In the world of Wyrmspan, each player is a dracologist. There are dragons of many colors, sizes, and shapes, 183 of them in total that roam the skies. Your job is to excavate your three caves and entice dragons to come and live in those caves. The player who excavates, entices, and explores the best will score the most points and achieve victory. – – 1 to 5 players – – 90 minutes
Wyrmspan is played over four rounds. Each player will have six turns in each of the rounds. There are five possible actions to take each costing one coin: excavate, entice, explore the Crimson Cavern, explore the Golden Grotto or explore the Amethyst Abyss. Those are the name of your three caves. There are four spaces in each cave with the first space in each already excavated. To excavate an empty space in one of your caves, pay any additional costs of eggs, then play a cave card from your hand onto the empty space. Cave cards grant actions when played and provide a spot for a dragon to live as the space is now excavated.
To entice a dragon, pay any additional costs of gold, crystal, meat, and/or milk, then play a dragon card from your hand onto an excavated cave space. Each dragon must be played into the cave of that dragons’ preference as indicated on its card. Each dragon brings a benefit or an ability. Benefits come in four types: at the time it’s played, when activated, once per round, or game end points. Abilities can include cache resources, tuck cards, and/or store eggs. Dragons come in four sizes: small, medium, large, and hatchling and with one of four traits: shy, aggressive, playful, or helpful, all of which can add to points scored.
The explore action allows a player to select one cave to explore. Pay any additional costs of eggs for multiple explorings of the same cave in a round. Move your adventurer meeple through the selected cave and gain resources for each symbol you cross before running past your last dragon. When the adventurer crosses a dragon with an “if activated” ability, the adventurer will trigger that ability.
In addition, there is a guild board. Each player has a token on it. Certain actions will initiate a move for the player’s token. As the token moves around this rondel it will trigger collection of resources, an additional action or even game end points.
There are four public goals randomly selected prior to the start of the game. One will be scored at the end of each of the four rounds. At game end these points are added to points on the guild board, points on dragon cards, points for eggs, tucked cards, and cached resources. The player with the most points will be the top dracologist and the winner.
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