Texto completo do manual
Stonemaier Games Presents
WYRMSPAN
DRAGON ACADEMY EXPANSION
Designed by Connie Vogelmann
Art by Clémentine Campardou
1-5 players · 90 minutes · ages 14+ · competitive
As a budding dracologist, you open an academy for fledgling dragons to achieve
their full potential! The world of Wyrmspan also expands with a wide variety of new
dragons and caves, objective tiles, Dragon Guilds, and a new round tracker that
presents you with an income choice when you pass for the round.
NEW COMPONENTS
80 dragon cards ("dragons")
25 cave cards
45 training tokens
(8mm cubes)
5 double-sided Dragon
Guild tiles
7 double-sided objective tiles
REPLACEMENT
COMPONENTS
5 updated dragon cards
2 updated cave cards
Updated round tracker board
NOTE: Training tokens are not piece-limited. If you run out of training tokens, use a suitable
replacement.
We're happy to help with missing or broken components. Fill out the form found at
stonemaiergames.com/replacement-parts
See Automa solo rules on page 6.
SETUP
Perform the following steps to integrate this expansion into the core game:
1. Permanently replace the round tracker board
with the updated round tracker board.
2. Replace the following 5 dragon cards with
their updated versions.
• Chameleon Coatyl
• Mosaic Guardian
• Titanic Coatyl
• Lilliputian Fae
• Customary Grazer
3. Permanently replace cave card 50 and cave
card 51 with their updated versions.
4. Add the plastic tray with lid to the box for
additional storage flexibility.
5. Add the 45 training tokens to the game.
6. Add all other components contained in this
expansion to their respective component
types.
• 80 dragon cards
• 25 cave cards
• 5 dragon guilds
• 7 objective tiles
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2
SETUP CHANGES
• Place the training tokens in reach of all players.
• Perform all other setup steps as usual.
RULE CHANGES
PASSING & ROUND END ACTIONS
In rounds 1, 2, and 3, on the turn when you choose to pass for the round, place your adventurer
onto a space on the updated round tracker board in the section that corresponds to the current
round (do not gain the income benefit yet). Once you have placed your adventurer onto a space,
no other player may claim the same space during that round.
If you choose to pass (i.e., if you have no coins or want to save remaining coins for the next
round), that is your entire turn—you may not also perform an action.
When all players have passed for the round, take the following steps in order,
as shown on the updated round tracker board:
1. Activate all “once per round” dragon abilities.
2. Score the round’s objective.
3. Refresh the display of cave cards and dragon cards.
4. Rotate the start player marker clockwise.
5. All players collect the income shown on the space they selected,
then retrieve their adventurer. If a cave card or a dragon card is drafted,
the display is immediately refilled.
• In most cases, income may be collected simultaneously. However,
if sequential income is ever relevant (e.g., a player gaining a dragon
guild advancement also gains a cave card or a dragon card), income
is collected in turn order, beginning with the new start player.
After round 4, players pass as usual but do not select an income space.
NEW DRAGON TYPE: FLEDGLINGS
This expansion introduces a new dragon size—“fledgling.” There are now 5 sizes of dragon:
small, medium, large, hatchling, and fledgling. Fledglings are teenage dragons—they may
require the resources of hatchlings (milk or eggs), adults (meat, gold, or crystal), or both! Unlike
hatchlings, however, they are equally distributed among all three caves.
Whenever your adventurer walks over a fledgling, you may (optionally) train the fledgling 1
time. The first time you train () a fledgling, pay the cost shown in the left-most box on the
fledgling, then gain a training token from the general supply and place it onto that box. The
next time you train the fledgling, pay the cost shown in the next left-most empty box, gain a
second training token from the general supply, and place it onto that box. You must always
train fledglings in order from left to right. When you have filled all boxes on the fledgling, the
fledgling has been fully trained!
Once a fledgling has been fully trained, its bottom ability, highlighted in purple, is active. These
abilities may be “if activated” abilities, “once per round” abilities, or “end game” abilities.
IMPORTANT: At the
beginning of the game, all
players gain 6 coins and
1 egg, per normal rules.
ROUND TRACKER
GAME END
SCORE SCORE
2
Activate
then
3
Activate
then
4
Activate
then
SCORE SCORE
Activate
then
1
44
11
00
00
55
22
11
00
66
33
22
00
77
44
33
00
1ST
PLACE
2ND
PLACE
3RD
PLACE
OTHER
PLACE
1. Refresh &
2. Rotate start player
3. Gain income
When you pass for rounds 1 & 2, place your adventurer on an above space. When you pass for round 3, place your adventurer on an above space.
1. Refresh
&
2. Rotate start player
3. Gain income
1. Refresh &
2. Rotate start player
3. Gain income
5 & 5 &
5 & 5 &
5 & 5 & 5 & 5 &
6 & 5 & 6 & 6
ROUND TRACKER
GAME END
SCORE SCORE
2
Activate
then
3
Activate
then
4
Activate
then
SCORE SCORE
Activate
then
1
44
11
00
00
55
22
11
00
66
33
22
00
77
44
33
00
1ST
PLACE
2ND
PLACE
3RD
PLACE
OTHER
PLACE
1. Refresh &
2. Rotate start player
3. Gain income
When you pass for rounds 1 & 2, place your adventurer on an above space. When you pass for round 3, place your adventurer on an above space.
1. Refresh
&
2. Rotate start player
3. Gain income
1. Refresh &
2. Rotate start player
3. Gain income
5 & 5 &
5 & 5 &
5 & 5 & 5 & 5 &
6 & 5 & 6 & 6
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3
It is important to note that the resources spent to train a
fledgling are returned to the general supply; unlike hatchlings,
they are not cached on or tucked under the fledgling.
There are several phrases related to fledglings that appear
throughout the game:
TRAIN ANY FLEDGLING 1X: Place a training token on
the fledgling’s left-most empty box, paying the resource
shown.
TRAIN ANY FLEDGLING 1X FOR FREE: Place a training
token on the fledgling’s left-most empty box, but do not
pay the resource shown.
FULLY TRAIN ANY FLEDGLING FOR FREE: Fill all empty
boxes on the fledgling with training tokens, without paying
any of the associated costs.
GAIN THE ITEM COVERED BY THE TRAINING TOKEN: For these abilities, instead of
paying the cost to place a training token, gain the benefit covered by the training token you
just placed.
Fledglings also score differently from other dragons in the game. Instead of scoring a straight
number of victory points, each fledgling scores you 11 for each fledgling (including itself) on
your player mat at the end of the game. This means that if you have 1 fledgling, it will score 11
at the end of the game. If you have 2 fledglings, each will score 22 (for a total of 44 ); if you
have 3 fledglings, each will score 33 (for a total of 99 ); and so forth. Fledglings score these
points regardless of whether their training is complete!
IMPORTANT: Before a
fledgling has been fully
trained, its purple ability is
inactive, and no in-game
ability may activate it. That
said, for the purposes of
objectives or end-game
scoring, any ability type
printed on the fledgling
counts as being an ability
you have on a dragon or
in your cave. This is true
regardless of whether the
ability is active.
NOTE: If you have a fledgling with a purple “if activated” ability on it, the fledgling must be
fully trained before your adventurer reaches that dragon for that ability to activate when your
adventurer walks onto it.
189
per
FLEDGLING
11
AMBIDEXTROUS
FALSEKOI
HELPFUL
Lay
here.
DA
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This fledgling, like all
fledglings, scores 11 for
each fledgling on your
player mat at the end of
the game.
The first time you train
this dragon, pay 1 milk,
then place a training token
onto the left-most box,
covering the milk icon. The
second time you train this
dragon, pay 1 cave card,
then place a training token
onto the left-most empty
box, covering the cave
card icon.
After you train this fledgling a
second time, it is fully trained.
The purple ability (lay 2 eggs
here) is active and will trigger
the next time you activate this
fledgling’s “if activated” ability.
When your adventurer walks
onto this dragon, you may train
it () one time.
EXAMPLE FLEDGLING
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4
FREE-TO-PLAY (CONDITIONAL) DRAGONS
This expansion also has several dragons with a conditional cost on them. These dragons have
a printed cost like normal but also have a blue star () on them. The star is associated with
a particular condition, which is printed on the bottom of the dragon card. If you meet that
condition when you play the dragon card, ignore the dragon’s normal play cost. You must
still entice the dragon (or otherwise use an ability that lets you play the dragon), but you may
ignore the play cost printed on the card.
229
SMALL
33
HELPFUL
CHARITABLE FALSE
LICHENEATER
Ignore this dragon’s cost if it will be
the 3rd or 4th dragon in its cave.
Gain . All opponents
gain 1 of their choice.
DA
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249
MEDIUM
11
AGGRESSIVE
QUARRELSOME FIREVERN
Ignore this dragon’s cost if you have
played at least 2 other AGGRESSIVE
dragons.
Draw from the deck for each
AGGRESSIVE dragon in this cave. You
may tuck up to 2 of them here. DA
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However, if this dragon will
be played into the 3rd or
the 4th column in its cave,
you may play this dragon
without paying the 2 meat
cost.
This dragon normally costs
2 meat to play.
EXAMPLE CONDITIONAL DRAGON
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5
NEW DRAGON GUILDS
This expansion contains 5 new dragon guilds. Most abilities will look familiar and need no
explanation, but a few additional rules are described below.
SELECT DRAGON GUILD POWERS EXPLAINED
DRAGON
GUILD TILE
ABILITY
OR CONCEPT
EXPLANATION
King’s Guild
All abilities require
a tithe.
A tithe is one of any item—a resource (meat, gold,
crystal, or milk), a dragon card, a cave card, or an
egg. If you have an ability that requires you to pay
multiple tithes, you may mix and match as you
see fit.
If you think King’s Guild looks stingy… well, that
may be the case… just don’t let the king hear you
said so!
Veterinary Guild
Choose 1: Cache 2
from the general
supply onto any
dragon(s); tuck 2
from the deck under
any dragon(s); or
gain .
If you choose 1 of the first 2 options, you may
cache 2 total resources or tuck 2 total cards.
These abilities may activate either 1 dragon 2x or
2 dragons 1x.
Guild of
Magicians
Pay , then swap
any dragon in your
cave with in
your hand. Ignore
normal cave
requirements.
Pick up 1 dragon from your cave and return the
card to your hand. You must immediately play a
different dragon from your hand into the space
that was just vacated. You do not need to match
the new dragon’s normal cave requirements with
the cave, nor do you pay any costs printed on the
new dragon. Activate any “when played” ability
like normal. All resources, tucked cards, and eggs
(up to the new dragon’s capacity) transfer to the
new dragon. If the new dragon is a hatchling,
do not activate the hatchling’s ability for any
previously cached resources or tucked cards;
however, the hatchling’s ability activates as usual
on future turns. In rare circumstances, when
you cache or tuck the next resource, if there are
more than 3 cached resources on or tucked cards
under the hatchling, activate the hatchling’s 3rd
line ability once (ensure that this ability is only
activated once per game).
If a fledgling that has 1 or more training tokens
on it is replaced by another fledgling, the training
tokens transfer to the new dragon. Place them from
left to right on the new dragon. Any excess training
tokens should be returned to the general supply.
Guild of
Magicians
Swap any
uncovered in
your cave with
in your hand.
Activate on the
played card.
Pick up 1 cave card from your cave (it cannot
be covered with a dragon) and return it to your
hand. You must immediately play a different cave
card from your hand into the space that was just
vacated. Do not pay any costs to place the new
cave card. Activate the “when played” ability on
the new cave card, but do not reactivate the “when
covered” ability printed on your player mat, if
applicable.
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6
INTRODUCTION
This rulebook updates the Wyrmspan: Automa rules to be compatible with the Wyrmspan:
Dragon Academy Expansion. All rules from the Wyrmspan: Automa rulebook are unchanged
except for the minor changes included in this rulebook.
REPLACEMENT COMPONENT
• Reference card (updated to include Automa’s Cache)
CHANGES TO SETUP
Give a random player the start player marker. It will rotate between you and Automa each round.
CHANGES TO ROUND END
PASSING: If Automa passes before you do, you may not choose a 6 income space when
you pass. When she passes first, place Automa’s adventurer onto the 6 income space (either
one for Round 3) as a reminder. Automa does not collect the income when her adventurer is
retrieved.
START PLAYER: During round end, rotate the start player marker.
NOTE: this overrides the original Automa rule stating that, “you are the starting player for every
round.”
WYRMSPAN
DRAGON ACADEMY EXPANSION: AUTOMA
Solo Rules Designed by David Studley
RAVEL MODE DIFFICULTY LEVELS Use these cards:
RAVEL
LEVEL 1
1/4R 2R3/6R 45678R
RAVEL
LEVEL 2
123
1/4RR2/53/6R 78R
RAVEL
LEVEL 3
1/4RR2/53/6R1/4 2/5 3/6 78R
RAVEL MODE END GAME SCORING:
• Dragon: 77
• Cave card: 22
• Each step beyond the last
brown space visited: 11
• VP from completing the public
objec tives
• VP from markers on Dragon
Guild for fi xed VP benefits only
• Ever y 2 cache tokens: 11
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AUTOMA DIFFICULTY LEVELS Use these cards:
AUTOMA
LEVEL 1
12345678
AUTOMA
LEVEL 2
1/4 2/5 3/6 45678
AUTOMA
LEVEL 3
123
1/4 2/5 3/6 78
AUTOMA END GAME SCORING:
• Dragon: 77 (Automa Level 3: 88)
• Cave card: 22
• Each step beyond the last brown space visited: 11
• VP from completing the public objec tives
• Ever y 2 cache tokens: 11
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7
AUTOMA’S CACHE
Automa will gain cache tokens whenever you trigger a dragon or cave benefit that allows all
opponents to gain something. Use any resource token to represent cache tokens for her; the
type of resource has no significance.
For each ability you trigger where Automa may gain a benefit, the following happens: If the
benefit says that she must pay a cost to gain something, give her 1 cache token from the supply
for each thing she will gain. Otherwise, give her 2 cache tokens from the supply for each thing.
• Automa will choose to participate the maximum number of times.
• Automa always fulfills any requirement necessary to gain the benefit.
• Automa does not gain anything else from these benefits; she only gains the cache tokens, as
described above.
EXAMPLE 1. Gain . All opponents gain —Automa gains
2 cache tokens.
EXAMPLE 2. Up to 3x, pay to gain . Each opponent may
do this 1x—Automa gains 1 cache token.
EXAMPLE 3. Up to 3x, pay to lay . Each opponent
may do this 1x—Automa gains 2 cache tokens.
SCORING: At the end of the game, Automa gains 11 for every 2 cache tokens.
69
Up to 3x, pay to gain
. Each opponent may
do this 1x.
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73
Up to 3x, pay to lay
. Each opponent
may do this 1x.
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236
SMALL
44
HELPFUL
OBSTINATE
PLUMED COATL
Ignore this dragon’s cost if you
have played at least 2 hatchlings.
Gain . All opponents gain .
DA
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DESIGNER’S NOTE: Automa’s Cache is designed to have
you consider the effect of giving her benefits as you use your
abilities. The impact is subtle and the rules simple; that is by
design. The effect will only be truly felt in games where you
frequently use abilities that give benefits to other players.
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8
WANT TO WATCH A HOW-TO-PLAY VIDEO OR READ THE FAQ?
Go to stonemaiergames.com/games/wyrmspan/rules-faq
HAVE A QUESTION WHILE PLAYING OR A STORY TO SHARE?
Post it on the Wyrmspan Facebook group, on BoardGameGeek, or in the Wyrmspan
channel of the Stonemaier Games Discord server: stonemaiergames.com/discord
WANT TO CALCULATE AND SAVE YOUR SCORE?
Use the free Stonemaier Scores app: stonemaiergames.com/digital-games
NEED A REPLACEMENT PART?
Request it at stonemaiergames.com/replacement-parts
WANT TO STAY IN TOUCH?
Subscribe to monthly updates at stonemaiergames.com/e-newsletter
© 2023 Stonemaier LLC. Wyrmspan is a trademark of Stonemaier LLC. All Rights Reserved.
Lead Playtesters
Logan Clark, William Augustus Griffin Sr., Nick Korte,
Tyler McKinnon, Ryan Merrill, Jeff Putnam, Nathan Smith,
Jen Specht, Kyle Sykes
Playtesters
Keith Ashley-Wright, Amy Brown, Steve Calomino,
Aaliyah Clark, Desirée Clark, Luca Clark, Dustin Dade,
Adam Gigous, Eric Gurvitz, Shayna Gurvitz, Matt Gwaltney,
Olivia Gwaltney, Jim Kangas, Sarah Kinne, Jeremiah Krieg,
Ryan March, Angie McConnaughey, Amy McKinnon,
Finn McKinnon, Maya McKinnon, Jack Otto, Curt Parr,
Jason Pearce, Lawrence Rogers, Adam Sequoyah,
Karina Siebenaler, Alan Smith, Lukas Smith,
Meaghan Smith, Tristan Smith, Isabella Soldati-Suttle,
Cameron Spaulding, Dylan Suttle, Libby Sykes,
Adam Telengater, Jake Watson, Mike Ziegler
Copyeditors & Proofreaders
Brian Chandler, Ian Tyrrell, Josh Ward, Dana Woller
Automa Lead Playtesters
Scott Gleason, Yannis Guerra, Grant Mason, Tyler
McKinnon
Automa Playtesters
Daniele Borghesi, Aeden Braddock, Bill Collins, Mathieu
Landry,
Kassia Schodroski, Jacob Sicinski, Darren Wolford
Graphic Design and Typesetting
Christine Santana, Karel Titeca
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