1
Play cards from hand
Play ALL Cards from your hand to perform any number of Actions indicated on the Cards
2
Move along paths
Each boot icon allows you to move along 1 path on the Game Board
3
Multiple footprint paths
Paths with multiple footprint icons require at least that many boots to move through
4
Mountain paths
Require at least the indicated number of boots to cross, unless you have a Pickaxe (then only 1 boot required)
5
Tunnel damage
Tunnels deal 1 damage if you move through
6
Open Water restriction
You cannot move across an Open Water space unless you possess a Canoe Token
7
Arrow paths
Paths with arrows may only be crossed in the direction of the arrow
8
Buy a Card
Use Skill Points to buy Cards from below the Franchise Board
9
Fight a Monster
Use Swords to fight Monster Cards below the Franchise Board
10
Buy from the Market
If on a Town space, you may buy Tokens from the Market for 7 Gold each
11
Hire a Coach
If on a Coach space, you may hire a Coach to teleport to another Coach space
12
Take an Artifact
If on a space with an Artifact, you may choose to gain it and then move the Dragon Marker right 1 space
13
Expend Mystic Fruit
Flip a Mystic Fruit to its expended side to use it
14
Discard and draw
Discard all played Cards and draw 5 Cards into your hand
15
Refill Adventure Row
If there are fewer than 6 Cards in the Adventure Row, refill it
16
Check for Dragon Attack
If any of the new Cards in the Adventure Row have a Dragon Attack symbol, the Dragon attacks (it attacks only once, regardless of the number of symbols)
17
Place Clank in bag
Place all player's Clank! Cubes from the Clank Area into the Dragon Bag
18
Draw Cubes
Draw a number of Cubes equal to the number shown on the current space of the Rage Track, plus any additional from Danger Cards in the Adventure Row
19
Resolve Clank Cubes
Each Clank! Cube drawn deals 1 damage to its owner
20
Return Intern Cubes
Each Intern Cube drawn is returned to the supply
21
Resolve Wight Cubes
Each Wight Cube drawn deals 1 point of damage to every player
22
Set aside Black Cubes
Each Black Cube drawn is set aside
23
Check for empty bag
If the Dragon Bag is ever empty after an attack, the game ends immediately and all players still on the Game Board are Knocked Out
24
Gain Clank
If you gain Clank!, add that many Cubes from your supply to the Clank! Area on the Franchise Board
25
Lose Clank
If you lose Clank!, remove that many Cubes from the Clank! Area back to your supply
26
Take damage
When you take damage, place 1 of your Cubes on the lowest available space on your Health Meter
27
Voluntary damage restriction
You can't voluntarily take damage if you have no Cubes in your supply, or if it would knock you out
28
Heal damage
When you heal, take back Cubes from your Health Meter to your personal supply
29
Sacrifice Interns
If an Intern Cube is ever SACRIFICED, place it into the Dragon Bag
30
Dran Agent spaces
When entering a space with a Dran Agent, take 1 damage unless you Sacrifice 1 Intern or choose to defeat it by spending 2 Swords
31
Forest spaces
When entering a Forest space, you become exhausted and cannot move any more this turn
32
Ruin spaces
When entering a Ruin space with a Wight Cube, place that Cube into the Dragon Bag and gain 2 Gold
33
Volcano spaces
When entering a Volcano space, you may immediately trash 1 Card in either your discard pile or your play area from the game
34
Magic Circles
Some Cards have text allowing you to interact with a Magic Circle
35
Gain Shrine Token
If you enter a space with a Shrine Token, you may gain the Token
36
Teleport to Pyramid
Regardless of whether you take the token or not, you then teleport to the Pyramid space
37
Place Clank on Shrine
Place 1 Clank! Cube from your supply on the Shrine you left
38
Shrine possession limit
You may only possess 1 Shrine Token at a time
39
Shrine benefits
Each Shrine Token provides a benefit on each of your turns:
40
Activate Patron effect
When the Dragon Marker reaches the Patron Seal space of the Rage Track, carry out the Seal effect of the Patron