Dragons of Etchinstone

The Final Journey

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1. Draw Your Hand. Take the first seven Mage Cards from the Deck into your Hand.

2. Scout the Path. Check the three MP Tiers on the Dragon Card. These run from lowest to highest, top to bottom. Each Tier has an MP value and a Time Penalty .

3. Regroup (Optional). After drawing cards for the Final Journey, you can choose to Regroup.

To Regroup, discard one card, shuffle the remaining six Mage Cards from your Hand, and then put them in the back of the Deck (behind all other Mage Cards but in front of the Region Cards).Then, attempt the Final Journey again, drawing a new seven card Hand.

You can only Regroup once per game.

4. Assign Roles. Use the seven Mage Cards to create two distinct Action Sets, each with Spell, Element, and Boost assigned. You may have one Reserve card. You can only Fuse cards once across the two sets.

5. Determine Outcome. Add the Move from the two Action Sets together for a Total Move . If you use an Enhanced Move in either Action Set and it is the same Ether element as the Final Journey’s MP , you can add the Boost from your Reserve card, as when Journeying in the Regions. You can only do this once on the Final Journey, even if both Action Sets fulfill the conditions.

Compare your Total Move to the Dragon Card’s MP Tiers, and consult the table below for the results.

6. Rest. Finally, discard all seven Mage Cards from your Hand.

Move vs. MP Tier: Move is less than the first MP Tier.

Outcome: Lose the game immediately.

Move vs. MP Tier: Move equals or exceeds the first MP Tier, but not the second Tier.

Outcome: Suffer the first Tier’s Time Penalty .

Move vs. MP Tier: Move equals or exceeds the second MP Tier, but not the third Tier.

Outcome: Suffer the second Tier’s Time Penalty .

Move vs. MP Tier: Move equals or exceeds the third MP Tier.

Outcome: Suffer the third Tier’s Time Penalty .