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Dragon Stripes box art
1989 Ranked #22,786

Dragon Stripes

Players press their luck while advancing a knight toward a dragon in a gem-collecting game, seeking the most gems at the end. Rivals can buy into a promising turn, while stop and danger cards make pushing forward increasingly costly.

Mythology Push Your Luck

Players

2-6

Play time

Not listed

Age

14+

Complexity

1.5/5

Rating

5.25

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.4/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

In Dragon Stripes, players test their luck as a knight approaching a dragon, with the knight trying to pick up as many gems as possible along the way.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

In Dragon Stripes, players test their luck as a knight approaching a dragon, with the knight trying to pick up as many gems as possible along the way. (In an earlier version of the game, Die Augen der Kali, players moved a figure toward the goddess Kali, collecting gems as they move.) Each player starts the game with 40 gems. Shuffle the deck of 51 cards: 38 footprint cards, 10 stop cards, and 3 danger cards. On a turn, the active player places the knight before the first stripe on the dragon's tail, then reveals the top card of the deck. If they reveal a footprint card, they advance the knight this many stripes toward the dragon's head, then place gems next to the knight equal to the number on the current stripe (which range from 1 to 17). The player then decides to either reveal another card or hold. In the latter situation, other players can offer to take over the current player's turn by paying them a bounty based on the number of gems currently next to the knight. If someone takes over the turn, they must reveal at least one card as the new active player; if no one does, the current active player collects all of the gems, then the next player takes their turn. If the active player reveals a stop card, they lose 1/4 of their gems (rounding down), then the knight retreats to the dragon's tail and the next player takes their turn. The first time the active player reveals a danger card, this is treated as a stop. The second danger card is also treated as a stop, but the penalty for being stopped now (and by future stop cards) is 1/2 of your gems. The reward, however, is that each time the knight moves forward, the number of gems placed next to it doubles. Dragon Stripes ends one of two ways: Either a player reveals the third danger card, which causes them to lose all of their gems, or a player moves the knight past the 17th stripe to the dragon's head, at which point they claim all gems that remain in the dragon's hoard. Either way, whoever has the most gems at this point wins.

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Editions

Language and publisher variants currently recorded in the catalog.

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Game and edition data

All specifications (5)

Play and group

Players
2–6
Best with
2–5
Play time
30 min
Age
14+
Complexity
1.5/5
Credits and catalog connections

Credits

Designers

1
Alex Randolph

Artists

1
Wanjin Gill

Publishers

3
Editrice Giochi Playte Schmidt Spiele

Linked items

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