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 Modes

Dragon's Money Laundering is aiming to be a highly adaptible game engine that can accommodate all flavors of Players. Even though the Core Rules are primarily created for hardcore board-/cardgamers by making a few tweaks the game complexity can be adjusted for teaching purposes.

Quickstart - Market Mayhem

Quickstart rules teach the basic Market Place and Global Event mechanics in a game that works in an on itself. Basically, it's the Full Game without Character and Emblem card classes, Dragon's Nest and Dragon's Hoard Game Zones and Black Markets. It's a perfect solution to teach the game in bite-size chunks. When the Players are done learning the core mechanics, it's time to unleash the dragons and the characters.

Learning Dragon's Money Laundering on one sitting can be a daunting undertaking. That's why the core rules have been split to two tiers of rule sets to enable learning the game mechanics as efficiently as possible, and adding more complex functionality as players progress.

Check out Market Mayhem here.

Full Game

Dragon's Money Laundering as it was intended and exactly as written in detail in the Game Component Reference section.

2-player Game

Dragon's Money Laundering is meant to be played with 3-4 Players, but however it works also with only 2 Players. This requires a few slight changes to the Core Rules, though. Details yet to be written. Stay tuned.

Extended Rules

;) Stay tuned...