Welcome to the expansion that blends legend with strategy. In this set, 30 landscape tiles bring new symbols: Volcano, Dragon, Princess, and Magic Portal. You also get one moving dragon and one protective fairy.

Think of the dragon as a dramatic neutral piece that reshapes the flow of the game. It can remove followers and force new choices. The fairy offers protection and bonus points, while the princess can strip a knight from a city.

One tile can summon magic, shift control of a city, or open a portal to place a meeple on any valid unfinished feature. These changes add timing choices and fresh interaction to familiar features like roads and monasteries.

I’ll show clear, practical rules and table-ready tips so you know when to guard a key meeple or gamble on a contested city. Expect short examples that make timing and tactics easy to grasp.

Key Takeaways

  • The expansion adds 30 special tiles with four distinct symbols.
  • The dragon moves and removes followers, changing board control.
  • The fairy protects pieces and grants bonus points.
  • The princess can change city majorities instantly.
  • Magic portals let you place a meeple on eligible unfinished features.
  • Timing matters: a single tile can swing a tight endgame.

Why the Carcassonne dragon matters today

A single fiery symbol can flip a calm board into a tense tactical scramble. That shift is why this expansion still changes how we plan turns and score.

User intent and what you’ll learn in this how-to guide

Goal: learn clear rules and practical strategy so you control risk and score more points. I explain who moves the piece, why the must move dragon sequence matters, and how to use the fairy and magic tools to protect or punish.

Myth, theme, and the strategy impact on your game

Thematically, the creature forces players to react immediately. Mechanically, it moves exactly six steps when triggered by a dragon symbol tile unless it hits a dead end.

  • The dragon cannot step onto the tile with the fairy.
  • It won’t revisit the same tile during that movement sequence.
  • Use placement and portals to lure or avoid it—one tile can be decisive.

Example: a risky knight in a contested city may invite movement that reshapes majority and scores.

What’s in the Princess & the Dragon expansion

This expansion delivers a compact set that adds fresh timing and tactics to the base game.

The box contains 30 landscape tiles marked with Volcano, Dragon, Princess, and Magic Portal icons. You also get one wooden dragon and one fairy figure, plus concise rules that fit onto your usual turn flow.

Tiles, tokens, and symbols at a glance

  • 30 symbol tiles: volcano tile icons bring the dragon into play and dragon tiles trigger movement.
  • Princess symbols target city control and can remove a knight from a city.
  • Magic portal tiles let you may place a meeple on an eligible unfinished feature elsewhere.
  • The fairy protects a follower and grants small scoring bonuses at key moments.

Expansion compatibility and player count

The set integrates into the base stack and works smoothly with typical 2-6 players. It fits well in a big box collection and rarely changes core turn order.

Quick tip: shuffle the dragon tiles in with the rest. When the first volcano appears, set-aside pieces may be reshuffled back in, which can shift who reacts first to threats and magic.

Setup essentials before you unleash the dragon

Start smart: mix the new symbol tiles into the base stack, but keep the figures off the board. This keeps the flow familiar while adding surprises later.

Quick setup steps:

  • Shuffle the 30 new tiles into the main pile so the symbols appear naturally.
  • Keep the dragon and the fairy off to the side until a rule or a placed tile brings them in.
  • If a dragon tile is tile drawn before the first volcano, set it aside. When a volcano tile is placed, reshuffle those set-aside tiles back into the draw pile.
  • Follow normal placement rules: you may usually place a follower after you place a tile, but never on a volcano tile.
  • The fairy may be moved instead of placing a follower when a volcano or dragon tile is placed, but only if you choose not to place a follower that turn.
State When Effect
Off-board Game start Dragon and fairy held in supply for clarity
Set-aside dragon tile drawn early Returned when first volcano tile is placed
In-play After volcano or proper placement Figures act on the board per placement rules

Volcano tile vs. dragon tile: know the difference

Not every special tile behaves the same—volcano tile and dragon tile follow very different timing rules. Read this short guide to avoid wrong plays and to plan your turns.

volcano tile

Volcano tile drawn: placing rules and forced flight

When a volcano tile is placed, you follow normal placement rules but you cannot place a follower on it. The volcano forces an immediate relocation: the dragon flies straight to that volcano tile and stops there.

Dragon tile drawn: placement, then movement sequence

When a dragon tile is placed, place it, optionally place a follower if legal, and resolve any completed features first. Only then the piece moves.

The move is exactly six steps, one tile at a time, unless it hits a dead end. Movement starts with the active player and proceeds clockwise so each player helps define the path — the must move dragon rule matters here.

Edge cases: set-aside tiles and reshuffling

If any dragon tiles appear before the first volcano, set them aside. When the first volcano hits the board, reshuffle those dragon tiles back into the draw pile.

Event Action Key restriction
Volcano tile drawn Place tile; dragon moves to it immediately No follower on volcano tile
Dragon tile drawn Place tile → place follower (optional) → score → move six steps Cannot land on fairy; no revisits
Dragon tile set-aside Return when first volcano placed Reshuffle into draw pile

Note: the princess tile and princess symbol are separate effects. Don’t confuse a princess dragon phrase you might hear with volcano movement or the magic portal mechanic.

Carcassonne dragon movement made simple

A six-step path starts after you place a symbol tile, and players decide its course together.

Turn order and the six-step path

Movement begins after you place a tile and finish any figure actions, but before scoring. The active player goes first, then clockwise, so each person makes one choice for up to six steps.

Legal moves, dead ends, and no revisits

Moves are orthogonal only—no diagonals. Track visited tiles: the piece won’t revisit the same tile during that sequence.

If a step has no legal orthogonal move, the sequence ends early and the piece stays on its last tile.

What the dragon eats and what it ignores

On contact it removes meeples, builders, pigs, and other listed neutral figures from visited tiles. If the last follower in a feature is removed, related tokens return to supply.

Board zones the dragon cannot enter

The piece cannot step onto any tile occupied by the fairy, and it never enters special features like the City of Carcassonne or the Wheel of Fortune. Castles between tiles are safe because only tiles are visited.

“Treat movement as a short cooperative duel: your first step can invite or avoid danger, so think two moves ahead.”

Aspect When Effect Notes
Movement timing After placed tile & figures Up to six orthogonal steps Before scoring
Player order Active → clockwise Each player moves one step Shared tactical mini-game
Restrictions During path No revisits; avoids fairy tile Stops at dead end
Interactions Dragon tile / volcano tile Same movement procedure; volcano can relocate piece Magic portal and city rules still apply

How to use the fairy for protection and points

A well-timed fairy shift trades placement for safety and steady bonus points. Use the fairy to lock down a valuable meeple and squeeze extra scoring from each turn.

Who can move the fairy and when

The fairy is neutral. If you place no follower this turn, the fairy may be moved to a tile next to one of your meeples. This action usually replaces placing a follower.

You may moved the fairy even on turns with a volcano or dragon icon, provided you skip follower placement that turn.

Immunity radius and bonus scoring

The tile with the fairy cannot be entered by the dragon. That makes a safe bubble around your protected piece.

Points fairy rewards: +1 at the start of your turn if your meeple shares the fairy tile, and +3 when that protected feature scores.

Limits and timing

The fairy offers no defense against the princess effect. Moving the fairy often costs a placement, so weigh the opportunity cost.

Action When Effect
Move fairy Figure phase if no follower placed Protects adjacent meeple; blocks dragon; grants +1 start turn
Protected feature scores Scoring phase Extra +3 points to owner
Princess effect When princess tile resolves Fairy does not prevent removal
  • Tip: Prioritize the fairy for a lone monk or a leading knight in a contested city.
  • Combine fairy and a magic portal later to shift claims while keeping protection in place.

Mastering the princess tile in city play

A single princess tile is a surgical tool for reshaping city contests without chaos.

Core effect: when you place a princess tile into a city that already has one or more knights, you must remove one knight of your choice. That choice can target a large or normal meeple.

Removing a knight and how it affects builders

If removing that knight empties the last knight city of a color and a builder of the same color stands there, that builder returns to supply automatically. This softens builder pressure and can stall a rival’s momentum.

Placement rules when you do and don’t remove a knight

If you remove a knight, you may not place any other figure that turn. If the princess tile expands or starts an empty city, you may place a follower as normal.

Preventing city steals and tower interactions

The princess tile is ideal to deny a rival majority just before a completion. Note: the princess cannot remove a meeple on a tower, so towers remain safe spots.

Trigger Action Restriction / Note
Princess tile into populated city Remove one knight of choice No further placement that turn
Removed last knight city Return same-color builder to supply Reduces ongoing pressure
Princess tile into empty city Place follower as usual Normal placement rules apply
  • Use the princess to stop a pending merge or to reset majority before scoring.
  • Watch for magic portal counterplays after you remove a knight.
  • Combine with abbey mayor plays to reclaim priority in tight city fights.

Magic portal fundamentals and advanced placement

A well-timed portal can change a weak draw into a decisive claim. The magic portal lets you place a meeple on any eligible unfinished feature on a previously placed tile. Treat it like a teleport that follows normal placement rules.

magic portal

Sending a meeple to any eligible unfinished feature

When you resolve a magic portal tile, you may send one follower to any unfinished feature on any placed tile, provided regular placement would allow it. This frees you from the geography of your drawn tile.

Restrictions: occupied features, the dragon’s tile, and special figures

You cannot use the portal on completed features or on a tile currently occupied by the dragon. Special hubs like the City of Carcassonne or Wheel of Fortune do not accept portal placement.

Important: the portal itself counts as a feature. Only one meeple or the Phantom may use that portal per turn.

Combo notes with Phantom and other expansions

Use a portal to recover after a princess strike, or to reinforce a monastery before completion. Time your placement to keep the fairy nearby for protection next turn, and avoid paths likely to attract the dragon.

  • Tip: count remaining portals in the deck to estimate late-game teleport chances.
  • Coordinate with teammates in casual play but expect opponents to block key features.
Action Effect Notes
Portal placement Place meeple on eligible unfinished feature Must follow normal placement rules
Occupied feature Not allowed Includes completed features and dragon tile
Portal usage One meeple or Phantom only Portal counts as a feature

Placement rules, scoring timing, and player actions

Knowing the step-by-step flow of a turn makes the game less about luck and more about choice. Follow a clear phase order so you and the other players stay in sync.

Phases recap:

  • Place a tile.
  • Place a follower or move the fairy (you may place a follower; alternatively, the fairy may moved if you skip placement).
  • If a dragon tile or volcano tile is involved, resolve movement now.
  • Score completed features and apply points fairy bonuses.

When a volcano appears, the piece relocates to that volcano tile immediately upon placement. When a dragon tile is placed, the figure moves after figure actions and before scoring.

Player moves for dragon movement start with the active player and proceed clockwise. The movement mini-phase can change who will score points this turn, so plan placement and the magic portal use accordingly.

“Place carefully, act smart, and let movement reshuffle hopes before points are tallied.”

Phase When Key effect
Tile placed Start Triggers figure phase; check icons
Figure phase After placed tile May place follower or move fairy; magic portal happens here
Movement If applicable Dragon moves now (or volcano moves piece immediately)
Scoring End of turn Apply points fairy (+3) and normal scoring

Strategy guide: examples that change the game

A smart sequence of moves can turn a risky draw into a decisive swing. Below are compact, practical examples you can apply right away. I mix quick theory with simple plays you may use in casual or competitive sessions.

Defensive play: fairy placement to protect key knights and farmers

If you want steady points, move the fairy next to your most valuable knight before a contested city finishes.

The tile fairy blocks the piece from entering and grants +1 at your turn start and +3 when that feature scores. This trade—skip a follower now to may place protection—buys safety over one or more turns.

Offensive play: funneling the dragon toward rival meeples

Use the shared six-step sequence to steer threats. Player moves happen in order, so place tiles that narrow orthogonal exits.

That funnels the creature toward exposed farmers or a builder-supported road and can remove a rival’s presence at a key moment.

City control: using princess tiles to reset majority

A well-timed princess tile removes a lone opponent knight and often flips majority instantly.

After the strike, you may place a portal or a regular follower to lock the reclaimed city. Remember: removing a knight usually prevents further placement that turn, so plan the follow-up.

Teleport tactics: magic portal for surprise claims

The magic portal lets you send a meeple to any eligible previously placed tile. Use it to snap an under-contested monastery or to complete a shared city when you’re one short.

Combo tip: after a princess strike, a portal tile can be the decisive one-two punch.

“Think tempo: sometimes you skip a follower and bank fairy points while opponents scramble to cover exposed tiles.”

Interactions with other expansions and special tiles

Mixing expansions changes timing and a few key effects. Read these checks before you shuffle modules into a big box mix.

Abbey & Mayor, The Tower, Hills & Sheep, and Wheel of Fortune

  • Abbey & Mayor: if the dragon eats a player’s last follower in a city or road, the builder returns to supply. The same happens for a pig in a field.
  • The Tower: a princess cannot remove a meeple on a tower. Tower placement resolves before any dragon movement.
  • Hills & Sheep: resolve shepherd actions immediately when a tile with a sheep icon extends a field, then continue movement.
  • Wheel of Fortune: the wheel is off-limits to the piece; adjacent tiles remain vulnerable.

Castles, Leipzig, and special city constraints

Castles between tiles are safe because the piece only visits tiles. Special zones like Leipzig and the City of Carcassonne cannot be entered, and a magic portal cannot deploy into those cities.

Interaction Effect Note
Last follower eaten Builder or pig returns Applies to abbey mayor and fields
Volcano tile Relocates piece immediately Confirm set-aside tile reshuffle rules
Fairy movement May be moved on volcano/dragon icon turns Only if you skip placing a follower

Tip: when playing with multiple expansions, restate the sequence of play to all players so everyone agrees on how dragon moves, portal limits, and last-follower returns apply.

Conclusion

This closing note ties together timing, threats, and small choices that win the most games.

You now know the set: 30 special tiles including volcano, dragon, princess, and the magic portal. Use timing—place, figure, move, score—to turn a good tile into a great turn.

Keep the fairy working: it may moved to protect a key meeple and grants +1 at turn start and +3 when that feature scores points. Track dragon tile triggers and volcano shifts; a six-step move can erase or reshape claims fast.

Use the magic portal to deploy a meeple to unfinished features and use princess plays to reset a city majority. Play smart, restate rules for long sessions, and enjoy the extra layer the expansion brings.

FAQ

What is the history and theme behind the dragon in the base game and expansions?

The creature in the medieval-themed set blends folklore with a gameplay role: it acts as a mobile threat that removes meeples and reshapes the board. Its introduction adds narrative flavor and forces players to adapt tile placement and meeple strategy around a roaming hazard.

Why does this mobile threat matter for modern play?

It changes both short-term tactics and long-term plans. Players must weigh placing valuable followers near the active area, use protective tokens, or lure the creature away. The mechanic increases tension and creates dynamic scoring swings during a session.

What will I learn from a how-to guide on this expansion?

You’ll get clear setup steps, movement rules, interactions with protective tokens and special tiles, plus practical examples for defensive and offensive strategies to improve your win rate.

What components come with the Princess & the dragon expansion?

Expect new tiles (including the volcano and portal), a few tokens for the fairy and princess effects, and a miniature or marker for the roaming threat. Symbol legends on tiles help you resolve effects quickly.

How many players support the expansion and is it compatible with other boxes?

The expansion fits standard player counts for the base game (2–5 depending on the edition) and is compatible with most official add-ons, though some large compilation boxes require minor setup adjustments.

How do I integrate the new tiles into a base game setup?

Shuffle the new tiles into the base tile stack according to the rulebook. Some special tiles are set aside until certain triggers; follow the published placement sequence so game balance remains intact.

When do the fairy and the miniature start on or off the board?

The fairy typically starts off-board on its token and is placed when first earned or when a specific tile instructs. The miniature representing the hazard begins off-board and enters the map the first time a triggering tile is drawn.

What’s the difference between a volcano tile and the roaming threat tile?

The volcano tile forces an immediate flight path for the miniature, often moving it several spaces and removing followers along its path. The roaming tile usually spawns the creature at a specific location and triggers a standard movement sequence.

What happens when a volcano tile is drawn?

You place the tile following normal placement rules; then you must resolve the forced movement the tile specifies. That movement can remove followers on its path and may alter control of close features.

How is placing a roaming tile different from placing a volcano tile?

A roaming tile places the miniature and then the owner or active player follows a set movement sequence. The volcano creates an immediate path that cannot be ignored; it often overrides optional movement choices.

Are there edge cases where roaming tiles are set aside or reshuffled?

Yes. Some rules call for temporarily setting aside placement tiles if they can’t legally fit; the rulebook explains when to reshuffle or postpone their effects to maintain flow and avoid illegal placements.

How does the miniature move across the board in simple terms?

Movement follows connected tiles in a straight line or along adjacent tile edges per the six-step path sequence in the rules. Direction choices depend on tile layout and player decision when multiple paths exist.

What moves are legal and when does the miniature stop?

It moves until it reaches the number of steps allowed, hits a dead end where no tile continues, or enters a forbidden zone listed in the rules. It will not revisit tiles during the same movement sequence.

What does the creature remove and what does it ignore?

It removes standard followers it encounters on its path (meeples, knights, etc.), but it ignores protected figures and some special pieces depending on expansion rules, such as those guarded by the fairy.

Are there board zones the miniature cannot enter?

Yes. Certain features like enclosed off-board areas, some special tiles, or zones blocked by other expansion mechanics are off-limits; consult the rule summary for exact exclusions.

How does the fairy protect followers and add points?

The fairy can be placed on a tile to grant immunity in a small radius; it typically awards a small start-of-turn bonus and an extra scoring bonus when the protected feature is evaluated, making it valuable for safeguarding key followers.

Who may move the fairy and when?

Movement of the fairy follows the expansion’s action rules—often the active player can move it when they place a token or meet certain tile conditions. The guide clarifies timing so players avoid illegal shifts.

What are limits to the fairy’s protection?

The fairy does not protect against every effect. It usually won’t shield against certain special tiles or tracked figures like a princess removal, and movement restrictions may prevent relocation during some turns.

How does the princess tile interact with knights in a city?

When placed, a princess symbol can force the removal of an opposing knight in that city, immediately changing majority and affecting subsequent builder or mayor bonuses tied to that feature.

When can I place a princess tile and when not?

Place it following standard tile placement rules. If the tile cannot legally match edges or would create an illegal connection, you must follow the placement alternatives provided in the rules rather than place the princess effect.

How do I prevent opponents from stealing a city with a princess or tower interaction?

Use defensive placements, position the fairy nearby, or deploy mayor/abbey tokens to lock control. Timing a tile that closes the city before an opponent can exploit a princess effect helps maintain majority.

What does the magic portal tile allow me to do?

The portal permits sending a follower to any eligible unfinished feature on the board, enabling surprise claims across the map and turning late-game opportunities into scoring plays.

What restrictions apply to portal teleportation?

You cannot send a follower to occupied features that the rules disallow, to the tile currently hosting the miniature, or to features restricted by special figures. The rulebook lists excluded targets to avoid illegal moves.

Can I combo the portal with other expansions like the phantom or big boxes?

Yes—many combos work but require attention to each expansion’s unique constraints. The phantom follower and other special figures may limit eligible destinations or change control resolution.

What is the normal phase order for a turn with these expansions?

The usual sequence is: place a tile, optionally place or move figures (meeples, fairy, portal actions), then score any completed features. Special movement or removal triggered by drawn tiles may interrupt this order.

When does the miniature move relative to scoring and tile placement?

Movement triggers typically occur immediately after placing the triggering tile and before scoring that would be affected by removed followers. This timing prevents instant score farming with removed opponents.

Are there simple strategy examples to change my game outcomes?

Yes. Defensively, place the fairy to shield high-value knights and farmers. Offensively, use forced-movement tiles to funnel the miniature toward rival meeples. Use princess tiles to overturn city majorities at pivotal moments.

How can I use the portal for surprise claims?

Save the portal for late-game when fewer unfinished features remain. Teleport a follower onto a contested road or city to take a sudden majority and score a decisive bonus.

How do these mechanics interact with Abbey, Mayor, Tower, or Wheel of Fortune?

Interactions vary: abbeys close holes and can secure scores, the mayor and barns influence majorities, towers may capture or relocate followers, and wheel mechanics add random shifts. Check each expansion’s timing rules to resolve conflicts.

Do builders, pigs, or other special figures change how the miniature or fairy affect play?

They can. Builders speed feature completion and pigs boost farm scoring, which affects when features are vulnerable to the miniature. Some “last follower” effects return figures that the miniature removed under specific conditions.