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Things From Another World
The Hunt for the Dragon Throne
The Hunt for the Dragon Throne
by Fusion5 (2021)
Player Count
2 to 4

Player Ages
8+

Playing Time
45 minutes
Categories
  • Fantasy
  • Adventure
  • Designers
  • (Uncredited)
  • Mechanisms
  • Roll / Spin and Move
  • Dice Rolling
  • Critical Hits and Failures
  • Artists
  • (Uncredited)
  • Family
  • Animals: Dragons
  • Components: Miniatures
  • Rating: 5/10 from 2 users

    Description

    Up to 4 intrepid adventurers set off, each on their own individual quest to ascend to the dragon throne and win the game. Players roll a die to (a) select their uniquely-powered character, then (b) move along the 109 numbered spaces on the winding board, and (c) resolve the effects of the various encounters described on the board spaces. Finally, both (d) the combat system (between players & against the creatures on the board) and (e) actually moving onto the winning space at the end of the trail are both resolved through rolling the same die.

    The Candyland-style board experience has several unique features.
    The first 22 spaces are inside the castle, where you are in the "safe zone". But even there you are not safe, due to things like space #3 ("Encounter a bandit, you lose the battle return to start") and #7 ("Encounter a tornado Go back 2 blocks") and #12 ("Feel unwell, take a rest and skip a turn"). Finally, right before you exit the castle, you may get lucky and land on #20 which says: "Spin the wheel to draw a weapon". This spinner has 16 spaces which award adventurers with a free weapon, such as an "Algae Machete" or a "Fire Whip" or a "Sword of Ice"...unless you get 1 of the 4 "Better luck next time!" spaces.
    Space #29 is a "Detour" right before the encounter with the Fire Dragon. The detour all takes place within space #29, but it is a 10-space run around the terminates right at the Fire Dragon encounter space anyway—so, no avoiding this fight!
    Lastly, space #109 is where the namesake 5-piece plastic dragon throne sits. Players will lose their turns until they manage to roll the exact number necessary to reach this space.

    Beyond the castle walls, combat becomes part of the game. Combat losses force players to lose HP (which are represented by AWESOME wooden tokens), and when any player is reduced to 0 HP he must retreat back to space #22—with 109 spaces in all, and no control over where you land on a turn, this is a LONG way to fall! You will have access to item cards, but your choices are limited here, because you can hold only 1 card at a time—the one you have may not be what you need most.

    Other spaces offer opportunities to earn coins from die rolls, or sacrifice your next turn to acquire coins or HP. Plot cards are encountered every few spaces, and if you land on them, they add both positive & negative effects (along with some thematic flavor text) just like you'd find in Monopoly's "Chance" or "Community Chest" decks.

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