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Must Be a Dragon | Review

Dec 9, 2024 | reviews

Before discovering together in this review Must Be a Dragon, the new masterless game by Andrea Carbone published by Isola Illyon, I would like to thank the publisher for sending us a physical copy of the volume.

If you would like to buy the product after reading this review, you can find it on the publisher’s store for EUR 40, including the digital copy. I remind you that during checkout, you will get free shipping by entering the discount code NODICEUNROLLED.

Must Be a Dragon is a strongly narrative game, designed to adapt to different modes. We find both the solo mode and the more frequent one with a larger group of players. It focuses on the themes of exploration and travel by concentrating on the explorers, i.e. the characters, but not only.

Must Be a Dragon: the Masterless Game of Dragons and Explorers

Must Be a Dragon, as we will discover in this review, is designed for a group of three to five players, without anyone taking on the burden of the role of the master. The manual allows you to create a new setting starting from scratch with each new game. However, the author has thought of an introductory setting to propose, to facilitate the acquisition of the dynamics and potential of the world in which explorers go in search of dragons.

I find the idea of ​​using the mix between the fantastic and the plausible to offer readers elements that are imaginary but which give narrative credibility particularly interesting.

the idea of ​​including presumably historical material is not new, but it is decidedly functional. It easily manages to give depth to the context in which the players will be transported. Each letter, each fragment of information, has its character and its graphic design, an interesting choice that never affects the reading.

Compendium Draconum

A large part of the volume is represented by the section Compendium of Dragons, one comprehensive and detailed classification of the dragon god. There are also illustrations and features of each type presented.

The layout is that of scientific research rather than a real bestiary, as is usually used in role-playing game manuals. The text is intended to represent an attempt at classification for informative purposes. In fact, for each dragon, habitat, physical description, behavioural and eating habits are listed, as well as any special abilities.

In total, 15 dragons are listed, all accompanied by a splendid illustration that perfectly conveys the idea that it is a set of notes

Scenes and Stories

As we said at the beginning of the review, Must Be a Dragon is a narrative game designed to complete a story in a couple of hours. It allows you to complete the narrative arc of a single character following a precise pattern..

The game is divided into Scenes, that is, narrative situations which overall describe a Story. A Story involves 10 Scenes. All players contribute to creating the Story, through a mechanism that is based on the answer to specific Questions. However, we must keep in mind that two key concepts cannot be changed:

  • Each Story has only one Explorer as the protagonist
  • the Explorer is following a journey that will lead him to discover a Dragon

Going into a little more detail, we can say that each Scene is built from the answer to 4 Questions. Each Scene has Storytellers and a Narrator who take turns in the narration. The manual provides an example of a sequence of possible and ineligible questions.

Scenes are considered narrative blocks that can be separated by breaks, allowing the narrative to resume in another place and time. So exactly what we can find in films or TV series happens. At the end of each Scene, the Narrator will summarize what was said by all the players. Furthermore, his task is to complete any obscure points to make the Scene fluid and then move on to the next.

Some Scenes may be Flashbacks, events from the Explorer’s past. In this case, it will be necessary to describe when and where they take place while keeping clear that they are past events filtered through the eyes of a silent camera. It shows what happened, leaving all other assumptions in suspense.

The Role of the Narrator and that of the Storyteller

The Narrator is the one who speaks first, answering the first Question of the Scene, but he will not maintain this role throughout the game. In fact, in the following Scene, the role of the Narrator passes to the player on his right and so on.

The Storytellers are the other players and will have to answer the other Questions after the Storyteller has answered the first one. If there are more than 4 players at the table, those who have no Questions to answer will instead get 1 Dragon Scale.

Dragon Scales, an In-Game Resource

Dragon Scales represent a reserve of points that players can draw on to unlock certain options during the Storytelling. All players start the game with 1 Scale each and no one can have more than 8 at a time.

There are several ways to get an additional Dragon Scale to add to your reserve. The main (but not the only) method is by quoting the Tracks obtained from previous Scenes. However, it is necessary to cite the Trace precisely, indicating the name previously decided by the Narrator without modifications or adaptations.

As we said, the Scales are used to make changes to the Scenes immediately after a Response or after the conclusion of the Scene itself. Each modification costs Scales; Let’s see some together.

If a player wants to add some detail to one of the Answers, he will pay 1 Scale. The Answer will not be modified but it will be possible to add new elements. However, if a player intends to modify an answer given by another player to distort what was previously said, he will use 2 Scales.

Building a Saga

If a Story is not enough to exhaust the curiosity linked to an Explorer or the group wants to delve into details of different characters encountered during the narrative or even continue the history of the Explorer’s family through the centuries, Must Be a Dragon allows you to build a Saga.

In the manual, there are a few simple rules that allow the game group to create new connected Stories so as not to lose coherence. By doing so you can continue to tell something about that setting that you liked so much.

The Conclave of Dragons

Must Be a Dragon offers a standalone game mode in which each player will have the opportunity to take on the role of a dragon and discuss issues related to society, territories and power with other dragons. This mode is called Conclave of Dragons and it is a story told through 10 scenes. The manual’s suggestion is to insert the Conclave during a Saga, after having played 2 or 3 Stories.

The Conclave of Dragons has its own rules and characteristics while remaining within the basic rules. Each dragon has specific characteristics: strength, intrigue and knowledge. During creation (i.e. upon his first appearance at the Conclave) each person has 9 characteristic points to distribute.

During the Conclave, issues related to the destiny of peoples and creatures will be discussed, but also more earthly issues such as the division of territories and the division of treasures. Each dragon that presents itself at the Conclave will have its Objective,

This game mode deviates a bit from the story-telling game and brings it back the game Must Be a Dragon in the field of actual role-playing. In any case, this possibility, with its rules and peculiarities, is also extremely interesting.

Mood and Settings

When we talk about Dragons, we all immediately have in mind a fantasy world in which to place them. Must Be a Dragon offers, within the manual, an excellent example of how these creatures and the Stories connected to them can instead be set in the context we prefer. In fact, among the pages of the volume we find a series of excellent advice and a list of possible alternative settings in which to tell the Stories of the Explorers.

 

They range from cyberpunk to post-apocalyptic, without forgetting Lovecraftian horrors. In short, there is something for all tastes.

Aesthetics Review by Must Be a Dragon

The volume is in B5 format with a hardcover and consists of approximately 180 pages. All the illustrations are entrusted to the expert hands of Alida Pintus and Sarah Rusmiputro which, with delicacy of line and skilful use of colour, convey the dreamy and mysterious atmospheres of exploration. The layout is mainly in two columns and, when it is not, it does not disturb the organic nature of the work at all.

The choice of Pastel colours and watercolour illustrations convey the dreamy and magical atmosphere very well that the game suggests. I found no flaws either in the text or even in the artistic or graphic layout and this confirms to me the extreme care taken in the creation of the product which is, all things considered, aesthetically very beautiful.

Conclusions of the Review of Must Be a Dragon

In conclusion, I can say that Must Be a Dragon It’s a manual worth the money. If the price may seem high, I can guarantee that the quality (from the paper to the hardcover) is undoubtedly excellent. Versatile enough for can be approached by groups of novices up to decidedly expert players, reads smoothly and is aesthetically a feast for the eyes.

If you love dragons, and adventures and like the idea of ​​telling a story with your friends, then Must Be a Dragon it’s definitely the game for you.

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AUTORE

Francesca Vigano
Born in 1973, she has worked for years in various roles in the board game and live gaming sectors. She has collaborated with newspapers and magazines and, recently, after completing several courses at the Giano Academy, she became a master of the Salotto di Giano (Giano's Salon) as well as joining the Avventurieri (Adventurers), the association's group of authors.

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