Hatch Raise Train

Hatch Raise Train

Colin McDonnell, Robyn Lesh, Kyrie Caldwell

A bright dawn breaks, and the shadows cast by great, leathery wings above cross your path. You breathe quickly in the frosty morning air, a grin crawling across your face. Today you have received your dragon egg. Today you will embark upon your tasks as dragon hatcher, raiser, trainer, master. Today is the day, and it feels like no other.

Your neighbors too clutch their new eggs. It is a point of pride that you will train your dragon to flight and fullest before others train theirs. With coins in your pocket and more than a bit of luck, your pride will be your family’s as well when your dragon takes to the skies, where it truly belongs. Your excited grin morphs into a mischievous smirk. You can already imagine the set of your neighbors’ jaws when they see your dragon in its triumph.

It is time, it would seem, to begin.​


1+ 6-sided die
75-square grid (the board), divided into 3 sections of 25 squares each
HRT item cards
HRT event cards
character pieces
money pieces or chips

How to Play

Every young trainer is racing to be the first to fly their dragon. There are three steps that must be completed before it is possible to fly a dragon: Hatching, Raising, and Training, representing 3 phases in the dragon’s life. Each player must move 25 steps forward to complete each phase.

Turn Structure
Each turn consists of three parts: the “money roll”, a “purchasing phase”, and the “progress roll”.

  • The money roll is a roll of a normal 6-sided die, which determines the amount of money units the player receives that turn. Money can be represented with pieces or chips at the discretion of the players.
  • The purchasing phase is the step where a player can spend money on items or multipliers.
  • The progress roll is a roll of one (1) or two (2) normal 6-sided dice (depending on the phase the player’s dragon is in) which determines how far a player moves forward on the board (corresponding to how far they advance through that phase of the dragon’s growth). The roll can be affected by items (which add or subtract a constant value) or multipliers (which multiply the roll by some factor). Multipliers are applied before items in all cases.

Items cost $3 each. Once purchased, the player draws an item from the item deck. Each item has an effect, which is a number between -4 and +4, which can be used to augment one’s own progress roll or to subtract from another player’s roll. Items must be used after the progress roll of the person to whom they are applied. Up to three items can be held by a player at one time in their “inventory”.

Multipliers cost more than items ($6 for 2x and $9 for 3x), and can be used to multiply a user’s progress roll by some factor. Up to three multipliers can be held by a player at one time. Multipliers must be played before the progress roll of the person to whom they are applied.

Differences between phases
The game accelerates over time as the dragon grows in size and intelligence.

  • In the Hatching Phase, the progress roll uses a single 6-sided die.
  • In the Raising phase, the progress roll uses two (2) 6-sided dice.
  • In the Training phase, Event Cards are introduced. These are random events that happen to the dragon during the dangerous training process. At the end of every player’s turn, they draw from the Event Card pile and follow the instructions on the card.

The game ends when a person gets through all three phases (all 75 squares on the board) and finally flies their dragon!