|プレイ人数||2 人||プレイ時間||14 分|
|エディター||Keith Burgun Games||運||3|
This is a quick 2-player competitive game set in the
Gem Wizards universe. You and the opponent, both
controlling Wizards, are trapped on a bridge, and a
Dragon is circling you. The object of the game is to
either escape, or push the opponent into the Dragon.
The Dragon Nest is an area next to the board where
played cards go. As players play, it is suggested that you
use the Nest board so that it is clearly visible when the
seventh card is played there (which is important for the
Dragon Check phase, which we’ll discuss later). Each
player should also have space on the table for items
they may gain throughout the match (which we will
sometimes call your “tableau”).
Your first matches…
The first time you play, you may want to play the Basic
Game. There are two simple changes you make for the
Basic Game: completely ignore all Wizard powers, and
instead of taking items from the Market, draw them
blindly from the item deck to your tableau.
Also, before starting play, put all of the cards with
a white gem on their top right corner back into the
box—these are the Bridge Hacking Expansion cards.
It is recommended that you play a few matches with
the base game before bringing in these cards.
• ACTION PHASE: Play an Action Card.
• GEM PHASE: Use a Gem, buy an item, or Ready a
• DRAGON CHECK: Check for FLIGHT or ROOST.
• DRAW: Draw until you have four cards in hand.
PLAYING ACTION CARDS
To play an action card, place a card from your hand
face-up in front of you and resolve its action as
described on the upper text box area of the card (the
lower orange section that exists on some action cards
is called the Dragon section and its power would only
activate if this card causes a FLIGHT) After resolving,
place the card in the Dragon Nest (read more in the
“Dragon Check” section).
On the Gem Phase, you may perform one Gem Action:
• Play a Green Gem: You may play one READY
(face-up) Green Gem, by flipping it face down and
resolving its action.
• Ready a Green Gem. You may flip one face-down
(DEPLETED) Green Gem face up. This is only
available while you are standing on a Gem Tile ( )
• Gain an Item. You may DEPLETE (flip facing
down) 3 READY Green Gems to Gain an Item.
Take one of the face-up Items next to the Item
Deck and place it in front of you (or in the basic
game, draw an Item from the Item Deck). Its
powers are now available to you for the rest of the
• Play a Bridge Hack (If playing with the BridgeHacking Expansion only). You may play a Bridge
Hack card by paying the required number of White
Gems back to the supply and performing the action
as described on the Bridge Hack card (the Bridge
Hack typically stays where it is after being played).
To make a Dragon CHECK, do the following:
1. COUNT DRAGON ORBS: Some Action Cards
have 1, 2 or 3 Dragon Wings on the bottom section. If
there are 9* or more visible Dragon Wings in the Nest,
perform a Dragon FLIGHT (see below).
2. COUNT CARDS: In the case that you do not
perform a FLIGHT, if there are 7 or more cards in
the Nest, shuffle them all back into the deck. Then
draw 1 card from the Action deck, face up, to the
Nest. This is called a Dragon ROOST, which typically
doesn’t change anything except for resetting the Nest
(although some character and item powers activate on
- 9 is the default number, but it may become modified
by Dragon or other powers.
The Dragon Flight is an important event which
changes the side of the map
that the Dragon is on. Follow these steps:
1. The last card played is placed underneath the
Dragon card as seen below If there was already one
there, shuffle it into the Action deck. This gives the
Dragon a new power
2. Shuffle all other remaining cards in the Nest to the
3. Take the Dragon and its new power card and move
them both to the opposite side of the map.
After a FLIGHT or a ROOST, draw items until there
are 3 items available in the Market.
In this illustration, a Gale
Action card became the
new Dragon Power. Gale’s
Dragon Power modifies
the number of Wings
needed for the next
Flight, so this Dragon is
more likely to stay put
for a bit longer (good for
a character like Derby
Pocket or Lori AnnDavis, who both benefit
Note that there can only
ever be one Dragon Power
underneath the Dragon.
The five orange tiles (end tiles), at either end of the
Bridge are considered:
• Exit tiles if the Dragon is not adjacent to them. If
you MOVE ( ) while you are standing on an Exit
Tile, you have ESCAPED and win the match. (You
must typically start your turn on an Exit Tile to
win in this way; use of the “Step” or some character
powers may be exceptions in some cases.)
• Theatened tiles if the Dragon is adjacent to them.
If you end your Gem Phase while standing on a
threatened tile, you get POUNCED and lose the
The game ends immediately when either one of these
conditions are met. Please note that a player only wins
or loses a match of Dragon Bridge while it is their turn.
MOVING and BUMPING
When a card says MOVE, it means you may move
your character up to that many spaces (including zero
spaces, if you prefer) in any direction. If you have any
bonuses (i.e. from Items or a Wizard power) add that
to the total number of spaces you may move.
When a card says BUMP, you move the opponent’s
Wizard exactly that many spaces (or, as far as you can
go if you’ve hit the end of the map) in any direction.
You may choose to use bonuses from a Item or Wizard
Power, but if you do, you must BUMP the full amount
If you’re playing with the Bridge Hacking Expansion cards,
any time you perform a BUMP, gain 1 White Gem from the
supply (place it anywhere on your tableau). If there are none
in the supply, take one from the opponent instead. Note that
some Items or Wizard Powers only allow
you to add the bonus if moving or bumping in
a particular direction (such as “away from
TELEPORT is very similar to MOVE, but it is not
modified by the MOVE icon, (it has its own
icon, ). Importantly, it does not trigger the win
condition. Like MOVE, you can move any amount up
to that number of spaces.
WIZARD POWERS and ITEM POWERS
Each Wizard has a passive power that triggers when
certain conditions are met. Item powers and Wizard
powers work similarly to each other. Many give a
bonus to BUMP or MOVE which can be used any
time you BUMP or MOVE respectively, and some
have specific actions that you may take when certain
conditions are met. Powers listed on Item and Wizard
cards are optional, unless they are in red text, in which
case they are mandatory. See the Icon Guide and Other
Notes for more details.
+BUMP. Add 1 to the total (exact) BUMP.
+MOVE. Add 1 to the max MOVE.
+TELEPORT. +1 to the max TELEPORT.
READY a GEM. Flip a face-down Green Gem face up.
DEPLETE a GEM. Flip a face-up Green Gem face down.
Dragon Wing. These are tallied in the Dragon Check to
– When you MOVE or BUMP, you choose a direction first, and then
MOVE or BUMP that many tiles in that direction (you cannot execute a
BUMP 2 by moving the opponent 1 tile forward, 1 tile back.)
– MOVE Example: when you play a card that has MOVE 3, and have the
Roller Skates item and are moving away from the center, you may choose
to add 2 to the total amount (5). You can then move 0 to 5 tiles in either
direction. This is all considered a single MOVE action. Note that you
choose the direction to MOVE (or BUMP) first, and then ALL of the
movement happens in that same direction for that action.
– Character arrows cannot go “off ” the bridge; they stop at the last tile (0)
instead. If you are BUMPED further than the last tile, you deplete 1 Gem
instead, as indicated by the icon at the end of the Bridge.
– Action Cards’ effects are all mandatory if possible, unless they say “you
– Character and Item powers are optional: if one could be triggered,
you can always choose not to trigger it. The exception to this is some
Character abilities which are printed in RED text. These must always be
performed (if possible). Note that once you activate a BUMP bonus on
an item or character ability, you must use the FULL bonus; BUMPS are
always the maximum length possible, after all chosen activatable powers
– Action cards are added to the Nest after their action is resolved, so cards
like Dazzle which have you interact with a card in the Nest cannot target
– If multiple of your powers trigger at the same time (items, character
abilities, etc), the current player may choose the order to execute them in.
– Both win conditions trigger before Dragon Check. This means that
even there would be a FLIGHT this turn, you would not even reach the
Dragon Check phase if you won/lost. In other words: the Dragon will not
switch sides on the same turn a player wins or loses.
– By default, if a character card, item or other power doesn’t indicate who
can do the action, it means you (the current player) does the action.
– “Away from the center” means that at the start of the BUMP action, the
direction must be pointing away from the center, not toward it. If the
opponent is on the center tile, both directions are “away from the center”.
“Gem Action” – Some characters have an ability that they can play as
a Gem Action. This means that on your Gem Phase, you have this as
another possible action you could take with your Gem Action. You still
only play one Gem Action a turn, but this gives you one more thing you
could do with that Gem Action.
Andromeda Robin – When Andromeda uses her second ability, you
place your Green Gems to the side, indicating that neither player can
interact with them – Andromeda can’t use them, you can’t or buy
items. At the start of each turn, return one to your tableau, READIED.
If you are BUMPED while there any gems here, return the top one NOT
READIED. You can use this ability even if you don’t have all your Green
Gelf Lanz – For Gelf ’s second power, keep the Gem in the same READY/
DEPLETED status when you use the power. A reminder that if multiple
actions happen at the same moment, the current player decides their
order. Like Andromeda’s power, you do not control the Gem that you
place here until it comes back.
Bill Milton – The opponent may give you any Action card that has BUMP
as part of its action, after you complete your entire Action.
Lori Ann-Davis – “After Roost” means after the entire Roost, so you
search the deck after the card is drawn to form the new Nest.
Venice Gorn – His second power is usable when Gorn is standing on a
Start or Center Tile. Also, his Teleport (like all Teleports, and character
abilities) is optional.
Abragail – If you start your turn with 1 or 2 READY Green Gems, you
get the bonuses for the full turn, regardless of whether you DEPLETE or
READY any Green Gems throughout the turn.