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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 Two - Magic (v1.44)
New in this version:
Black Magic Doubling Exclusion Reminder
Revised Magical Movement Rules
Resurrection Spell Timing Clarification (see Breath of Life)
Revised Ash Storm/Palsy Penalties
***GENERAL RULES
A) If the Magic symbol is showing on the terrain die of your acting army
after your maneuver phase (or your lack of one if you choose not to take
it), you MUST roll Magic if you want to take an action. You can choose not
to take an action as per normal rules, however. If you are in possession of
the eighth face of a terrain die (hence it is on its eighth face), you may
choose to take a magic action.
B) You may take a magic action EVEN IF YOU HAVE NO MAGE DICE. Face icons
will count as magic points and will still get a terrain bonus.
C) Your opponent has NO COUNTERATTACK for a magic action, even
if all of your magic is focused on an opposing army at the same terrain.
D) The effect of doubling magic due to a terrain bonus or
because of buried units only comes WHILE SPELLS ARE BEING CAST.
Because of this, the magic is not considered to be doubled
(and, for example, units are not buried) unless the magic is
actually cast. So while you are under no obligation to double
magic, or even to use the points rolled without doubling, you
CAN NOT bury dead units unless black magic is actually used.
E) You MUST spend all of the points and allocate all of your spells to
targets before any of them take effect. Any spell points left over after
any effect has taken place are LOST.
F) All magic which is cast from a single magic action will happen
SIMULTANEOUSLY. All magic which is directed at each single source will
arrive there SIMULTANEOUSLY.
EXAMPLE: During a magic action, an army is targeted by
Hailstorms while one of units is targeted by a Lightning
Strike. Since the rolls are simultaneous, the unit may still
roll for saves against the Hailstorm with the rest of the army,
even if it is killed by the Lightning Strike.
G) Terrain color bonuses are ALWAYS taken into account last, since they
double the actual points spent, not the points rolled. All units have the
ability to cast two colors of magic (exception: Dragonmaster
promotional units). You choose which color each is going
to cast BEFORE any terrain bonuses are applied. If there are any penalties
or bonuses cast on the army or the terrain, they are taken out of the ICON
RESULTS, not the magic choice.
EXAMPLE: Let's say you have rolled 4 gold/red and 4 blue/green, and you are
at coastland, and you have a -4 penalty to your roll. FIRST, you decide where
the the penalty will go. You can choose 2 from each of the 4 icons, or 4 of
either set of icons, etc. THEN you decide which color any given magic will be.
You might end up with 4 blue, or 4 green, or 4 gold, or 4 red (after the
penalty), or you might end up with a combination of any of these. FINALLY, you
apply the bonus of the coastland terrain ONLY to the colors which it affects.
So if you chose 4 blue, you now have 8 blue. If you chose 4 green, you now
have 8 green. If you chose 2 of each, you now have 4 green and 4 blue. If you
chose red or gold, you get NO terrain bonus.
H) Cantrip icons rolled during a magic action count as normal magic and
CAN be doubled by a terrain advantage.
I) Black magic NEVER gets a terrain bonus. If there are no units in ANY
dead pool, the black magic CANNOT be doubled.The caster may NOT
bury more units than the actual number of points he/she has rolled.
J) In order to successfully double black magic, units MUST ACTUALLY BE
BURIED!!!
EXAMPLE: A caster who has a three-point unit in his/her dead unit area
may not double just 2 points of black magic, hence leaving his three-point
unit unharmed. The effect of this would be NO extra points of black magic.
The caster must bury ALL THREE POINTS of the three-point unit, hence
burying the unit and doubling three points of black magic. In this same
situation, if the caster has 2 points of black magic and throughout the
game, there are no units OTHER than three-point units in ANY dead unit area,
the caster CANNOT double any black magic.
K) Assuming there are legal units to be buried by the action mentioned
above, a player who is targeted for the loss is under the same obligation
to bury units as he/she is to apply damage from a combat.
EXAMPLE: If a player is targeted for 1 point of buried health units (to double
one point of black magic), and that player has a one-health
unit and a three-health unit unit in his/her dead unit area,
he/she MUST bury the one-health unit unit (he/she cannot decide
to apply the point to the three-health unit , hence having no
effect). Also, if the same player is targeted for 3 points of buried health
units, he/she MUST bury the three-point unit, leaving the
one-point unit alone (he/she cannot decide to apply 1 point to
the one-point unit and 2 points to the three-point unit, hence
having no effect on the three-point unit). Players who are
targeted for a loss only have a choice when there is more than
one LEGAL way to bury units.
L) During a magic action, ONLY ONE PLAYER CAN BE TARGETED for
burying units though doubling death magic.
M) A reserve army magic action may NEVER result in doubled points. This
ALSO means that black magic CANNOT be doubled from a reserve army.
N) Points spent on multiple castings of the same spell are always spent at
the same time. Most (but not all) spells which have been cast multiple
times from the same roll are considered to be more powerful versions of
the same spell.
EXAMPLE: Two Hailstorms cast by the same roll result in the target army taking
2 points of damage and making ONE saving throw, NOT taking 1 point twice
(hence having two saving throws).
O) Spells with a duration (Stoneskin, Transmute Rock to Mud) only affect a
given army while that army is in its present location.
EXAMPLE: If your army while in reserve casts Stoneskin on itself, then moves
to a terrain in the reserve step, the Stoneskins are removed.
***EARTH: GOLD MAGIC
1) Stoneskin (2 points): Add one automatic save to ANY target army until
the beginning of YOUR next turn.
A) This spell applies to an entire ARMY only. You may target any army in
the game, including opponents (for example, in a multiplayer game).
B) Multiple castings at the same time are cumulative. If you cast 3
Stoneskins on an army, that army has a +3 save. Future castings will ADD
to the bonus, even if cast from a different player. The cumulative effect
is, of course, only during the overlap period of the duration of the
individual spells.
C) Note that this spell applies to the RESULT, not to the ROLL. All other
modifiers to the ROLL will come first, BEFORE this or any other RESULT
modifier are applied.
EXAMPLE: Let's take an army which is FROSTED (from the breath of a green
dragon), and is taking 6 hits from a melee. The army has 3 Stoneskins cast on
it. The army rolls 7 saves. FIRST you would halve the result for the frost,
for a result of 3 (rounded DOWN). THEN you would add the 3 points for the
Stoneskins, for a final result of *6*. If you had done it the other way
around, you would have ended up with the incorrect result of 5 (10