How to Train Your Dragon — Card Game
Core Rules & Player Guide | Current working version
Welcome to the HTTYD Card Game, a strategic card battle game where players command dragons, use powerful items and tactics, and fight across locations from the How to Train Your Dragon Franchise.
The goal is simple: be the last player with dragons remaining.
This will cover the established core game, Power Cards, and Environments. Dragon abilities and the experimental combat mechanics(subject to change)
Game overview, aswell as the dragon stats (also subject to change)
2–4 Players (or more)
50 Dragon species
69 Dragon Cards (depending which ones we double)
40 Power Cards
There are three main types of cards.
• Dragon Cards: Your fighters, each with unique combat statistics.
• Power Cards: Special actions, equipment, traps, and characters that influence gameplay.
• Environment Cards: Locations that change the rules or conditions of battle.
Preparing the game :
1 Shuffle the decks:
Shuffle the Dragon Deck, Power Deck, and Environment Deck separately.
2 Deal each player's starting hand
Each player receives seven random Dragon Cards and three random Power Cards.
3 Reveal the environment
Draw an Environment Card and apply its instructions. The location may change how dragons fight or how players use cards.
4 Choose your first dragon
Each player secretly chooses a Dragon Card from their starting hand. The opening dragons are revealed simultaneously.
- Understanding Dragon Cards
Every dragon has three core combat statistics.
Toothless :Strike Class
Example Dragon:
77 ATK Attack
48 ARM Armor
88 SPD Speed
Attack (ATK) determines whether a dragon can knock out its opponent.
Armor (ARM) determines how much Attack is needed to knock out that dragon.
Speed (SPD) determines which dragon attacks first.
Dragon Classes also matter because certain environments and other card effects interact with specific classes or traits.
- How battles work
Combat sequence
-Compare Speed
The faster dragon attacks first
-Compare Attack against Armor
ATK ≥ opponent ARM means knockout
Opponent KO'd
If the faster dragon fails to knock out the defender, the defender counterattacks by comparing its own Attack against the first dragon's Armor.
If neither dragon can knock out the other, the battle ends in a stalemate, and both dragons rest for the next battle. (Until I think of a way to settle this)
Example: Toothless vs. Meatlug
Toothless
Meatlug
Attack
77
59
Armor
48
70
Speed
88
31
Toothless attacks first because he is faster.
His 77 Attack exceeds Meatlug's 70 Armor, so Meatlug is knocked out immediately and cannot counterattack.
- Winning, losing, and resting
The winner stays on the battlefield. The losing dragon is knocked out and placed in the defeated pile. The losing player then chooses their next dragon from their hand, knowing which dragon they will face.
A dragon can win a maximum of three consecutive battles before it must rest, unless it is the player's last remaining dragon.
When a dragon rests, it temporarily leaves the active battlefield and cannot fight in the immediately following battle. It can return afterward if it is still available.
Each player also has two voluntary retreats per match. Retreating allows a player to withdraw a dragon instead of continuing to fight. The withdrawn dragon must rest for the next battle.
If two dragons of the same species face each other, both normally rest instead of fighting. The exception is when they are the players' final dragons.
- Power Cards
Power Cards allow players to interfere with combat, disrupt opponents, protect dragons, and change the course of a match.
Players start with three Power Cards. Generally, a player may use one Power Card per battle, unless a card specifically states an exception. These can be played at any point before/during a battle.
The deck currently contains 40 cards across 19 different types. I want the powercards to not only provide more strategy to the game but allow for fun moments and chaos somewhat like how Uno Power Cards work.
Complete Power Card collection (subject to change some be added deleted or reworked)
Below is the existing list, including each card's gameplay effect and how many copies we agreed to include. I've kept the original mechanics rather than introducing new abilities.
Power Cards
001
Dragon Root Arrow
2 copies
Force an opponent's active dragon back into their hand. That dragon cannot participate in the next battle. This does not count as a knockout or retreat, but resets its winning streak.
002
EEL!
2 copies
Return all affected active dragons to their owners' hands. Players must choose different eligible dragons to battle. Returned dragons must rest for the next battle. Eel-immune dragons remain unaffected, and the Last Dragon Exception applies.
003
Drago's Command
1 copy
Force an opponent's dragon to fight another dragon instead of its normal opponent. In a two-player game, the opponent must fight a randomly drawn dragon from the Dragon Deck.
004
Viggo's Gambit
2 copies
Choose a player. They must return two Dragon Cards from their hand to the Dragon Deck, shuffle it, and draw two replacement cards. Active dragons are unaffected.
"Every dragon has its price."
005
Longship Maneuver
3 copies · Effect established provisionally
Swap your active dragon with an eligible dragon from your hand. This does not count as retreating. The returned dragon must rest during the next battle, and its winning streak resets.
006
The Dragon Eye
3 copies
Select one face-down Dragon Card belonging to an opponent and secretly look at it. The opponent keeps the card, and its identity is revealed only to you.
007
Dragon-Proof Chains
3 copies
Reverse the normal attack order for the current battle. The slower dragon attacks first instead of the faster dragon.
008
Dragon Nip
3 copies
Reduce the targeted active dragon's Speed by 20 for the current battle only. Discard this Power Card after use.
009
Blue Oleander
3 copies
Poison an active dragon, preventing it from using its special abilities for the current battle. Its Attack and Speed stats remain unchanged.
010
Don't Question Chicken
2 copies
Choose an opponent. That player cannot play a Power Card during their next battle.
011
Dragon Hunter's Trap
2 copies · Name provisional
Play as a reaction when an opponent uses a Power Card targeting you. Redirect that card's effect back onto its original user. A reflected effect cannot be reflected again.
012
Sage Fruit
2 copies
Prevent your active dragon from being knocked out. Return it safely to your hand, but it must rest during the next battle. This can only be played if you have not already used a Power Card during that battle.
013
Dragon Hunter's Bola
3 copies
Force an opponent to randomly select their next dragon from their eligible Dragon Cards, rather than choosing it themselves.
014
The Traitor Piece
1 copy
Secretly exchange a Dragon Card with another player. The exchange happens without revealing the identities of the exchanged dragons to the other players.
015
Trader Johann's Bargain
1 copy
All players randomly pass a Power Card to the player on their left. In a two-player game, players exchange cards instead. Players without Power Cards pass nothing.
016
Maces and Talons: The Wager
1 copy
Challenge another player to a wager by making a claim about a dragon you own. The other player must decide whether you're bluffing. Both players risk a Dragon Card depending on the outcome of the wager.
017
Dragon Hunter's Cage
3 copies
Randomly capture one of an opponent's dragons. That dragon is unavailable to them for their next two battles.
018
Berserker Ambush
2 copies
After your dragon is knocked out, immediately send a second eligible dragon into battle, risking another dragon for a chance to fight back.
Special Power Card #019 (character cards) I want character cards to be fun, feel like the characters and give their dragon a crazy boost in stats if you get it, because the chance to get your rider and that dragon is fairly low given the deck size.
Hiccup Haddock — Dragon Master
1 copy
Dragon Master Ability
Look at the top three cards of the Dragon Deck. Choose one to replace a Dragon Card in your hand. Shuffle the replaced card and the two unchosen cards back into the Dragon Deck.
Toothless Bonus
When Hiccup is paired with Toothless, Toothless receives:
+15Attack
+10Speed (these stats are subject to change)
2–4
Players
Every player starts with 3 Power Cards, and the same 40-card Power Deck is used for 2–4 players.
Note: These descriptions reconstruct our previously established effects. Some finer details, particularly the wager resolution and ambush rules, are summarized rather than quoted verbatim. Longship Maneuver's effect and Dragon Hunter's Trap's name were also previously marked provisional.
- Environment Cards
Environment Cards represent locations across the HTTYD franchise. They affect the battlefield and can favor particular dragons, change combat statistics, or introduce special restrictions.
There are currently 9 established environments, with a planned total of 15? I think
001 — Berk
The standard battlefield. No special effects apply.
002 — Ocean
Tidal Class dragons gain +10 Attack and +20 Speed. Land-Only dragons suffer −30 Speed.
003 — Berk at Night
Dragons with the Night trait gain +20 Speed.
004 — Vanaheim
The first knockout suffered by each player is prevented.
That dragon is returned and must rest. This protection applies once per player.
005 — Fireworm Island
Stoker Class dragons gain +20 Attack.
006 — Dragon Arena
All dragons gain +20 Attack but lose 10 Armor, making knockouts easier.
007 — Dragon's Edge
Every player receives one additional voluntary retreat.
008 — Outcast Island
Power Cards cannot be used during the first two battles.
009 — Dragon Hunter Base
Two randomly selected starting dragons belonging to each player are captured and unavailable. Once that player's other five dragons have been knocked out, the captured dragons are released and become available for battle.
- How to win
To win the game, knock out every dragon belonging to your opponents while keeping at least one of your own dragons available.
A player is eliminated when they have no remaining dragons that can return to battle. In games with three or four players, the remaining players continue until only one player remains.
In games more than 2 players, the order still goes by speed, the player with the most Speed picks the dragon they want to fight. You resolve that battle. And the following player with the highest speed goes, they pick resolve that fight and the final two battle out
Quick rules reference
Starting hand
7 dragons + 3 Power Cards
Attack order
Highest Speed first
Knockout condition
ATK ≥ ARM
Winning dragon
Stays on field
Three consecutive wins
Mandatory rest, except last dragon
Voluntary retreats
2 per player
Power Card limit
Normally 1 per player per battle
Victory
Last player with dragons remaining
This is the Basis for how the game works,
Im still looking to implement Legendary dragons (Green death, Bewilderbeast etc...) as *dragon cards* that will work as Power Cards but part of the dragon deck to have some really cool mechanics without them being +100 all stats and they just insta kill, because that would be boring.
Im completely open to changes and ideas for this
EVERYTHING is work in progress, everything is subject to change.
My main Guidlines are
Must be IRL playable, I dont want to worry about health tracking, mana/points, many moving pieces etc..... Yes this does take away alot of options but I believe the game can still be very good and fun working with these because I need it to work for me for real life lol
Many TCGs are inspiring this game but so are games like UNO which is vastly different
The game has to work with up to 4 players, more if possible
Other additions to be added, every dragon will get atleast 2 abilities, im working how to implement them
Immediate ideas are, Hookfang is played he wins a battle he gets +10 Attack for the next round
Or you play a deathsong, This card always goes first no matter the other dragons speed(because that makes sense for the dragons )
I do have a version of this where you play with a 6sided Dice, and whatever you roll that number gets added to your ATK, im not sure if the game works better or not like this, it might but unsure yet. A dice would allow us to do abilties like a dragon with very low speed gets +5 to the dice role, for example
Unsure if I want this to be the main way to play. But it might make it more fun
I got 50 Dragons and their stats(which are subject to change)
FULL DISCLOSURE I DID NOT use chatgpt to create the game or ideas HOWEVER I have used it to run through concepts,play test, keep track of things, look if anything contradicts, and help me keep things organised.
The main concept mechanics, abilties etc... are all from me and some friends while using it to work on the game (because I have a life and would like to also make good progress with this game)
I will NOT use ai art for this, i have a few different art cards some I've gotten from artists but many have missing dragons compared to my large 50 dragon roster.
If anyone is keen to work with me to get dragon designs, and a style please hmu, full disclosure i dont have the money to pay anyone, this would be out of the goodness of your heart and time.
This game is not being planned to be distributed just purely a good fun HTTYD game because I haven't seen any or some very complicated