Download Drakerys rules

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Here are the near-final versions of Drakerys’ rules. Details are being tweaked. Your feedback is welcome before we publish the definitive rules! Please send mails at [email protected] Drakerys’ Rulebook Drakerys’ Quickstart Rules Drakerys Campaign: Valgar Archipelago   Here are the near-final versions of Drakerys’ rules, in German version. Drakerys’ Rulebook Drakerys’ Quickstart Rules (German) Drakerys Campaign: Valgar Archipelago (German)   Voici les versions quasi-définitives des règles de Drakerys. Nous y apportons les dernières corrections. Votre avis est le bienvenu ! Nous serons heureux de vous lire à l’adresse suivante : [email protected] Drakerys : Livre de règles Drakerys : Règles de démarrage rapide Drakerys : Campagne de l’Archipel de Valgar   Drakerys Game rules   Drakerys Quick Start rules   VALGAR ARCHIPELAGO CAMPAIGN      

• Drakerys is a 32mm miniature range and wargame for hardcore players and collectors. It uses a popular theme and associates it to a modern gameplay.

• The theme revisits classic fantasy armies like wilds orcs and chivalric humans clashing to conquer a world where magic is returning. The game is set in an evolving storyline where ambitious empires and ancient creatures join the fray as the land itself is torn by reawakening energies.

• Most miniatures troops used in Drakerys are produced in plastic for an easier access. As central figures of the game, some heroes will be produced in high quality resin. Miniatures can be assembled with various configurations for maximum customization in both
gameplay, looks and painting.

• The game uses classic fantasy army building with an fresh twist: players use a special Action Wheel to determine whose turn is it to play and what units can do. The same player can play several times in a row or execute glorious feats at the price of increased risks, or use a more cautions approach to moving his army. This unforeseen game mechanic sets a new vision in fantasy gaming strategies.

The Action Wheel

In Drakerys, battle units use Action points to perform various feats, like moving, charging, attacking or casting spells. The more spectacular a feat is, the more Action points it requires. Each time a player uses an Action point, he advances his army token one space on the Action Wheel, and the active player is always the one whose army token is last on the wheel. So, a daring player could order one of his unit to perform a truly amazing feat, using 3 Action points in the process. Then it would be the other player’s turn to play, having up to 3 Action points to spend in any way he wants until his opponent plays again. He would activate three units with basic feats, for example, possibly gaining a tactical advantage by making his army march on precious elemental sources.


Modular miniatures

In Drakerys, players name their heroes. Hero miniatures and boxed troops can be assembled with three combinations of heads, weapons and accessories, each with specific game effects. Powerbuilders and painters will love this! All figures will be available in several visual combinations, and freely purchasable in miniature extension packs to purchase and build an army of any size necessary.



Born from the clash of mystical energies, the world of Drakerys was baptized by its first lords: dragons born from the elemental uproar called the Maelstrom. Many other creatures appeared along with this world’s birth such as angels, demons, minotaurs, sphinxes and many others. Their might, however, started waning as the magical turmoil decreased. After Drakerys was finally completed, primal dragons and their heirs just disappeared, falling asleep in every corner of the world.

The younger species were less influenced by the Maelstrom’s energies and didn’t succumb to lethargy. Free from the ancient monsters, the dwarves, elves, humans and orcs thrived and claimed Drakerys as their own. Among them, some chosen ones kept a hidden link with magic. They became adventurers, mystics or pariahs. Centuries went by. Each species gave birth to several cultures, generally all with a similar goal to create a ruling civilization. Empires rose and empires faded away.

But now things have changed. A few months ago, Lorn, a famous adventurer, raided the den of a creature far too strong for him. Athora, a mighty dragon, awoke from its slumber. He took off and set the old Xao kingdom ablaze, like a beacon heralding the return of magic on Drakerys.

Since that fateful event, the world is changing. Drakerys creatures are emerging along elemental beings, spreading destruction in their wake. Armies assemble to build their lords’ power, clash with monsters or wreak vengeance for past grudges. Whatever the reason, one thing is certain: magic is on its way back as Drakerys descends into chaos.

A few weeks ago, an elemental storm raged across the ocean and made a sunken archipelago emerge from the sea, revealing remnants of an old civilization and primal treasures. As soon as the rumor brought by the pirates was verified, fleets from both the Holy Paladinate of Irosia and the orc Kingdom of Ashral sent fleets away to conquer the mysterious Valgar Islands. It is thus the ­first great war of the new age of Drakerys begins!

The Kingdom Of Ashral

Ashral is a wild realm, where might makes right. There is no money, only bartering. Criminals from every nation can go there and find a shelter without any question asked. Ashralians, however, know no peace. Their terrestrial raids are extremely brutal: these orcs know their adversaries expect them, so they attack in large groups under the banner of a powerful leader. Their maritime raids are more frequent and less crowded, as predicting an orcish landing is more difficult.


The Empire Of Irosia

With battalions of diplomats and soldiers, the imperial army of Irosia conquered more lands than any other human nation. Its brilliant victories earned the Empire respect, hatred and often fear from other countries. Irosia’s enemies are raiding its frontiers on a growing basis. Emperor Alexander, adored by his subjects until now, is slowly becoming a tyrant bent on protecting his empire.


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