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Drachenhort box art

Drachenhort

Players

2-7

Time

30-60

Age

8+

Weight

1.5

Rating

6.65

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.7

Luck-sensitive

Table feel

Drachenhort has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's actions. However, there is less emphasis on cooperation in the game.

Replay value

Drachenhort has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and allows room for players to improve their strategy over time. The player interaction score is average. It scales well with different numbers of players without compromising its appeal or balance. The game is moderately easy to learn, offering a good balance between depth and accessibility. Overall, Drachenhort has a strong replayability score of 7.8.

Luck profile

Drachenhort has a moderate level of luck involved in the game. Random elements such as dice rolls or card draws have a notable but not exclusive impact on the game outcome. Players have a substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is a balanced mix of luck and strategy, with neither element dominating the other.

Overview

Seven daring adventurers have trespassed in a dragon's lair, initially seeking its treasure but now just trying to make it out alive as the dragon has woken and is chasing them through its labyrinth. The sooner that a dragon captures an adventurer, the fewer points it's worth at the end of the round — and should an adventurer actually manage to escape, many points in treasure await. In Drachenhort, players don't represent these adventurers themselves, but rather secretly back a trio of these adventurers. Each turn, the active player rolls a die and moves one of the adventurers further away from the dragon. After all of the adventurers have moved once, all of them are available for movement once again. Don't be too obvious about which adventurers you support, though, for others will drop traps in their path or otherwise hobble them to ensure that they become dragon food first. At the end of a round, players score points based on how far their adventurers traveled, and after two rounds the player with the most points wins.

Editions

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Credits

Designers

1
Reiner Knizia

Artists

2
Nora Nowatzyk Franz Vohwinkel

Publishers

1
Ravensburger