TEXT: DDrraaggoonn
  A Little Game for Little Dragons
  bbyy
  JJoohhnn W
  W iicckk
  
  A HUMAN POINT-OF-VIEW
  Listen well, child. Listen to the story. For there
  is a lesson at the end of it. And if we are wise,
  we will learn something before the tale is done.
  You see, a long time ago, this land – your home-
  land called “Shanri” – was not ruled by saga-
  cious men as it is today. No, once upon a time,
  the land was ruled by terrible creatures with
  powers so vast, not even mortal imagination
  could grasp them.
  These creatures – these “dragons” – ruled
  Shanri with their might and power, with sorcery
  most foul. They used this sorcery to change their
  shape, making them appear as beatific men and
  women, walking the world, forcing their wills on
  others.
  But Dragons did not just quell humanity; they
  warred with each other. For when you are as
  mighty as they were, the only true enemy is one
  who matches your might. And so, the Dragons
  quarreled and fought amongst themselves for the
  rights of land and leisure. They treated men like
  cattle, as little more than property. When anoth-
  er dragon killed a man or woman in your
  domain, you declared war because the other
  Dragon destroyed your property.
  For a thousand years the land of Shanri was as
  such. Ruled by the Dragon-Kings, we humans
  lived under the fear of their wings and talons
  and fire. It was only because of the wars
  between their own kind that they were made
  weak. Weak enough that brave bands of heroes
  could join together, slay the Dragons, and liber-
  ate mankind once and for all.
  They say there are Dragons still in the world,
  but no-one has seen a Dragon for hundreds of
  years. Some say they are sleeping. Others say
  they used their magics to pass into the world of
  dream. Still others say they made a bargain with
  the elemental powers and became a part of the
  earth, sky, sea, and fire. Who knows? All we
  know now is that they once were, but are now
  gone.
  Oh, but the tales you could tell of their adven-
  tures! Of mighty Dragon-Kings walking the
  world as gods, taking what they wanted because
  they could, living lives of freedom and high
  adventure!
  A DRAGON POINT-OF-
  VIEW
  Bah! Puny mortals! What do they know?
  Dragons are big! Dragons are powerful!
  Dragons rule the world! That’s all little
  mortals need to know. All they’re good for
  is stomping!
  Stomp! Stomp! Stomp!
  See?
  (Oh, and we eat your socks!)
  * * *
  Welcome to Dragon, a little roleplaying game
  for a dear friend of mine, Danielle Hildebrandt.
  She loves Dragons. So much so that I just had to
  write a roleplaying game specifically for her. A
  game all about stomping puny mortals and eat-
  ing their socks.
  If you’re a fan of Dragons, you can play it, too.
  In fact, Danielle is very happy to share her game
  with the world (I asked her). Just as long as you
  understand the rules:
  1) Dragons always win.
  Okay, more like The Rule than the rules…
  Dragon is a game simple enough to play with
  just about anyone of just about any age. You can
  play it with a Narrator and a single player, or
  you can play it with many players, all taking the
  roles of Dragons-Who-Rule-the-World.
  Chapter 1 has all the rules for making Dragons.
  Chapter 2 has all the rules for your Dragon’s
  Hoard.
  Chapter 3 has all the rules for stomping mortals.
  Chapter 4 has some GM advice and stats for
  other folks in the land of Shanri.
  There is no Chapter 5.
  So, get some pencils and photocopy the sheet
  out of the back and get playing!
  CHAPTER 1
  CREATING A
  DRAGON
  Dragons have many Traits, each of which
  has some mechanical benefit. All Dragons
  begin with one point in each Trait. You also
  have seven points to allocate to your Traits
  to make your Dragon your own.
  Traits cost different amounts of points to
  increase, meaning you will have to spend
  more points to increase some Traits than
  others. For example, it costs 5 points to
  increase your Dragon’s Age Rank by 1, but
  only 2 points to increase her Armor Rank
  by 1. You cannot increase any Trait by
  more than 3 Ranks at this time. You have
  15 points to allocate to your Dragon.
  Age (5 Points per Rank)
  A Dragon’s age is her most important Trait;
  the older she is, the more powerful she
  becomes. For every 100 years of Age, a
  Dragon rolls 1 die on all her actions. All
  Dragons start with one point of Age, mak-
  ing them approximately 100 years old. This
  Trait costs 5 points per Rank to increase.
  Age has other benefits. A Dragon cannot
  have any Trait more than triple her Age.
  Also, a Dragon’s Wounds are based on her
  Age. See Wounds, below.
  Armor (2 Points per Rank)
  A Dragon’s hide protects her from the silly
  weapons mortals use to harm her. For every
  point of Armor a Dragon has, an attacker
  must lose one die from his attack. This
  Trait costs 2 points to increase.
  Awareness (1 Point per
  Rank)
  Dragons have a supernatural Awareness,
  sensing all things around them. Using their
  superior senses, Dragons can even smell
  things like magic and invisible creatures.
  Every Rank of Awareness gives you anoth-
  er die to roll when trying to sense things.
  This Trait costs 1 point to increase.
  Claws (1 Point per Rank)
  A Dragon’s claws rip, tear and rend mortal
  armor like paper. For every 1 Point you
  invest in Claws, you may roll an additional
  die when using your talons to slash foolish
  mortals.  This Trait costs 1 point to
  increase.
  Gullet (2 Points per Rank)
  Deep down in a Dragon’s gullet, she grinds
  up stones she’s swallowed, turning those
  diamonds, rubies and sapphires into deadly
  and dangerous breath weapons. For every
  point of Gullet you have, your breath
  weapon is more powerful.
  Hoard (3 Points per Rank)
  Mortals hoard gold… so Dragons can take
  it away. Hoard represents the amount of
  wealth you’ve accumulated over the years.
  See the Hoard chapter (below) for how to
  use your Hoard. This Trait costs 3 points to
  increase.
  Lair (1 Point per Rank)
  A Dragon’s Lair is where she spends his
  time between torching foolish mortals.
  Every point you spend on Lair makes it a
  little more secure. See Lairs, below, for
  more information.
  1
  2
  
  Shape (1 Point per Rank)
  Dragons are shape-shifters, able to take any
  form they wish. For every Point you allo-
  cate to your Shape-shifting, you may take
  an alternate form. The first form you learn
  is Human. That’s your free form. This Trait
  costs 1 point to increase.
  Tail (1 Point per Rank)
  Your Tail is a powerful weapon, capable of
  wiping out entire squadrons of foolish men
  who try to steal your Hoard. For every 1
  Point you invest in Tail, you may roll an
  additional die when using your Tail to
  smash those idiot mortals.  This Trait costs
  1 point to increase.
  Teeth (2 Points per Rank)
  Your Teeth are not only used to much mor-
  tals, but gems and precious metals as well.
  For every point you spend on your Teeth,
  you may roll an additional die against mor-
  tals. Also, you may eat a new kind of pre-
  cious metal, jewel or gem. Eating jewels,
  gems, and metals is how Dragons acquire
  Breath Weapons. See more in the Hoard
  Chapter, below. This Trait costs 2 points to
  increase.
  Wings (3 Points per Rank)
  Wings allow a Dragon to fly. For every
  Rank of Wings, your Dragon rolls an addi-
  tional die. This Trait costs 3 points to
  increase. See Flying, below.
  Wounds (5 + Age)
  A Dragon’s Wounds cannot be increased
  with Points. Rather, a Dragon’s Wounds are
  based on her Age. Your number of Wounds
  is equal to your Age + 5.
  CHAPTER 2
  HOARD
  A Dragon’s Hoard is always filled with
  gold, jewels and gemstones. Why? Because
  these things power a Dragon’s magic.
  Precious metals and gemstones allow a
  Dragon to do some pretty amazing things.
  Hoard Points
  A Dragon’s Hoard is represented by Points.
  Every Hoard Point represents a certain
  amount of treasure in your cave. Dragons
  use treasure to power their magic, so pro-
  tect your Hoard!
  For every Hoard Point your Dragon has,
  you may have 3 Points of metals and/or
  stones; Dragon’s choice.
  Each type of magic (associated with a
  metal or stone) requires a certain degree of
  Mastery. All young Dragons (that’s you)
  begin with all the Basic powers listed
  below. In order to gain the Intermediate and
  Advanced powers, you’ll have to spend
  experience points (see Making Your
  Dragon Better, below).
  Metals
  Dragons use metals to power magic. The
  Dragon holds the metal in her hand,
  squeezes, and it melts as she steals the
  power from it. The material left behind is
  soft, molten lead.
  Gold
  Gold is the purest of all metals and a
  Dragon may use it to empower any rituals
  listed here.
  Copper (Necromancy)
  Dragons use Copper for Necromancy, the
  magic of the dead. These rituals may only
  be cast at or near a cemetery or battlefield
  or some other place where buried bodies
  can be found.
  Basic
  By destroying one Horde Point of copper,
  the Dragon may summon 10 skeletal war-
  riors. The warriors serve the Dragon’s
  every command and fight until they are
  destroyed. 
  Intermediate
  By destroying one Hoard Point of copper,
  the Dragon summons 5 zombies. Zombies
  are a little tougher than skeletons, but not
  as fast. 
  Advanced
  Finally, by destroying one Hoard Point of
  copper, the Dragon summons up to 20
  skeletal warriors and/or zombies; Dragon’s
  choice.
  Iron
  Iron acts as a ward against magic, protect-
  ing the Dragon from harmful spells. For
  every Hoard Point of Iron destroyed, the
  Dragon may ignore one spell effect until
  sunset.
  Mercury
  Mercury is the messenger of the Gods,
  fastest creature on Earth… except for a
  Dragon. When a Dragon uses Mercury
  Hoard Points, she moves faster than the
  human eye.
  Basic
  By spending one Mercury Hoard Point, the
  Dragon may gain an additional attack every
  round for the next hour.
  Intermediate
  By spending one Mercury Hoard Point, the
  Dragon may automatically dodge one
  attack for the next hour.
  Advanced
  By spending one Mercury Hoard Point, the
  Dragon moves so quickly, she turns invisi-
  ble for one hour.
  Platinum
  Dragons are already terrifying creatures,
  but by using platinum, they become awe-
  some.
  Basic
  For every Platinum Hoard Point the Dragon
  destroys, she adds one die to any intimida-
  tion tests.
  Intermediate
  For every Platinum Hoard Point the Dragon
  destroys, she adds two dice to any intimida-
  tion tests.
  Advanced
  For every Platinum Hoard Point the Dragon
  destroys, she adds three dice to any intimi-
  dation tests.
  3
  4a
  
  Silver
  Silver is the Moon’s metal, the metal of the
  unconscious, of emotion. Using it, Dragons
  manipulate the emotions and dreams of
  foolish mortals.
  Basic
  For every Silver Hoard Point the Dragon
  destroys, she can change a foolish mortal’s
  emotional state. She must change it in an
  extreme way: from happy to sorrowful,
  from cuddly to cold, or curiosity to ennui.
  The state lasts until sunset.
  Intermediate
  By destroying a Silver Hoard Point, the
  Dragon can cause a foolish mortal to fall
  asleep. She must gaze into the mortal’s
  eyes as she destroys the Hoard Point. If she
  does so, the mortal falls fast asleep until the
  next sunrise.
  Advanced
  For every Silver Hoard Point the Dragon
  destroys, she can enter the dreams of a tar-
  get mortal – as long as she knows that mor-
  tal’s name. Because most mortals are stupid
  when they dream (not being skilled dream-
  ers as Dragons are), Dragons have great
  power and influence there. If a mortal dies
  in his dreams, he dies in real life, too.
  Steel
  Steel is the metal of strength, and when a
  Dragon destroys steel, she steals its power.
  Basic
  For every Steel Hoard Point the Dragon
  destroys, she adds one die to any strength
  tests.
  Intermediate
  For every Steel Hoard Point the Dragon
  destroys, she adds two dice to any strength
  tests.
  Advanced
  For every Steel Hoard Point the Dragon
  destroys, she adds three dice to any
  strength tests.
  Stones
  Dragons use stones in a different way from
  metals; instead of melting them down and
  stealing their essence, Dragons eat stones.
  Sitting in her belly, she absorbs the power
  of the stone, condenses it down to its pri-
  mal energies, and then regurgitates it in a
  powerful spray of deadly damage.
  Dragons can swallow a number of similar
  stones, but they cannot swallow different
  stones. In other words, a Dragon can swal-
  low five diamonds, but not three diamonds,
  an onyx and a sapphire. A Dragon can
  swallow a number of stones equal to her
  Age x 3. After swallowing the stone, it
  must sit in her stomach for a day before she
  can regurgitate it.
  The strength of a breath weapon is based
  on the Dragon’s Gullet Trait (above). Add
  the strength of the stone to the Dragon’s
  Gullet Trait; the sum is the number of dice
  the Dragon rolls when she uses her breath
  weapon. For example, a Dragon has a
  Gullet of 2 and has eaten a Diamond.
  Diamonds have a Strength of 2, so Gullet
  (2) + Strength (2) = 4 dice rolled for the
  breath weapon.
  Diamond (2 Strength)
  When looking at a diamond, some may say
  it contains a tiny bit of frozen snow storm.
  They couldn’t be more right (silly mortals
  don’t even know when they’re right).
  Eating diamonds gives a Dragon her Frost
  breath weapon. If her attack is successful,
  she freezes anyone caught in the blast, turn-
  ing them to frozen statues. It’s just a matter
  of stomping on them after that…
  Emerald (3 Strength)
  In a Dragon’s gullet, emeralds munch down
  into a thick, sticky mist that clings to any-
  thing it touches. This mist is poisonous,
  causing almost certain and sudden death. If
  a mortal is caught in the cloud, he must roll
  a die; if it comes up even, he lives. If it
  comes up odd, he dies. This roll continues
  each round until the mortal dies.
  Opal (2 Strength)
  Opals are very rare and highly valuable to
  Dragons because they may substitute for
  any other stone’s effect. An opal always
  uses its own Strength rather than the
  Strength of the stone it is substituting.
  Onyx (1 Strength)
  When a Dragon eats onyx, she develops a
  black, boiling acid in her stomach. Any
  mortal so foolish to get in the way of her
  weapon is instantly melted.
  Ruby (4 Strength)
  Rubies in a Dragon’s belly make its most
  feared weapon: a cloud of blistering fire
  that can destroy anything in its path.
  Sapphire (3 Strength)
  Eating sapphires not only gives a Dragon a
  lightning breath weapon, but also makes
  her electrical to the touch. If she touches
  anything, it is struck with a lightning blast.
  The blast takes the form of bonus dice
  equal to the Strength of the lightning blast
  (Strength 3).
  Pearl (5 Strength) 
  In a Dragon’s gullet, pearls transform into a
  thick, pearly mist that puts foolish mortals
  to sleep until the next sunrise.
  Socks
  Dragons eat socks. They love to eat socks.
  If you eat a mortal’s socks, he becomes
  your thrall. He’ll do anything for you for
  the rest of his life. That’s it.
  CHAPTER 3
  CRUSHING
  FOOLISH MOR-
  TALS
  No matter how kind, generous, and sweet
  she may be, there are times that a Dragon
  just has to crush foolish mortals. The rules
  below are for doing just that.
  Combat Steps
  Now, we know about a Dragon’s patience
  tolerance, but in order to crush mortals, we
  must do it in steps.
  Step 1: Initiative
  Dragons always go first. Who goes next
  really doesn’t matter does it? If it’s a ques-
  tion about which Dragon goes first, an
  older Dragon always goes before a younger
  Dragon and a flying Dragon always goes
  before a non-flying Dragon. If two Dragons
  are tied in age, their actions are simultane-
  ous.
  Step 2: Dragon Movement
  After Initiative has been determined,
  Dragons may move. Because Dragons are
  so huge, they can move just about any-
  where on the board. A Dragon may choose
  “fly” as its movement, lifting itself into the
  air. Also, see Special Attacks, below.
  Step 3: Stomping
  Dragons get 3+Age attacks per attack
  opportunity (see below).
  5
  4
  
  Breath Weapon
  A Dragon using her Breath Weapon counts
  as three attacks.
  Left Claw
  A Dragon using her Left Claw counts as
  one attack.
  Right Claw
  A Dragon using her Right Claw counts as
  one attack.
  Tail
  A Dragon using her Tail counts as one
  attack.
  Teeth
  A Dragon using her Teeth counts as one
  attack.
  Wings
  A Dragon can use her Wings to cause a
  windstorm, stunning foolish mortals. A
  stunned mortal cannot take an action this
  round, but must spend it recovering.
  Step 4: More Movement
  Dragons may move again after attacking if
  they are flying. Foolish mortals may move
  now, too.
  Step 5: Pathetic Mortals Attack
  Mortals may now choose to attack – if they
  haven’t been squashed or terrified into pud-
  dles of whimpering pathetic slime.
  Step 6: Dragons Attack Again
  One more set of attacks for Dragons, if
  they wish.
  Special Attacks
  Each Dragon weapon has a special attack.
  A Dragon may use a weapon’s special
  attack in lieu of its normal attack. All spe-
  cial attacks count as two of a Dragon’s
  attacks during a combat round.
  Claws: Stomp
  Stomping not only crushes the mortals
  under your feet, but also knocks all the
  other mortals around you off their feet.
  Teeth: Swallow
  Instead of biting, you can swallow a mortal
  if you like. Swallowing the mortal heals
  one Wound.
  Tail: Swipe
  With a  swipe, a Dragon can knock a mor-
  tal all the way out of a fight… a clear mile
  away if necessary. The landing is not
  friendly.
  Puny Mortals
  Puny Mortals come in three varieties:
  Peasants,
  Nobility, and
  Heroes
  Peasants and Nobility are pretty much the
  same: you stomp or eat or burn them as you
  see fit. Heroes, on the other hand, are dan-
  gerous and must not be underestimated!
  Heroes can find your Weak Point. Some
  Heroes have even been known to…
  (ahem)
  … slay a Dragon or two.
  I know, I know, it’s difficult to believe, but
  it’s true! So, pay close attention. What you
  learn may just save your life one day.
  Peasants and Nobility
  These are pretty much the same thing
  except nobles are in charge. You can do
  with peasants as you see fit, but nobility
  think they have something to say every
  once in a while.
  When you stomp peasants, every pip on a
  die is one peasant you can effect. So, if
  you’re breathing fire and roll a 27 on your
  dice, you can effect 27 peasants with your
  fiery breath.
  When dealing with nobility, you can only
  count dice that roll evens. The total of the
  dice that roll evens is how many nobles
  you can effect. This is because nobles are
  uppity and don’t know their place, so your
  powers have less effect on them.
  Heroes
  Heroes are a different matter entirely. When
  you deal with Heroes, they have Traits like
  you do.
  Every Hero has a Hero Trait (usually from
  1 to 5). This is how many dice he rolls
  when he deals with you. Heroes also have
  Skills which are bonus dice they can roll
  under specific circumstances. For example,
  if a Hero has a Sword Skill 3, that means
  he can roll three additional dice when using
  his sword (that’s in addition to his usual
  Hero dice).
  When fighting Heroes, you only get to keep
  your even numbered dice (like nobles), but
  instead of counting pips, you just count the
  even-numbered dice. So, if you roll:
  1, 2, 2, 3, 5, 6
  … you count each die that rolled an even
  number as a success. So, you’d count the 2,
  2, and 6 for a total of three successes.
  Heroes roll their dice the same way, keep-
  ing only evens and counting the dice rather
  than the pips.
  Whoever rolled the most dice – Hero or
  Dragon – succeeds in what he was trying to
  do.
  Oh, Heroes also get a number of actions
  equal to their Hero Trait. So, a Hero with a
  3 Hero Trait gets three actions per round.
  Wounds
  Heroes and Dragons have Wounds. When
  you run out of Wounds, you are defeated.
  When a Hero runs out of Wounds, he is
  defeated.
  A Dragon has a number of Wounds equal to
  his Age + 10.
  A Hero has a number of Wounds equal to
  his Hero Trait + 5.
  When a Dragon attacks a Hero, he rolls his
  Attack and the Hero rolls his Defense. If
  the Dragon gets more successes than the
  Hero, the Hero takes a number of Wounds
  equal to the pips on the even dice. The
  same goes for a Hero attacking a Dragon.
  Defeating a Hero
  If a Dragon defeats a Hero, she is automati-
  cally gains one point of Age. Likewise, if a
  Hero defeats a Dragon, he gains one Hero
  Rank..
  5
  6
  
  CHAPTER 4
  NARRATOR
  ADVICE.
  NO DRAGONS
  ALLOWED!)
  The Many Ways to
  Burninate
  Dragon is a pure power game: a game
  about stomping. And chewing and other-
  wise messing with mortals who frustrate
  your day with their whining and crying and
  crops and cities. The game is really
  designed to accommodate the players’
  whims. “What do you want to do? You’re
  the most powerful creature in the world!
  Go have fun!”
  With that in mind, here are the different
  kinds of ways to play Dragon.
  Power Game
  Go run around with your keen Dragon
  powers and smash things. You can smash
  mortals, monsters, Heroes, or even other
  Dragons.
  Adventure Game
  As a Dragon, you have the ability to
  change into mortal form. You can walk
  around the kingdoms of men completely
  undetected – if you wish. Or, if you want to
  appear beautiful, angelic and perfect , you
  can do that, too. Have fun with the mortals,
  go out on adventures, and gather new treas-
  ure for your hoard.
  Political Game
  There are other Dragons in the world and
  the thing about Dragons is: the older they
  get, the more they want. As your neighbor
  Dragons get older, they’ll want more land.
  Yes, this means you. That means you’ll
  have to protect your land and your Hoard
  the best you can… even from Dragons
  much older than yourself.
  Does that mean you’ll have to recruit help?
  Yes, it does. You’ll have to find other
  Dragons who are just as young as you and
  surrounded by just as many older Dragons
  as you. Maybe you can protect each other.
  Or, maybe you can make a deal with a few
  Heroes to go up to that other Dragon’s lair
  and clear it out… even if they fail, they’ll
  steal weaken that Dragon up so you’ll be
  able to sweep in and take out what’s left.
  More Hero Rules
  While Dragons are pretty indescriminate
  about Heroes, believing they’re just like
  every other puny mortal, there are actually
  four different kinds of Heroes: Knights,
  Mages, Thieves, and Priests.
  Each kind of Hero has a number of powers
  he can invoke. A Hero can have one Hero
  Power per Hero Rank he has. Each power
  may only be used once per duel with a
  Dragon (or another monster).
  Knight Powers
  While knights appear big and bad (in all
  that armor), they’re really just puny mortals
  in pretty metal shells. However, armor does
  have its uses. Any Hero in armor gets to
  subtract the highest damage die from any
  attack. Armor can do this three times before
  its ruined and is no longer effective.
  Heal Thyself
  The knight heals all his Wounds.
  Mortal Blow
  The knight deals a double number of
  Wounds.
  Inspire Courage
  The knight rolls his Hero Trait and turns a
  number of Peasants into Nobility for a sin-
  gle Dragon attack. They don’t actually turn
  into Nobility, but your attacks affect them
  as if they were.
  Mage Powers
  Mages can use magic just like Dragons,
  just not as well. A Mage can use any of the
  magical powers (not breath weapons) listed
  above, but he can only use one kind of
  magic for every Hero Rank he has. For
  example, a Rank 2 Hero can use two kinds
  of magic. Mages must have both hands free
  and the ability to speak to use their magic.
  If they cannot do these things, their magic
  will not work.
  Priest Powers 
  Priests are a strange phenomenon on
  Shanri; they only just arrived, bringing
  their strange pantheon with them. Gods of
  Battle, Gods of Love, Gods of Wisdom…
  as if Dragons weren’t enough for these
  puny mortals to worship! Priests have some
  powers, but they also have the same armor
  rules as Knights (see above). A priest’s
  armor only takes two hits before it is
  ruined.
  Healing Hand
  A priest can heal a number of Wounds
  equal to his Hero Rank.
  Turn Undead
  A priest can turn away walking corpses
  summoned by necromancy. He rolls a num-
  ber of dice equal to his Hero Rank; the sum
  of the dice is the number of undead turned
  away.
  Divine Protection
  A priest can protect a number of Heroes
  equal to his Hero Rank from one attack.
  This effect requires that he hold up his holy
  symbol and call upon the power of his
  Gods. If he cannot do these two things, the
  power will not work.
  Thief Powers
  In many ways, thieves are the most danger-
  ous kind of Heroes: they can steal from
  your Hoard without you ever knowing its
  gone.
  8
  7
  
  Cunning Escape
  The Hero may make a daring and unex-
  pected escape. This will take many differ-
  ent forms, but it will always involve him
  escaping your wrath a moment before you
  deal a crushing blow. (In other words, if the
  Hero is about to be defeated by a blow, he
  can use this power to escape by some unex-
  pected means.)
  Move Silently
  The Hero can move without being seen.
  This power remains active until the Hero
  picks something up or speaks.
  Find Weakness
  This is the most dangerous power a Hero
  can have. He can look upon a Dragon and
  find a weak spot in the Dragon’s defenses.
  Once he uses this power, he can tell other
  Heroes about it.
  A Hero can invoke a Dragon’s weakness as
  if it was one of his powers (he can do it
  once and it counts toward his total Hero
  Powers for the day). Once a Dragon’s
  weakness has been invoked, the very next
  hit the Hero makes on the Dragon (if his
  attack hits) causes Wounds as if the Dragon
  was a noble. For example, if a Hero
  invokes the Dragon’s weakness and suc-
  ceeds on his next attack roll, he counts all
  his evens together and adds up the values
  on the dice. The total sum is the number of
  Wounds the Dragon takes.
  CHAPTER 5
  LAST WORDS
  Okay, I lied. There is a Chapter 5.
  Dragon is one of the simplest games I’ve
  ever designed. I still think it’s a little too
  complicated in parts, but it does what it’s
  supposed to do: give Dragon fans unlimited
  power to do what they want. If you need
  more rules for Dragons, go check out
  Dungeons & Dragons. They’ve got thou-
  sands of pages of rules. Hope you have fun.
  In the meantime, go stomp some mortals,
  burn down their houses, and eat their socks.
  And Danielle: I miss you.
  Take care,
  John
  9
  i
  DDrraaggoonn
  A Little Game for Little Dragons
  Age (5 Points per Rank)
  Armor (2 Points per
  Rank)
  Awareness (1 Point per
  Rank)
  Claws (1 Point per Rank)
  Gullet (2 Points per
  Rank)
  Wounds (5 + Age)
  Socks Eaten
  Hoard (3 Points per Rank)
  Lair (1 Point per Rank)
  Shape (1 Point per Rank)
  Tail (1 Point per Rank)
  Teeth (2 Points per Rank)
  Wings (3 Points per Rank)
  Hoard
  
  Remember the Boogie Man?
  He remembers you.
  Remember Bloody Mary?
  She still waits in the mirror.
  Remember the Monster Under the Bed?
  He waits for your foot to fall off.
  And there’s more. So many more. 
  Monsters you’ve never seen.
  But they’ve seen you. They know you very, very well.
  They know your name.
  And the only thing standing between them and you...
  ... is Mister Whiskers.
  Cat
  A Little Game About Little Heroes
  l
  by
  John Wick
  Hoard Gold!
  Burn villages!
  Scare villagers!
  Eat Their Socks!
  There’s nothing better 
  than being a Dragon!
  Dragon is a little roleplaying game for at least two players of
  just about any age. The system is fast, easy and simple with
  enough depth to keep the adults interested and enough good-
  hearted fun to keep younger players occupied for hours.
  If you are looking for a younger player’s 
  first roleplaying game, this is it.
  Brewed at the Source!
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 6-8 (Attention Span of 1-2 hours, Can count over 20, Understands basic addition & subtraction, Beginning readers)/Dragon.pdf