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Turning Back
A character in the Inner Region may decide to TURN BACK
and move back towards the Plain of Peril instead of moving
towards the Crown of Command. A character who has turned
back only moves 1 space per turn and ignores the instructions
on all of the spaces on his return to the Plain of Peril.
Once a character has declared his intention to turn back, he
cannot change his mind, and he must go all the way back
to the Plain of Peril. Once there, however, the character may
move toward the Crown of Command or leave the Inner
Region through the Portal of Power. A character wishing to
pass through the Portal of Power from the Inner Region to the
Middle Region does not need to open it. The character simply
moves from the Plain of Peril to the Portal of Power.
Encounters in the Inner Region
None of the creatures, Enemies, or Draconic Lords in the Inner
Region can be affected by any Spell, nor may they be evaded.
A character may only encounter another character on the
Plain of Peril and Valley of Fire. Characters in the Inner
Region may be targeted by Spells and other effects unless the
card specifically states otherwise.
If a card effect requires a character in the Inner Region to
place a dragon scale in his Region, the scale is discarded
instead.
Conquering the Dragon Realm
The die is not rolled for movement in the Dragon Realm.
Instead, a character moves 1 space forward in the direction
indicated by the arrow on the space. The instructions on each
space in the Inner Region must be completed before a charac-
ter can move on toward the Crown of Command. Conquering
the Dragon Realm follows the same rules for traversing the
Inner Region from the main game board, except some space
instructions are changed and the challenges grow even more
dangerous as the number of dragon scales on the Draconic
Lord Cards increases.
Any effects or special abilities that refer to the Mines also
apply to the Dragonstone Mines. Any effects or special abili-
ties that refer to the Crypt also apply to the Dragonbone Crypt.
When a character reaches the Crown of Command, he must
confront the Dragon King (see “Confronting the Dragon King
on page 14).
Ascending the Dragon Tower
The die is not rolled for movement in the Dragon Tower.
Instead, a character draws the number of cards from the
Dragon King’s deck instructed by his space and encounters
them. Note that characters draw Dragon Cards at the start of
their turn to determine how many spaces they move; charac-
ters do not draw cards when they land on the space.
Encountering Dragon Cards in the Dragon Tower follows all
of the normal rules (cards must be resolved in order of their
encounter number, Enemies with the same encounter number
add their Strength and Craft together, etc.), except creatures
cannot be affected by any Spell, nor may they be evaded.
Characters may use dragon scales as normal. If a character is
defeated or is instructed to miss his turn, he may not encoun-
ter any of the remaining cards on the space.
After a character has finished resolving the Dragon Cards he
encounters, he moves 1 space forward towards the Crown of
Command, plus 1 additional space for each Enemy he killed
during his turn. If a character is defeated on a stairway, he
must move 1 space back towards the Portal of Power as indi-
cated on the space’s instructions.
After the character ends his turn, all cards and tokens in
the Dragon Tower are discarded.
When a character reaches the Crown of Command, he must
confront the Dragon King (see “Confronting the Dragon King”
on page 14).
Dragon Tower Clarifications
If a character on a stairway kills an Enemy but is defeated by
another card during his turn, he must still move 1 space back
towards the Portal of Power instead of moving forward.
If a character on a stairway has a stand-off, he moves
forward normally.
If a card is placed on the Dragon Tower at the start of a char-
acter’s turn, such as by a Spell or if the character ditches a
Follower or Object, he still draws the number of cards indi-
cated on the Dragon Tower’s space. Characters must always
draw the number of cards indicated on the Dragon Tower’s
space regardless of how many cards were already placed on
the space.
If a character is forced to move clockwise, he moves following
the direction indicated by the arrows on each space.
If a character is forced to move counterclockwise, he moves
against the direction indicated by the arrows on each space.
-
ties that refer to the Crypt also apply to the Dragonbone Crypt.
confront the Dragon King (see “Confronting the Dragon King
them. Note that characters draw Dragon Cards at the start of
their turn to determine how many spaces they move; charac
-
against the direction indicated by the arrows on each space.
13

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