Draco Mundis

Draco Mundis

While London’s upper crust is growing bored and falling asleep in its posh salons, a new style of club has seen the light of day. The Draconis Club, very much in style at the moment, offers English aristocrats in need of a good rush the opportunity to face fear in an extraordinary trip to Draco Mundis, the Valley of Dragons. The luckiest among them will be able to come back covered with glory, and able to brag about their feats while proudly displaying a trophy worthy of the British Museum. Dragon season is open!

Draco Mundis, available in both English and French editions, is a strategy game similar to Dungeon Twister in its game mechanics. Its rules are fairly simple, relying on a player’s strategic, tactical, memory, and bluffing skills, with diplomacy and the forging of temporary alliances becoming factors when there are more than two players. There is no luck involved. Each player is able to take Actions such as moving, exploring the jungle, fighting or spying on enemies, using Special Abilities, and, in the case of a Cannibal, capturing prisoners. As the back of the box hints, “Each character has a very specific ability; you’ll have to learn how to use each character at their best to adapt to whatever hot water your opponents put you in.”

Turn-based Draco Mundis plays much like an RPG. The fictionalized Valley of Gangtok is laid out on a gridded game board that resembles an antique, sepia-coloured map — down to the ornately drawn compass rose in the top-right corner — and the game has an alternate reality back-story that reads like the preamble to an old British adventure film:

Tired of the daily mundanities and good manners, the English aristocracy of the early 20th century is trying to while away the time by looking for thrills wherever they can. The latest craze is a chase as madcap as it is illegal. In the heart of the Punjab region of eastern India, their contest is centered around the capture of a sacred, rare and protected monster: Draco Septentrionus Verdatis!

Armed to the teeth with hunting rifles and blades of all sorts, the lordly teams, accompanied by their ladies, themselves followed by Sherpas burdened by piles of pointless luggage, will face the wild animals of a hostile jungle. Their secret goal will be to capture one of these enormous legendary beasts, dragons from northern India, in order to bring it back to England as a hunting trophy.

The aristocratic adventurers will be surrounded by the screams of a myriad of apes, spider monkeys and baboons, masses of poisonous snakes, angry herds of elephants, and especially the infamous Bengali tiger, bristling with ferocity and whose fangs are true saw teeth. The fire-breathers come out of nowhere in the heart of the night, setting ablaze the villages made of hovels or the most highly protected camps, spreading around them more than just fear, but sacred terror.

The best trick in the hunters’ arsenal will be the use of an infallible trap, a female Dragon made of odds and ends and supposed to irresistibly attract the monster by the imitation of its cry.

Intrigued by the hunting arsenal and all the preparations for capture, journalists have decided to discreetly follow the uncaring, happy go lucky expeditions in droves. They’ll be able to turn the details of their adventures into scoops for tabloid papers, before reporting their sacrilegious doings to the local police.

But beyond all the dangers and the pitfalls, the English aristocrat fully knows that success in his enterprise will, surely, grant him the favor of the crown, and perhaps even, with a bit of luck, from the hands of His Majesty himself, the title coveted by any self-respecting Lord, that of honorable member of the “Order of the Garter”.

Box contents:
— 1 game board,
— 80 tokens (11 Characters, 1 Item and 8 Lands for each of the 4 colors),
— 4 game helps/screens,
— 1 rulebook.

Characters:
Explorer (2), Journalist (1), Hunter (1), Sherpas (2) — one of whom may be sacrificed per game to gain an extra Action for the current turn, Dragon (2), Cannibal (1), Biplane (1), SS307 Machinegun (1)

Item:
Dragon Traps (1) — deployed in alternate rules to limit the power of Dragons

Lands:
Campsite (1), Mountain (2), Jungle (2), Swamp (2), Bengali Tiger Territory (1)

The use of a bad, upper-crust British accent is not included in the rules, but should be, as it adds a great deal of fun to gameplay. If your companions are like-minded, then agreeing to award extra points for cheesiest accents and most stereotypical, old-time slang will add a whole new layer to the game. Bonus points for wearing a pith helmet, as well.

The game ends when every token on the game board is revealed, and the winner is the player with the highest total of Victory Points. Points are earned for infiltrating a Campsite with your Journalist, destroying Campsites (not your own, of course), eliminating opposing Characters and Dragons, and controlling Character tokens on a Jungle or Mountain token of any color. Points are lost if you place your Bengali Tiger Territory on a square adjacent to your Campsite at the beginning of the game; setting up camp next to a bunch of tigers merely makes you eligible for a Darwin Award, and a smart player will try to get his opponents taken out by the big cats instead.

“May the best Lord win!”

Draco Mundis supports 2-4 players, ages 12 and up. Game length: about 60 minutes.

If “mechanical dragons” are more your thing, Asmodee Editions also has two new car racing games out, Hurry’cup! and Formula D.

Order now at Amazon.com:
Draco Mundis (not listed yet)
Hurry’cup! (not listed yet)
Formula D

Or order directly through the Asmodee Editions website.

Draco Mundis, Hurry’cup!, and Formula D are distributed by Asmodee Editions (US), a subsidiary of Asmodee Editions (France), in partnership with Hazgaard Éditions for Draco Mundis. For more information on Draco Mundis, visit the official game website at Draco Mundis (in French).

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