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**Silver Skirmish: Rules of the Duel**
In the realm of Dragon’s Hoard, knights (players) begin with a shared treasure chest of 21 enchanted chips:
- (10) 1 Gram Chips (WHITE)
- (5) 1/10 Dragon Scales (GRAY)
- (3) 1/4 Dragon Gems (GREEN)
- (2) 1/2 Dragon Gems (RED)
- (1) 1 Dragon Heart (BLUE)
**RULE 1: The Summoning**
The game commences with each knight rolling 2d12 enchanted dice. The roll closest to 21, without surpassing it, claims the right to challenge first. In the event of a tie, both knights roll the eight-sided die, initiating a swift duel, with victorious spoils cast into the treasure pot.
**RULE 2: The Challenge**
The first knight rolls a mystical 1d8 and may choose to pass or pursue a higher roll by moving to the square their rival lands on. If the new roll surpasses the rival’s, the challenger may combat for the same box. A lesser roll grants no claim. NOTE: if all 1g chips are gone from bank, game switches to 1d6, when all 1g and 1/10th are chips are removed from bank, knights roll 1d4.
**RULE 3: The Cycle of Battle**
Upon concluding each knight’s turn, repeat the first two RULES. The clash continues thusly.
**THE SQUARES OF FATE (1d8)**
1. **1d6 GRAMS TO THE HOARD**
The knight rolls a six-sided die, adding 1 Gram Knight WHITE Chips to the treasure hoard. NO SKIPPABLE OPTION.
2. **1d4 GRAMS TO THE HOARD**
The knight rolls a four-sided die, contributing 1 Gram Knight WHITE Chips to the hoard. NO SKIPPABLE OPTION.
NOTE: WHEN ALL White Chips are removed from bank, and Hoard, SWITCH to 1d6.
NOTE: When all White and gray chips are removed from bank, SWITCH to 1d4.
NOTE: When all chips are removed from bank and Hoard, the game is over. The knight with the most Silver wins!
3. **ACES VS 1/10 DRAGON SCALE**
Drawing aces slays the dragon. The aces must be drawn on the first deal. If no aces are drawn, the challenge ends. The victorious knight gains a 1/10 Dragon Scale plus the hoard’s contents. TIES, 1/10th to the hoard.
4. **HI/LO**
The knight guesses correctly to receive a 1/10 GRAY Dragon Hatchlings added to their stack. Knight loss 1/10 to the hoard.
5. **PLINKO DRAGON HEART**
Dropping a plinko ball between lairs 1-9 offers the chance to claim 1 Spreading Wings Dragon BLUE Chip. STAYS IN BANK Until Claimed. Can be stolen from other player!
6. **QUEENS VS 1/2 DRAGON GEM**
(Following the Aces rule) The winning knight claims 1/2 Spirit of the Dragon Lady RED Chip.
Winner gets the hoard as well!
7. **5 CARD DRAW 1/4 DRAGON GEM**
Best hand on the initial deal (High card only), ties return to the hoard. The winner receives 1/4 Blacksmith GREEN Chip. Ties go to the hoard.
8. **1d20 EVEN/ODDS 1/4 DRAGON GEM**
A correct guess wins the knight a 1/4 Blacksmith GREEN Chip.
**SCENARIOS OF DEFEAT AND GLORY:**
The game concludes when both the Hoard and individual stacks are depleted. Should the Bank be emptied before its times,wins may come from the hoard. If a particular piece is not available from the hoard, it can be stolen from the other knight.