RULES
simplified, for my own sanity. full rules are found on the original thread. I've also tweaked a few of them so it's more fun for me.
- if a dragon dies, they are put out of commission for up to 10 in-game days. after those 10 days are up, they are exalted, unless they have another life or a rule states otherwise.
- when a dragon reaches level 5, 10, 15, and 20, they gain an extra life.
- when a dragon reaches level 25 it is retired. they will not die or be affected by any aspect of the game. their job is theirs permanently.
- without a naming scribe, names are random.
- you can cannot use genes or apparel without the appropriate job unless it is picked up in the coli, in which case someone on the team may use it. skins and accents may be used but cannot be changed once put on.
- flip a coin for each hatching egg. hatchlings with special eye types don't need to be flipped for.
heads = healthy
tails = exalted
- once a dragon reaches level 5, they roll for a job. more than one dragon may occupy the same job but the rules will not stack.
- at level 15, a job can be rerolled.
- if an egg drops while in coli, you can either hatch it and have the resulting dragon join the challenge or buy the three cheapest dragons from the ah to join the challenge.
- even if a dragon changes jobs, their lives are kept.
- with the exception of the assassin, jobs are not essential and can be skipped.
- you win when either A) all 20 jobs are occupied at least once, or B) the royal reaches level 25.
Daily Checklist
- check jobs for daily tasks
- incubate nests and roll for hatched eggs if necessary
- let Pinkerton decide your fate </3
- post an update here!
Pinkerton Pulls
Food: coliseum.
- plants: 10-20 matches
- insects: 20-30 matches
- seafood: 30-40 matches
- meat: 40-50 matches
select coli fighters using a random generator, then select the arena that matches the lowest level in the group, unless you have a scout in your lair. if a dragon levels up, you may stay there for as long as you wish. you are allowed to quit the battle streak to regain health and flee battles when appropriate.
Material / Trinket: role a d12.
1. pick two rtb dragons by random and put them on a nest. if no dragons are rtb, buy a hatchling from the ah.
2. pick two dragons by random. they are now in a death bond and their fates are tied. if one is exalted, the other is too.
3. take two random dragons into a coli venue. roll a d4. fight until you get a...
1. familiar
2. chest or other openable
3. battlestone
4. piece of apparel
4. buy the cheapest adult level 1 dragon from the ah.
5. pick two dragons at random and send them on a quest. raise them both by one level, then roll a d12 for each dragon. if you roll a 1, they were lost while on the mission and lose a life.
6. a randomly chosen dragon earns a life.
7. a randomly chosen dragon that has died within the last 10 in-game days may come back to life... somehow. if none apply, skip.
8. a sickness falls upon the clan. roll a d12 for every dragon
including the royal. rolling a 1 means the dragon was overcome with sickness and loses a life.
9. flip a coin. if heads, any existing death bonds are broken. if tails, another death bond is randomly created.
10. take all dragons level 4 or below and level them up by one level. if no dragons apply, skip.
11. randomly choose a dragon other than the royal and reroll their job.
12. it's a coup! roll three d20s. if any land on a 1, you must exalt your royal. elect a new royal by choosing a dragon at random.
Familiar: buy the cheapest level 1 dragon from the auction house. the breed is decided by using a random number generator between 1 and 21.
1. fae
2. guardian
3. mirror
4. pearlcatcher
5. ridgeback
6. tundra
7. spiral
8. imperial
9. snapper
10. wildclaw
11. nocturne
12. coatl
13. skydancer
14. bogsneak
15. gaoler
16. banescale
17. obelisk
18. veilspun
19. undertide
20. aberration
21. sandsurge
Apparel: breed any two dragons. if no dragons are rtb, nothing happens.
Battle Items: flip a coin.
heads. the clan is attacked! roll a d12 for each dragon, including the royal. a roll of 1 causes a dragon to lose a life.
tails. randomly select three dragons, not including the assassin. fight in the coliseum matching the highest level on the team for 10 rounds consecutively or until a dragon loses a life.
Jobs / Careers
once a dragon reaches level 5, they must roll for a job. they may also roll for a new job at level 15, optionally.
1. assassin. hired by the beastclans to try and kill a member of the clan. use a random number generator to choose the target. each day, roll a d4.
1. the target loses a life. if the target has lost all lives, a new target is selected.
2. the assassin loses a life.
3. the target is safe.
4. the target convinces the assassin not to kill them and the assassin is redeemed. a redeemed assassin can fight in the coliseum.
2. tailor. you may give one dragon one piece of apparel a day. apparel must be acquired from the coliseum or purchased from the market (aka, your hoard). to purchase, roll a d20. on a 1 the tailor loses a life while traveling to the market.
3. knight. gain three lives. if the royal loses a life, the knight will lose a life instead, unless the knight was being rolled to become the royal.
4. alchemist. you can give one dragon one gene, one eye scroll, or breed change a day. if applying a gene, eye, or breed change to a dragon, roll a d20. on a 1, the dragon loses a life in the experiment. otherwise, the dragon gains a life. only three genes can be applied to a single dragon. a breed change and eye scroll can only be used once on a single dragon.
5. healer. when a dragon is defeated in the coliseum while the healer is on the team, their defeat is ignored. if they are defeated a second time, a coin is flipped. if it's heads, they live. if it's tails, they lose a life. if the dragon is defeated any more times after this, the healer can do no more and they lose a life. the healer can prevent their own death the first time but not a second time.
6. beastmaster. you can give one dragon one familiar a day. familiars must be acquired from the coliseum or purchased from the market. refer to the tailor for rules regarding the market.
7. nest caretaker. instead of flipping a coin for each egg hatched, roll a d4. on a 1 the hatchling loses a life.
8. name scribe. you may name a dragon without using the random generator. additionally, one dragon can be renamed a day.
9. matchmaker. allows you to create one permanent breeding pair a day. paired dragons can breed at any time. a paired dragon cannot breed with another dragon until their pair is exalted. if a paired dragon is exalted, flip a coin. on tails, the pair is exalted together regardless of lives remaining.
10. scout. you can choose your venues in the coliseum.
11. librarian. if there is an assassin, change their daily roll to a d6. a 5 is equivalent to a 2 and a 6 is equivalent to a 4.
12. artist. you can give one dragon a scene per day.
13. gardener. if you pull an apparel item but don't have any rtb dragons, you can buy an adult dragon from the ah instead.
14. carpenter. roll one less d20 when a coup occurs.
15. blacksmith. use one gathering turn to dig every day. for every piece of ore gathered, roll a d10. on a 10, the blacksmith makes armor for a random dragon and they gain a life. adding an actual armor apparel piece to the dragon is optional.
16. engineer. choose one dragon, excluding the assassin, that has a daily ability. they may perform their ability twice.
17. sailor. dragons are immune from losing lives while traveling to the market.
18. architect. instead of rolling a d12 for each dragon when the clan is attacked, roll a d20.
19. merchant. you may purchase 1d4 items from the market. items may include apparel, familiars, battlestones, etc. roll a d20. on a 1, they lose a life along the way.
20. royal. a royal automatically starts with 2 lives. there can only be one royal at any given time. if another dragon rolls for this job while there is already a royal in the clan, the dragons battle. roll a d4.
1. both are killed.
2. the current royal dies and the new one is crowned.
3. the challenging dragon dies.
4. the current royal convinces the other to roll for another job.
royals can nest at any time and can equip scenes, familiars, and apparel without restrictions. the royal is immune to losing lives while in the coliseum. if the royal dies, roll for a new one. if no dragons are available to take their place, the game is over. a dragon taking the place of a deceased royal quits their previous job.