil A (top of the board) and going clockwise: Gorrak — rook, Lirien — bishop, Pip — pawn, Magnus — knight. Dragon body parts: Jaws — knight, Paws — pawn, Legs — rook, Tail — bishop. Turn and target tokens are screw caps.
Turn 1 — Gorrak
Hand: 9♣ 7♠ (Lirien: 2 · Pip: 2 · Magnus: 2)
HP: Gorrak 25 · Lirien 25 · Pip 25 · Magnus 25 | Jaws 25 · Paws 25 · Legs 25 · Tail 25
Target: none
Plays: Draws — deals one card to Lirien (3♦), Pip (5♦), Magnus (6♣).
Mechanics: Instead of performing an action, a daredevil may deal one card from the deck to each of their fellow players. A player cannot draw a card for themselves.
Gorrak says nothing. He pulls three runestones from his belt pouch and sets one in front of each of his companions — a gesture that, for him, counts as a speech.
Turn 1❖ — Skeldrath
HP: Gorrak 25 · Lirien 25 · Pip 25 · Magnus 25 | Jaws 25 · Paws 25 · Legs 25 · Tail 25
Target: none
Dragon: —
Plays: 6♠ — Paws Strike (Direct Attack, warm-up 2). No target → menaces. Card discarded.
Mechanics: The dragon plays a Direct Attack, but has no target. The card is discarded with no effect — the dragon merely menaces the daredevils with a gesture.
Skeldrath flexes one enormous forepaw, claws scraping the stone. The sound echoes through the hall. Nobody moves.
Turn 2 — Lirien
Hand: 8♦ Q♣ 3♦ (Gorrak: 2 · Pip: 3 · Magnus: 3)
HP: Gorrak 25 · Lirien 25 · Pip 25 · Magnus 25 | Jaws 25 · Paws 25 · Legs 25 · Tail 25
Target: none
Plays: Draws — deals one card to Gorrak (7♦), Pip (4♥), Magnus (8♣).
Lirien murmurs a word to each of them in turn — a number, a direction, a weakness — without looking up from the dragon. She has counted every weapon it has. She is not ready yet.
Turn 2❖ — Skeldrath
HP: Gorrak 25 · Lirien 25 · Pip 25 · Magnus 25 | Jaws 25 · Paws 25 · Legs 25 · Tail 25
Target: none
Dragon: —
Plays: 3♥ — Glare Right. No target → starts from between Lirien and Pip, right → target: Pip. Then 7♣ — Paws Strike (Direct Attack, warm-up 2), card placed at Turn 4❖.
Mechanics: Glare has warm-up and cool-down of 0, so it resolves immediately and the dragon plays the next card. With no existing target, the dragon starts from between the daredevil who had the previous turn (Lirien) and the next one (Pip). Glare Right selects the next clockwise → Pip.
The great head turns. One yellow eye settles on Pip. The small one stands very still.
Turn 3 — Pip
Hand: 6♥ A♦ 5♦ 4♥ (Gorrak: 3 · Lirien: 3 · Magnus: 4)
HP: Gorrak 25 · Lirien 25 · Pip 25 · Magnus 25 | Jaws 25 · Paws 25 · Legs 25 · Tail 25
Target: Pip
Pending: Dragon's Paws Strike (7♣) → Turn 4❖
Plays: Draws — deals one card to Gorrak (4♠), Lirien (J♥), Magnus (9♠).
Mechanics: Pip is targeted, but the dragon's strike won't land until Turn 4❖. Rather than panic, he deals cards — if his companions are going to fight a dragon, they need options.
Pip swallows. Then, with hands steadier than they have any right to be, he produces three strips of dried apple from somewhere about his person and tucks one into each companion's grip. If he's going to be stared at, the others had better be ready.
Turn 3❖ — Skeldrath
HP: Gorrak 25 · Lirien 25 · Pip 25 · Magnus 25 | Jaws 25 · Paws 25 · Legs 25 · Tail 25
Target: Pip
Dragon: Paws Strike (7♣) · warm-up 1/2 — warming up
The forepaw rises, slowly, deliberately.
Turn 4 — Magnus
Hand: J♠ 3♥ 6♣ 8♣ 9♠ (Gorrak: 4 · Lirien: 4 · Pip: 4)
HP: Gorrak 25 · Lirien 25 · Pip 25 · Magnus 25 | Jaws 25 · Paws 25 · Legs 25 · Tail 25
Target: Pip
Pending: Dragon's Paws Strike (7♣) → Turn 4❖
Plays: J♠ — Shield (Guard).
Mechanics: Shield is a Guard-type action — it has no warm-up. If the dragon attacks Pip before Magnus's next turn, Magnus will step in and take the hit instead, with damage reduced by -3Ϟ.
Magnus steps forward, hammer raised, and plants himself between Pip and the incoming blow. Lemma, who has been making his way along the wall in absolute silence, pauses to observe this. His expression, insofar as a cat has one, suggests he has been expecting the blow and does not think much of the plan.
Turn 4❖ — Skeldrath
HP: Gorrak 25 · Lirien 25 · Pip 25 · Magnus 25 | Jaws 25 · Paws 25 · Legs 25 · Tail 25
Target: Pip
Dragon: Paws Strike (7♣) · warm-up 2/2 — resolves
Resolves: Paws Strike hits Pip. Magnus's Shield triggers — Magnus takes the damage with -3Ϟ. Base damage 6 → -3Ϟ on the dracometer (position 6 → position 3, value 3). Magnus takes 3 damage (25→22 HP).
Cool-down 1 → Turn 5❖.
Mechanics: The dracometer reads: 0, 1, 2, 3, 4, 5, 6, 8, 10, 13… Base damage 6 sits at position 6. The shield subtracts 3 steps → position 3, value 3. Magnus absorbs 3 HP instead of Pip taking 6. Paws Strike has no inherent knockdown, and Pip is not warming up, so there is no knockdown effect to transfer to the shielder.
The paw crashes down. Magnus catches it on the hammer's head — the impact drives him back two steps, but he holds.
Turn 5 — Gorrak
Hand: 9♣ 7♠ 7♦ 4♠ (Lirien: 4 · Pip: 4 · Magnus: 4)
HP: Gorrak 25 · Lirien 25 · Pip 25 · Magnus 22 | Jaws 25 · Paws 25 · Legs 25 · Tail 25
Target: Pip
Pending: Dragon cooling down → Turn 5❖
Plays: 7♠ — Strike (Attack, warm-up 2), card placed at Turn 7.
Mechanics: This is the first daredevil turn after the Paws Strike — riposte is available (+2Ϟ against Paws). But Gorrak's Strike won't resolve until Turn 7, after the window closes. Timing attacks to land within the riposte window requires coordination.
Gorrak has seen enough. He steps forward, axe low, eyes on the nearest forepaw.
Turn 5❖ — Skeldrath
HP: Gorrak 25 · Lirien 25 · Pip 25 · Magnus 22 | Jaws 25 · Paws 25 · Legs 25 · Tail 25
Target: Pip
Dragon: Paws Strike — cool-down 1/1 → expires
Plays: 2♦ — Glare Right. Target shifts: Pip → next clockwise → Magnus. Then Q♦ — Bite (Jaws, Direct Attack, warm-up 3), card placed at Turn 8❖.
Mechanics: The dragon shifts its gaze to Magnus — the one who dared to block the last strike. Glare resolves immediately (warm-up and cool-down 0), then the next card is played. The Bite is a devastating Jaws attack dealing 10 base damage, arriving on Turn 8❖.
Skeldrath's gaze shifts. The eye tracks past Pip and fixes on Magnus. The jaws begin to open.
Turn 6 — Lirien
Hand: 8♦ Q♣ 3♦ J♥ (Gorrak: 3 · Pip: 4 · Magnus: 4)
HP: Gorrak 25 · Lirien 25 · Pip 25 · Magnus 22 | Jaws 25 · Paws 25 · Legs 25 · Tail 25
Target: Magnus
Pending: Gorrak's Strike (7♠) → Turn 7 · Dragon's Bite (Q♦) → Turn 8❖
Plays: 8♦ — Precision Strike (Attack, warm-up 3), card placed at Turn 9.
Lirien draws her blade and moves toward the dragon's flank. Precise. Deliberate. Unhurried.
Turn 6❖ — Skeldrath
HP: Gorrak 25 · Lirien 25 · Pip 25 · Magnus 22 | Jaws 25 · Paws 25 · Legs 25 · Tail 25
Target: Magnus
Dragon: Bite (Q♦) · warm-up 1/3 — warming up
The jaws part wider. Heat shimmers between the teeth.
Turn 7 — Pip
Hand: 6♥ A♦ 5♦ 4♥ (Gorrak: 3 · Lirien: 3 · Magnus: 4)
HP: Gorrak 25 · Lirien 25 · Pip 25 · Magnus 22 | Jaws 25 · Paws 25 · Legs 25 · Tail 25
Target: Magnus
Pending: Lirien's Precision Strike (8♦) → Turn 9 · Dragon's Bite (Q♦) → Turn 8❖
Resolves: Gorrak's Strike (7♠) fires — Gorrak targets Dragon Paws: 5 damage (25→20 HP).
Plays: A♦ — Intervention Dodge (Guard).
Mechanics: Gorrak's Strike resolves at the start of this turn — daredevils choose the target body part at the moment of resolution. Pip then plays Intervention Dodge, a Guard action ready to save Magnus from the incoming Bite on Turn 8❖. It cannot be used on yourself and cannot save a daredevil already on the ground.
Gorrak's axe finds the forepaw and bites deep. Meanwhile, Pip lays down his crossbow and readies himself — not to shoot, but to shove Magnus aside when the time comes.

Turn 7❖ — Skeldrath
HP: Gorrak 25 · Lirien 25 · Pip 25 · Magnus 22 | Jaws 25 · Paws 20 · Legs 25 · Tail 25
Target: Magnus
Dragon: Bite (Q♦) · warm-up 2/3 — warming up
The neck draws back, coiling. The jaws are fully open now.
Turn 8 — Magnus
Hand: 3♥ 6♣ 8♣ 9♠ (Gorrak: 3 · Lirien: 3 · Pip: 3)
HP: Gorrak 25 · Lirien 25 · Pip 25 · Magnus 22 | Jaws 25 · Paws 20 · Legs 25 · Tail 25
Target: Magnus
Pending: Lirien's Precision Strike (8♦) → Turn 9 · Pip's Intervention Dodge active · Dragon's Bite (Q♦) → Turn 8❖
Plays: Draws — deals one card to Gorrak (2♠), Lirien (K♥), Pip (7♥).
Mechanics: Magnus knows the Bite is coming but trusts Pip's positioning. He uses his turn to deal cards — the fellowship will need firepower once this blow is deflected.
Magnus knows what is coming. He murmurs a short ward to each of the others in sequence — the kind that settles the nerves if not the bones — with one eye fixed on the dragon's jaws, trusting Pip's judgement more than his own instincts.
Turn 8❖ — Skeldrath
HP: Gorrak 25 · Lirien 25 · Pip 25 · Magnus 22 | Jaws 25 · Paws 20 · Legs 25 · Tail 25
Target: Magnus
Dragon: Bite (Q♦) · warm-up 3/3 — resolves
Resolves: Bite targets Magnus. Pip's Intervention Dodge triggers — Magnus avoids all damage but is knocked to the ground (↓). The dragon's attack hits nothing — Skeldrath loses balance. Cool-down extended by 1 (2→3), expiring Turn 11❖. Riposte window extends to the first 2 daredevil turns (Turn 9 and Turn 10) instead of 1.
Mechanics: Intervention Dodge saves the target from all damage, but knocks them to the ground. When a direct attack hits nothing, the dragon loses its balance — cool-down is extended by 1 turn, and the riposte window (normally 1 daredevil turn) doubles to 2. Here the Bite used Jaws, so attacks against Jaws on Turns 9 and 10 receive +2Ϟ.
The jaws snap shut like a trap — but Pip is already there, shoving Magnus sideways. Magnus hits the ground hard. The bite closes on empty air, and Skeldrath staggers, thrown off balance by the force of his own missed strike.
Turn 9 — Gorrak
Hand: 9♣ 7♦ 4♠ 2♠ (Lirien: 4 · Pip: 4 · Magnus: 4)
HP: Gorrak 25 · Lirien 25 · Pip 25 · Magnus 22↓ | Jaws 25 · Paws 20 · Legs 25 · Tail 25
Target: Magnus
Pending: Dragon's Bite cool-down → Turn 11❖
Resolves: Lirien's Precision Strike (8♦) fires — Lirien targets Dragon Jaws with riposte: 6 base +2Ϟ on the dracometer (position 6 → position 8, value 10). Jaws take 10 damage (25→15 HP).
Plays: 9♣ — Charge (Attack, warm-up 4), card placed at Turn 13.
Mechanics: Precision Strike deals 6 base damage. Lirien targets the jaws — the body part that attacked on Turn 8❖. This is the first daredevil turn after that attack, so riposte applies: +2Ϟ (dracometer: position 6 → 8, value 10). Thanks to the Intervention Dodge extending the window, a second riposte turn (Turn 10) is also available. Gorrak begins a Charge, the heaviest daredevil attack: 8 base damage with warm-up 4, arriving on his own next turn.
Lirien's blade finds the hinge of the jaw — a surgeon's cut. Gorrak grunts once (approval) and breaks into a long, deliberate run.
Turn 9❖ — Skeldrath
HP: Gorrak 25 · Lirien 25 · Pip 25 · Magnus 22↓ | Jaws 15 · Paws 20 · Legs 25 · Tail 25
Target: Magnus
Dragon: Bite — cool-down 1/3
Skeldrath shakes his head, disoriented. Saliva drips from the jaws.
Turn 10 — Lirien
Hand: Q♣ 3♦ J♥ K♥ (Gorrak: 3 · Pip: 4 · Magnus: 4)
HP: Gorrak 25 · Lirien 25 · Pip 25 · Magnus 22↓ | Jaws 15 · Paws 20 · Legs 25 · Tail 25
Target: Magnus
Pending: Gorrak's Charge (9♣) → Turn 13 · Dragon's Bite cool-down → Turn 11❖
Plays: 3♦ — Helping Hand (Support, warm-up 2), card placed at Turn 12.
Mechanics: Helping Hand helps another daredevil up from the ground. Warm-up 2 means Magnus will stand at the start of Turn 12 — just before the dragon recovers.
Lirien sheathes her blade and crouches beside Magnus. "Get up," she says — two words, which for her is generous.

Turn 10❖ — Skeldrath
HP: Gorrak 25 · Lirien 25 · Pip 25 · Magnus 22↓ | Jaws 15 · Paws 20 · Legs 25 · Tail 25
Target: Magnus
Dragon: Bite — cool-down 2/3
A low growl builds in the dragon's throat. The eye, unfocused, is beginning to clear.
Turn 11 — Pip
Hand: 6♥ 5♦ 4♥ 7♥ (Gorrak: 3 · Lirien: 3 · Magnus: 4)
HP: Gorrak 25 · Lirien 25 · Pip 25 · Magnus 22↓ | Jaws 15 · Paws 20 · Legs 25 · Tail 25
Target: Magnus
Pending: Gorrak's Charge (9♣) → Turn 13 · Lirien's Helping Hand (3♦) → Turn 12 · Dragon's Bite cool-down → Turn 11❖
Plays: 7♥ — Strike (Attack, warm-up 2), card placed at Turn 13.
Pip picks up his crossbow, sights down the bolt, and waits for the right moment.
Turn 11❖ — Skeldrath
HP: Gorrak 25 · Lirien 25 · Pip 25 · Magnus 22↓ | Jaws 15 · Paws 20 · Legs 25 · Tail 25
Target: Magnus
Dragon: Bite — cool-down 3/3 → expires
Plays: 10♠ — Trample (Legs, Direct Attack + Knockdown, warm-up 2), card placed at Turn 13❖.
Skeldrath recovers and stamps his feet, testing the ground. The floor shudders.
Turn 12 — Magnus
Hand: 3♥ 6♣ 8♣ 9♠ (Gorrak: 3 · Lirien: 3 · Pip: 3)
HP: Gorrak 25 · Lirien 25 · Pip 25 · Magnus 22↓ | Jaws 15 · Paws 20 · Legs 25 · Tail 25
Target: Magnus
Pending: Gorrak's Charge (9♣) → Turn 13 · Pip's Strike (7♥) → Turn 13 · Dragon's Trample (10♠) → Turn 13❖
Resolves: Lirien's Helping Hand (3♦) fires — Magnus stands up.
Plays: 8♣ — Precision Strike (Attack, warm-up 3), card placed at Turn 15.
Mechanics: Helping Hand resolves at the start of the turn, getting Magnus back on his feet. He seizes the moment to begin a Precision Strike. But the Trample arrives on Turn 13❖ — if Magnus is hit during warm-up, the consequences will be severe.
Magnus takes Lirien's hand and stands. He rolls his shoulder, winces, picks up his hammer, and begins to channel.
Turn 12❖ — Skeldrath
HP: Gorrak 25 · Lirien 25 · Pip 25 · Magnus 22 | Jaws 15 · Paws 20 · Legs 25 · Tail 25
Target: Magnus
Dragon: Trample (10♠) · warm-up 1/2 — warming up
The legs tense. Dust falls from the ceiling.
Turn 13 — Gorrak
Hand: 7♦ 4♠ 2♠ (Lirien: 3 · Pip: 3 · Magnus: 3)
HP: Gorrak 25 · Lirien 25 · Pip 25 · Magnus 22 | Jaws 15 · Paws 20 · Legs 25 · Tail 25
Target: Magnus
Pending: Magnus's Precision Strike (8♣) → Turn 15 · Dragon's Trample (10♠) → Turn 13❖
Resolves: Gorrak's Charge (9♣) fires — Gorrak targets Dragon Legs: 8 damage (25→17 HP). Pip's Strike (7♥) fires — Pip targets Dragon Paws: 5 damage (20→15 HP).
Plays: 7♦ — Strike (Attack, warm-up 2), card placed at Turn 15.
Mechanics: Two attacks resolve on the same turn. The orchestrated attack bonus applies when the cards share the same suit — Gorrak's 9♣ (clubs) and Pip's 7♥ (hearts) do not match, so no bonus this time. Each daredevil independently chooses their target body part at the moment of resolution.
Gorrak reaches full stride and buries his axe in the dragon's shin. Simultaneously, a crossbow bolt thuds into the forepaw from across the chamber. Pip raises a hand in acknowledgement.
Turn 13❖ — Skeldrath
HP: Gorrak 25 · Lirien 25 · Pip 25 · Magnus 22 | Jaws 15 · Paws 15 · Legs 17 · Tail 25
Target: Magnus
Dragon: Trample (10♠) · warm-up 2/2 — resolves
Resolves: Trample targets Magnus. Magnus is warming up (Precision Strike) → Direct Attack during warm-up: damage +1Ϟ and knockdown. Base damage 8 +1Ϟ on the dracometer (position 7 → position 8, value 10). Magnus takes 10 damage (22→12 HP), is knocked to the ground (↓). Precision Strike (8♣) is cancelled. Cool-down 2 → Turn 15❖.
Mechanics: Trample deals 8 base damage and has inherent knockdown. On top of that, because Magnus is warming up, the Direct Attack rule adds +1Ϟ to the damage (8→10 on the dracometer) and would cause knockdown even without Trample's inherent effect — only a Shield would prevent the warm-up knockdown. Knockdown cancels Magnus's current action: the Precision Strike card is discarded without effect. This is the price of attacking while targeted.
The legs come down like hammers. Magnus, still channelling, takes the full force and is thrown to the ground. His spell dissipates. The hammer skids across the stone.
2. Trial of Strength
The fight has been going for some time. The fellowship has drawn blood — and taken some. Both sides are measuring each other now. This section illustrates mid-game mechanics: coordinating guards, redirecting the dragon's focus, stacking shield effects, and the cost of the dragon's most disruptive card.
Setup
HP: Gorrak 16↓ · Lirien 20 · Pip 15 · Magnus 14↓ | Jaws 14 · Paws 12 · Legs 8 · Tail 22
Target: Magnus
Hands: Pip: 2♣ 8♠ J♥ · Magnus: 10♦ 5♠ · Gorrak: 7♣ J♠ K♦ · Lirien: Q♦ 6♣ 2♥
Pending: Dragon's Crush (K♠) → Turn 54❖ (warm-up 0/4)
The clan's mine held the Great Axe of his great-great-grandmother Hildra — a rune-axe, forged with dwarven magic across three generations. Skeldrath came for it. He seized it from the vault, collapsed the shaft behind him without breaking stride, and flew off while the dwarves were still coughing out dust. Gorrak wants the axe back. He does not talk about revenge. People who know him understand that these are not two separate things.

Turn 51 — Pip
Hand: 2♣ 8♠ J♥ (Gorrak: 3 · Lirien: 3 · Magnus: 2)
HP: Gorrak 16↓ · Lirien 20 · Pip 15 · Magnus 14↓ | Jaws 14 · Paws 12 · Legs 8 · Tail 22
Target: Magnus
Pending: Dragon's Crush (K♠) → Turn 54❖
Plays: 2♣ — Helping Hand (Support, warm-up 2), card placed at Turn 53.
Two of them on the ground. Pip surveys the field, pockets a bolt he won't need yet. "Up when you can," he calls to the nearest of them. It is not a question.
Turn 51❖ — Skeldrath
HP: Gorrak 16↓ · Lirien 20 · Pip 15 · Magnus 14↓ | Jaws 14 · Paws 12 · Legs 8 · Tail 22
Target: Magnus
Dragon: Crush (K♠) · warm-up 1/4 — warming up
The jaw opens, slowly. The sound that comes from the dragon's throat is not a roar — it is something lower, more deliberate. A sound that says: I have time.
Turn 52 — Magnus
Hand: 10♦ 5♠ (Gorrak: 3 · Lirien: 3 · Pip: 2)
HP: Gorrak 16↓ · Lirien 20 · Pip 15 · Magnus 14↓ | Jaws 14 · Paws 12 · Legs 8 · Tail 22
Target: Magnus
Pending: Pip's Helping Hand (2♣) → Turn 53 · Dragon's Crush (K♠) → Turn 54❖
Plays: Draws — deals one card to Gorrak (9♠), Lirien (Q♣), Pip (6♥).
Mechanics: Magnus cannot draw a card for himself — only for his companions. He uses his turn from the ground to supply options for what is coming.
Magnus, flat on his back, calls out to each of his companions in turn — names, bearings, reminders of what still works. "In case anyone needs options," he says to the ceiling.
Turn 52❖ — Skeldrath
HP: Gorrak 16↓ · Lirien 20 · Pip 15 · Magnus 14↓ | Jaws 14 · Paws 12 · Legs 8 · Tail 22
Target: Magnus
Dragon: Crush (K♠) · warm-up 2/4 — warming up
The jaws are open now. The Crush is building — something vast, gathering itself.
Turn 53 — Gorrak
Hand: 7♣ J♠ K♦ 9♠ (Lirien: 4 · Pip: 3 · Magnus: 2)
HP: Gorrak 16↓ · Lirien 20 · Pip 15 · Magnus 14↓ | Jaws 14 · Paws 12 · Legs 8 · Tail 22
Target: Magnus
Pending: Dragon's Crush (K♠) → Turn 54❖
Resolves: Pip's Helping Hand (2♣) fires — target: Gorrak. Gorrak stands up.
Plays: K♦ — Draw Aggro (Support, warm-up 1), card placed at Turn 54.
Mechanics: Draw Aggro resolves at Turn 54, which is still during the Crush's warm-up. This has two consequences that will play out at T54: the target shifts to Gorrak, and the warm-up is extended by +1. Both effects apply simultaneously when Draw Aggro resolves.
Gorrak gets to his feet, rolls his shoulder, and walks to the wall. Hildra's axe is right where Skeldrath left it — leaning against the stone like it means nothing. Gorrak picks it up. He says nothing. He doesn't need to. Somewhere nearby, Lemma sits very upright, watching him with an attention he has not given anything else in this hall. When he turns, he looks away.
Turn 53❖ — Skeldrath
HP: Gorrak 16 · Lirien 20 · Pip 15 · Magnus 14↓ | Jaws 14 · Paws 12 · Legs 8 · Tail 22
Target: Magnus
Dragon: Crush (K♠) · warm-up 3/4 — warming up
The neck draws back. The hall darkens around the dragon's jaws.
Turn 54 — Lirien
Hand: Q♦ 6♣ 2♥ Q♣ (Gorrak: 3 · Pip: 3 · Magnus: 2)
HP: Gorrak 16 · Lirien 20 · Pip 15 · Magnus 14↓ | Jaws 14 · Paws 12 · Legs 8 · Tail 22
Target: Magnus
Pending: Gorrak's Draw Aggro (K♦) → Turn 54 · Dragon's Crush (K♠) → Turn 54❖
Resolves: Gorrak's Draw Aggro fires. Two simultaneous effects:
- Target shifts: Magnus → Gorrak.
- Draw Aggro resolved during the Crush's warm-up → warm-up extends by +1 (3/4 → 3/5). Crush now resolves at Turn 55❖.
Plays: Q♦ — Shield (Guard).
Mechanics: Draw Aggro's warm-up extension applies whenever it resolves while the dragon has an attack in progress. Here, the Crush was at 3/4 — it now needs 2 more turns (arriving at T55❖ instead of T54❖). The target is also Gorrak now, so the two shields that follow will protect him, not Magnus.
The artifact catches the light. The dragon's gaze slides from Magnus to Gorrak — and stays. Gorrak meets it without blinking. Lirien steps into position without a word — she had already read the moment.
Turn 54❖ — Skeldrath
HP: Gorrak 16 · Lirien 20 · Pip 15 · Magnus 14↓ | Jaws 14 · Paws 12 · Legs 8 · Tail 22
Target: Gorrak
Dragon: Crush (K♠) · warm-up 4/5 — warming up
The jaws press forward. Almost.
Turn 55 — Pip
Hand: 8♠ J♥ 6♥ (Gorrak: 3 · Lirien: 3 · Magnus: 2)
HP: Gorrak 16 · Lirien 20 · Pip 15 · Magnus 14↓ | Jaws 14 · Paws 12 · Legs 8 · Tail 22
Target: Gorrak
Pending: Lirien's Shield (Guard) · Dragon's Crush (K♠) → Turn 55❖
Plays: J♥ — Shield (Guard).
Mechanics: Two shields are now active — Lirien's (T54) and Pip's (T55). Both will trigger when the Crush resolves next dragon turn. The order matters: Pip's shield was placed last, so Pip is the last shielder and will bear the final effects.
Pip slots a bolt, then thinks better of it. He steps forward instead. Two shields. The dwarf gets through this.
Turn 55❖ — Skeldrath
HP: Gorrak 16 · Lirien 20 · Pip 15 · Magnus 14↓ | Jaws 14 · Paws 12 · Legs 8 · Tail 22
Target: Gorrak
Dragon: Crush (K♠) · warm-up 5/5 — resolves
Resolves: Crush targets Gorrak. Two shields active (Lirien: T54, Pip: T55).
Crush base damage 13 → dracometer position 9. Two shields, -3Ϟ each, stacking: position 9 → 6 → 3 → damage 3. Last shielder is Pip → Pip takes 3 damage. Crush is a plain Direct Attack with no inherent knockdown; Pip is not warming up → no knockdown. Gorrak takes 0 damage.
Pip: 15 → 12 HP. Cooldown 2 → expires Turn 57❖.
Mechanics: Shield vs Direct Attack: the damage modifier stacks across both shields (-6Ϟ total), but only the last shielder (Pip) suffers the attack's effects. Crush carries no knockdown, and Pip is playing a Guard action (not warming up an attack), so the Direct Attack during warm-up rule does not trigger. Pip stays on his feet.
The jaws crash shut. Gorrak does not move. Pip absorbs the impact — it hits him like a cart, but he keeps his feet. "Still here," he says, possibly to himself.
Turn 56 — Magnus
Hand: 10♦ 5♠ (Gorrak: 3 · Lirien: 3 · Pip: 2)
HP: Gorrak 16 · Lirien 20 · Pip 12 · Magnus 14↓ | Jaws 14 · Paws 12 · Legs 8 · Tail 22
Target: Gorrak
Pending: Dragon's Crush → cooling down (1/2)
Plays: 10♦ — Entangle (Attack, warm-up 3 + 1 on ground = warm-up 4), card placed at Turn 60.
Mechanics: On the ground, Magnus's warm-up is +1 (base 3 → 4). Entangle itself deals 0 damage; its value is the +1Ϟ bonus on all future attacks against the targeted body part, and the freeing delay it imposes on the dragon when that body part is next used for an attack.
Magnus studies the battlefield from the floor. His hammer is just out of reach. His focus is not. He chooses the slower option and begins channelling — not a blow, but a binding.
Turn 56❖ — Skeldrath
HP: Gorrak 16 · Lirien 20 · Pip 12 · Magnus 14↓ | Jaws 14 · Paws 12 · Legs 8 · Tail 22
Target: Gorrak
Dragon: Crush — cooldown 1/2
The dragon shakes its head once, slowly. It is already thinking about the next move.
Turn 57 — Gorrak
Hand: 7♣ J♠ 9♠ (Lirien: 3 · Pip: 2 · Magnus: 1)
HP: Gorrak 16 · Lirien 20 · Pip 12 · Magnus 14↓ | Jaws 14 · Paws 12 · Legs 8 · Tail 22
Target: Gorrak
Pending: Magnus's Entangle → Turn 60 · Dragon's Crush → cooling down (1/2 → expires T57❖)
Plays: J♠ — Shield (Guard).
Gorrak plants himself. If the dragon is coming again, it is coming through him.
Turn 57❖ — Skeldrath
HP: Gorrak 16 · Lirien 20 · Pip 12 · Magnus 14↓ | Jaws 14 · Paws 12 · Legs 8 · Tail 22
Target: Gorrak
Dragon: Crush — cooldown 2/2 → expires
Plays (three cards, resolving immediately in sequence):
- 3♣ — Glare Left (Special, warm-up 0, cooldown 0). Target shifts from Gorrak −1 counter-clockwise. Seating order: Gorrak → Lirien → Pip → Magnus. −1 from Gorrak → Magnus. New target: Magnus.
- 2♣ — Glare Left (Special, warm-up 0, cooldown 0). Target shifts −1 counter-clockwise from Magnus → Pip. New target: Pip.
- A♥ — Fire Breath (AoE Attack, warm-up 2, cooldown 1), card placed at Turn 59❖.
Mechanics: Glare cards have warm-up 0 and cooldown 0 — each resolves immediately and the next card is drawn in the same dragon turn. Two consecutive Glare Lefts sweep the target counter-clockwise from Gorrak, landing on Pip. The same result as a single Far Glare Right, but the path differs: the eye moves left, pausing at Magnus before settling on Pip. Fire Breath is now warming up and will hit Pip and both his neighbours (Lirien and Magnus) at Turn 59❖.
The great eye slides left. It pauses on Magnus — a moment, only — then slides left again, and settles on Pip. Pip, for his part, does not step back. He does reload his crossbow, very quickly.
Turn 58 — Lirien
Hand: 6♣ 2♥ Q♣ (Gorrak: 2 · Pip: 2 · Magnus: 1)
HP: Gorrak 16 · Lirien 20 · Pip 12 · Magnus 14↓ | Jaws 14 · Paws 12 · Legs 8 · Tail 22
Target: Pip
Pending: Magnus's Entangle → Turn 60 · Gorrak's Shield (Guard) · Dragon's Fire Breath (A♥) → Turn 59❖ (warm-up 1/2)
Plays: Q♣ — Shield (Guard).
Mechanics: Gorrak is outside the AoE area. When Fire Breath resolves, his Shield will pull him into the area of effect (he is then shielded himself) and reduce damage for everyone in the area by -3Ϟ. Lirien's Shield (T58) is also active — but since Lirien will be inside the AoE as Pip's neighbour, her Shield does not protect her.
Lirien watches the fire building in the dragon's throat and positions herself. She has run these numbers already.
Turn 58❖ — Skeldrath
HP: Gorrak 16 · Lirien 20 · Pip 12 · Magnus 14↓ | Jaws 14 · Paws 12 · Legs 8 · Tail 22
Target: Pip
Dragon: Fire Breath (A♥) · warm-up 2/2 — warming up
The throat glows.
Turn 59 — Pip
Hand: 8♠ 6♥ (Gorrak: 2 · Lirien: 2 · Magnus: 1)
HP: Gorrak 16 · Lirien 20 · Pip 12 · Magnus 14↓ | Jaws 14 · Paws 12 · Legs 8 · Tail 22
Target: Pip
Pending: Magnus's Entangle → Turn 60 · Gorrak's Shield (Guard) · Lirien's Shield (Guard) · Dragon's Fire Breath (A♥) → Turn 59❖
Plays: 8♠ — Precision Strike (Attack, warm-up 3), card placed at Turn 62.
Mechanics: Pip is standing (the Crush at T55❖ had no knockdown and he was not warming up an attack when it hit). Precision Strike has base warm-up 3, resolving at T59+3 = T62 — Lirien's turn, the same turn Magnus's Quick Strike will arrive. The orchestrated attack is being set up deliberately.
The fire is already on its way. Pip trusts the shields and lines up a shot — not for now, but for later, when the smoke clears.

Turn 59❖ — Skeldrath
HP: Gorrak 16 · Lirien 20 · Pip 12 · Magnus 14↓ | Jaws 14 · Paws 12 · Legs 8 · Tail 22
Target: Pip
Dragon: Fire Breath (A♥) · warm-up 2/2 — resolves
AoE area: Pip (target) + both neighbours: Lirien and Magnus. Magnus is on the ground (↓) → AoE has no effect on daredevils on the ground. Magnus is not affected.
Active shields: Gorrak (J♠, outside area) · Lirien (Q♣, in area).
Fire Breath base damage 8 → dracometer position 7.
| Daredevil | Position in area | Shields applied | Dracometer | Damage | HP |
|---|---|---|---|---|---|
| Pip | in area (target) | Gorrak −3Ϟ · Lirien −3Ϟ | 7 → 4 → 1 | 1 | 12 → 11 |
| Lirien | in area (neighbour) | Gorrak −3Ϟ only* | 7 → 4 | 4 | 20 → 16 |
| Gorrak | outside → enters area | Gorrak −3Ϟ · Lirien −3Ϟ | 7 → 4 → 1 | 1 | 16 → 15 |
| Magnus | on ground | — | — | 0 | 14 |
* Lirien's own Shield does not protect her — a daredevil inside the AoE cannot shield themselves.
Cooldown 1 → expires Turn 60❖.
Mechanics: The AoE shield rules distinguish between daredevils inside and outside the attack area. Lirien is inside: her Shield contributes -3Ϟ to everyone else but provides her no protection. Gorrak is outside: he enters the area (and is himself shielded), and his Shield contributes -3Ϟ to everyone including himself. The two -3Ϟ modifiers stack — Pip and Gorrak receive the full -6Ϟ reduction, Lirien receives only -3Ϟ. Magnus, prone, is skipped entirely. After this turn, Lirien drops to 16 HP and Gorrak to 15 HP — both remain above the 13-HP threshold.
The fire fills the hall. Pip ducks into it, which is counterintuitive but correct — the shields are already in place. When the light fades, three of them are still standing. Magnus is still on the floor, which technically counts as below the blast.
Turn 60 — Magnus
Hand: 5♠ (Gorrak: 2 · Lirien: 2 · Pip: 1)
HP: Gorrak 15 · Lirien 16 · Pip 11 · Magnus 14↓ | Jaws 14 · Paws 12 · Legs 8 · Tail 22
Target: Pip
Pending: Dragon cooling down (→ Turn 60❖)
Resolves: Magnus's Entangle fires — Paws become entangled (~). All daredevil attacks against Paws now gain +1Ϟ.
Plays: 5♠ — Quick Strike (Attack, warm-up 1 + 1 on ground = warm-up 2), card placed at Turn 62.
Mechanics: Paws are now entangled in addition to Legs. Magnus is still on the ground → warm-up +1 (base 1 → 2), resolving at T60+2 = T62. The -2Ϟ on-ground penalty to damage will apply when the Quick Strike fires.
The binding takes hold. Magnus feels it through the floor — Paws, wrapped tight. He lines up his next shot from the ground. Slower, weaker. Still worth it.
Turn 60❖ — Skeldrath
HP: Gorrak 15 · Lirien 16 · Pip 11 · Magnus 14↓ | Jaws 14 · Paws 12~ · Legs 8 · Tail 22
Target: Pip
Dragon: Fire Breath — cooldown 1/1 → expires
Plays: 5♣ — Quick Strike (Paws, Direct Attack, base warm-up 1, cooldown 1).
Paws are entangled (~) → the dragon must spend one extra turn freeing Paws before the attack resolves. Warm-up becomes 1 (freeing) + 1 (strike) = warm-up 2 total. Card placed at Turn 62❖.
Mechanics: The entangle freeing cost applies to the dragon too. When the dragon plays an attack using an entangled body part, the first warm-up turn is consumed by freeing — the attack proceeds from the second warm-up turn onward, and the entanglement token is removed only when the attack resolves. Daredevil attacks landing during any warm-up turn still receive the +1Ϟ bonus. This is why Quick Strike (normally warm-up 1) resolves at T62❖ rather than T61❖.
The paw strains against the binding. Something tears. Not yet free — but close.
Turn 61 — Gorrak
Hand: 7♣ 9♠ (Lirien: 2 · Pip: 1 · Magnus: 0)
HP: Gorrak 15 · Lirien 16 · Pip 11 · Magnus 14↓ | Jaws 14 · Paws 12~ · Legs 8 · Tail 22
Target: Pip
Pending: Pip's Precision Strike → Turn 62 · Magnus's Quick Strike → Turn 62 · Dragon's Quick Strike (5♣, Paws) → Turn 62❖ (warm-up 1/2, freeing)
Plays: Draws — deals one card to Lirien (4♠), Pip (3♥), Magnus (5♦).
Mechanics: Two attacks are due to resolve at T62 — Gorrak supplies Magnus and Pip with whatever they may need after the resolution. He cannot draw for himself.
Gorrak moves quickly, one eye on the struggling paw. He says something short to Lirien — a name, or maybe a number. She nods. That is the whole conversation.
Turn 61❖ — Skeldrath
HP: Gorrak 15 · Lirien 16 · Pip 11 · Magnus 14↓ | Jaws 14 · Paws 12~ · Legs 8 · Tail 22
Target: Pip
Dragon: Quick Strike (5♣, Paws) · warm-up 1/2 — freeing.
The paw strains against the binding. Almost free.

Turn 62 — Lirien
Hand: 6♣ 2♥ 4♠ (Gorrak: 2 · Pip: 2 · Magnus: 1)
HP: Gorrak 15 · Lirien 16 · Pip 11 · Magnus 14↓ | Jaws 14 · Paws 12~ · Legs 8 · Tail 22
Target: Pip
Pending: Dragon's Quick Strike (5♣, Paws) → Turn 62❖
Resolves — two attacks on the same turn:
Attack 1 — Pip's Precision Strike: Targets Paws.
- Base damage 6 → position 6.
- Paws entangled: +1Ϟ → position 7.
- Orchestrated attack: +1Ϟ → position 8 = damage 10.
- Paws: 12 → 2 HP.
Attack 2 — Magnus's Quick Strike (on ground): Targets Legs.
- Base damage 5 → position 5.
- Magnus on ground: −2Ϟ → position 3.
- Orchestrated attack: +1Ϟ → position 4 = damage 4.
- Legs: 8 → 4 HP.
Action: Lirien plays 2♥ — Helping Hand (Support, warm-up 2), card placed at Turn 64.
Mechanics: For Pip: entangle (+1Ϟ) and orchestrated (+1Ϟ) both add to a base of 6 — position 6 → 8, damage 10. For Magnus: the ground penalty (−2Ϟ) cancels the orchestrated bonus; the net is position 4, damage 4. Gorrak is now at 12 HP (1–13 range), so his own attacks deal −1Ϟ — but this turn it is Pip and Magnus attacking, so no penalty applies here. After this turn, Paws drops to 2 HP and Legs to 4 HP — both now in the 1–13 range. Dragon Paws and Legs attacks will carry −1Ϟ from here on.
Two strikes land at once — one from the air, one from the floor. Paws recoils. The legs buckle. Lirien watches the numbers and immediately crouches down. "Your turn," she says.
Turn 62❖ — Skeldrath
HP: Gorrak 15 · Lirien 16 · Pip 11 · Magnus 14↓ | Jaws 14 · Paws 2 · Legs 4 · Tail 22
Target: Pip
Dragon: Quick Strike (5♣, Paws) · warm-up 2/2 — resolves. Paws entanglement cleared.
Target: Pip. Pip is standing.
Paws at 2 HP (1–13 range) → dragon Paws attacks: −1Ϟ. No active shields (both were spent at T59❖).
Quick Strike base damage 5 → position 5. Paws −1Ϟ → position 4 = damage 4.
Pip: 11 → 7 HP.
Cooldown 1 → expires Turn 63❖.
Mechanics: Paws dropped to 2 HP this same turn (from Pip's Precision Strike at T62), so the −1Ϟ Paws penalty already applies when the dragon resolves its own Paws attack moments later. Pip is standing — no +2Ϟ ground bonus for the dragon. No shields remain. The damage is modest, but Pip is now at 7 HP — entering the 1–13 range, which reduces his own damage dealt by −1Ϟ going forward.
The binding snaps. The paw hits the floor with a sound like a falling boulder — then connects. Lighter than expected. Pip staggers one step, then steadies.
Turn 63 — Pip
Hand: 6♥ 3♥ (Gorrak: 2 · Lirien: 2 · Magnus: 1)
HP: Gorrak 15 · Lirien 16 · Pip 7 · Magnus 14↓ | Jaws 14 · Paws 2 · Legs 4 · Tail 22
Target: Pip
Pending: Lirien's Helping Hand (4♠) → Turn 64 · Dragon cooling down (→ Turn 63❖)
Plays: 6♥ — Strike (Attack, warm-up 2), card placed at Turn 65.
Mechanics: Pip is at 7 HP (1–13 range) → damage dealt −1Ϟ. When the Strike resolves at T65, this penalty will apply. Paws entanglement was cleared at T61❖ when the dragon's freeing turn completed — Paws are no longer entangled, but remain at 2 HP (1–13 range), so dragon Paws attacks continue to carry −1Ϟ.
Pip wipes soot from his face and keeps moving. Still breathing. Still enough.
Turn 63❖ — Skeldrath
HP: Gorrak 15 · Lirien 16 · Pip 7 · Magnus 14↓ | Jaws 14 · Paws 2 · Legs 4 · Tail 22
Target: Pip
Dragon: Quick Strike — cooldown 1/1 → expires
Plays: A♣ — Roar (Special, warm-up 1, cooldown 1), card placed at Turn 64❖.
Skeldrath draws a breath that seems to pull the air from the entire hall. When it releases, the sound is not fire — it is something worse.
Turn 64 — Magnus
Hand: 5♦ (Gorrak: 2 · Lirien: 2 · Pip: 1)
HP: Gorrak 15 · Lirien 16 · Pip 7 · Magnus 14↓ | Jaws 14 · Paws 2 · Legs 4 · Tail 22
Target: Pip
Pending: Pip's Strike (6♥) → Turn 65 · Lirien's Helping Hand (4♠) → Turn 64 · Dragon's Roar (A♣) → Turn 64❖
Resolves: Lirien's Helping Hand fires — Magnus stands up.
Plays: Draws — deals one card to Gorrak (2♦), Lirien (7♥), Pip (K♣).
Mechanics: Magnus is back on his feet just before the Roar hits. He deals cards immediately — these will be the fellowship's resources after the Roar wipes all pending actions. He cannot give himself a card; whatever he holds is what he keeps.
Magnus gets to his feet. He doesn't celebrate — there's a sound building in the dragon's chest that he recognises and doesn't like. "Hold what you can," he shouts. "It's about to get loud."
Turn 64❖ — Skeldrath
HP: Gorrak 15 · Lirien 16 · Pip 7 · Magnus 14 | Jaws 14 · Paws 2 · Legs 4 · Tail 22
Target: Pip
Dragon: Roar (A♣) · warm-up 1/1 — resolves
Resolves: All daredevil pending actions are cancelled and discarded — Pip's Strike (6♥, placed at T65) is removed. Each player discards 2 cards of their choice from their hand.
Cooldown 1 → expires Turn 65❖.
Mechanics: Roar erases the entire queue of pending daredevil actions in a single move. Pip loses his Strike before it fires. Every player also discards 2 cards — a significant hand drain at a point where hands are already limited by HP thresholds. The fellowship must rebuild from scratch. This is the dragon's sharpest momentum swing: it punishes long warm-up investments and resets the board entirely in the dragon's favour.
The sound hits like a wall. Plans dissolve — the focus required to hold them simply gone. When the echo fades, the hall is very quiet. Four people stand in the dark, looking at a dragon that is already watching them. Lemma has not moved. He sits on a drained relic at the edge of the hall, eyes half-closed, as though the Roar was a minor inconvenience. It may, in fact, have been.
State at end of Turn 64❖
HP: Gorrak 15 · Lirien 16 · Pip 7 · Magnus 14 | Jaws 14 · Paws 2 · Legs 4 · Tail 22
Target: Pip
3. Finale
This section covers the endgame. Both sides are at their limits — the dragon has been broken across most of its body, and the fellowship is barely standing. The following turns illustrate late-game mechanics: attacking with HP penalties stacked on both sides, the dragon's Glare skipping an incapacitated daredevil, and a Guard action absorbing the last great sweep.
Setup
HP: Gorrak 5 · Lirien 6 · Pip 0↓ · Magnus 3 | Jaws 6 · Paws 0 · Legs 0 · Tail 6
Target: Magnus
Hands: Gorrak: 7♦ 3♠ · Lirien: Joker 8♣ 4♦ · Pip: — · Magnus: Q♣ 6♠
Pending: None
Seven years on, they know each other in the way that only comes from too many shared campsites, too many wrong turns, and too many situations where the plan stopped working and someone had to improvise. Gorrak knows that Lirien's silences mean she has already solved the problem and is waiting for everyone else to catch up. Lirien knows that Gorrak's complaints are loudest when he is most determined to see something through. Pip knows when Magnus's spells are about to go instructive and has developed an instinct for standing slightly to the left. Magnus knows that Pip always has food, and that the food is always exactly what is needed, and has stopped asking how.
They are an unofficial, unlicensed adventuring company with no agreed name, a shared debt at one inn, and a complicated reputation in at least three towns. They bicker about everything. They have never, not once, left each other behind.
They are not family by blood. By every other measure, they are.

Turn 101 — Gorrak
Hand: 7♦ 3♠ (Lirien: 3 · Pip: — · Magnus: 2)
HP: Gorrak 5 · Lirien 6 · Pip 0↓ · Magnus 3 | Jaws 6 · Paws 0 · Legs 0 · Tail 6
Target: Magnus
Pending: None
Plays: 7♦ — Strike (Attack, warm-up 2), card placed at Turn 103.
Mechanics: Gorrak is at 5 HP (1–6 range) — his damage is already reduced by −1Ϟ. Lirien is at 6 HP (also 1–6 range) — her damage and hand limit (max 3 cards) are similarly constrained throughout this section. The dragon's target is Magnus, so the attack places without triggering a target change. Paws and Legs are at 0 HP — both carry warm-up +1 and −2Ϟ damage penalties when the dragon uses them, evaluated at resolution. Jaws and Tail are in the 1–13 range, carrying a −1Ϟ penalty on the dragon's own attacks with those body parts.
The hall is quieter than it was. Gorrak's axe leaves a mark on the stone when he moves — not weakness, just efficiency. He has stopped lifting it higher than he needs to. The dragon still breathes. That is the only thing that matters.
Turn 101❖ — Skeldrath
HP: Gorrak 5 · Lirien 6 · Pip 0↓ · Magnus 3 | Jaws 6 · Paws 0 · Legs 0 · Tail 6
Target: Magnus
Dragon: Plays J♦ — Swing (Tail, AoE Attack + Knockdown, warm-up 3), card placed at Turn 104❖.
The tail lifts slowly. It has been still for several turns — saving itself. The sound it makes as it coils is like a millstone settling.
Turn 102 — Lirien
Hand: Joker 8♣ 4♦ (Gorrak: 1 · Pip: — · Magnus: 2)
HP: Gorrak 5 · Lirien 6 · Pip 0↓ · Magnus 3 | Jaws 6 · Paws 0 · Legs 0 · Tail 6
Target: Magnus
Pending: Dragon's Swing (J♦) → Turn 104❖
Plays: Joker — First Aid (Support, warm-up 4), card placed at Turn 106.
Mechanics: First Aid has base warm-up 4. Lirien is standing — no ground penalty. It resolves on Lirien's next turn (Turn 106), restoring up to 8 HP to the target and getting them back on their feet. First Aid works even on incapacitated daredevils.
Lirien does not look around when she acts. She does not need to. Her blade has not left her hand since the fight began. She will see to it when the moment allows. The moment will allow.
Turn 102❖ — Skeldrath
HP: Gorrak 5 · Lirien 6 · Pip 0↓ · Magnus 3 | Jaws 6 · Paws 0 · Legs 0 · Tail 6
Target: Magnus
Dragon: Swing (J♦) · warm-up 1/3 — warming up
The tail begins its arc.
Turn 103 — Pip↓
Hand: —
HP: Gorrak 5 · Lirien 6 · Pip 0↓ · Magnus 3 | Jaws 6 · Paws 0 · Legs 0 · Tail 6
Target: Magnus
Pending: Gorrak's Strike (7♦) → Turn 103 · Lirien's First Aid (Joker) → Turn 106 · Dragon's Swing (J♦) → Turn 104❖
Resolves: Gorrak's Strike (7♦): Gorrak targets Jaws. Gorrak at 5 HP → damage −1Ϟ. Strike base 5 −1Ϟ on the dracometer (position 5 → position 4, value 4). Jaws take 4 damage (6→2 HP).
Plays: Draw Cards — deals one card to each of Gorrak (5♣), Lirien (7♠), Magnus (9♦).
Mechanics: Pip is incapacitated — he cannot play action cards, but card draw is always available. Gorrak's damage is reduced by his HP penalty; the Jaws' own 1–13 HP range only penalises the dragon's attacks using Jaws, not daredevil attacks against them.
Pip does not move. He cannot. But his voice still carries, and he calls out to each of his companions — a name, a direction, a scrap of encouragement — with the quiet precision of someone who has done it ten thousand times and intends to do it ten thousand more.
Turn 103❖ — Skeldrath
HP: Gorrak 5 · Lirien 6 · Pip 0↓ · Magnus 3 | Jaws 2 · Paws 0 · Legs 0 · Tail 6
Target: Magnus
Dragon: Swing (J♦) · warm-up 2/3 — warming up
Skeldrath draws the tail back another degree. The air in the hall compresses. Nobody says anything.
Turn 104 — Magnus
Hand: Q♣ 6♠ 9♦ (Gorrak: 2 · Lirien: 3 · Pip: —)
HP: Gorrak 5 · Lirien 6 · Pip 0↓ · Magnus 3 | Jaws 2 · Paws 0 · Legs 0 · Tail 6
Target: Magnus
Pending: Lirien's First Aid (Joker) → Turn 106 · Dragon's Swing (J♦) → Turn 104❖
Plays: Q♣ — Shield (Guard).
Mechanics: Shield is a Guard-type action — no warm-up. Magnus is standing at 3 HP — on-ground restrictions do not apply. When the Swing resolves next dragon turn as an AoE, Magnus's Shield reduces damage by −3Ϟ for the entire area — but since he is inside the area of effect, he does not shield himself.
Magnus raises his hammer. In the state he is in, it is not a gesture he makes lightly. He positions himself between the tail's sweep and the others. Lemma, somewhere in the dark behind him, makes a sound of disapproval. He ignores it.
Turn 104❖ — Skeldrath
HP: Gorrak 5 · Lirien 6 · Pip 0↓ · Magnus 3 | Jaws 2 · Paws 0 · Legs 0 · Tail 6
Target: Magnus
Dragon: Swing (J♦) · warm-up 3/3 — resolves
Resolves: Swing targets Magnus. AoE hits Magnus, Gorrak, and Pip (Magnus's neighbours). Tail at 6 HP (1–13 range) → −1Ϟ on dragon Tail attacks: base damage 6 −1Ϟ (position 6 → position 5, value 5). Magnus's Shield triggers (AoE): −3Ϟ for the whole area, but Magnus is inside the area and does not shield himself.
- Pip (on the ground) → AoE has no effect on daredevils lying on the ground. Unaffected.
- Gorrak → damage 5 −3Ϟ (position 5 → position 2, value 2). Gorrak takes 2 damage (5→3 HP). Swing has inherent Knockdown → Gorrak is knocked to the ground (↓).
- Magnus → unshielded; takes full 5 damage (3→0 HP, incapacitated). Knockdown is moot.
Dragon's target: Magnus is now at 0 HP — he can no longer be the dragon's target. Dragon has no target.
Cool-down 2 → expires Turn 106❖.
Mechanics: Magnus's Shield (AoE) reduces damage by −3Ϟ for everyone in the area, but a shielder inside the area does not protect themselves. Gorrak takes only 2 damage; Magnus absorbs the full 5 and is incapacitated. Pip on the ground is skipped entirely by the AoE. The Swing's inherent Knockdown applies to all standing daredevils in the area — Gorrak goes down; Magnus, already at 0 HP, is incapacitated.
The tail comes down. Magnus catches it — not with the shield, exactly, but with himself. Gorrak is knocked flat anyway. When the echo fades, two of them are on their feet: Lirien and exactly Lirien. She looks at what remains of the fellowship and recalculates. The numbers still work. Just barely.
Turn 105 — Gorrak↓
Hand: 5♣ 3♠ (Lirien: 3 · Pip: — · Magnus: —)
HP: Gorrak 3↓ · Lirien 6 · Pip 0↓ · Magnus 0↓ | Jaws 2 · Paws 0 · Legs 0 · Tail 6
Target: none
Pending: Lirien's First Aid (Joker) → Turn 106
Plays: 5♣ — Strike (Attack, warm-up 2 + 1 on ground = warm-up 3), card placed at Turn 108.
Mechanics: Gorrak is on the ground → warm-up +1 for all non-guard actions (base 2 → 3), placing the card at Turn 108. The dragon has no target. Per the updated rule, targeting triggers only when the attack resolves — the dragon's target will be set to Gorrak at Turn 108 when the Strike fires, if no other targeting event occurs first.
Gorrak does not get up. He commits to the strike from where he is, flat on the stone, and then lies there staring at the ceiling. The ceiling is very high. He has time to appreciate this.
Turn 105❖ — Skeldrath
HP: Gorrak 3↓ · Lirien 6 · Pip 0↓ · Magnus 0↓ | Jaws 2 · Paws 0 · Legs 0 · Tail 6
Target: none
Dragon: Swing — cool-down 1/2
The tail settles. Skeldrath watches the hall with the patience of something very old.
Turn 106 — Lirien
Hand: 8♣ 4♦ 7♠ (Gorrak: 1 · Pip: — · Magnus: —)
HP: Gorrak 3↓ · Lirien 6 · Pip 0↓ · Magnus 0↓ | Jaws 2 · Paws 0 · Legs 0 · Tail 6
Target: none
Pending: Gorrak's Strike (5♣) → Turn 108 · Dragon's Swing cool-down 1/2
Resolves: Lirien's First Aid (Joker) — target: Pip. Pip restored up to 8 HP (0→8 HP) and stands up.
Plays: Draw Cards — deals one card to each of Gorrak (2♥), Pip (6♦), Magnus (skipped — 0 HP).
Mechanics: First Aid resolves at the start of Lirien's turn. Pip is back on his feet at 8 HP (7–13 range: max 4 cards, damage −1Ϟ). Lirien follows with Draw Cards to replenish the fellowship — she cannot draw for herself. Magnus at 0 HP cannot hold cards and does not benefit from the draw.
Pip opens his eyes. Lirien is there. He looks at the ceiling, then at her, then at the dragon. "Right," he says. He does not say anything else. He gets up. Lemma appears from somewhere and briefly presses against his ankle — once, deliberately — then continues walking in the opposite direction as though this did not happen.
Turn 106❖ — Skeldrath
HP: Gorrak 3↓ · Lirien 6 · Pip 8 · Magnus 0↓ | Jaws 2 · Paws 0 · Legs 0 · Tail 6
Target: none
Dragon: Swing — cool-down 2/2 → expires
Plays: Joker — Health Regeneration (Special, warm-up 1), card placed at Turn 107❖.
The body shifts. Something in the dragon's chest is trying to knit itself back together.
Turn 107 — Pip
Hand: 6♦ (Gorrak: 2 · Lirien: 3 · Magnus: —)
HP: Gorrak 3↓ · Lirien 6 · Pip 8 · Magnus 0↓ | Jaws 2 · Paws 0 · Legs 0 · Tail 6
Target: none
Pending: Gorrak's Strike (5♣) → Turn 108 · Dragon's Health Regeneration (Joker) → Turn 107❖
Plays: 6♦ — Strike (Attack, warm-up 2), card placed at Turn 109.
Mechanics: Pip is standing and at 8 HP — damage −1Ϟ applies throughout this section. The dragon has no target; targeting will be set when Pip's Strike resolves at Turn 109, unless another event changes it first.
Pip sights down the crossbow. He has seven bolts left — he counted without looking, out of habit. He does not need many. He needs one good one.
Turn 107❖ — Skeldrath
HP: Gorrak 3↓ · Lirien 6 · Pip 8 · Magnus 0↓ | Jaws 2 · Paws 0 · Legs 0 · Tail 6
Target: none
Dragon: Health Regeneration (Joker) · warm-up 1/1 — resolves
Resolves: Weakest body part: Paws 0 and Legs 0 (tied) — priority order is jaws, paws, legs, tail → Paws. Paws 0→8 HP.
Cool-down 1 → expires Turn 108❖.
Mechanics: Health Regeneration targets the weakest body part at the moment of resolution. Paws and Legs are both at 0, but Paws holds priority. The dragon's Paws attacks will no longer carry the 0 HP penalties — though at 8 HP (1–13 range), the −1Ϟ damage penalty on Paws attacks still applies.
Something clicks back into place. The paws flex against the stone floor. The dragon has not finished yet.
Turn 108 — Magnus↓
Hand: - (Gorrak: 2 · Lirien: 3 · Pip: 0)
HP: Gorrak 3↓ · Lirien 6 · Pip 8 · Magnus 0↓ | Jaws 2 · Paws 8 · Legs 0 · Tail 6
Target: none
Pending: Gorrak's Strike (5♣) → Turn 108 · Pip's Strike (6♦) → Turn 109 · Dragon's Health Regeneration cool-down → Turn 108❖
Resolves: Gorrak's Strike (5♣): Gorrak targets Jaws. Gorrak at 3 HP → damage −1Ϟ. Gorrak on the ground → damage −2Ϟ. Combined: −3Ϟ. Strike base 5 −3Ϟ on the dracometer (position 5 → position 2, value 2). Jaws take 2 damage (2→0 HP).
Dragon has no target and a daredevil's attack resolves → dragon takes Gorrak as its target.
Plays: Draw Cards — deals one card to each of Gorrak (K♣), Lirien (9♥), Pip (6♥). Lirien discards 4♦.
Mechanics: Gorrak's HP penalty (−1Ϟ) and ground penalty (−2Ϟ) stack for a combined −3Ϟ, bringing his Strike from 5 down to 2 damage — exactly enough to finish Jaws. Targeting triggers at the moment of resolution: the dragon immediately takes Gorrak as its target. Magnus is incapacitated and cannot play action cards, but card draw is always available.
Magnus cannot stand. He props himself up on one elbow and calls out anyway — steadily, which surprises even him. When Gorrak's strike lands on the jaws and they finally go dark, Magnus permits himself one small nod.
Turn 108❖ — Skeldrath
HP: Gorrak 3↓ · Lirien 6 · Pip 8 · Magnus 0↓ | Jaws 0 · Paws 8 · Legs 0 · Tail 6
Target: Gorrak
Dragon: Health Regeneration — cool-down 1/1 → expires
Plays (two cards, resolving in sequence):
- 4♣ — Far Glare Left (Special, warm-up 0, cool-down 0). Target shifts 2 steps counter-clockwise from Gorrak, skipping incapacitated daredevils: Magnus (skipped — incapacitated) → Pip (−1) → Lirien (−2). New target: Lirien. New card immediately drawn.
- Q♥ — Bite (Jaws, Direct Attack, warm-up 3 + 1 for Jaws at 0 HP = warm-up 4, cool-down 2, damage 10). Card placed at Turn 112❖.
Mechanics: Far Glare cards resolve with immediate effect and trigger an immediate card draw in the same dragon turn. Incapacitated daredevils are skipped when counting steps — Magnus is passed over entirely, so two counter-clockwise steps from Gorrak land on Lirien. Bite has base warm-up 3; Jaws are at 0 HP, so warm-up +1 applies at placement — the card is placed at Turn 112❖ (4 warm-up steps from T108❖). Draw Aggro will extend this by a further +1 turn when it resolves.
One eye sweeps the hall. It passes over Magnus — nothing there — and pauses on Pip, then slides on to Lirien with the slow, deliberate focus of something that has decided. Then the jaws open. Even broken, they are still jaws.
Turn 109 — Gorrak↓
Hand: 3♠ 2♥ K♣ (Lirien: 3 · Pip: 1 · Magnus: —)
HP: Gorrak 3↓ · Lirien 6 · Pip 8 · Magnus 0↓ | Jaws 0 · Paws 8 · Legs 0 · Tail 6
Target: Lirien
Pending: Pip's Strike (6♦) → Turn 109 · Dragon's Bite (Q♥) → Turn 112❖ (warm-up 0/4)
Resolves: Pip's Strike (6♦): Pip targets Paws. Pip at 8 HP → damage −1Ϟ. Strike base 5 −1Ϟ (position 5 → position 4, value 4). Paws take 4 damage (8→4 HP).
Plays: K♣ — Draw Aggro (Support, warm-up 1 + 1 on ground = warm-up 2), card placed at Turn 111.
Mechanics: Gorrak is on the ground — warm-up +1 (base 1 → 2), placing Draw Aggro at Turn 111. When it resolves, it will redirect the dragon's target to Gorrak and — because Bite will still be warming up — extend Bite's warm-up by +1. This is deliberate: Lirien is about to start a Charge and must not be the target when Bite fires.
Gorrak watches Lirien from the floor. She is the only one still standing — her and Pip, now. He knows what he has to do. He finds a half-drained relic within arm's reach and says nothing. He waits.
Turn 110 — Lirien
Hand: 8♣ 7♠ 9♥ (Gorrak: 2 · Pip: 1 · Magnus: —)
HP: Gorrak 3↓ · Lirien 6 · Pip 8 · Magnus 0↓ | Jaws 0 · Paws 4 · Legs 0 · Tail 6
Target: Lirien
Pending: Gorrak's Draw Aggro (K♣) → Turn 111 · Dragon's Bite (Q♥) → Turn 112❖ (warm-up 1/4)
Plays: 9♥ — Charge (Attack, warm-up 4), card placed at Turn 114.
Mechanics: Charge deals 8 base damage with warm-up 4, resolving on Lirien's next turn (Turn 114). Lirien is the dragon's current target and will be warming up when Bite resolves — a Direct Attack against a warming-up daredevil deals +1Ϟ damage and causes knockdown. Gorrak's Draw Aggro at Turn 111 will redirect the target to Gorrak before Bite fires, protecting the Charge.
Lirien takes a breath. She has been waiting for this — not for it to be easy, but for it to be correct. She plants her feet and begins the sequence. Everything else will have to take care of itself.
Turn 111 — Pip
Hand: 6♥ (Gorrak: 2 · Lirien: 2 · Magnus: —)
HP: Gorrak 3↓ · Lirien 6 · Pip 8 · Magnus 0↓ | Jaws 0 · Paws 4 · Legs 0 · Tail 6
Target: Lirien
Pending: Gorrak's Draw Aggro (K♣) → Turn 111 · Lirien's Charge (9♥) → Turn 114 · Dragon's Bite (Q♥) → Turn 112❖ (warm-up 2/4)
Resolves: Gorrak's Draw Aggro (K♣): dragon's new target is Gorrak. Draw Aggro resolves during Bite's warm-up (2/4) → Bite warm-up extended by +1 (now resolves at Turn 113❖).
Plays: 6♥ — Strike (Attack, warm-up 2), card placed at Turn 113.
Mechanics: Draw Aggro redirects the dragon's target to Gorrak and extends Bite's warm-up by +1 — it now resolves at Turn 113❖ rather than 112❖. The Jaws 0 HP penalty already pushed the warm-up from 3 to 4 at placement; Draw Aggro adds one more, giving 5 total. Pip's Strike is placed at Turn 113, resolving on Gorrak's daredevil turn before the dragon's action.
Pip fires. From the floor, Gorrak reaches out and drags a half-drained relic toward himself — close enough to damage, close enough for Skeldrath to notice. The great eye moves. Gorrak knows what it means. He does not object.
Turn 112 — Magnus↓
Hand: — (Gorrak: 2 · Lirien: 2 · Pip: 0)
HP: Gorrak 3↓ · Lirien 6 · Pip 8 · Magnus 0↓ | Jaws 0 · Paws 4 · Legs 0 · Tail 6
Target: Gorrak
Pending: Pip's Strike (6♥) → Turn 113 · Lirien's Charge (9♥) → Turn 114 · Dragon's Bite (Q♥) → Turn 113❖ (warm-up 3/5)
Plays: Draw Cards — deals one card to each of Gorrak (A♠), Lirien (5♦), Pip (3♥).
Magnus has nothing left of his own to give. He lies there and talks — to Gorrak, to Lirien, to Pip, to whoever is still moving. It is all he can do, and he does it.
Turn 112❖ — Skeldrath
HP: Gorrak 3↓ · Lirien 6 · Pip 8 · Magnus 0↓ | Jaws 0 · Paws 4 · Legs 0 · Tail 6
Target: Gorrak
Dragon: Bite (Q♥) · warm-up 4/5 — warming up
The jaws open wider. A sound builds from somewhere beneath the stone floor. Skeldrath has been preparing this for a long time.
Turn 113 — Gorrak↓
Hand: 3♠ 2♥ A♠ (Lirien: 3 · Pip: 1 · Magnus: —)
HP: Gorrak 3↓ · Lirien 6 · Pip 8 · Magnus 0↓ | Jaws 0 · Paws 4 · Legs 0 · Tail 6
Target: Gorrak
Pending: Pip's Strike (6♥) → Turn 113 · Lirien's Charge (9♥) → Turn 114 · Dragon's Bite (Q♥) → Turn 113❖ (warm-up 5/5)
Resolves: Pip's Strike (6♥): Pip targets Paws. Pip at 8 HP → damage −1Ϟ. Strike base 5 −1Ϟ (position 5 → position 4, value 4). Paws take 4 damage (4→0 HP).
Plays: Draw Cards — deals one card to each of Lirien (2♣), Pip (10♦), Magnus (skipped — 0 HP). Lirien discards 8♣.
Mechanics: Gorrak has cards but plays Draw Cards — at 3 HP on the ground with no action that would arrive before Bite, dealing to Lirien and Pip is the best use of his turn. Magnus at 0 HP cannot receive cards.
Gorrak has nothing to strike with that would land in time. He roars the dwarvish names he has for each of them — the ones nobody else uses. That is his move.

Turn 113❖ — Skeldrath
HP: Gorrak 3↓ · Lirien 6 · Pip 8 · Magnus 0↓ | Jaws 0 · Paws 0 · Legs 0 · Tail 6
Target: Gorrak
Dragon: Bite (Q♥) · warm-up 5/5 — resolves
Resolves: Bite targets Gorrak. Jaws at 0 HP (evaluated at resolution) → damage −2Ϟ. Bite base damage 10 −2Ϟ on the dracometer (position 8 → position 6, value 6). Gorrak is on the ground → +2Ϟ (position 6 → position 8, value 10). Gorrak takes 10 damage (3→0 HP, incapacitated).
Dragon's target: Gorrak is now at 0 HP — he can no longer be the dragon's target. Dragon has no target.
Cool-down 2 → expires Turn 115❖.
Mechanics: The Jaws 0 HP penalty (−2Ϟ) and the ground bonus (+2Ϟ) cancel exactly, leaving Bite at its base damage of 10. Gorrak had no action warming up when Bite fires, so the Direct Attack warm-up rule does not add further damage. The full 10 lands.
The jaws come down. Gorrak does not try to move. He is out of moves and he knows it. When the sound stops and the dust settles, he is still there — breathing, just barely, at the edge of the hall. He will be buying drinks when this is over. This is already decided.
Turn 114 — Lirien
Hand: 7♠ 5♦ 2♣ (Gorrak: — · Pip: 2 · Magnus: —)
HP: Gorrak 0↓ · Lirien 6 · Pip 8 · Magnus 0↓ | Jaws 0 · Paws 0 · Legs 0 · Tail 6
Target: none
Pending: Lirien's Charge (9♥) → Turn 114 · Dragon's Bite cool-down → Turn 115❖
Resolves: Lirien's Charge (9♥): Lirien targets Tail. Lirien at 7 HP → damage −1Ϟ. Charge base 8 −1Ϟ on the dracometer (position 7 → position 6, value 6). Tail takes 6 damage (6→0 HP).
Dragon defeated.
Mechanics: All four dragon body parts are now at 0 HP — Jaws (Turn 108), Paws (Turn 113), Legs (pre-existing), Tail (this turn). Lirien is at 6 HP (1–6 range) — damage −1Ϟ brings Charge from 8 to 6, which is exactly Tail's remaining HP. No riposte applies — the Tail's last attack was the Swing at Turn 104❖, well outside the one-turn window.
Lirien's blade finds the gap in the tail's scales — the same gap she has been watching since the Swing, since it first moved. The sound the dragon makes is not a roar. It is something quieter, and much more final.
The rune-axe on the wall is still faintly lit. Gorrak will see to that.
State at end of Turn 114
HP: Gorrak 0↓ · Lirien 6 · Pip 8 · Magnus 0↓ | Jaws 0 · Paws 0 · Legs 0 · Tail 0
Dragon defeated.