Mortals are especially powerful, so players often maneuver to trigger their mortals' special power. After the first card in the round is played, players play cards in clockwise order. If the value of the card is less than or equal to the one played before it in the round, it triggers. Otherwise, it does not. The highest dragon in a given round determines the leader of the next round. The first card played in every round always triggers. Most gambits end after three rounds, though occasionally a tie extends it to four or more rounds. In either case, the strongest flight (sum of the values of each player's three cards) wins. Additionally, special flights (color or strength) allow players to earn extra gold or cards. Players must buy cards from the deck if they run out of cards. The cost of new cards is determined randomly by flipping the top card of the draw pile; the player pays its cost in gold. This commonly happens, since replacing cards can be difficult. The game ends when one player's hoard runs out at the end of a gambit. Optional alternate endings are also suggested in the rules. With few exceptions, each dragon has a strength and a color. A dragon's strength is shown in the top-left and bottom-right corners of the card. The color of the dragon determines its alignment and powers:   Only dragons count in special flights but house rules can allow three mortals to be played as a color flight called a fellowship. Bahamut also has a normal power that triggers like the power of any regular dragon. Dracolich: strength 10 and colorless. Mortals are non-dragon cards, such as The Thief or The Druid. Mortals do not count in special flights but house rules can allow three mortals to be played as a color flight called a fellowship. The game's strategy centers on correctly estimating the value of one's hand in order to ante appropriately. The order of play is important, with prominent advantages going to the first player (whose card always triggers) and the players who get to play later in the round. It is particularly important to plan one's order of play in a gambit. For example, players with weak hands should ante low and seek to steal as much gold from the stakes and other players as possible, generally by playing low-strength dragons. Also, playing strength and color flights, even if they are not successful in winning gambits, can be effective at gaining gold. Players with high strength cards should not hesitate to ante high and make a play for the stakes.