dragon's money laundering

  • Glossary
    • Zones
    • Turn
      One player's play sequence that consists of Resupply, Character Power, Market and Black Market Phases in any given composition.
    • Round
      A Round consists of each Player's Turn starting from the Player currently possessing the Initiative Badge. A new Event Card is drawn from the Event Deck in the beginning of each Round. At the end of the Round the Initiative Badge is moved counter-clockwise to the next Player.
    • Initiative Badge
      A token that signifies the starting Player of the Round.
    • Player
      A person that possesses one of the four Merchant King cards.
    • Active Player
      The Player whose Turn it is.
    • Passive Player
      The Players whose turn it isn't.
    • Dealer
      The Player with the Initiative Badge.
    • Character Power Phase
      A phase when Character Cards can be played and Emblems activated.
    • Character Power Queue
      The order in which Character Powers are resolved.
    • Merchant King
      A face-down card in front of a Player that indicates which Resource type provides double the Victory Points
    • Victory Points
      The summed up face values of the Resources that are in a Player's Treasury at the end of the game.
    • Resource
      Playing cards of each suite from 2 to 10.
    • Resource Type
      One of the four prevalent commmodities in Four Corners: Iron(Spades), Wood(Clubs), Slaves(Hearts), Spice(Diamonds).
    • Character Card
      Jacks and Queens of each suite that are also Court Cards.
    • Emblem
      A Character Card or a Guild House played to Player Court that provides a Static Bonus to Acquisition Attempts of its corresponding suite.
    • Static Bonus
      A constant modifier to the face value of the Acquisition Attempt of the corresponding suite. Queens provide +2 Static Bonus whereas Jacks and Guild Houses provide Static Bonus of +1.
    • Acquisition Attempt
      Active Player's attempt to acquire any number of Resources from any one Stock.
    • Stock
      A stack of Resources of shared Resource Type in the Market Place.
    • Guild House
      A type of Resource that is also a Court Card.
    • Court Card
      Court Cards can be played as an Emblem.
    • Primary Buying Resource
      A Resource Type appropriate for an Acquisition Attempt as indicated by the Wheel of Profit.
    • Wheel of Profit
      A cyclic graph that specifies which Resource Type is used to buy the subsequent Resource Type in the Wheel of Profit.
    • Secondary Buying Resource
      A Resource Type that nullifies any opposing Player's Resources played in one's Seize Attempt as indicated by the Wheel of Profit.
    • Seize Attempt
      Any Passive Player's attempt to try to intervene and obtain the Resources under an Acquisition Attempt by the Active Player.
    • Ultimate Power
      Character Card's inherent ability that can be triggered by putting itself into Exile from the Player's Treasury or Court.
    • Global Event
      A card that is drawn from the Event Deck and put to Global Event Zone at the start of a Round.

The Rules - Game Component Reference

Dragon's Money Laundering is designed to work on minimal resources. Dice rolls, cards and sections of the playing table, called Zones, all convey multiple meanings that interact with the rules sequences and each other. On the first read-through, players are encouraged to learn about these Game Components in the given order: Zones, Cards and Dice Rolls.

Zones indicate the parts of the gaming area that different rules apply to. They provide a well-defined sandbox to various player actions.

To squeeze out enough complexity out of limited amount of cards DML utilizes polymorphism. Basically this means that cards can mean different things in different Zones. Card Reference explains how DML encodes information to regular cards and how they interface with the game rules.

Rolling the dice is a core feature of the game and it is used to settle all in-game transactions of goods. However, specific dice roll results can initiate special game sequences that are explained in the Dice Rolls section.

Zones

The gaming table and the players' hands form the playing area of Dragon's Money Laundering. In order to give meaning to regular playing cards and confirm player actions' legality, the players need to establish the Zones in which the cards reside.

Refer to the Quick Reference printout sheet for the correct positions of the Zones.

The playing area in Dragon's Money Laundering is divided into 10 Zones:

  1. Active Global Event
  2. At the start of each Round a card is drawn from the Global Event Deck. If the card has the Card Class Global Event it is placed into Active Global Event Zone, otherwise it is placed into Dragon's Hoard. The card in the Active Global Event Zone indicates the Global Event that takes place during the whole of the Round.

    Location:It is a single face-up card or no card at all next to the Global Event Deck and Dragon's Nest, diagonally opposite to Dragon's Hoard.

  3. Character Ultimate Power Stack
  4. Character Ultimate Power Stack Zone exists only during Character Power Phases of the Rounds. Character Ultimate Power Stack records the order in which the Character Ultimate Powers or Emblems have been played. The Character Ultimate Power Stack then resolves in reverse order; it is basically a LIFO(Last-in-First-out) data structure.

    Location: It can be located at any convenient spot on the table.
    N.B. Only cards with the classes Character or Emblem can be played on the Character Ultimate Power Stack.

  5. Dragon's Hoard
  6. Due to the limited amount of cards available, they need to be recycled throughout the game. Dragon's Hoard Zone is basically a discard pile with a single distinctive trait: the cards in the Dragon's Hoard are still in the game as opposed to the Exile. Thus those cards can be brought back to the game as Resource and Character cards available to Players.

    Location: It is a face-up pile of cards next to the Global Event Deck and Dragon's Nest, diagonally opposite to the Active Global Event.
    N.B. The topmost card of the Dragon's Hoard is open information, but Players need to keep track of cards that go in there. They have the right to see everything that goes into the Dragon's Hoard and in what order, but they can't double check this information once the triggering discard procedure is complete.

  7. Dragon's Nest
  8. Dragon Egg cards are not directly available to the Players' actions. However, different game events may lead to Dragon Egg cards leaving Dragon's Nest.

    Location: It is a face-down pile of cards next to Active Global Event and Dragon's Hoard diagonally opposite to Global Event Deck.
    N.B. Dragon Egg cards are always returned to Dragon's Nest after Dragon Siege Sequence.

  9. Emblem
  10. Emblem Zones are personal to each Player. They indicate which Emblem Static Bonuses and Emblem Power Bonuses are available to which Player. Emblems played into Emblem Zones are vulnerable to Acquisition Attempts by other Players.

    Location: Emblem Zone is a set of face-up cards with Emblem Card Class played in front of the owning Player next to the Merchant King Zone.

  11. Exile
  12. Exile is the true discard pile. Cards that enter Exile can't be returned to the game by any means. Resource class cards can't enter Exile.

    Location: Exile is a pile of face-down cards clearly separate from the gaming area. Exile should be located in a safe place where no unsuspecting oaf can have access to the cards and accidentally reveal their nature.
    N.B. Any non-implicit information about cards in Exile are off-limits to all Players. For example, Players know which Character cards have been moved there after their Character Ultimate Powers have resolved, but for example in a 3-player game the Players may not verify the missing Merchant Kings identity, when the card is put face down in to Exile.

  13. Global Event Deck
  14. Global Event Deck regulates how Global Events, Characters and Resources enter the game. After the Game Setup Stage all the remaining cards form the Global Event Deck.

    Location: Global Event Deck is a face-down pile of cards next to Active Global Event and Dragon's Hoard Zones diagonally opposite to Dragon's Nest.

  15. Marketplace
  16. Marketplace is where Resources drawn from the Global Event Deck are placed. Each Resource Type is arranged to its own Stock and the four Stocks are arranged to form a row that is equivalent to the clockwise Wheel of Profit. This makes it easier for Players to see the necessary Primary Buying Resource just by looking at the Marketplace arrangement.

    Location: Marketplace resides in the middle of the semi-circular playing area.

  17. Merchant King
  18. Merchant King Zone is personal to each Player. Players should keep one's own Merchant King card a secret.

    Location: Merchant King Zone is a single face-down card next to the Emblem Zone in front of the Player.

  19. Treasury
  20. Treasury is equivalent to the Player's hand cards.

    Location: Treasury should be kept secret, there are no constraints about the location.
    N.B. All non-implicit information about a Player's Treasury is secret information. Players can keep track of what Resources their opponents acquire from the Marketplace, or use deductive reasoning about what cards they might have in their Treasuries. Players may also disclose all acquired information about any Player's Treasury to all opponents.

All interactions with the listed Zones are explained in the Gameplay section.

Card Reference

This rules section explains all the different Card Classes and their possible subclasses. Additionally, there is a Card Index that takes these Card Classes and assigns them to each respective cards of the deck. Card Index also lists all the values of card specific attributes and as such is the primary source of reference after a Player has firmly grasped the concept and content of Card Classes.

Card Classes

Each card in the deck has been assigned one or more classes. These classes define the interface how they can be used and in which Zones they can be played during gameplay.

In Dragon's Money Laundering classes are various sets of keywords attached to playing cards. Because regular playing cards have no method of conveying the class in textual form, the game requires Players to memorize what classes are assigned to which playing cards.

Each card has one or more classes attached to it that govern how their effects will resolve in different Zones. In gameplay situations the rules indicate which card class triggers the rule, or which card class can be played at the given time. If necessary, at those times the Player needs to refer to the Card Index and double-check the given card's inherent classes.

Victory Condition

There are many ways to win a game of Dragon's Money Laundering. The game has been designed so that at no point can one be absolutely certain about one's victory. Even the Players that have lost everything at some point of the game have a slight chance at a comeback. Sometimes ruining someone else's game is as good a tactic as the other. Victory can and must be taken by any means necessary. There are no second places.

Dice Roll

Dice rolling is used in three distinct sequences to settle the conditional nature of the outcome of specific actions. The first time is during the Setup Stage when deciding the starting controller of the Initiative Badge and it only happens once a game. Every other roll during the game is either to determine whether an Acquisition Attempt is successful or not, or whether the Thief is put to Exile or back to the Global Event Deck.

Dragon's Money Laundering rewards Players for rolling doubles, save rolling double ones. There are three categories of doubles and they all have different effects that trigger if they're rolled. The categories are:

Acquisition Attempt and Thief rolls can initiate game sequences that start immediately after resolving the triggering action.

Rolls during the Setup Stage of the game only grant re-rolls and instant successess.