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Aladdin's Dragons Card Game
AKA: Morgenland Kartenspiel
Your Price: $14.95
(Worth 1,495 Funagain Points!)
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As with other board-to-card-game conversions, the Aladdin's Dragons Card Game plays like a shortened and simplified version of its parent game -- Breese's Aladdin's Dragons, released in 2000 -- but with every game element having been transformed into cards.
In the Aladdin's Dragons Card Game, players are trying to capture more artifacts than any other player. To do this, they will use their five hero cards (numbered 1-5) to enter dragons' caves to swipe treasure, slip past the palace guard in order to gain access to the artifacts, and learn spells to aid their efforts. Each round, players take turns placing one of their heroes on one of the game's location cards: the four dragon caves, the spell book, the start player card, or the palace rooms. Once all the heroes have been played, they're revealed in stages as players go through the locations, and the strongest hero or group of a heroes in each location will net its player treasures, spells or artifacts, with artifacts needing to be purchased with the treasures you've gained.
Here are some of the changes from the board game to card game: Players start the game with no treasures; rather than a deck of cards that specifies which caves have which treasures, each cave has a specified number of treasure cards on it (1-4), and the treasure cards each depict 1-5 treasures, which leads to a lot of variety in terms of what will be on offer; players don't need to have a magic lamp to cast spells -- just the spell itself; players can use as many artifacts and spells on a turn as they want or have, instead of being limited to one artifact; players must pay for artifacts in a single type of treasure and cannot pay in different types for each of their heroes in a palace room; players no longer place a hero on the palace guard in order to sneak in the palace rooms -- instead each of the heroes (or group of heroes) in a palace room compares its strength to a treasure card placed on the palace guard, coughing up bribes to stay in the palace room if its strength is too weak.
Description written by W. Eric Martin and used with permission of BoardgameNews.com