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Enter the dragon's lair, where fame and fortune await you and your team of brave dragon slayers! A few magic weapons, some bravery and a bit of luck is all you need to slay the dragons and take your treasure home... if your opponents will let you! Killing a dragon is the easy part. Now you have to divide the loot! Will your "friends" give you your fair share (or maybe a bit extra)? You have only 60 seconds to find out! Dragon's Gold--Sometimes, your toughest adversaries aren't the dragons!
Goal of the Game
Each player controls a team of dragon slayers (two knights, a thief, and a wizard). Like all dragon slayers, they have only one goal: Cool magic items and lots of treasure! Actually killing a dragon is a piece of cake. The most difficult task comes after the smoke clears and the dragon is dead: Agreeing how to divide the loot. You and your opponents have 1 minute to agree upon how to divide up the treasure. If you can't decide, nobody gets it! The person with the most valuable treasure hoard after all of the dragons are dead wins!
Eurogames Descartes USA
Players: 3 - 6
Time: 30 minutes
Ages: 12 and up
Weight: 288 grams
Language Requirements: This is an international edition or domestic edition of an imported item. Game components are printed in English. Manufacturer's rules are printed in English.
- 65 Dragon's Gold Cards
- 126 Wooden Treasure Tokens
- 1 Cloth Bag
- 6 Treasure Screens
- 1 Sand Timer
- 1 Rule Book
Average Rating: 4 in 10 reviews
For those who like negotiating deals, striking bargains, having flexible strategy, bluffing, and being generally sneaky, how would you like a game that does all that in 30 minutes for a mere $15 bucks or so?
Enter Dragon's Gold, a game frought with all kinds of quick sneakiness. The game is fairly simple as descibed in the reviews here, and the fun is in trying to always make sure you get the gems you need to score points at the end. Sometimes you won't be offered what you want, but you also can't afford to sink the deal, because you can't afford not to get some gems, so you'll agree to less just to get something. Or maybe you'll bluff and pretend to sink the deal, hoping the other guy is desperate enough to compromise. Or maybe you'll just start stealing treasure off the dragon cards with the Velvet Glove card.
The basic game consists of playing strength cards on dragons, getting majorities in colors, and stealing gems from each other. The advanced game not only tweaks the rules allowing sets of 5 different colored gems, but it also introduces action cards that can be earned, IF the other players let you earn them. If you do manage to action carts, you'll be able to manipulate the cards or gems in a way that will benefit you more.
Great with the basic rules, and a blast with advanced rules. One of the best 30-minute games to come out in quite a while -- if you like negotiating. My family and friends have really taken to this game, just don't take it personally. =)
Dragon's Gold has become so popular with my group as a filler game that it has basically elevated itself to a level where a few of the players may choose it as the 'base' game of a night. In fact, this has happened twice in the past two weeks. Please ignore the lone negative review on this game. Apparently he has been playing the basic game or playing the advanced game incorrectly. All having a Wizard and a thief on a dragon will guarantee you is a place in the negotiation (Wizards in the advance game don't get the red treasure automatically and thieves must steal blindly so they rarely steal a piece that fits their strategy and more often than not end up with the most common silver and red pieces which are worth only one point). And that negotiation is the meat of the game. It is amazing how many games will turn on the results of one simple round of hectic, timed negotiation. The paths to victory are varied enough that if you move blindly toward your own goals you could allow an opponent to squash you even after meeting your goals. Great filler. Great fun.
A note: We advise playing the game with the typo on the score sheet that says each complete set of gems is worth five points (instead of the intended wording that having at least one set gets you five bonus points). This allows an alternative victory path and is apparently going to be included as an optional rule in the upcoming editions.
The game is wonderful!
You have to try! If you like games where the trading action is the main part of the match this is a MUST!
Are you able to take your part of sharing the best one for you? Are you so sure you want to share the treasure more than destroy it?
Do not forget to prepare your best strategy using both the magician and the stealer...
Try it and play it in more player you can.
Dragon’s Gold is an amusing game of dividing loot by Bruno Faidutti (Citadels, Castle, Fist of Dragonstones and many more). Faidutti clearly has fond memories of playing role playing games, and in Dragon’s Gold he sets out to make a hilarious themed game based on the often humorous division of booty that occurs after the ‘Dragon’ has been slain and the spoils gained.
Dragon’s Gold can be played by between 3 and 6 people, plays quite quickly, is easy to learn and often uproariously funny. In Dragon’s Gold Faidutti shows off the talent that makes his games such involving and fun experiences. Not many designers are capable of engaging the players so actively in the process of playing the game as is Faidutti. The theme in this game is brilliant, the division of loot after the slaying of a dragon is engaging, and for a long-time role player, is so funny because it so true.
In Dragon’s Gold each player has a team adventurers, two knights, one thief and one wizard, each of which has a certain strength. Every Dragon also has a strength; players, one at a time, play an adventurer against one of the four Dragons on the table, when the total strength of the adventurers beats that of the Dragon the beast is slain.
Every Dragon, in addition to it’s strength, also has a number of other characteristics, one is the ‘known treasure’ possessed by the Dragon, whenever a Dragon is bought into play, players randomly draw a number of treasure tokens equal to the Dragon’s known treasure value and place these on the Dragon card. The other value is the ‘secret treasure,’ this number of treasure tokens is only drawn after the Dragon has been killed.
Now for the key element of the game, killing the Dragon’s is easy, dividing the treasure between the adventurers who had a hand in the killing of the Dragon is the hard part. When the Dragon is killed players draw a number of treasure tokens equal to the secret treasure value of the Dragon, these are placed with the known treasure. After all the Dragon’s treasure is out a minute timer is flipped, in this minute the players involved with the killing of the Dragon must decide how to divide the treasure, that is – who gets what. This is the hilarious, and key, element in the game, points are scored based on set collection so every player wants to have a say in what they get, and what others get. If the treasure isn’t divided successfully, or the players disagree, by the end of the minute all the treasure involved is discarded, any treasure gained is placed behind the player’s screen, shielding it from the prying eyes of the other players.
In addition to the enjoyment of watching, or participating in, the division of a treasure hoard Faidutti has thrown in some excellent additions, if a Thief was involved in the slaying of the Dragon the Thief’s player gets to steal one treasure token from behind your screen.
If a Wizard and a Thief was involved the player gets to choose a treasure from behind another player’s screen. If there is a magic treasure involved the Wizard who gets it also receives a Magic treasure card, and these provide for some absolutely hilarious moments, none more so than the ‘Magic Hand’, which allows the person in possession of it to secretly steal treasures from the Dragons on the table until they are caught red handed.
In the English edition of the game Descrates Editeur (the publisher) accidentally left a component of the rules out, these ‘Market’ rules add back an important element in the game and are freely available from Faidutti’s own website, there are also many links to Faidutti’s other games in addition to his well renowned ‘Ideal Library’ – a database of hundreds of high quality games that have been given the stamp of approval by the fun-loving French game designer.
Dragon’s Gold is not a game that will reward long tactical deliberation, this is a game about having a great time. Dragon’s Gold is, as is usual with Faidutti, filled with theme and overflowing with involving and amusing fun. Well worth the cheap price, this game can provide some really enjoyable gaming experiences.
Bruno Faidutti has made two really good games, Ohne Furcht und Adel and this one. His other games are often fun but so chaotic as to be more toys than games.
Dragon's Gold, as it is known in English, is on the whole extremely well put together. As another reviewer has noted, there is a little problem with the card placement rules, which can leave a player unable to have a turn for pretty much forever if the other players notice and decide to be bastards. A warning beforehand or even a house rule should clear that up and prevent really bad scenarios.
Still. This is a more or less zero-sum negociation game with a timer. This can be fun IF everyone is fair-minded, or enters into the spirit of being thoroughly despicable but not holding a grudge after the game. Otherwise, be prepared to have to smooth ruffled feathers...
If everyone is in the right frame of mind, which is basically 'I love you, man, but I'll only agree to this deal if you give me everything on the table AND your first-born', then the game is fantastic.
Be cool and get it in French! Les cartes sont plutt amusantes dans la langue originale.
I played this game with the guys in my gaming group, and we had a blast. Constant negotiation and renegotiation; that's what the game is all about. After the game was over and we totaled our scores, we were all happy, even though only one of us won (duh). And in response to the guy that said that 'no deals were allowed to be made': that's the entire POINT of the game. You make deals, you break deals, and you try to come out on top. And if you've got the right group, the game will be good for at least half an hour of fun each time.
This one is simple and quite a bit of fun as long as you aren't playing with a meek group of gamers that aren't INSISTENT upon getting 'their fair share' out of each dragon's hoard.
Lots of nice haggling and verbal coercion going during each deal session as each player attempts to snag the prime goodies for themselves without making their lust for certain tidbits TOO obvious.
It's fun, exciting, involves tons of player interractions and negotiations (and you've only got a minute to close the deals...).
There is quite a bit of thinking to do about where you place your hunters. It's very easy to lock yourself up if you are not carefull and you may have to pass a couple of turns if you lock them up real bad (and other players realizes). That's actually a small problem and experienced players should point this out to beginners before starting, since it is can be quite frustrating not to be allowed to play for a couple of turns.
Dragon's Gold is another lighter game from the prolific and personable Bruno Faidutti. Bruno has admitted that many of his designs take their inspiration from other games, and then he adds his own twist to come up with something almost wholly unique. While Corruption took its inspiration from the out-of-print Banana Republic, Dragon's Gold is rooted on the venerable [page scan/se=0834/sf=category/fi=stockall.asc/ml=20]Dungeons and Dragons.
Ostensibly a card game, this is really a game of negotiation, with a touch of intrigue thrown in for good measure. Four dragons each have a certain amount of treasure shown, as well as some hidden treasure. Players alternate placing their adventurer cards into 'war parties' in order to vanquish said dragons. When a high enough strength party is formed, the dragon is killed, and the fun begins.
This game uses a device neatly designed to keep the negotiations fast and furious, and provide as much gaming stress as possible--a sand timer. Seveal games in the past few years have seen this put to good use, from the classic Boggle to the more recent Evergreen, to Tamsk, which actually uses the timers as game pieces as well as timers. In Dragon's Gold, the timer allows only one minute for the players involved to divvy up the hoard. No agreement after sixty seconds? Tough luck, as the entire hoard is discarded.
I strongly suggest playing with the advanced rules, which allow a bit more strategy as well as the uncertainty of the magic item cards. These cards can significantly change the game, as there is a magic item to alter almost every aspect of the game. The magic items are one-shots, so use them wisely!
Scoring can be a bit arcane at game's end, but one player well-versed in the rules can easily add up the scores for other players. This is a good game, and a fine middleweight entry. Recommended.
One final note--there is one magic item card which allows the player owning it to steal treasures from the dragons' hoards. All players should be aware that this card exists before playing, so that they can watch out for its use. Foreknowledge of this card while other players are in the dark about it is an unfair advantage.
You place your four cards on dragons, and when a dragon is dead, you get a minute to divide the treasure. No deals are allowed to be made, so you must simply fight over what you want, and try to get the most of the same colored gems. This gets very stale very quickly. Diplomacy is non-existent, and if you have the most gems (which can be determined by simply playing your wizard and thief on the same dragon, the other players would be stupid to let you have any more.
I have played it twice, and that is enough. No more...
This is one of the very latest designs from Bruno Faidutti, creator of last year's popular Ohne Furcht und Adel. It is also the latest in the Eurogames series of 'Blue' games, which are designed to be fairly easy to learn and playable in a relatively short period of time. True to the aim of the 'Blue' games, it plays to completion in about 40 minutes or so. Coincidentally, the first game in the 'Blue' series, Castle, was also designed by Monsieur Faidutti.
Each player has four adventurers (two knights, a thief and a wizard), with strengths of 4, 3, 2 and 1 respectively, which they proceed to send on quests to destroy vile dragons and steal the foul beasts' hoards of treasures. Problem is, it always takes more than one adventurer to slay a dragon, so the loot must somehow be divided amongst the brave heroes who contributed to the reptile's demise. How to divide the treasure is decided in a frantic, one-minute negotiation round. If the participants cannot come to an agreement on how best to divide the loot, the treasure is lost to everyone! So, unlike the United States Congress, there is usually ample pressure to compromise and strike a deal. He who deals best during the course of the game will likely emerge the wealthiest adventurer and claim the victory.
The game is, as promised, very easy to learn, with straightforward rules and mechanics. The only thing which may keep it from becoming popular with families is the constant necessity of negotiation. This is fine for most gamers, but I don't know too many spouses or children who are fond of such deal making. If your better half enjoys this sort of wrangling, however, then Dragon's Gold should prove a winner in your household.
Throughout the game, there are four dragon cards visible to every player. These dragons vary in strength from the mighty (11) to the relatively weak (5). Further, each dragon also has a certain number of 'visible' treasures and hidden treasures. Treasures are gems, represented by small wooden discs, which come in a wide variety of colors. Some are more rare than others and, collected in the right combinations, can yield handsome dividends at the conclusion of the game. A number of these gems equal to the number of 'visible' treasures listed on the dragon card are placed directly upon the card. These gems are kept in a cloth bag (conveniently provided with the game) and drawn at random. Thus, the players at least know a portion of the treasure which will be divided upon slaying the dragon. Hidden treasures are not placed until the dragon is slain.
So how does one slay a dragon? Preferably, with a panzer faust. Short of that, it takes a number of adventurers whose combined strength matches or exceeds that of the dragon. A player's turn is actually quite simple -- place one of his face-up adventurers beside one of the four available dragons. That adventurer is now committed to slaying that dragon and cannot be moved until the beast is destroyed. Once the combined strength of the adventurers allocated to a dragon meets or exceeds the dragon's strength, the beast is destroyed. Before discarding the card, however, a number of gems equal to the 'hidden treasures' number listed on the card are drawn from the bag and placed with the visible treasures. At that point, the haggling over the treasures begins.
As mentioned, players have one minute to reach a deal. The game comes complete with a sand timer just for this purpose. Players will find themselves nervously eyeing the timer as the sand rapidly depletes. The urgency to strike a deal is ever present.
If there is one red gem available and a wizard participated in the slaying, the player owning the wizard receives the red gem. If, however, there is more than one wizard in the conflict, then the red gems become part of the treasure hoard and are part of the negotiations. Players can haggle, deal, threaten, coerce, etc. in order to reach an agreement. However, certain rules must be followed:
- Players may not rely on any sort of luck-based method in dividing the treasure; i.e., no rolling of dice, flipping of a coin, etc. Nor may they opt to choose a gem at random.
- Players must divide all of the treasure. No gems may be discarded.
- Players may not make deals regarding future treasures, or surrender previously captured treasures.
Thus, the current hoard is what is at stake -- nothing more, nothing less. As mentioned, if no agreement is made before the timer expires, all the treasure is lost. A very sad occurrence, indeed!
If a successful settlement has been reached, each player takes the gems specified in the agreement. All confiscated gems are kept behind a privacy screen. If a thief was involved in the slaying, however, that player gets to reach behind a player's screen and steal one gem. If that same player also had a wizard involved in the conflict, the player may peek behind the victim's screen and steal the gem of his choice! Beware this dastardly combination!
Once the treasure has been divided or discarded, adventurers involved in that melee return to their respective owners, but are placed face-down in their display. These adventurers cannot be used again until the player has only face-down adventurers before him. At that point, they are all turned face-up and are again available for more dragon hunts.
So just what are players attempting to accomplish when acquiring these gems? Well, it depends upon whether you are playing with the basic or advanced rules. In the basic rules, Silver and Red (ruby) gems are worth 1 point apiece, while Gold gems are worth 3 points apiece. The lone black diamond is worth 7 points. Further, the player who has the most gems in each of blue (sapphire), green (emerald), yellow (amber), purple (amethyst) and white (diamond) receives 10, 12 or 15 points, depending upon the number of players.
If playing with the advanced rules, which is the only way I've played, there are a few differences. Points for silver, gold and red are the same. Points for having the most in blue, green, yellow, purple and white are 8, 10 or 12, again depending upon the number of players. The precious black diamond is worth 15 points, but nullifies any of these colored gems. Thus, pursuing the black diamond is a risky strategy, but can pay off if a player also managed to collect numerous gold, silver and red gems. Finally, having one each of the blue, green, yellow, purple and white gems yields 5 points. Interestingly, the intent of the rules is to award these 5 points to a player only once, no matter how many sets they managed to collect. However, we misplayed this rule in my first few playings, awarding 5 points for EACH set collected by a player. We found we enjoyed this method better, and Bruno is even including this as an option in the second edition.
All of these combinations are conveniently listed on the handy player screen. Sadly, the colors of several of the gems are incredibly similar. For instance, it is practically impossible to differentiate between the silver and white gems on the screen, or the yellow and gold for that matter. Fortunately, they are separated by category, so you can mentally adjust to their respective values in this manner as opposed to identifying them by color alone. The screen also lists the quantity of each color gem, so you can 'play the odds' when planning your strategy and during the frantic negotiations.
When a dragon is slain and the loot divided or discarded, a new dragon card is drawn to take the departed beast's place. About midway through the game, a market card is revealed which allows all players the opportunity to trade gems freely. Again, this trading round is limited to one minute. It can be vitally important, however, as it gives players the opportunity to acquire desirable gems and part with gems which have little value in your particular strategy.
There is one added level of spice. Each player begins the game with an event card. These cards specify when they may be played and have a wide variety of effects from stealing treasure, moving treasures, increasing or decreasing the value of adventurers or dragons or calling another market. Once a card is used, it is discarded. New cards are acquired if you had a wizard present in a slaying and you acquired a red gem during the negotiations.
When the final gem is drawn from the bag, no further dragons are placed to replace slain dragons. The game ends when the remaining four dragons on the table are slain. Players then tally their points according to the gem values and combinations listed on their screen. The player with the greatest wealth is victorious.
Dragon's Gold is quite simple, easy to learn and play and is truly fun. I am partial to negotiation games anyway, so this one had a high likelihood of being a success in my book. It is also quick enough that it will likely become a group favorite. However, for folks who aren't fond of negotiation or deal-making elements, the game will likely not be very popular. At a car dealership convention, however, it should prove more popular than a pin-up model.