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Tile Systems
Creating systems of tiles is a way to move a dragon further each turn. Dragons will continue to move until all possible interactions are resolved. Systems can be two tiles working together, or many tiles.
tilesystems

Tile Conflicts
Whenever a dragon activates more than one tile at the same time, you must determine which tile will move the dragon.

 

1. Impact Tiles always have priority over Proximity Tiles.

2. The nearest Proximity Tile always has priority over other Proximity Tiles.

3. [Two] Equidistant Proximity Tiles pulling/pushing in different directions cancel each other out. This can give priority to a tile farther away.

4. Equidistant Proximity Tiles pulling/pushing in the same direction: the tile in the direction the dragon will move is activated. Check to see if the second tile is activated as a result of the movement caused by the first.

 




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