============================================================================== Dragon Dice Dragon Rules 09/13/96 ============================================================================== by Stephen D'Angelo (dangelo@crystalkeep.com) ------------------------------------------------------------------------------ Dragon Rules ------------------------------------------------------------------------------ Basics: - Dragons are the large (22mm) 12 sided dice. They come in all 5 colors. They also come in two variants, the Wyrm and the Drake. - You must bring 1 dragon to any battle, plus one additional dragon for each 25 health in your armies. - Dragons are summoned using magic (a 7 point spell of the appropriate color) and are sent to a terrain. - Dragons are not units and cannot be part of any army. Dragon Attack: - Whenever a single dragon and an army are at the same terrain, a dragon attack occurs. - Combat with a dragon happens at the start of each player's turn and occurs before the normal sequence of events in a turn. - The attack is after any spells which expire at the end of the previous turn or the beginning of this turn actually expire. - Dragons attack all armies, regardless of who summoned them or who owns the die. - The owner of the dragon rolls the die and checks the action icon to resolve the icon. If damage is dealt, the army gets a chance to save against it next. - After the dragon has rolled, the acting player rolls his army to determine the effect--if any--on the dragon. The army's owner chooses either melee or missile results (whichever are higher) to inflict on the dragon, and all saves defend against damage inflicted by the dragon's attack. ID icons can be used as melee, missile, or save results as the army's owner desires. - Each dragon has 5 health and 5 automatic saves (except when its belly icon comes up). Therefore it takes a total of 10 damage to slay a dragon (or only 5 when it rolls a belly icon). - If an army slays a dragon, it may promote as many units as possible. (Trade each unit for a dead unit of the same race but worth 1 health more. Rare 3-health units can be promoted to monsters.) All promotions occur simultaneously. Action Icons: - Belly: The dragon's 5 automatic saves don't count during the attack. In other words, 5 point of damage will slay the dragon this turn. - Breath: Against armies, the dragon breath effects are based on the dragon's color (see below). Like spells, the effects of any dragon breath are resolved immediately (before the acting army responds to the dragon's attack). - Claws: A dragon's claws inflict 5 points of damage on an army. - Jaws: A dragon's jaws inflict 10 points of damage on an army. - Tail: The dragon's tail inflicts 3 points of damage on an army. Furthermore, the dragon immediately rolls again, applying the new results. This continues until something other than a tail icon comes up. - Treasure: After the attack is resolved, one unit in the target army may be promoted. This icon is found only on Wyrms. - Wing: After the attack is resolved, the dragon flies away. (Return it to its owner's dead unit area.) This icon is found only on drakes. Breath Weapons: - Black -- Disase: All units in the target army are rolled; any that roll ID icons are killed and buried. - Blue -- Paralysis: Ther target army can only roll for saves until the beginning of the owning player's next turn. Thus it cannot roll for missile or melee results agains the dragon that turn. - Gold -- Turn to Stone: Five units from the target army are killed unless they can generate save results. Each unit must be rolled individually, and each needs to generate a save result. The army's owner chooses which units are targeted. - Green -- Frost: All rolls made by the target army (or any individual units in that army) are halved (rounded down) until the beginning of the owning player's next turn. - Red -- Flame: Five health-worth of units from the target army are killed and buried. The army's owner chooses which units are left. Dragon vs. Dragon: - When dragons of different colors are in the same terrain, they attack one another rather than the acting player's army. Each dragon's owner chooses another dragon as a target. All dragons are rolled simultaneously and the results are applied. Any breaths rolled negate the 5 automatic saves until the end of the acting player's next turn. - If there are multiple dragons of different colors, they attack each other. In such cases, dragons of the same color team up against a dragon of a different color. - If multiple dragons of the same color are in the same terrain, they attack the acting player's army at the same time. An army attacked by multiple dragons may count its melee results against one and its missile results against another, possibly killing both with the same roll. ------------------------------------------------------------------------------ Dragonkin Rules ------------------------------------------------------------------------------ Basics: - Dragonkin come in common, uncommon, and rare sized 6-sided dice. They are available in all 5 colors. - For every full 3 points of other units a player brings to a game, he is allowed (but not required) to bring one point of dragonkin. - Dragonkin are not in an army before play starts. Like dragons, they are summoned into play by magic; they cannot be summoned into reserves. Once summoned, dragonkin act as a normal part of the army. - Dragonkin have armored skin, giving them automatic saves equal to their health. These apply to the army's and the dragonkin's own save rolls. - Killed dragonkin do not go to the dead area. They are removed from play until summoned again. - Dragonkin are not included in any rolls for missile or magic. - Dragonkin cannot leave the terrain to which they are summoned. - Any army cannot consist solely of dragonkin. If all other army units are killed or leave the terrain, the dragonkin are removed from play until summoned again. - Dragonkin cannot weild magic items or artifacts and do not count for the one-to-one unit-to-item ratio. - Dragonkin will not battle dragons of their own color. During a dragon attack, the dragonkin are not rolled, and their saves do not apply. However, they can be chosen as casualties during the attack. Action Icons: - Maneuver and Melee: Same as for normal dice, they count as the appropriate number of maneuver or melee results. - Belly: Whenever a belly icon is rolled on a dragonkin unit, it loses its automatic saves for its armored skin during this action. - Breath: In melee attacks, dragonkin units can breath clouds of gas which act like dragon breath, but they have a less powerful effect. (See Below) Breath Weapons: - Black -- Disease: One nonmonster unit in the target army must roll its ID icon to avoid being killed and buried. The army's owner chooses which unit it targeted. - Blue -- Paralysis: One unit in the target army can roll only for saves until the end of its next tur. The army's owner chooses which die is targeted. - Gold -- Turn to Stone: One unit from the target army is kiled unless it can roll a save individually. The army's owner chooses which die is targeted. - Green -- Frost: One unit in the target army halves its roll results (round down) until the end of its next turn. The army's owner chooses which die is targeted. - Red -- Flame: One unit from the target army is killed and buried. The army's owner chooses which unit dies. ------------------------------------------------------------------------------