Here is a Rule Book for playing Clash of the Dragons. Recommended for newbie players.
Learn how to play the card battles and familiarize yourself with the different card types and attributes. The Rule Book below can also be viewed by clicking "Rules" in your game screen.
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Upon starting the Clash of the Dragons application, players will be prompted to create an avatar, or "Hero." In addition to being a visual representation of the character, a chosen class (Sentinel, Assassin, and Pyrelord) will determine what kinds of attacks will be optimal for the character, as well as set the player's starting attributes. A Pyrelord, for example, will be able use Melee Attacks, but would be able to deal a greater amount of damage while wielding Magic.
Attacks are broken down into two subcategories, Weapon and Magic. Although the two card types play similarly and follow the same basic rules, the bonus damage that a Hero deals will be based off of different attributes.
- Weapon attacks
which are further broken down into Melee and Ranged Attacks, represent physical
damage that a Hero deals against the enemy. As such, the bonus damage that characters deal is based off of the Agility and Strength attributes. It is important to note that Ranged Attacks go into the Ranged Attack Zone upon being played, while Melee Attacks are placed in the depletion pile.
is the specialty of Pyrelords and other mages and represents the mystical power that
they yield. Although any character may utilize magic, it is best used by the Pyrelord, as Magic bonus damage is granted by high Intelligence and Wisdom. Magic Attacks are broken into the further subcategories of Light and Dark.
Combination Attacks showcase the power of multiple people working in coordination
to defeat the enemy. Whenever a player plays a Combination, the game keeps track of the number of Combination cards played in a row (or 'in sequence'). Combination cards get bonuses for each one played in sequence, allowing subsequent ones to have larger and more powerful effects. Once someone plays a non-Combination card, however, the counter is reset to zero.
Potions confer special abilities – such as healing, increased shielding, or greater damage output – upon a player once they have been depleted from the player's deck. If a player would draw a potion, they instead shuffle it back into their deck and draw a new card. At lower levels of the game players may only have one potion in their deck. As the game progresses, however, they may gain the ability to include more.
If only potions and Talismans remain in the deck, Potions gain the ability to be drawn and played for 1 damage.
Unlike potions, Talismans only confer their power to a player while they remain in
a player's deck. Once it has been depleted, the player loses the Talisman's bonus and continues the game without its benefit. Like potions, if a player would draw a Talisman, it is shuffled back into the player's deck and they draw a new card instead. At lower levels of the game players may only have one Talisman in their deck. As the game progresses, however, they may gain the ability to include more.
If only Potions and Talismans remain in the deck, Talismans gain the ability to be drawn and played for 1 damage.
NPCs represent a player's allies in battle. Whenever a player plays an NPC, it
gets shuffled back into their deck, waiting to be deployed again. If an NPC would be depleted, however, it remains in the depletion pile until the end of the game. It is important to note that NPC damage DOES NOT receive any bonuses from a player's attributes, unless otherwise stated on the card. At lower levels of the game players may only have one NPC in their deck. As the game progresses, however, they may gain the ability to include more.
- Players have four basic attributes – Strength, Agility, Intelligence, and Wisdom – that confer bonuses to a player when they are attacking an enemy or defending against enemy attacks.
- Weapon attacks (below) receive bonuses from high Agility and Strength scores.
Whenever a Weapon attack is played, the conferred bonus is added to the Weapon's printed damage.
- Magic attacks (below) receive bonuses from high Intelligence and Wisdom scores.
Whenever a Magic attack is played, the conferred bonus is added to the Weapon's printed damage.
- Players with high Strength and Wisdom are more capable of absorbing damage from
an opponent. Absorption occurs when a player is attacked by the enemy. The defender's Absorption is subtracted from the amount of damage that would be dealt during the Attack step (below).
- In addition to Absorption, some Attack cards have a Shield value printed on them, which also aids in preventing damage from the opponent. When a player is attacked, their Shield value is subtracted from the amount of damage that would be dealt. Shield does not accumulate, with it resetting to zero at the beginning of the player's turn.
- Some cards allow players to Heal. Healing is represented by a player shuffling random
cards from their depletion pile back into their deck. If a card's Healing value is greater than the number of cards in a player's depletion pile, he or she shuffles all cards in his or her depletion pile into the deck, the remainder of the Heal being cancelled.
At the beginning of the game, players shuffle their deck and draw two cards, which represent their hand. If a Potion or Talismans is drawn, they are shuffled back into the deck and a new card is drawn.
Each turn of CotD can be broken down into 3 primary stages:
- Start of Turn
- and End of Turn.
- Start of Turn
At the beginning of the turn, ongoing and temporary effects that have been
triggered (such as a bonus from a Potion or a lingering effect from a prior attack) occur.
Players draw cards until they have their maximum number of cards in hand.
At lower levels, this is 3 cards, but a player may gain the ability to have more cards as the game progresses. If they would draw a Potion or Talisman, it is shuffled back into the deck and they draw a new card. If a player cannot draw a card, he or she loses the game.
IF the only remaining cards in the deck are Potions and Talismans, they become
Players MUST play an attack or NPC during their turn. During the action phase,
any written ability on the attack or NPC card resolves, unless it is stated that the effect occurs at another time.
Melee, Light, and Dark attacks go into the depletion pile upon being played,
unless otherwise stated. Ranged attacks are placed into the removed from game pile. NPCs are shuffled back into the player's deck.
- End of Turn
Any effects that are to happen at the end of a player's turn trigger. If a player has more cards than their maximum allotted amount, they DO NOT discard down their maximum number.
At the beginning of the Action step, the active player plays an Attack or NPC card. If it is a Weapon or Magic attack, the player's bonus gets added to the attack's base value. NPC receive no bonus damage.
The defending player subtracts his or her Shield bonus, then Absorption value, from
the amount of damage to be received. If a player would be dealt less than zero damage, zero damage is dealt.
If damage is dealt, the defending player takes that many cards from the top of his or her deck and places them in the depletion pile.
If the played attack was Melee, Light, or Dark, it goes into the attacking player's
depletion pile. Ranged attacks are put into the attacking player's removed from game pile, and NPCs are shuffled back into the attacker's deck.
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