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.

Dear Billy,

Look how you've grown, m'boy. Seems like yesterday when you we're still selling cattle at the Outpost market square. Yet, it has become time for you to travel to Four Corners, the crown jewel of the Realm, where the borders of great kingdoms meet. In there battles are not fought by steel but by gold and cunning. At the ever-buzzing Grand Market Place of Four Corners precious commodities of the Realm tirelessly change hands. In there eager men and noble women acquire and forfeit great fortunes. Watch them squander their gold, while making sure you won't share their fate.

There are many ways to bring glory and wealth to your kingdom. Gathering resources and honest trading are but a single way to achieve your goals.

Good luck!

The Rules

Welcome to Four Corners, your highness, the grand stage of all future acquisitions to be. All possible scenarios that take place in Four Corners happen within the boundaries of these rules. By heeding to these rules anyone with an access to a deck of playing cards and two six-sided dice can start playing Dragon's Money Laundering immediately.

In the game of Dragon's Money Laundering a deck of regular playing cards is used to represent various events, commodities and characters in the city of Four Corners. In addition to the deck of playing cards, the two six-sided dice introduce an another level of probabilities. They model the uncertain nature of doing business in the Realm, thus guiding Players to generally play it safe but to take the high risk when the odds are in their favor.

Structure

The Rules are divided into logical sections that build on each other. Additionally, the Rules section is supplied with a general Glossary for a quick reference source and a list of Required Equipment.

Dragon's Money Laundering has been designed from the start to work on a platform that anyone can easily access.

    Mandatory:
  • 2x six-sided die
  • 1x regular deck of playing with 2 jokers
  • 1x an arbitrary token to double as the Initiative Badge, e.g. a coin

    Optional, but highly recommended:
  • 1-4x Quick Reference printout sheet
  • 1x pair of sunglasses – to showboat your victory, refer to 'Deal with it!' rule
  • 1x Internet connection – for easy access to the Dragon's Money Laundering core rules
The main rules sections are Game Component Reference, Gameplay and Game Modes, and -- despite the interlinked wiki nature of the rulebook -- they are recommended to be read in the given order on the first time.

Game Component Reference introduces the Players to how Dragon's Money Laundering handles the cards of a regular playing cards deck in its own unique way.

Gameplay utilizes the keywords introduced in Game Component Reference and outlines a repeatable flowchart-like process of gameplay sequences. By following these sequences to the point, anyone can start playing Dragon's Money Laundering immediately.

After the players have a firm grasp of the Game Component Reference and Gameplay sections they can expand on it by reading about Game Modes. Game Modes modify the Core Rules to fit into different situations such as playing with newbies and also 2-player games.

Glossary defines every new concept and keyword that Dragon's Money Laundering Master Rules Wiki introduces.

Dragon's Money Laundering requires minimal amount of equipment for maximal bang. Required Equipment lists the minimum requirements to play the game with four players and the core rules. Any changes to these requirements fall into the scope of Game Modes.