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 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.
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.