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Dragondado

A chivalrous challenge to the last throw

Sonia Scalco, Carlo Carzan

Product: Teaching tools

ISBN: 978-88-590-1965-7

Publication date: 01/10/2019


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The fearful Dragondado is terrorizing the Kingdom of Ludus. Who can tame him, restoring peace to the kingdom, and become a Knight?

A compelling board game in which participants will have to compete against each other to complete 14 mathematical mental calculation tournaments with speed and dexterity in the shortest time possible!

The aim of the game is to win the greatest number of calculation and speed challenges, including: calculating the result before the other players, composing a sequence of operations to reach the result with the highest value, being the best at finding the sum, obtaining one or more specific values, putting the values of the dice in order, positioning the dice so that they form a specific number or composition, and blocking the opponents.

With Dragondado children and adults have fun while working on their concentration, reflex-speed, emotional self control, fine motor skills and math abilities.



  • 5 Calculation challenge cards

  • 9 Speed challenge cards

  • 24 Action cards

  • 1 Dragondado card

  • 4 sets of 7 dice

  • 1 Start marker

  • 6 Spell markers

  • 9 Golden dice markers

  • 10 Treasure markers



DRAGONDADO

A chivalrous challenge to the last throw

Carlo Carzan and Sonia Scalco


 

The kingdom of Ludus is in turmoil, the Dragondado has woken up and wants to become the master of all the games of the realm. Who will manage to tame it and become the Knight of Dragondado? An exciting game, in which the participating Knights will face each other in a series of calculation and speed challenges to win the victory. The game is designed for 2-4 players, from 7 years of age and up. Each game lasts about 20-30 minutes.

Find out more!

THE CONTENTS

28 DICE 4 sets of 7 dice of different colours

5 CALCULATION CHALLENGE CARDS whose value is indicated in the “treasure”

9 SPEED CHALLENGE CARDS whose value is indicated in the “treasure”

24 ACTION CARDS

1 DRAGONDADO CARD

1 START MARKER

10 TREASURE MARKERS

9 GOLDEN DICE MARKERS

6 SPELL MARKERS

AIM OF THE GAME

To win the most challenges in the Dice Arena and become the Knight of Dragondado.

THE TRAINING

Before facing the other Knights in the Dice Arena it is possible to use the Challenge Cards to train in the individual challenges.

5 CALCULATION CHALLENGES, to train the ability to count in your mind: for example, perform a series of operations before the others or compose a result with two pairs or a set of dice.

9 SPEED CHALLENGES, to train motor skills and simple calculation skills: for example, be the fastest at ordering the dice, building a tower or organizing your own army of dice.

Every single challenge has different rules, to be read before starting to play. It will be sufficient to follow the instructions carefully and do a bit of training to understand the mechanism of the individual challenges before feeling ready to fight in the Dice Arena, where winning will be essential to claim the title of Knight of Dragondado.

THE DICE ARENA

The Dice Arena (see figure below) consists of 7 Challenge Cards: 3 Calculation Challenge Cards alternated with 4 Speed ​​Challenge Cards, placed in a circle on the table face-down. A Treasure Marker will be placed on each card, which indicates the number of points to be added to the specific value of each Challenge Card.

On the sides of the Arena are the decks of the remaining Challenge Cards and Action Cards to be used, when requested, for the performance of the individual challenges.

The Arena is also formed by the Spell Markers, to be drawn and arranged according to the instructions after the third and fifth challenge. These will make the game even more exciting, adding elements of challenge and/or difficulty.

Finally, the Start marker, positioned between two Speed ​​Challenges, signals the starting point of the game.

HOW TO PLAY

A challenge is played every turn: players turn over the corresponding card and perform what is required, using their own set of dice based on the challenge to be played. Whoever wins the challenge wins the card and the Treasure.

THE WINNER

The winner of the game is the one who, at the end of all 7 challenges, reaches the highest score by adding: - the number of points given by the Challenge Cards in his/her possession and indicated in the treasure; - the number of points collected with the conquered Treasure Markers.

THE AUTHORS

Carlo Carzan and Sonia Scalco are two Game masters who have realized a dream in their life, working by playing, or by letting others play. They are authors of various games and game books for publishers of national importance.  With Erickson they have created the series «The Kingdom of Ludus», board games designed to have entertain while at the same time stimulate the cognitive and emotional abilities of children and young adults.