============================================================================== Dragon Dice Terrain Rules 09/12/96 ============================================================================== by Stephen D'Angelo (dangelo@crystalkeep.com) ------------------------------------------------------------------------------ Major Terrain Rules ------------------------------------------------------------------------------ Basics: - The major terrain dice are the large (22 mm) 8 sided dice. - The faces on each terrain die are numbered from 1 to 8 and each face features an icon (such as melee, missile, or magic). These action icons determine, abstractly, the distance between armies at the terrain and the type of action they can engage in. - There are four terrain types--Coastland (blue/green), Flatland (blue/gold), Highland (gold/red), and Swampland (green/gold). The Eighth Face: - When you maneuver a terrain to its eighth face, you capture that terrain. - The eighth face of each terrain die features a special location icon, which comes into play once an army captures that die and remains as long as they control it. - If a terrain that has been maneuvered to the eighth face is ever abandoned by the capturing army, or if all units in the capturing army are ever killed, the terrain immediately turns back to the seventh face and all eighth face advantages cease. - The advantages that control of the eighth face confers are: 1. When rolling for saves, all save results are doubled. 2. When rolling for manuevers, all maneuver results are doubled. 3. The army can use melee, missile, or magic as it sees fit, but enemy armies at the terrain are restricted to only melee attacks. 4. The controlling army may make use of the special eighth face icon. City Icon: - If your army controls a terrain with this icon, at the beginning of your turn you can "recruit" a 1-health unit or "promote" a unit in the controlling army. - To recruit a 1-health unit, take a common unit from your dead unit area and place it in the controlling army. (If you have no common units in your dead unit area, you can't recruit.) - To promote a unit, trade it with a unit in your dead unit area. The trade must be with a unit of the same race that's worth 1 health point more than the "live" unit. for example, a common Dwarf can be promoted to an uncommon Dwarf. Rares (3-health units) can be promoted to monsters (4-health units) Standing Stones Icon: - If your army controls a terrain with this icon, it can cast magic of the terrain's color--even if it contains units that can't normally cast that color of magic. However, if the unit doesn't match a color in the terrain die, it can't double its magic results when it rolls ID icons. Temple Icon: - If your army controls a terrain with this icon, the army is immune to death (black) magic cast by opposing armies. Also, at the beginning of your turn, you may force another player to bury one of his dead units. The targeted player chooses which of his units to bury. - Since summoning a dragon to a terrain does not target a specific army, a black dragon may still be summoned to a terrain with a Temple icon. Tower Icon: - If your army controls a terrain with this icon, it can shoot farther than normal. Missile fire from this icon can read any terrain in play. It cannot target reserves. ------------------------------------------------------------------------------ Minor Terrain Rules ------------------------------------------------------------------------------ Basics: - The minor terrain dice are the small (10 mm) 8 sided dice. - Minor terrain dice represent lesser objectives for an army to capture at a particular terrain while trying to secure the terrain itself. These dice do not count toward victory, but they can help achieve that goal. - A player can bring up to four minor terrain dice to a game. Until brought into play, they are kept near the dead unit area. - Each time an acting army successfully manuevers, the army's owner may set a minor terrain in the army instead of turning the major terrain a step. Minor terrains must match the major terrain that the army is currently at (Flatland to Flatland for example). An army can contain only one minor terrain. - Immediately upon adding a minor terrain to an army, roll the minor terrain and modify the army's actions accordingly. - Each time the army's owner spends a march on an army containing a minor terrain, that minor terrain is rolled before any manuever action is attempted and its result is applied to the army. The result stays in effect until another march is spent on the army. - If the army containing a minor terrain captures the major terrain or moves to another major terrain, the minor terrain is removed from play. - When all of an army's units move to reserves or are destroyed, any minor terrain die in that army is removed from play. - If minor terrains are removed from play, they may not return. Action Icons: - ID: The ID icon on the minor terrain allows the owning army to conduct melee, missile, or magic as the owner desires, -or- it doubles the army's maneuvers and saves. Immediately after the ID icon is rolled, the army's owner decides which effect will remain until the minor terrain is rolled again. - Magic, Melee, and Missile: These icons on the minor terrain allow the possessing army to conduct magic, melee, and missile actions even when the major terrain is set on another action. The army can choose to act either as the major or minor terrain dictates. - Double Maneuvers: This icon allows the possessing army to double its maneuver rolls as long as this face is in effect. - Double Saves: This icon allows the possessing army to double its save rolls as long as this face is in effect. - Flood: All one-health units in the owning army drown and are sent to the dead unit area. The minor terrain is removed from play. - Landslide: The owning army instantly takes damage equal to its number of units (not health). Roll the army; each manuever result negates one point of damage. The minor terrain is removed from play. - Lost: The owning army losts the remainder of its current march. It may neither maneuver nor take an action. The minor terrain is removed from play. - Revolt: The owning army must make a roll. All units that roll a maneuver or ID result are immediately sent to the reserves. The minor terrain is removed from play. ------------------------------------------------------------------------------