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STARTHERE

SEIZE THE ADVENTURE! IT’S TIME TO BUILD YOUR OWN LEGEND!

Welcome to Dragonfire, the DUNGEONS & DRAGONS® deck-building game. A treasure trove of excitement and adventure awaits you! The first thing to do is dive into the Quick-Start Rules. They’ll introduce the basic rules of the game, its components, and you’ll be playing your first Adventure in minutes!

ADVENTURE DUNGEON CRAWL LEVEL 1

The townsfolk are terrified. Monstrous inhabitants from the nearby dungeon Once you’ve gone through the Quick Start Adventure, take a continually raid the surface, burning fields, disrupting trade, and taking cap tives. The town needs adventurers willing to brave the depths! look at the full rules, then grab the Dungeon Crawl Adventure ADVENTURE SETUP Use Dungeon 1 as the Primary Encounter Deck and Dungeon 2 as the Secondary Encounter Deck. card. It’s not only your first complete Adventure, it’s also a ENCOUNTERS primer for standard game play, and is the one you’ll come back At the start of each Scene, reveal encounters as indicated in the chart below. First reveal encounters from the Secondary Deck equal to the Dragonfire level. Then, if you still need to draw more encounters, reveal to most often for more flashing blades and fireball action. remaining encounters from the Primary Deck. Place the first revealed encounter facing the character whose Class Type color matches the en- counter’s color, and distribute the rest to the left from that character.

SCENE REVEAL ENCOUNTERS EQUAL TO 1 Number of Characters 2 Number of Characters +1 3 Number of Characters +2 Even if you fail to complete the Adventure the first time, ENDING A SCENE The standard rules apply for the Short Rest after each Scene. you’ll earn experience points (XP) every time you play, which you’ll spend on Feature stickers. These represent the hard-earned experience that improves your charac-

1/7 • FRANZ VOHWINKEL • ™ & © 2017 WIZARDS ter and makes it unique to you.

DESTROY UNDEAD ACTION SURGE Requires Cleric Class Requires Fighter Class Once per Scene: All Undead encounters must Save.

Failure: Those encounters must skip their During a Short Rest: Draw one card and discard one card. next attack and take 1 level of damage. 75 XP WARCASTER 15 XP Requires Arcane Class

Continuous: You may use any Armor. You may use any Shield

except Deception; your Shield Magic Item Limitations is 1. card and add one card. Equipment Pack: You must remove one 20 XP UNCOMMON

UNCOMMON Did I mention there’s magical treasures? These are hard to come by. You don’t just enter a dungeon and find aDetect Magic scroll or a Silvered Longsword +1 among the bones of the first undead skeletons you defeat. Instead you need to fully delve into the DECEPTION: MISC. depths of an Adventure and return triumphant to SUMMONING GEM ARCANE: MISC. 2 secure such fantastical hoards. Consume: Additionally, deal + to one encounter.CLOAK OF PROTECTION +1 That encounter must skip its nextStarts attack. & Remains In Play. . . . To the end of all things,During in flame your . . . turn, discard one card to prevent MICHELE GIORGI • ™ & © 2017 WIZARDS1 damage • 11/38 from one encounter whose color matches the discarded card. While you can play one-off games of any Adventures in this box as often Runes of protection are embroidered within its lining. CONCEPTOPOLIS • ™ & © 2017 WIZARDS • 28/38 as you like, evil is boiling to the surface along the Sword Coast, and a party of heroes is needed to defeat it! An Ancient Evil Rises is a five-part campaign. Start with The Wastes of Ancient Empire Adventure card, and grab the An Ancient Evil Arises Companion booklet, and dive in when you’re ready!

Are you the heroes the Sword Coast needs? The ® await!TM & ©2017 LLC. TM

HEROES WANTED!

RARE RARE VERY RARE PARTICIPATING HOBBY STORES WILL HAVE 3 ACCESS TO ADDITIONAL, UNIQUE MAGIC 1 ITEMS. COMPLETE AN ADVENTURE IN-STORE, AND SEIZE FANTASTIC TREASURES YOU’LL FIND NOWHERE ELSE!

ARCANE: MISC. DECEPTION: WEAPON DEVOTION: WEAPON ANIMATED SHIELD SWORD OF THE NIGHT OWLSTAFF OF THE WOODLANDS Starts & Remains in Play: Scene. Druid Class: Remains in Play. While Staff of Choose an encounter facing you. Each turn, During a Short Rest, you may return Swordthe of Woodlands is in play, your other cards with the Night Owl from your discard to your hand. prevent 1 damage from that encounter. Remains in Play are immune to Dispel Magic. Always moves to your most vulnerable side to protect Owls don’t see everything. They merely see everthying needed“So . . .. What do we do with a sixty-foot tree?” —Garh of the Northern Wastes against danger from any quarter. VICTOR MORENO • ™ & © 2017 WIZARDS • 33/48 CONCEPTOPOLIS • ™ & © 2017 WIZARDS • 29/48 CONCEPTOPOLIS • ™ & © 2017 WIZARDS • 3/3

IF YOU CAN’T BE WELL-PREPARED, BE WELL-SUPPLIED! FILL OUT YOUR ADVENTURING PACK WITH ADDITIONAL ADD-ONS AVAILABLE NOW! TM & ©2017 Wizards