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Official Dragon Dice FAQ and Rules Clarifications
(C)1996 TSR, Inc. All Rights Reserved.
Permission to copy and distribute the information contained in this
document is granted as long as this header is included.
Based on the original FAQ by Vinny Salzillo and Double Exposure, Inc.
--------------------------------------------------------------------------------
The information contained in this document should be taken as an extension
of the rules booklet contained in the Dragon Dice boxed set. Its purpose
is to supplement the rules booklet by clarifying the most confusing parts
of the game. This document will be updated on a regular basis as new
questions are asked and new rules clarifications are necessary.
--------------------------------------------------------------------------------
Part One - Basic Mechanics & Combat (v1.34)
New in this version:
More on Special Action Icons and Timing
***SET-UP
A) Set Conflict Size
1) Dragons brought to the table may be of any color, even a color that
you cannot cast.
2) Dragons do NOT count towards the total size of your army. Even though
a dragon is worth 5 points, it is a separate die (not a unit), and you
set your conflict size independent of dragons (although the size of
the conflict will determine the number of dragons you bring, as the
rules note).
B) Assemble Armies
1) The rules state that the HOME and CAMPAIGN armies must
consist of only one race each. They do not have to be the same
race, but may be. The HORDE army can be any mix of units (races
used in the home and campaign can be used as the player
desires).
EXAMPLE: If you are playing 2 races, it is perfectly acceptable
for you to have your home army consist of race A, your
campaign army consist of race A, and your horde to
consist of race B (or a mix of A and anything, or whatever).
EXAMPLE: You can play 3 armies made of all one race (or even no
race: all Dragonlords).
2) The very first dice in the dead piles are the dragons. Dragons
which are brought to the table are placed in EACH PLAYER'S dead
unit area.There is no common pool for dragons, even though they can
be cast by any player at the table from any dead unit area.
3) At the beginning of the game, you must divide your forces into ONLY 3
armies. You can NOT place any dice into reserves at the start of the
game, nor can you place any dice into your dead unit area (other than
your dragons).
C) Set Terrain
1) At the beginning of the game, before it is determined who will go
first, there are a number of proposed frontier dice equal to the
number of players in the game.
2) Until step 6, there is no particular face that needs to be showing
on the terrain dice at this time.
D) Determine Player Sequence
1) Cantrips rolled during maneuver rolls (including the initial
maneuver roll) DO NOT COUNT.
2) In the event of a tie for maneuver points, the players who rolled
equal maneuver points will REROLL their entire horde and face off.
3) Since there is not yet any placement of armies, there is NO doubling
of maneuvers due to racial bonuses or otherwise.
4) When the player who wins step 4 decides which terrain die will be
the frontier die, he places that die in the center of the table, between
all players. All other frontier dice are then removed from the game.
E) Place Armies
1) Each player MUST place the designated home army by his home terrain.
Each player MUST place his horde at a HOME terrain die owned by
ANOTHER player.
2) A player CANNOT place two of his armies at the same terrain. If at
any time during the course of a game, dice are moved to a terrain
where friendly units exist already, those dice merge into one army.
3) Once the home and horde armies are placed, the campaign army can be
placed at any terrain die on the table where A) There are no more
than 2 armies already stationed, and B) there are no friendly armies.
4) In a two player game, there is NO flexibility. Player A's horde is
placed opposite Player B's home, Player A's campaign is placed
opposite Player B's campaign and Player B's horde is placed opposite
Player A's home.
5) In a game of four or more players, if, because of the above restric-
tions, a player finds that there is nowhere to legally place one
of his armies, that army begins play in his reserve area.
F) Determine Battle Distances
1) Note that this step is performed AFTER the armies are placed.
***TURN SEQUENCE
A) Marches are ALWAYS optional. Actions are ALWAYS optional. A player can
also forfeit one or both of his marches altogether if he/she chooses. A
player can decide to act without maneuvering, and a player can decide to
maneuver without acting.
B) Each army can ONLY march once in a given turn. This includes a maneuver
attempt! If a player decides to perform a second march, he/she MUST
choose a second army to act with. If he/she does not have a second army to
act with, he/she CANNOT take a second march.
C) If there is more than one player opposing the maneuver at a specific
terrain die, only the HIGHEST counter-maneuver result counts against the
acting player. You DO NOT combine the maneuver points of defending
players.
D) All maneuver rolls are considered to be SIMULTANEOUS.
E) Ties always go to the acting player (the one trying to maneuver),
including the case where each side's results total zero maneuvers.
F) Cantrips DO NOT COUNT during ANY maneuver roll.
***SPECIAL ACTION ICONS
A) Special action icons are found on rare (3-health) units.
B) Special action icons are unaffected by spells which direcly affect the
results or rolls of armies or its individual units.
EXAMPLE: A Dwarf Crack-Shot (rare missile unit) magician rolls a Bullseye
while his terrain has been struck by Dancing Lights, Wall of Fog,
and Ash Storms, and he has had Palsies cast on him, and has been
Frosted (breathed on by a green dragon). None of these spells
affect his result, and the dwarf's Bullseye result occurs normally.
C) Unless stated otherwise, spells may be used indirectly (i.e., defensively)
against the effect of special action icons.
EXAMPLE: A Dwarf Mammoth Rider rolls a Trample during a melee action. Saves
from Stoneskin, Watery Double, or Wall of Ice count against the
damage from the Trample.
D) Bonuses due to terrain (racial bonuses and bonuses due to an eighth face)
DO affect special action icons.
EXAMPLE: A Goblin Leopard Rider rolls a Rend during a maneuver roll at the
Swampland terrain. Its Rend result, counting as maneuvers, is
doubled. If the Goblin was in an army which was in possession of
the eighth face of the terrain die, its Rend result would be
quadrupled (x4).
EXAMPLE: A Dwarf Mammoth Rider rolls a Trample during a charge roll at a
Highland terrain. The total damage is then 9 points [3 melee
hits + 6 (3x2) maneuver rolls, which become hits during a charge].
If the Dwarf was in an army which was in possession of the eighth
face of the terrain die, its Trample would result in 15 points of
damage [3 melee hits + 12 (3x4)].
E) The effects of special action icons are resolved before the effect of
normal rolls. Therefore, special action icons rolled by an
attacker can have the effect of destroying units before they
roll for the current action. Special action icons rolled by the
defender, however, cannot nullify the results of the attacker's
already rolled units.
EXAMPLE: During a skirmish, a Smite is rolled by the ATTACKER
(or by the defender during his counterstrike). The units killed
through the Smite are removed before the army rolls to save
against other melee hits.
EXAMPLE: During a missile action, a Bullseye is rolled by the ATTACKER.
Any units killed through the Bullseye are removed before the army
rolls to save against other missile hits