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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.
--------------------------------------------------------------------------------
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 Three - Dragons, Routing, and The Eighth Face, (v. 0.99)
Note that this FAQ is a prerelease. We are asking that all
interested players examine it, and make suggestions concerning
rules that were not discussed.
*** DRAGONS
General Rules
A) Dragons attack immediately after spells which last until the
beginning of your turn expire.
EXAMPLE: Stoneskins that you cast during the previous turn are
of no avail when you are attacked by the dragon; however, any
Watery Doubles cast are still in effect, as are any Stoneskins
cast on you by another player.
B) During the attack, it is the actual OWNER of the die (not
necessarily the person who summoned it) that rolls the dragon.
C) If a player has armies present at more than one terrain at
which there is a dragon or dragons, the acting player
determines the order in which to resolve the dragon attacks.
D) Dragons of different colors fight one another. If more than
two dragons are present at the terrain, it is the OWNERS of the
dragons that select the target dragon (which must be of a
different color). Owners select simultaneously. Dragons roll
simultaneously.
1) Unless a dragon rolls belly, ten points of damage
are still necessary to slay it. If two dragons are attacking a
single other dragon, their damage is considered as a single total
since the rolls are simultaneous.
2) If a dragon breathes on another dragon, the target
dragon's usual five saves are negated until the end of the
player's next turn. However, the effects of such breath do not
occur until after the combat is complete. Multiple breaths have
no increased effect.
The Attack
A) The dragon and its target army are rolled simultaneously.
B) All damage is accrued simultanously.
C) Dragon Results:
1) Belly: The dragon's five automatic saves do not
count for THIS BATTLE. (Note: this roll has no effect on Lightning
Strikes which target the dragon, or later battles.)
2) Breath: see below.
3) Claws: Five points of damage.
4) Jaws: Ten points of damage.
5) Tail: Three points of damage, and reroll, adding the
second result. Continue to reroll until a tail result is not
indicated.
6) Treasure: One (and only one) unit may be promoted
(once). Trade it for a dead unit of the same race but worth ONE
health more. Three-health units may not be promoted to
monsters, including DragonLords and Dragonmasters). (Note
because the effects of all dice are considered simultaneously,
the effect of the promotion does not take place until AFTER the
target army has finished its attempt to slay the dragon, and
any tail damage has been counted.)
7) Wing: The dragon flies away; return to the owner's
dead unit area. (Note that because the effects of all dice are
considered simultaneously, the target army does have an
opportunity to kill the beast before it can fly away, and if
any tail damage was rolled before the Wing, it applies.)
D) Dragon Breath: THE EFFECT OF DRAGON BREATH IS ALWAYS
CONSIDERED AFTER THE ARMY'S ROLL TAKES EFFECT. It has no effect
on the current dragon attack.
1) Gold-Turn to Stone: Five units from target army
are killed unless they can roll a save individually (i.e., any
of the five units which do not roll a save or an ID face are
killed). The army's owner chooses which dice are targeted.
2) Blue-Paralysis: The target army may roll for nothing
but saves until the end of its NEXT turn. Relevant special
action icons rolled during saves (cantrip, counter) are handled
normally. Actions which occur without rolls (moving to
reserves, maneuvering the die when there is no army present or
no army desiring to oppose) still occur normally.
3) Red-Flame: Five health worth of units are killed and
then buried. The army's owner chooses which units are lost.
(Note that Open Grave will save units struck by Flame.)
4) Green-Frost: All rolls made by the target army (or
any of its units) are halved until the end of its NEXT turn.
(Special action icons are immune, as usual.)
5) Black-Disease: Any units in target army that rolled an
ID icon (during the one roll against the dragon) are killed.
E) Any ID icons rolled by the defending army can be used as the
army's owner wishes: as melee, missile, or save results.
F) Special Action Icons vs. Dragons
1) Bullseye: count as normal missile hits.
2) Cantrips: produce instant magic. Note that despite
the fact that the effect of the magic is considered before
damage is totaled on both sides, a cantrip CAN NOT void a roll
which has already occurred (although it can indirectly counter
it). Remember the principle at work here, even during a
simultaneous roll, is that dice once rolled cannot be further
affected or nullified.
EXAMPLE: A Coral Elf Enchanter rolls a Cantrip and uses it to
Lightning Strike during a dragon attack. Even if the Lightning
kills the dragon, the effects of any damage or breath that the
dragon rolled MUST be counted.
EXAMPLE: The Enchanter decides to cast a Wall of Ice instead.
The three saves DO count in helping the army resist the
dragon's damage.
EXAMPLE: Two Coral Elf Enchanters both manage to roll Cantrips,
and cast a Summon Dragon spell to send the attacking dragon to
another terrain. This spell DOES NOT void any damage the dragon
caused, or indeed any damage the army has caused (so if the
dragon is killed by the army, it will be summoned--from the
dead unit area it went to one second before). However, if the
dragon was summoned to a terrain at which the acting player has
an army, the dragon will also attack at that terrain. (Note: if
the dragon is summoned to a terrain where a dragon attack has
already occured--either on the acting player's army or on
another dragon--the dragon does not attack during this turn.)
3) Counter: count as saves AND melee hits.
4) Fly: count as saves.
5) Rend: count as melee hits, AND reroll, adding the
second result. Continue to reroll until a Rend roll is not
indicated.
6) Smite: count as normal melee hits.
7) Trample: count as normal melee hits (do not double).
G) Modifiers due to spells are applied as the owner desires.
Negative results (i.e., taking all five penalties off melee
when the army only rolled three hits) are not permitted. It is
permitted, however, to apply the penalties in an unused result.
EXAMPLE: An army which is suffering from 3 Ashstorms and 2
Palsies rolls 12 melee hits, 4 missile hits, and 3 saves when
attacked by a dragon. Even though the army eventually decides
to use its melee results against the dragon, the player can
choose to subtract the 4 of the penalties from his missile
results, and another from his melee results; thus he kills the
dragon and minimizes his losses.
1) As noted in FAQ Part 1, Special action icons are
immune from the effects of modifying spells. Any modifiers
must be attributed to other results which were rolled. If only
Special action icons were rolled, the modifiers or penalties
are ignored.
2) A Flashfire spell, if still in effect, will allow
the target army to reroll one of its units during a dragon
attack.
H) Modifiers due to terrain count during an attack (including
maneuvers counting as saves for the elven races, and
modifiers due to the Eighth Face) count during the dragon attack.