The Draugr

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THE DRAUGR

THE DRAUGR

THE DRAUGR

THE DRAUGR

THE DRAUGR

THE DRAUGR

Iron, Holy Water and Corruption Markers


16mm Die Faces

Shepherdess
Counter

o
M
1 Die Faces

f
M

T
Double Sided
Player Counter

Playing the Game:


You may move one card in one direction and then turn
The game is played in rounds consisting of two phases: 90 degrees for your second move or move in a straight
Corruption and Hunt.
line across two adjacent cards.

THE DRAUGR

Phase 1 - Corruption
Roll the six-sided die once to see which Draugr will
hold sway over Stjrdal for the round and will corrupt
Locations and Townspeople in the row they are
adjacent to, matching the die face to the image on a
Draugr Card.
Roll the die a second time and look at the symbol in
the upper left corner of the die. Place a Corruption
Marker on each card in that Draugrs row with the
matching Corruption Sigil. (See the section on the
Shepherdess for protection from this rule.)
If a Townsperson card has been turned over you do
not need to place additional Corruption Markers on
the card.

The Draugr, reanimated dead imbued with magical


powers, have come to the region of Trndelag seeking
to corrupt the town of Stjrdal. Only you, a lone
revenant hunter, can protect the town and slay they
who walk again.
Armed with limited supply of holy water and iron
spikes you enter the town square and prepare for the
coming onslaught.
The Draugr is a solitaire game playing in about
20 minutes.
To Win:
You must slay 4 of the 6 Draugr. If at anytime during
Phase 1 all 7 Townspeople, or more than 7 of the
cards (a combination of Townspeople and Locations)
are corrupted you lose.
Needed to Play:
The deck of 21 cards
8 Holy Water and 8 Iron Markers
24 Corruption Markers
1 Player Counter
1 Shepherdess Counter
1 special six-sided die
Setup:
Separate the 6 Draugr cards and set them aside.
Shuffle the remaining 15 cards and place them in 3
rows, 5 cards to a row, face up in front of you. This
playing area represents the townspeople and locations
you are trying to protect in Stjrdal.
Then shuffle and place 3 face up Draugr cards, face to
the left and right of the 3 rows. When done, you will
have 3 rows with 7 cards in each.
Place the Player Counter and a supply of 2 Holy
Water and 2 Iron Markers on the Town Square Card.
This is your starting point.
Place the remaining Holy Water and Iron Markers
along with the Corruption Markers and Shepherdess
Counter to one side of the playing area as a general
pile to draw from later.

You may not move back to the card you just moved
from, nor may you move on to a card occupied in the
previous round (i.e. you may not move in a square
formation, 4 moves over 2 consecutive rounds, ending
where you had begun in the previous round).
Once you have finished moving you may choose a
Special Action of that Townsperson or Location. Some
cards have only 1 Special Action, some allow for a
choice between 2 Special Actions. You do not have to
choose a Special Action if you do not wish to.
If you land on a Townsperson card that has been
turned over, no Special Action can be chosen.

If a Special Action allows you to add new Holy Water


or Iron Markers to your supply, place them on the
Lastly, if either Lady Belthane or Lord Moulton was
Town Square card. There are never more than 8 Holy
rolled at the beginning of the phase, roll the die a third Water or 8 Iron Markers that can be used in the game.
time and if the MProtective Sigil is shown you must
forfeit two Holy Water Markers (to Lady Belthane)
If a Special Action allows you to place Holy Water or
or two Iron Markers (to Lord Moulton) from your
Iron Markers on a Draugr, take one from your supply on
supply, placing them back in the general pile. If you
the Town Square card and place it on a Draugr of your
have only 1 Marker you must forfeit this. If have none choice. If you match the number of markers as indicated
of the matching Markers you may skip this step.
in the upper left of the Draugr card, that Draugr is
slain and removed from the game. Return all Holy
If the Draugr rolled during the first step has been slain Water and Iron Markers on that Draugr to your supply.
previously you do not roll the die a second (or third)
time and no Corruption Markers are placed.
It takes 4 Iron and
3 Holy Water Markers
g
to slay Doctor Feval
Corrupting
Corrupting
Sigil
Draugr

Protective

M Sigil
Lady Belthane
Lord Moulton

x
M

t
T
f

The Other Draugr


If there are now 4 markers on a Townsperson card,
that card is turned over and all Corruption Markers
are removed. This Townsperson has been corrupted
and their Special Action(s) cannot be used again.
Location cards are not turned over if they become
corrupted with 4 Corruption Markers. Their Special
Action(s) may still be used. If during this phase all
the Townspeople, or more than 7 of the cards (a
combination of Townspeople and Locations) are
corrupted you lose. Once a card has had 4 markers
placed on it you may not use any Special Actions to
remove them.
Phase 2 - The Hunt
You must now move your player marker up to two
adjacent cards in distance (The Nunnery and Foundry
are the only two cards to supersede this rule). All
movement is orthogonal (horizontally and vertically).

Once a Draugr is slain and their card removed, slide


one of the adjacent Draugr cards up or down so that is
partially spans either 2 rows (or if 2 Draugr have been
slain, 3 rows). The Draugr now holds sway over 10 (or
15) cards for rolls during the Corruption Phase. If you
slay all 3 Draugr on one side, no further Draugr are
moved to replace those slain.
The Shepherdess has a Special Action. When used,
place her Counter on any other card in the playing
area. This card is protected from any Corruption
Markers being placed on it until the counter is moved
to another card. If she becomes corrupted, her counter
is removed from the game.
Game End:
If you are able to slay 4 of the 6 Draugr you are
successful and the other Draugr are forced to flee. If at
anytime during Phase 1 all the Townspeople, or more
than 7 of the cards (a combination of Townspeople
and Locations) are corrupted you lose.
Layout and rules for The Draugr are copyright 2014
Todd Sanders/Air and Nothingness Press. You may print and
play this game for free, but not re-distribute it in any form without
consent. Artwork used in the game was created by Harry Clarke.

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