Narby Conquest

Narby Conquest is a Dragon game designed for 2 to 8 players.  Players play a dragon and try to compete with other dragons to claim settlements that pay tribute to ultimately acquire the most coin in their cavern.
The game is an amalgamation that uses miniatures from D&D Miniatures and Pathfinder Miniatures, Dreamscape miniatures, Pathfinder map, d20 dice, 3d printed town, city, and ruin miniatures, pennies for coins, and treasure chits from another game.
The game rules are not too complex, but should present players with hours of fun.
This game is based off the popular Dragoon game.
Contents
Narby Conquest rules
Setup
Dragon
Draw Phase (optional)
Populate Phase
Place Settlements
Place Places of Power
Place Thief's treasure chest on the map
Places of Power
Actions
Steal Chart
Destroy Chart
Destroyed Chart
Tribute Chart
Power Cards
Card Chart
End Notes

Narby Conquest rules

Setup
Randomly pick a dragon, roll a d20 and drop any leading digits.  Player receives colored rings to claim

Dragon
Roll	Dragon Miniature	Claim Ring Count and Color	Powers?	
1	White 	10 White		
2	Black	10 Black		
3	Green	10 Green	Narby - goes first in round 1	
4	Blue	10 Blue		
5	Red	10 Red		
6	Purple	10 Purple		
7	Iron	10 Grey		
8	Gold	10 Yellow	Shall not destroy settlements
Successful City Tributes earn +1 coin	
9	Copper	7 Copper	Town coin tributes are doubled
Shall not destroy settlements	
0	Undead	10 Orange	Does not place home cavern	

Roll two d20 to determine starting cavern location, each dice will pair with an axis on the 20”x20” grid map
Place starting colored caverns on location, undead dragon places at this location
Place dragon miniature adjacent to the colored cavern 
Dragons take up 4 spaces in a 2”x2” arrangement.

Game plays until a player exceeds 50, 75, or 100 coins, total win amount determined by players

Cycle through phases each round

Phases
Draw (optional if cards are available)
Populate
Action
Tribute

Draw Phase (optional)
All cards are returned and shuffled.  A random card is handed out to each dragon.  
Populate Phase
Place Settlements
Town and City miniatures are considered Settlements.  Ruins can be considered settlements in some cases.
Repeat this for the number of players. Roll two d20 to determine settlement location, place a town miniature.  If a town miniature would be placed adjacent to another town or on the same space, then place a city miniature.  Town miniatures can be placed adjacent to places of power.  If a town is already claimed, the claim is now placed on the city miniature, claims explained below.  If a town is placed adjacent to a space with a claim, then place the ring on the town, it is now claimed.  If there are multiple claims adjacent to a town claim goes to the claim on the exact space, if neither then the player with the fewest coin claims the town.

Place Places of Power
Roll a d20 to pick a random place of power from table below
Roll two d20 to determine Place of Power location, place on quarter of the place of power miniature in the space indicated.  Places of Power take up a 2”x2” group of spaces.

Place Thief's treasure chest on the map “The thief doesn't stay in one place long.”
Roll two d20 to determine treasure chest location, move the treasure chest miniature

Places of Power
Roll	Place of Power miniature	Power once per round	Control	
1	Baba Yaga's Hut	May move this miniature up to 3 spaces each turn for free controlled by the Dragon with the claim	Dragon with claim can use an action to claim a settlement adjacent to Baba Yaga’s Hut	
2	Angelstar Shrine	Dragon may take 1 additional action		
3	Tower of Faces	Send a dragon to home cavern		
4	Tower of Unquenched Flame	Rebuild a town from a ruin		
5	Pearlthorn Castle	Prevents a claim from being destroyed		
6	Arch of Triumph	+2 to attack rolls		
7	Blade Miller	-1 to opponents destroy roll		
8	Soulwash Temple	Prevent a single attack		
9	Madhouse	Move opponent dragon 1 space		
10	Immortals Resting Place	Home of Undead Dragon		
11	Soul Mine	+1 on tribute rolls		
12	Chrysota's Chapel	+2 on steal rolls		
13	Citadel of Torture	May claim two settlements adjacent to dragon as a single action		
14	Darkheart Cottage	Move thief's treasure 5 spaces	Make a roll to steal for the thief from any dragon	
>15	Player with the lowest coin chooses a Place of Power	

Action Phase

Each turn a Dragon has 3 actions, starting with the dragon with the lowest total coins, in case of a tie, dragon with the most remaining claim rings, then play proceeds clockwise

Actions
Action	Description	Cost	Note	
Move	Move up to 3 spaces	1	A space is a 1”x1” square.  You may fly over settlements but cannot land on a settlement, cavern, or place of power, or another dragon	
Claim	Place a claim ring on adjacent settlement or place of power	1	Dragon has to be adjacent with target of claim	
Claim Settlement	Remove opponents claim and put a claim ring on adjacent settlement or place of power	2	Convincing a claimed settlement that you are indeed a better dragon lord takes effort	
Destroy Settlement	Roll on Destroy chart	1	Dragon has to be adjacent with target of destroy	
Destroy Claimed Settlement	Roll on Destroy chart	1	Dragon has to be adjacent with target of destroy	
Steal from Dragon cavern	Roll on Steal chart	1	Dragon has to be adjacent with cavern attempting to steal coin	
Steal from thief's chest	Roll on Steal chart	1	Dragon must be adjacent to thief's treasure chest	
Attack	Opposed Rolls, Ties go to defender	1	When dragons are adjacent they can attack.  Lower roll gives 3 coin to winner.  	
Abandon Claim	Remove one of your colored claim rings from any space, settlement, or place of power	1	Dragon does not need to be adjacent	
Gamble	Place a claim ring on an adjacent space	1	If a town is placed adjacent to this claim, the town is automatically claimed with this ring	
Steal for the thief	Roll on Steal chart	2	Add this coin to the thief’s treasure chest	

A dragon may attack another adjacent dragon.  A dragon may destroy adjacent settlements or adjacent places of power.  A dragon may claim adjacent settlements, or adjacent places of power.  A dragon may steal from an adjacent dragon cavern or the thief's treasure chest.  A dragons may fly around the board one space at a time.  A dragon may abandon a claim.  A dragon may gamble to claim an adjacent space.  A player may choose to help the thief steal from a dragon.

Steal Chart
Roll	Note	Coins gained 	Coins lost from target	
0 to 3	Turnabout	-1	-1	
4 to 9	Failed Theft	0	0	
10 to 15	Fair Theft	1	1	
16 to 19	Theft	3	3	
20	Critical Theft	5	5	
Destroy Chart
Roll	Unclaimed settlement 	Claimed settlement 	Note	
0 to 5	nothing	Revolt, lose 3 coin	Revolt:  settlement not destroyed, claim remains, dragon loses 3 coin	
6 to 10	Ruin	nothing	Ruin:  replace settlement with a ruin token	
11 to 15	Ruin	remove claim ring		
16 to 19	Destroyed	Ruin	Destroyed:  remove settlement from map, collect coin based on destroyed chart	
20	Destroyed, gain 1 treasure token	Destroyed		
Destroyed Chart
Result	Town 	City 	Ruin	
Ruin	Gain 1 coin	Gain 2 coins	Gain no coins	
Destroyed	Gain 2 coins	Gain 4 coins	Gain 1 coin	
Destroyed  Claimed settlement	Gain 3 coins	Gain 5 coins	Gain 2 coins	

Tribute Phase
At the end of all dragons action phase each dragon player rolls a d20 to see how tribute will be awarded.  One d20 roll determines coins collected from all claims.  If a dragon is adjacent he automatically scores the coins listed.  That adjacent claim is not scored the same as per the d20 roll.  

Coins are essentially victory points.
Tribute Chart
Roll	Town	City	Ruin	Place of Power	
0 to 4	Lose a single claim	
5 to 8	0 coins	0 coins	0 coins	0 coins	
9 to 15	1 coin	2 coins	0 coins	1 coin	
16 to 19	2 coins	4 coins	1 coin	1 treasure token	
20 to 21	3 coins	5 coins	2 coins	2 treasure tokens	
Adjacent to claim	1 coin	2 coins	0 coins	1 coin	

Treasure tokens should have a 1, 2, or 3.  If no value then it will be a 1.  Treasure tokens are redeemed as coins at the end of the game but are not counted towards the game end condition for coins collected.

Power Cards
Power Cards, discarded after use, reshuffled at the start of each round
Card Chart
Card Title	Note	Image	
Speedster	Dragon can move 4 spaces instead of 3		
Fighter	+2 on attack roll		
Sneaker	+2 on steal roll		
Destroyer	+2 on destroy roll		
Jumper	Place dragon adjacent to any of its claims		
Robber	Pick a dragon opponent to lose 3 coin, increase thief's treasure chest by those coin		
Horror	Place a dragon adjacent to its cavern		
Watcher	Prevent a thief from stealing from a dragon		
Orienteer	Move a dragon opponent 3 spaces		
Peacemaker	Before attack, Place dragon adjacent to its home cavern, can be your dragon or opponents		
Pro-creator	+/- 2 on one of the dice rolled for settlement placement		
Governor	+2 on tribute dice		
Vigor	+1 action 		
Sheriff	+1 coin from all towns		
Mayor	+1 coin from all cities		
Inciter	-2 on dragon opponent's destroy roll, if a claimed settlement is being Destroyed		
Leader	Prevent on settlement from being claimed		
Defender	-2 on attackers roll, use when being attacked		
Copier	Copy a card power currently played this round		
Trickster	+/- 2 on any roll		

End Notes