ドラコ:エセリア・ポケット(Drako: Aetherya Pocket)
ドラコの世界では、プレイヤーたちは未知の大地を探索し、多様な生き物と風景に満ちた王国を築いていきます。領地を巧みに配置し、完璧な調和を実現して、できる限り多くの「調和ポイント」を獲得しましょう。
人間、エルフ、ドワーフ、ゴブリン、そしてドラゴンたちは必ずしも仲良しではありません。混乱に陥りそうな状況に秩序をもたらすのは、あなた次第です。
しかし、それだけではありません。偉大な王国には歴史が必要です。ゲームを通じて、ライバルたちに先んじて、できる限り多くの伝説の物語を紡いでいきましょう。
伝説の世界へ踏み出し、ドラコの物語を書き記せ!
プレイヤーの数: 2 - 4
ゲームの長さ: 11 mn
複雑さ: 2 / 5
ドラコ:エセリア・ポケット(Drako: Aetherya Pocket) および1305の他のゲームをオンラインでプレイします。
ダウンロード不要で、ブラウザから直接プレイできます。
あなたの友達や世界中のたくさんのプレイヤーとプレイできます。
無料です!
ドラコ:エセリア・ポケット(Drako: Aetherya Pocket) および1305の他のゲームをオンラインでプレイします。
ダウンロード不要で、ブラウザから直接プレイできます。
あなたの友達や世界中のたくさんのプレイヤーとプレイできます。
無料です!
ルールの概要
DRAKO: Aetherya Pocket
Goal
Build a 4 × 4 Kingdom and score the most Harmony Points by placing Tribes near favored Lands, domesticating Dragons, claiming Legends, and avoiding conflicts.
Components
- 80 Kingdom cards: Lands, Tribes, Dragons, Magical Portals
- 15 Legend cards
- 4 player aids
- 1 score sheet
Setup
Use Kingdom cards based on player count:
| Players | Cards Used |
|---|---|
| 2 | 2-diamond cards |
| 3 | 2- and 3-diamond cards |
| 4 | All Kingdom cards |
Shuffle the Kingdom and Legend decks separately.
Reveal 8 Legend cards face up.
Each player draws until they have 4 different Kingdom cards, places them face up as a 2 × 2 starting Kingdom, then draws 12 more cards face down around them to make a 4 × 4 Kingdom. These face-down cards are Unexplored Lands.
Reveal 1 Kingdom card to start the discard pile.
Oldest player starts.
Turn
On your turn, draw 1 Kingdom card from either the draw pile or discard pile.
If drawn from the discard pile, you must place it in your Kingdom, replacing another card.
If drawn from the draw pile, either:
- Place it in your Kingdom, replacing another card.
- Discard it, then reveal one Unexplored Land.
Replaced cards go to the discard pile.
You may not replace a revealed card with another card of the same type.
Dragons and Magical Portals are locked once placed and cannot be replaced.
Adjacency
Only orthogonal adjacency counts. Diagonals do not count.
Magical Portals connect the 4 orthogonally adjacent cards around them. Multiple Portals can extend connections.
Goblins cannot use Portals.
Tribe Scoring
Each Tribe scores for connected Lands:
| Tribe | Scores |
|---|---|
| Elves | +2 per Forest, -1 per Swamp |
| Dwarves | +2 per Mountain |
| Humans | +2 per Plain, +1 per Forest, +1 per Mountain, -1 per Swamp |
| Goblins | +3 per Swamp |
Conflicts
Each conflict is worth -2 Harmony Points.
- Goblins conflict with every Tribe, including Goblins.
- Elves and Dwarves conflict with each other.
- Humans do not conflict with Elves or Dwarves.
Each connection between hated Tribes counts as a separate conflict.
Dragons
A Dragon is domesticated if connected to at least 2 Tribes of the same type, excluding Goblins.
| Dragons in Kingdom | Domesticated | Wild |
|---|---|---|
| 1 | +3 each | -3 each |
| 2 | +4 each | -4 each |
| 3 | +5 each | -5 each |
Each Dragon beyond the third is worth -5, even if domesticated.
Legends
On your turn, you may claim 1 available Legend if you meet its requirement. Replace it from the Legend deck if possible.
Once claimed, a Legend remains yours even if your Kingdom later changes.
Legend types:
- Tribes: 2 connected Tribes of one type
- Lands: 3 connected Lands of one type
- Alliance: Human/Dwarf or Human/Elf connected
- Legendary Battle: specified rival Tribes connected as shown
- The Four Tribes: all 4 Tribe types present
End Game
The game ends immediately when any player reveals their last Unexplored Land.
Reveal all remaining face-down cards. No more Legends may be claimed.
Scoring
Total:
- Tribe Harmony Points
- Dragon points or penalties
- Legend points
- Conflict penalties
Highest score wins.
Ties are broken by comparing each tied player’s highest scoring category, then next-highest, and so on.
