Here is... WYRM LORDS


Bored of joining adventurers party to vanquish evil lords?  Willing to take things further and become the overlord? Looking for ruling the land with an army of dragons? There you are.

In Wyrm Lords, my latest game, you play as a powerful alchemist that breeds and controls dragons in a quest for immortality. Hatch eggs, hex then, control the land and gather a massive hoard.

The project itself is a board game version of Dragon's Breath , a lovely video-game with the same premise. I wanted a more manageable game but keeping the stuff I loved: breeding dragons (I have added different traits), alchemy (after fiddling a lot with different ideas and ingredient lists I ended with a system mildly complex but versatile and sometimes unpredictable) and conquest (I have included a rabble unit of expendable minions as a safeguard if you run out of dragons). All in all, the game has all I wanted but could use some playtesting.

In the game, players manage their finances to expend their gold in hatching dragon eggs to create new beasts that are used to conquer territories. Territories yield money that can be used for further expand the player's dragon army. Dragons can search territories for treasures, magical ingredients and parts of the talisman, which are the ultimate goal of the game. As players are alchemists, they can prepare concoctions for many things: empower their own dragons, increase the resources of their territories, change the star positions or be nasty and curse other players to make their lives more miserable and difficult.  The game includes events in the form of an astral table that determines the moons position and their effect in the game: sometimes its good for hatching eggs, sometimes makes crops more plentiful and sometimes is Dread Night and everybody braces themselves.

Getting in game jams (the English version goes here (https://itch.io/jam/special-interest)) and the Spanish one, here (https://itch.io/jam/rol-indie-2025 I keep saying it is both stimulating and exhausting. It works amazing to bring old ideas back to the first line and work with them until they become full fleshed games. On the other side, having a deadline makes you overwork in something that should be a funny hobby: don't get me wrong, still is but I have a problem when it comes to to things and either do too much or too little. 

This Wyrm Lords is no exception. The basics have been around for a while and they are not that different of Necroworlda and both games share a big part of the basic skeleton. The jams helped to give them the push it needed. 

Enjoy!

Files

Wyrm Lords (English).pdf 1.7 MB
3 days ago
Wyrm Lords (Español).pdf 1.6 MB
3 days ago

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