Dragon Egg Traders guide: towns, prices, poachers and reaching 100,000 gold
Updated 1 November 2026
Dragon Egg Traders is a buy-low, sell-high trading game. You start in Emberfall Village with 1,000 gold, a satchel that holds ten eggs and one spell, and the goal is to reach 100,000 gold by trading eggs between six towns. Every trip takes a day and reshuffles every market, and poachers wait on the roads. This guide explains how prices are set, where to buy and sell, and how to keep your eggs when a poacher blocks the road.

The basics
- Each day, a town's market offers 10 of the 14 kinds of egg, each at its own price.
- You can only sell an egg in a town that is trading it that day. If the egg is not on today's list, you cannot sell it there.
- Travelling to another town takes a day and generates a fresh market there. Prices do not change while you stay put.
- You win when your gold reaches 100,000. You can keep trading after that if you like. The game saves after every action.
The eggs
Eggs come in four rarities. Each has a usual price, and a market price can swing well above or below it:
- Common (usual price 60 to 85 gold): Stone, Moss, River, Ember and Breeze.
- Uncommon (260 to 360): Frost, Spark, Shadow and Crystal.
- Rare (720 to 980): Moon, Storm and Ancient.
- Legendary (2,600 to 3,400): Celestial and Voidfire. When one appears for sale, the game announces it.
Each price in a market carries a badge comparing it with that egg's usual price: GREAT PRICE below about two-thirds of it, CHEAP, FAIR, PRICEY, and STEEP above about 1.4 times it. Buy on GREAT and CHEAP, sell on PRICEY and STEEP. The Market Ledger upgrade adds the usual price and the trend to every stall.
The six towns
- Emberfall Village: Ember Eggs are common and cheap, Spark Eggs a little cheaper than elsewhere.
- Frostmere: cheap Frost Eggs, and Breeze Eggs a little cheaper.
- Verdant Grove: cheap Moss, River and Stone Eggs.
- Stormpeak: cheap Spark, Storm and Breeze Eggs, with rare eggs appearing a little more often.
- Moonlit Marsh: rare eggs appear much more often, and Shadow and Moon Eggs are cheaper.
- Dragonspire City: every price is about a quarter higher than elsewhere, and rare and legendary eggs appear more than twice as often. The best place to sell, and the worst place to buy.
The simplest profitable loop: buy an egg cheaply in the town that specialises in it, then sell it in Dragonspire or wherever it shows PRICEY or STEEP. Because ten of the fourteen kinds are on sale in every town each day, you will usually find a buyer.
Market events
On a little under half of all days, an event changes prices for the town you arrive in. Cold winds more than double the price of Frost Eggs; the Dragon Festival doubles Ember Eggs; storm season raises Storm and Spark Eggs; Hatching Day raises the rare eggs; collectors push up Ancient Eggs. Others push prices down: a flood of Crystal Eggs, a twin full moon for Moon Eggs, a shadow veil for Shadow Eggs, or quiet roads that make every common egg cheap. A wandering wizard sometimes leaves you three Arcane Shards.
A rising-price event is a selling day for whatever it names. A falling-price event is a buying day.
Upgrades
- Bigger Egg Satchel: 15 eggs for 400 gold, then 20 for 1,200, 30 for 3,500 and 40 for 9,000. The most important upgrade in the game, because profit per trip is profit per egg times eggs carried.
- Market Ledger (250): shows usual prices and trends. Cheap, and it makes every decision easier.
- Reinforced Caravan (300, 1,000, 3,000): poachers take one fewer egg per snatch at each level.
- Merchant Charm (600, then 2,500): 5% and then 10% off every purchase. The saving is yours once you sell somewhere else or on another day; a stall buys back eggs it sold you today only at what you paid.
- Arcane Shield (800): 15% better odds of escaping poachers, and your first spell in each encounter is stronger.
- Dragon Compass (1,500): rare and legendary eggs appear in markets 60% more often.
A sensible order: the Ledger and the first satchel straight away, then satchel levels as you can afford them, with the Caravan once you are carrying eggs worth protecting.
Poachers
When you arrive somewhere carrying eggs, there is a chance a poacher blocks the road: one in five early on, rising slowly to nearly one in three. With an empty satchel you are never stopped.
An encounter lasts up to five rounds. Each round you act, then the poacher tries to snatch one or two eggs (more later in the game, less with the Reinforced Caravan). The poacher's nerve is shown as a row of pips. Bring it to zero and they flee empty-handed, leaving gold and a few Arcane Shards behind, and sometimes a rare egg. Last all five rounds without breaking them and they leave with whatever they took.
- Defend: usually (six times in ten) blocks the next snatch. It does not lower their nerve.
- Escape: a little better than even odds of getting away clean. If it fails, you lose an egg on the spot, and the poacher still takes their turn.
- Bribe: 12% of your gold (at least 50) ends it at once. Fine early on, expensive when you are rich.
- Spells: the only thing that lowers nerve. Each spell can be cast once per encounter.
Spells
Spells are bought with Arcane Shards in the Spellbook. You start with Spark Shield and three shards. Shards come from beating poachers, from the wizard event, and now and then from the road itself.
- Spark Shield (start): blocks the next snatch.
- Wind Burst (10 shards): knocks off two nerve, and sometimes stuns them for a turn.
- Stone Barrier (15): one nerve, and blocks the next snatch.
- Sleep Mist (25): one nerve, and they skip their next turn.
- Dragon Roar (40): three nerve.
- Phoenix Flash (60): two nerve, blocks the next snatch and drops a shard.
- Celestial Ward (100): three nerve and blocks two snatches.
Poachers start with three to six nerve, and more as the days go on. Two or three good spells in one encounter usually break them, which pays back in shards and gold. Buy Wind Burst first, then save for Dragon Roar.
A route to 100,000
- Early days: buy the cheapest commons and uncommons showing GREAT or CHEAP, sell them a town or two later on PRICEY or STEEP. Buy the Ledger and the 15-egg satchel as soon as you can.
- Middle game: move up to uncommons and rares, where the gaps between cheap and steep are hundreds of gold per egg. Visit Moonlit Marsh to buy rares and Dragonspire to sell them.
- Late game: with a big satchel, a single good trip with rares or a legendary or two can make tens of thousands. That is also when a poacher hurts most, so carry spells, and consider bribing rather than gambling a full satchel on an escape.
When you win, the game shows how many days it took and offers to record your score with three initials on the hall of fame.
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