Dragon Eclipse · Reference sheet
Dragon Eclipse reference sheet
Overview
- 1–2 player cooperative scenario-based campaign game [p.4 — Introduction]
- Each session: complete 1 Scenario (~2–2.5 h) split into Adventure and Combat parts [p.4 — Introduction]
- You play a Tamer bonding with 2 Mystlings (different main elements) per Scenario [p.6 — Choosing Mystlings]
- Adventure: explore Location maps, make story choices, spend Silver/Essence [p.8 — Adventure]
- Combat: turn-based Arena fights; defeat or Tame Enemy Mystlings [p.14 — Combat]
- No losing a Scenario — outcomes affect story and campaign progress [p.4 — Introduction]
Setup
Before each Scenario (skip for Scenario 1):
- Shuffle Item deck; do NOT shuffle Secret deck [p.5 — Components Setup]
- Take Inventory cards/Silver/Essence from behind Inventory divider [p.5 — Taking Inventory]
- Navigate World Map (visit Explored 'Z' Scripts) [p.5 — Navigating the World Map]
- Choose an Unexplored Scenario Worldmap card [p.5 — Choosing a Scenario]
- Choose 2 Mystlings with different main elements; take their Stat, Ability, Action, Quest cards [p.6 — Choosing Mystlings]
- Construct two 16-card Action decks (min 3, max 6 Mystling-specific cards each; max 1 Legendary per deck) [p.7 — Deck Construction]
Combat Setup (when instructed):
- Open Arena book to indicated map [p.17 — Setup]
- Place Arena card; resolve its Setup rules [p.17 — Setup]
- Place damage, Elemental, Power, and condition tokens nearby [p.17 — Setup]
- Assemble Enemy: standee to space I, build Enemy deck (shuffle face up), place Special Ability token [p.17 — Setup]
- Place chosen Mystling standee in space II; connect Stat + Ability cards; place ☑ and ⚠️ from tray [p.17 — Setup]
- Shuffle Action deck; draw 4 cards into slots 4→1 [p.17 — Setup]
- Optional mulligan: discard all 4, draw 4 new, shuffle old back in [p.17 — Setup]
Turn structure
Player Turn (steps in order):
- Use Bonus Actions (optional) — spend ⚠️ for Dash, Prepare, Elemental, or Special Ability actions [p.19 — Bonus Actions]
- Choose an Action card slot → gain ⚠️ shown above that slot → resolve card effects top-to-bottom [p.19 — Resolving an Action card]
- Use Bonus Actions again (optional; each Bonus Action only once per turn) [p.19 — Step 3]
- Slide cards right to fill gaps; draw new cards into empty slots from right [p.19 — Draw new cards]
- Resolve end-of-turn effects; discard 1 Condition token of each type [p.19 — End your turn]
Enemy Turn (steps in order):
- Slide Enemy Attack cards right; draw new card into slot 1 [p.22 — Enemy Turn Order]
- Resolve effect matching slot 1 card on Enemy Ability card; flip card face down [p.22 — Enemy Turn Order]
- If an Enemy Attack card is above the Special Ability token → resolve Special Ability, discard all slot cards [p.22 — Enemy Turn Order]
- Discard 1 Condition token of each type from Enemy [p.22 — Enemy Turn Order]
2-player turn order: Player with Taunt → other player → Enemy → repeat [p.18 — Actions]
Actions
| Bonus Action | Cost | Effect | Limit |
|---|---|---|---|
| Dash | 1 ⚠️ | Move (use Mystling's Swiftness) | Once/turn |
| Prepare | 1 ⚠️ | Discard 1 card from a slot; may draw 1 new card | Once/turn |
| Elemental | varies | Unique to each Element (see Help card) | Once/turn |
| Special Ability | varies | Unique to each Mystling (see Ability card) | Once/turn |
Action card slot ⚠️ gain (left→right): slots award increasing ⚠️; slot 4 (rightmost drawn) gives the most [p.19 — Resolving an Action card]
Card effect types:
- Active: resolves immediately [p.18 — Action card effects]
- Passive: applies while card is on top of discard pile [p.18 — Action card effects]
- Upgrade: attach under Mystling sheet; lasts until deck reshuffle; max 1 attached at a time [p.18 — Action card effects]
Combat
Trigger: once per turn — spend ⚠️ cost, resolve another card from slots (no ⚠️ gain), discard both cards [p.19 — Trigger]
Attack: opponent must be in range 1 → deal Strength − opponent's Defense (min 0) ☑ [p.19 — Attack]
Deal X in range Y: opponent in range → deal X − opponent's Defense (min 0) ☑ [p.19 — Deal]
Elemental Advantage: extra effects on cards trigger only if opponent's Element matches the shown icon [p.24 — Advantage icons]
Enemy deck empty: active player (solo) or Taunt player (2p) gains 1 Fatigue on top of discard; reshuffle Enemy discard [p.22 — Enemy Turn Order]
Condition tokens (discarded 1/type at end of each turn):
- Burn (max 5): deal 1 ☑ per Burn before discarding [p.32 — Condition tokens]
- Slow (max 1): Move/Rush/Retreat reduced to 1, unmodifiable [p.32 — Condition tokens]
- Weak (max 1): Attack reduced to 1, unmodifiable [p.32 — Condition tokens]
- Silence (max 1): no Special Abilities or Elemental Bonus Actions [p.32 — Condition tokens]
End of game
Combat ends immediately when:
- LOSE: your Mystling's ☑ ≥ its Health (2p: either Mystling) [p.25 — End of Combat]
- WIN: Enemy's ☑ ≥ its Health before all Taming conditions met [p.25 — End of Combat]
- TAME: all Taming card conditions fulfilled in order (even if Enemy ☑ ≥ Health) [p.25 — End of Combat]
After combat: go to Script on Arena card matching your result [p.25 — After Lose/Tame/Win]
Scenario ends when Adventure Journal reads 'Congratulations! You've reached the end of the Scenario' [p.26 — After the Scenario]
After Scenario: gain World Map access, open 1 Booster, draw 8 Advancement cards (−1 per Fatigue, min 3) and keep 3, discard all Fatigue, fully Heal Mystlings, save game [p.26 — After the Scenario]
Glossary
- Taming: defeating an Enemy by fulfilling all Taming card conditions in order; Enemy joins your party [p.25 — Tame]
- Fatigue: negative Action card shuffled into your deck; max 5 total across both Mystlings; not saved between Scenarios [p.9 — Fatigue]
- Power (⚠️): resource spent on Bonus Actions and card effects; max 10 per Mystling; discarded after Combat [p.20 — Power]
- Essence: currency to Tame Mystlings during World Map navigation; max 6; saved between Scenarios [p.9 — Essence]
- Silver: in-game currency for story options and purchases; max 10; saved between Scenarios [p.9 — Silver]
- Passive effect: Action card effect active while that card is on top of the discard pile [p.18 — Action card effects]
- Upgrade effect: Action card effect attached under Mystling sheet; discarded on deck reshuffle; max 1 at a time [p.18 — Action card effects]
- Trigger: play a second card from slots without gaining ⚠️; usable once per turn [p.19 — Trigger]
- Slot X: bonus effect on a card that only resolves if the card is physically in slot X [p.19 — Slot X]
- Corruption card: attached to Enemy sheet to increase its stats; used in Hard mode and some Scenarios [p.32 — Corruption]
- Tier card: identifies a Mystling for Random Combat setup; lists components, Essence cost, and Tier level [p.32 — Tier cards]
- Exalted: upgraded Mystling form unlocked by fulfilling a Quest; uses improved Stat or Ability card [p.6 — Quest cards]
FAQ
- Q: Can a Mystling be reduced below 1 ☑ remaining during Adventure? — A: No. You cannot assign ☑ that would equal or exceed its Health during Adventure; assign excess to the other Mystling or ignore if both are at the limit [p.9 — Damage]
- Q: What happens if there are no Fatigue cards left when you must gain one? — A: Gain 5 ☑ instead [p.9 — Fatigue]
- Q: Can you choose the same Element for both Mystlings? — A: No. The two chosen Mystlings must have different main elements [p.6 — Choosing Mystlings]
- Q: Does a subtype element count as the Mystling's element for Adventure Journal checks? — A: Yes. Mystlings with a subtype are treated as having both elements for Adventure Journal, Action card, and Enemy Attack checks — but cannot use Bonus Actions tied to the subtype [p.15 — Player's Mystling]
- Q: If you fulfill a Taming condition and the game state later changes (e.g., Enemy heals), is the condition still fulfilled? — A: Yes. Conditions remain fulfilled even if the game state changes [p.25 — Tame]
- Q: When multiple conditions are listed in the Adventure Journal, which do you resolve? — A: Check from top to bottom; resolve only the first condition you meet [p.8 — Adventure Journal]