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- Playing InterplayÆs Dragon Dice
-
- Introduction
-
- Dragon Dice is a strategy game based on TSRÆs original tabletop game which
- uses dice to represent army units in a battle to take and maintain control over multiple
- terrains. Each die in an army (referred to as a æunit dieÆ) has six faces. Each face of a unit
- die is inscribed with various icons representing the dieÆs identity, melee, missile, magic,
- and maneuvering skills. Based on the rolling of groups of these unit dice, the outcomes
- of battles and engagements to control terrains are determined. There are also dice
- representing dragons. These dice have twelve sides, and can be brought into play through
- the casting of magic. Finally, there are terrain dice. These dice, each with eight faces,
- represent the terrains that the players will be fighting to control. The eight sides of a
- terrain die are marked with a number (1 through 8), indicating how close the battling
- armies are to the ultimate goal of any terrain die, the 8th Face. When an army maneuvers
- a terrain die to the 8th Face, it receives bonuses to its attack, defense, and maneuvering
- capabilities, as well as other special skills.
- The goal of the game is for your armies to maneuver two terrain dice to the 8th
- Face. The game is won immediately when the second 8th Face is attained. Alternatively,
- if all of your opponentÆs armies are destroyed, you also win the game. As you attempt to
- maneuver to the 8th face of a terrain die, your opponentÆs armies can try to counter-
- maneuver the die to keep you from attaining you goal. Once you have an 8th Face,
- however, it is not yours to keep. Your opponent can still wrest the terrain from your
- grasp if they can muster enough troops to maneuver the terrain back down to a lower
- face.
-
- Description of Dice Representation in InterplayÆs Dragon Dice
-
- In conversion of Dragon Dice to a computer game, we have the opportunity to
- represent the dice in a different way than TSRÆs original version. Unit dice and dragons
- can be represented as animated characters, and terrains can be represented by pictures of
- coastlines, mountain ranges, and swamps. In keeping with the TSR game, however, each
- representation that we use in our computer version of the game is still bound to itÆs
- original dice roots through a 3D die viewer available on a number of screens in the game.
- If a user wants to know exactly what a particular animated figure is, or what it can do,
- they can simply click on the figure, and the die it represents will appear in the die viewer.
- More information on this appears later in the document.
- On the Strategy Screen (described below), characters are represented in the
- following way: An animated figure represents the race of the unit (Coral Elf, Dwarf,
- Goblin, Lava Elf), and an iconic class identifier stands next to each unit. There are five
- kinds of class identifiers: A large sword (Heavy), a smaller sword with an ornate handle
- (Light), a spear with a trident-like fork (Missile), a lance (Cavalry), and a magic staff
- (Magic). On the class identifier there is also a flag with a number between 1 and 3 on it
- indicating the point value of the unit. Using these three pieces of information and the 3D
- die viewer the user will be able to identify the units in their armies.
-
- Playing the Game
-
- After watching the introductory movie, click the æNew GameÆ button on the image
- of four dragons in a tavern. This will bring you to the Setup Screen where you can begin
- to organize a game of Dragon Dice.
-
- Setup Screen
-
- This screen is split into two major portions: The player portraits, and the
- information window. The player portraits reside on the left side of the setup screen, and
- will eventually be filled with information pertaining to the people who will be playing the
- game, including their chosen battle legion and name. The information window on the
- right side of the screen encompasses all of the menu options and various other functions
- that will be discussed later. Upon entering this screen, the information window has four
- menu options: Local, Remote, Tutorial, and Cancel.
-
- Local: Click this option to begin a game of Dragon Dice that will take place only on this
- machine. This option will bring up a sub-menu asking whether the player would like a
- Standard, Tournament, or Campaign game. A Standard game is a straight-forward
- session where each player gets to formulate a battle legion of up to 300 points made up of
- any dice they wish that are available in the Dragon Dice world. A Tournament game is
- somewhat like a tournament game of many collectable card games, in that the user is given a
- random group of dice from which they must build their battle legion. In this case, of
- course, the player must make the best of whatever they have received. A Campaign game
- is a series of sessions that must be played in sequence. You will act as a War Leader of the
- chosen race, fighting a group of increasingly difficult battles. The goals of these
- campaigns are not simply to control two 8th Faces, as is the case with the Standard game.
- The General may be called upon to hold a terrain at the 1st Face for five turns straight, or
- to defeat three dragons who are plaguing the countryside. This offers variety from the
- standard game.
-
- Remote: Remote games are not available in the Demo version of Dragon Dice.
-
- Tutorial: Tutorial movies are not available in the Demo version of Dragon Dice.
-
- After choosing to begin a game (weÆll use a local standard game as an example), you will
- be presented with some changes to the player portraits and information screen. You will
- notice that the top two player portraits are now filled with default human players. You
- can changes the names of these players by editing the Player Name line immediately beneath the
- portraits. Using the left and right arrows adjacent to each of the portraits, you can modify
- the playerÆs race. This will not particularly affect the game except to alter the image
- used to represent the dice rolling arm during combat (more on this later). Using the
- arrows, you can also change a player portrait to an AI player. All AI players will display
- a small computer icon next to the portrait. Finally, if a slot is going to be empty, use the
- arrows to fill the portrait with the picture of cobwebs and the word "None". Set up the
- game to your liking with local and AI players. Please note that in the Demo version of Dragon
- Dice, the game is restricted to two players. Now you are ready to create a battle
- legion. Next to each portrait is a gold symbol which looks like a compass and square.
- This is the Guild Hall symbol. Clicking this symbol will take you to the Guild Hall
- where you can build a battle legion for that player. Read the section "Guild Hall" for
- information on how to do this. Please note, the Guild Hall is not available in the Demo version.
- The information window will now look different as well. You will see what looks
- like a list of names an numbers. This list is composed of pre-built battle legions which
- are available for use. If you wish to use a pre-built battle legion rather than build your
- own, click and drag one of the battle legions onto the portrait of the player to whom you
- wish to assign the battle legion. The name and size of the battle legion will appear next to
- the player portrait. After dragging the army, you can then see what is in the battle legion
- by clicking on the Guild Hall symbol. You may then edit the battle legion if you wish.
- When you are finished choosing a battle legion you are ready to begin the
- game. Please note, in the Demo version you must assign a battle legion to any AI players in the
- game. In the Full retail version, the AI players can formulate their own battle legions. In order
- to begin the game, click on the crossed axe "Go To War" icon underneath the information window.
-
-
- Guild Hall
-
- PLEASE NOTE: The Guild Hall is not available for use in the Demo version of the game, but
- since it contains important descriptions of army composition it is retained in this document.
-
- The Guild Hall is used to create, modify, save, and load battle legions. The screen
- consists of four parts: The Race Selector, the Die Pool, the Battle Legion area, and the
- Information area. The Race Selector lies across the top of the screen. It is a series of
- buttons which indicate different kinds of dice, including all of the standard races, terrains,
- dragons, and groups of "Kicker Packs" which are add-on packs of dice that will eventually be
- added to our version of Dragon Dice at a future date. By clicking on one of
- the buttons in the Race Selector you will change the dice that appear in the Die Pool on
- the left side of the screen.
- The Battle Legion area consists of the three list boxes in the middle of the screen
- and the three slots in the upper-right side of the screen. The list boxes in the middle
- represent the three main components of any battle legion, the Home army, the Horde
- army, and the Campaign army. These three armies will be placed around the playing
- field when the game is begun, giving you a presence on a number of terrains at the start
- of the game. The three slots in the upper-right will hold, from top to bottom, the Home
- Terrain, the Frontier Candidate, and the dragon(s) brought into the game by the battle
- legion. Finally, there is the Information area in the lower-right portion of the screen.
- This area contains buttons for loading and saving battle legions, as well as returning to
- the Setup Screen. Immediately below the buttons is a small text area. When a die is
- highlighted in the Die Pool, information about that die appears in this area. In addition,
- when a die is dragged into one of the Battle Legion list boxes, this area will display a
- breakdown of the percentage of units in the Home, Horde, and Campaign. The bottom region
- is the 3D die viewer. When a die is highlighted in the Die Pool, a 3D representation of
- the die appears in this area. By using the mouse, you can click and drag the 3D die around
- in the viewer to see what kinds of icons are available on the faces of the die. This helps
- in deciding what dice to include in the battle legion.
- To build a Battle Legion, drag and drop unit dice from the Die Pool into the
- middle list boxes. The unit dice you should be using are from the first four buttons in the
- Race Selector: Coral Elves, Dwarves, Goblins, and Lava Elves. After filling the army
- boxes, we need to choose a Home Terrain and a Frontier Candidate. By clicking on the
- Terrain button in the Race Selector (the one with the rocky looking cave next to the
- dragons), you will see all of the terrains available in the Die Pool.
- Every player in the game will choose a Home Terrain for their battle legion. The
- Home Terrain is where the Home Army will begin the game. This terrain will generally
- be one that will positively benefit the Home Army according to the rules set out in the
- TSR version of Dragon Dice. For instance, Goblins double their maneuver results on
- Swampland, so if you have a mostly Goblin home army, you will probably want a
- Swampland for your home terrain. Drag and drop a terrain into the Home Terrain box.
- Each player will also choose a Frontier Candidate for their battle legion. The
- Frontier Candidate is different from the Home Terrain in that it is not guaranteed to be
- used in the game. When the game begins, a roll is made to determine who goes first.
- Whoever goes first will also have their Frontier Candidate used in the game. All of the
- other playersÆ Candidates will be thrown out. Drag and drop a terrain into the Frontier
- Candidate box.
- Finally, there is the Dragon box. Each battle legion will be able to bring in at
- least one dragon into the game, depending on the size of the game that will be played.
- Click on the Dragon in the Race Selector to show all available dragons in the Die Pool.
- Drag and drop a dragon into the Dragon box.
- Once your battle legion is built, click the Return to Setup button (The U-turn shaped button)
- to return to the Setup Screen. You will be asked if you want to save the battle legion.
-
-
- Campaign Screen
-
- After clicking on the "Go To War" icon on the Setup Screen, the game will begin.
- The Horde armies of all players will be rolled to determine who goes first, and the
- Frontier Candidate of the winner of the roll will automatically be used as the frontier.
- Each playerÆs Home Army will automatically be placed on their Home terrain. If a game
- of three or more players is being played, everyone must place their Horde and Campaign
- armies. When an army must be placed, it will appear in the lower-right portion of the
- screen as a flag of that player's color. All legal terrain on which you may place this army
- are marked by a bullseye icon on the Campaign screen. Drag and drop each army onto a legal
- terrain. All players will be asked to do this in sequence, and when all armies are placed
- a dialog box will pop up indicating whose turn it is.
- By running the mouse over the campaign screen you will see that various pieces
- of the map become highlighted. Click on any of the highlighted areas to travel to that
- location. When it is your turn, you will want to click on one of the terrains on which one
- of your armies resides. The color of your army flags is indicated at the bottom of the
- screen next to your player name.
-
- Strategy Screen
-
-
- After clicking on a terrain on the Campaign screen, You will be taken to the Strategy
- Screen where most of the game will take place.
- This screen is broken up into many different sections. The right side of the screen
- is taken up with a visual representation of the battlefield of the current terrain. The acting
- playerÆs units are always displayed on the left hand side, while opponents are on the right
- side. Above the right half of the visual battlefield representation are a number of tabs
- with flags inside them. These Flag Tabs indicate the various opponent armies. By clicking on
- the flag of your choice, you will see all of the dice in that opponentÆs army. These Flag
- Tabs are used to choose targets when attacking.
- The portion of the most significance on this screen is the Strategy Panel on the left
- side of the screen. The panel contains many controls used to issue commands to your
- armies as well as to traverse the land. In the upper-left, there is a multi-purpose
- information window. The tabs across the top of the window activate the different
- information functions. From left to right, the functions are Turn Sequence
- Description, 3D Die Viewer, Spell Description, and Roll Results. The Turn Sequence
- Description indicates what part of the turn the current player is on and what the player
- should do next. When your turn begins, the sequence description will be "1st March/Maneuver
- or Attack". Consult the official TSR rules included with Dragon Dice for more information on
- the details of turn sequence.
- The 3D die viewer works in the same way as the one on the Guild Hall screen.
- Clicking on one of the animated characters will display the die that the character
- represents in the Die Viewer. This die can be consulted to determine which units are
- most expendable when an attack forces you to lose points from your army.
- The Spell Description tab will allow you to see a textual description of a spell that
- has been cast on a unit, army, or terrain. When a spell icon is on the Strategy Screen,
- simply click on the icon, and its description will appear in the information window.
- Finally, the Roll Results tab will display a small listbox indicating the complete
- results of the last attack roll of an army. For instance, if you skirmish attack another
- army, both the attacking and defending armyÆs roll results will appear in the window.
- Immediately below the information window is the Mini Campaign Screen. This
- miniature version of the Campaign Screen has all of the same active hotspots as its larger
- cousin, but is placed on the Strategy Screen to allow for easy transportation between
- terrains, Graveyard/Reserves, and the Dragon Cave. You can also return to the Campaign
- Screen itself by clicking on the mini-campaign screen when the mouse is not highlighting
- a hotspot.
- Below the mini-campaign screen is a horizontal strip for the Terrain Face
- information. At the beginning of the game, every terrain is rolled to a random face to
- start with. Displayed in the Terrain Face box are three faces. The face displayed in the
- middle box is the face that the currently selected terrain is on. The one to the left is the
- terrain face immediately before the current face, and the one to the right is the face
- immediately after the current face. This information can be used to determine whether it
- is strategically better to maneuver the terrain up, down, or stay where it is.
- Beneath the Terrain Face box, is a series of six buttons representing all of the
- possible actions during a turn. Any actions which are not available to an army at any
- particular point in time will be grayed out. From left to right across the first row is
- Maneuver, Skirmish, and Charge. Left to right across the second row is Missile, Magic,
- and Skip March. Maneuver allows your army to attempt to move the face of the current
- terrain up or down by one step. This will help you attain the 8th Face of the terrain. Any
- opponent armies at the terrain you are trying to maneuver will be asked if they wish to
- counter-maneuver. Whichever army rolls more maneuver results will win the roll, and in the
- event of a tie, the army who initiated the maneuver will win. If the maneuvering army wins,
- the player will be asked to choose a new face for the terrain. To choose a new face, click
- the Terrain Face to either the left or right of the current face in the Terrain Face box.
- Skirmish and Charge are two methods of melee attack. When you choose either
- of these options, you will need to select a target. All viable targets will have a bullseye
- next to their Flag Tab (the tabs described above). Make sure the army you wish to attack
- is displayed in the right half of the battlefield by clicking on its Flag Tab. When you
- have chosen your target, click the Skirmish or Charge button a second time to perform the
- attack. Consult the official TSR rules included with Dragon Dice for more information on the
- details of Skirmishing and Charging.
- Missile attacking is similar to Skirmish and Charge, except that legal targets can
- be on adjacent terrains, not just on the current terrain. Any terrain which has legal missile
- targets on it will have a bullseye next to it on both the Campaign screen and the mini-
- campaign screen. Travel to the terrain holding the army you wish to attack, and then
- choose the specific target army in the same manner as described for Skirmish and Charge.
- After choosing the target, click on the Missile attack button a second time to perform the
- attack.
- Magic is quite different from the other forms of attack since you do not have to
- specify a target when you roll for magic. The magic roll is simply used to determine how
- many points of magic you will have for casting spells. Any targets will have to be chosen
- depending on the spells you wish to cast. When you choose to cast Magic, you will be
- taken to the Magic Screen where you will determine the spells your army will cast.
- Please read the "Magic Screen" section for more information.
- The Skip March button is used in two ways. First, if you have not chosen to
- maneuver or attack, this button will skip the current march and either move on to the
- second march, or to the Reinforce phase, depending on where you are in the turn
- sequence. Second, if you have chosen a mode of attack like Missile or Skirmish and are
- being asked to choose a target, this button will abort the attack request and allow you to
- choose another instead.
- After selecting an attack, you will need to roll the dice in your army to determine
- results. When the choice has been made, an animated arm will enter the screen and scoop
- up the army units. The hand will begin shaking the dice. To release the dice, click the
- left mouse button. After the rolls are completed, the results of the battle will be
- displayed.
- After performing an attack and allowing the game to calculate the results, a player
- may need to take some damage. A picture of a soldier in a grave will appear in the
- bottom-left corner of the Strategy Screen when this occurs. Two numbers appear on this
- picture. This first is the number of points of damage that must be removed from the
- army, the second is the number of points that have been allocated for removal. As you
- choose units to kill, the second number will grow. When the number of points allocated
- for removal is equal to the number of damage points, or when the player cannot legally
- take any more damage because of the makeup of their army, a button marked "DONE"
- will appear in the picture. Click the "DONE" button to continue with the game. Dead
- units are transported to the playerÆs Graveyard. They are not completely out of the game,
- however, since various magic spells have the ability to resurrect dead units. Dead units
- may be eradicated, and hence removed from play, by either specific magic spells or by
- being buried for Black magic doubling.
- After the second march is completed, the user will be able to perform Reserve
- Movements. This is the process of retreating units from terrains into the playerÆs reserve
- area, as well as reinforcing terrains with units from the reserve area. The player may first
- reinforce units. The right side of the battlefield will automatically change to the playerÆs
- reserve area. To move units from reserves to a terrain, first select the terrain to which you
- wish to move units. Click on the units in the reserve area you wish to move to the terrain,
- and when you are ready, click the unit transfer button in the lower-left area of the
- Strategy Screen. This is the button with the R pointing towards a terrain. You can
- perform this reinforcement to as many terrains as you wish, and you can remove as many
- units as you wish from you reserves. Click the "DONE" button in the lower-left corner
- of the screen when you are finished reinforcing.
- At this point, the player may have as many of their units as they wish Retreat from
- any terrains they wish. This process is the same as the above description for
- reinforcement except the user clicks on units residing on terrains to transport to the
- reserve area. When the units you wish to move to reserves are selected, click the unit
- transfer button in the lower-left area of the Strategy Screen. This is the button with the
- terrain pointing towards the R. When you are done retreating units, click the ôDONEö
- button in the lower-left corner of the Strategy Screen.
- Following reserve movements, the current playerÆs turn is complete. A dialog
- box will be displayed indicating which playerÆs turn is next.
-
- Magic Screen
-
-
- The Magic Screen is where a player who has just cast magic will divide up their
- spell points and choose spells to cast. This screen is displayed automatically when a
- player successfully rolls magic points. It is split into three sections: the Allocation Area,
- the Black Magic Doubler, and the Spell Selector.
- The user will begin working with magic in the Allocation Area. Dragon DiceÆs
- magic spells are split up into five colors, all of which are listed at the bottom of the figure
- shown. Each of the races of dice in the game is made up of two different colors. These
- colors indicate the colors of magic that are available to that race for casting. For
- example, the Coral Elves are green and blue, so they can naturally cast blue and green
- spells. Because each unit can cast two colors of magic, you must decide which colors of
- magic any particular race is going to cast. For instance, if the player gets 4 points of
- Coral Elf magic they can cast the following combinations: 4 points of Blue, 3 points of
- Blue (1 point unused because there are no 1 point spells), 2 points of Blue and 2 points of
- Green, 3 points of Green (1 point unused), and 4 points of Green. Because of this range
- of decisions, you must use the scroll bars shown to delineate how many points of
- each raceÆs magic is being allocated to which spell color. Sliding the thumb slider back
- and forth between the two colors changes the numbers in the boxes above the scroll bar
- indicating the exact number of points of each color the user wants. Once you have
- finished allocating points, click the "DONE" button in the lower-right corner of the
- Allocation Area.
- The middle section of the Magic Screen will highlight if the user has the ability to
- double Black magic. According to the rules of Dragon Dice, if a user wants to cast Black Magic
- they may be able to double the number of points they have access to. This is done by
- burying units from another playerÆs Graveyard. In this area, the casting player will be
- told how many points of dead units are available to bury for each player. If the caster
- wishes to bury dead units, they will choose how many points from each player, and then
- the player whoÆs units are being buried will be asked to choose which units to bury.
- The bottom section of the Magic Screen is the Spell Selection area. After
- deciding the number of points of magic you wanted in the Allocation Area, number boxes
- were placed next to all of the spells you are capable of casting. Using the arrows next to
- the boxes, you can increase or decrease the number of each spell you wish to cast. As
- you do this, spells you donÆt have enough points to cast anymore will no longer have
- number boxes next to them. To the left of the spell names is an area that will display a
- textual description of what the spell does when a spell is clicked. It also shows the icon
- used to represent that spell. In order to determine which spells you wish to cast, you may
- want to look around the terrains to see who is ripe for targeting. The button in the lower-
- right portion of this screen with the terrain graphics in it will take you back to the
- Campaign screen where you can then traverse the terrains to determine what spells would
- most benefit you. To return to the Magic Screen, go to the Campaign Screen and click on
- the Spell Tower (the tower with the small flag on top). When you are done choosing your
- spells click the "DONE" button in the Spell Selection area. If you realize you need to re-
- allocate your magic points, click the "RESET" button and the Allocation Area will
- reactivate, allowing you to change your color allocation.
- When you are finished determining spells to cast, you must then target the spells
- at specific units, armies, or terrains. You will be returned to the Strategy Screen, where
- all of the spells you cast will be listed in the lower-left corner of the screen. To target a
- spell, click on the it, and all legal targets will display a bullseye next to them. Drag and
- drop the spell onto the target. Dragon summoning is slightly different since you must
- take the dragon from either the Dragon Cave or a terrain. Click on the Dragon
- Summoning spell, and then return to the Campaign Screen. All terrains (and the Dragon
- Cave) which have castable Dragons on them will have a dragon icon next to them. To
- summon a dragon to a terrain, drag and drop one of the available dragons to the desired
- terrain. When all spells have been targeted, click the "DONE" button in the lower-left
- corner of the Strategy Screen.
-
-
- Quitting the Game
-
- To end a game of Dragon Dice, click on the File menu, and choose Exit, or click on the
- X in the upper-right corner of the window.
-
-
-