Dragon Dice

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Dragon Dice ist ein Sammelwürfelspiel. Es wurde ursprünglich von TSR entwickelt und veröffentlicht. gewann es den Origins Award in der Kategorie Best Fantasy or Science-Fiction Board Game. Heute wird das Spiel von der Firma SFR vertrieben. Dragon Dice ist ein Sammelwürfelspiel. Es wurde ursprünglich von TSR entwickelt und veröffentlicht. gewann es den Origins Award in der Kategorie Best. Dragon Dice: 2-Player Starter: bei discgolfrandstad.online | Günstiger Preis | Kostenloser Versand ab 29€ für ausgewählte Artikel. Dragon Dice: 2-Player Starter Board Game by SFR bei discgolfrandstad.online | Günstiger Preis | Kostenloser Versand ab 29€ für ausgewählte Artikel. Schau dir unsere Auswahl an dragon dice an, um die tollsten einzigartigen oder spezialgefertigten, handgemachten Stücke aus unseren Shops für spiele.

Dragon Dice

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Dragon Dice Video

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Dragon Dice Video

Dragon Dice™ Field Guide: Game Playthrough - 4th Edition 2-Player Starter

DnD Dice Roller can help when the dice rolls get too large or to save time during preparation and gameplay. Dice Chart and Description dX Name Description d2 2-sided die Any two-faced object could be used but typically a coin toss is sufficient when a d2 is required.

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This die is starting to look less like a die and more like a ball. Twelve pentagonal faces combine to form this multi-sided die.

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Bomb Defuse choose wether to cut the red or blue wire choose correctly and win. Loot Chests Pick and chest and loot for great rewards. Upon closer inspection, the dice themselves are a combination of ivory and the main color, which distinguishes themselves from Dragonkin.

Dragonkin come in 1-health commons, 2-health uncommons, 3-health rares, and 4-health Dragonkin Champions. Dragonkin will not fight against a dragon of the same color.

For every full three points of other units a player brings to a game, he is allowed but not required , to bring one point of dragonkin.

Dragonkin are part of the Advanced Rules and start in the Summoning Pool. The terrains printed in white ink have the same four 8th Face types City, Standing Stones, Temple, Tower and are a part of the basic game.

Also released as a part of this expansion are minor terrain versions of these new terrains as well as Coastlands, Flatlands, Highlands, Swamplands.

These minor terrains represent lesser objectives that may give your army a needed boost if you're willing to take a risk. Minor terrains are part of the Advanced Rules.

The Battlefields expansion also contains special terrains printed in gold ink with new 8th Faces: the Dragon's Lair, Grove, Castle, and Vortex.

These special gold-printed terrains can only be placed at the Frontier. They can never be home terrains, so there will only be a maximum of one special terrain in play during a game.

Otherwise, special terrains act just like normal terrains, except than their icon progression is set by the eighth face icon, not by their elemental colors.

The dragon may be held motionless i. Or the dragon may be made part of the attack against other dragons. Each of the races of Dragon Dice has unique icons representing the basic action types - for instance Missile is a bow for Coral Elves, a slingshot for Goblins, and a flintlock pistol for Lava Elves.

Each race also has access to different special icons on their rare or monster units. Beginning with Firewalkers, each later race also had unique spells using their magic color that only they could cast.

Before the start of the game, units are divided into three separate armies, Home, Horde and Campaign.

Each starting army must have at least one die, but no more than half the total health of the entire army but this restriction only applies to the starting set-up and no longer applies after the game begins.

The Home army defends a player's Home terrain, the Horde army is placed at an opponent's Home terrain, and the Campaign army is placed at the Frontier.

Before the start of the game, players roll their Horde armies, and the player with the most maneuver points may choose the Frontier terrain, or to go first.

On a player's turn, one is allowed two marches, or actions, with their armies. What action they may take depends on what icon is showing on the terrain face.

However, a single army may not take two marches in the same turn. On their turn they get only one march with that army.

Before taking an action with their army, a player may choose to attempt to move the terrain face up or down. They announce this, and if unopposed, change the terrain.

If an opponent at the same terrain wishes to oppose the move, then both players roll their army, counting maneuver and ID icons for the total number of points rolled.

If the acting player's total is equal to or exceeds the opposing player's total, then they win and may turn the terrain die one face up or down.

By rolling to maneuver, and generating more maneuver and ID icons than any declared oppoents, the acting player may turn it to 6, a melee face, which allows them to skirmish or charge their opponent.

If the terrain face is a Magic icon, a player may attempt to cast magic and roll their army, counting magic icons and IDs.

Those dice on which an ID is rolled may double their magic total if they match at least one color of the terrain. After tallying points, the acting player may cast spells to help their own armies or hinder an opponent's.

Spells are assorted by color, and have varying effects such as inflicting damage, adding protection, or even summoning a dragon. While at a terrain with a Missile face, the acting player can choose to shoot at an army at the same terrain or at the frontier.

The army is rolled and all missile and ID icons are counted for the total number of hits. The targeted army is rolled for saves, and if enough saves are not generated, units are removed from the army and sent to the Dead Unit Area DUA.

The targeted player does not get to roll a return shot. The targeted player rolls only 4 saves, so would send a total of 3 health of units to the DUA.

At a terrain with a melee sword icon showing, the acting player can choose to engage their opponent in a skirmish. The army is rolled, and all melee and ID icons are counted for the total number of hits on the targeted army.

That army is then rolled for saves like in a missile attack , and if enough saves are not rolled, the appropriate number of units are sent to the DUA.

The targeted army then rolls for a counter-attack against the acting player's army, who must then save against the attack or send units to the DUA as well.

He rolls 4 melee hits and an ID icon on a two health unit, for a total of six melee hits. The opposing army rolls for saves and generates four saves.

That army would immediately lose two health worth of units. After choosing what unit s to remove, the opposing army now reciprocates by rolling for melee hits, and the original acting army makes a save roll.

Each of the races of Dragon Dice has unique icons representing the basic action types - for instance Missile is a bow for Coral Elves, a slingshot for Goblins, and a flintlock pistol for Lava Elves.

Each race also has access to different special icons on their rare or monster units. Beginning with Firewalkers, each later race also had unique spells using their magic color that only they could cast.

Before the start of the game, units are divided into three separate armies, Home, Horde and Campaign. Each starting army must have at least one die, but no more than half the total health of the entire army but this restriction only applies to the starting set-up and no longer applies after the game begins.

The Home army defends a player's Home terrain, the Horde army is placed at an opponent's Home terrain, and the Campaign army is placed at the Frontier.

Before the start of the game, players roll their Horde armies, and the player with the most maneuver points may choose the Frontier terrain, or to go first.

On a player's turn, one is allowed two marches, or actions, with their armies. What action they may take depends on what icon is showing on the terrain face.

However, a single army may not take two marches in the same turn. On their turn they get only one march with that army. Before taking an action with their army, a player may choose to attempt to move the terrain face up or down.

They announce this, and if unopposed, change the terrain. If an opponent at the same terrain wishes to oppose the move, then both players roll their army, counting maneuver and ID icons for the total number of points rolled.

If the acting player's total is equal to or exceeds the opposing player's total, then they win and may turn the terrain die one face up or down.

By rolling to maneuver, and generating more maneuver and ID icons than any declared oppoents, the acting player may turn it to 6, a melee face, which allows them to skirmish or charge their opponent.

If the terrain face is a Magic icon, a player may attempt to cast magic and roll their army, counting magic icons and IDs.

Those dice on which an ID is rolled may double their magic total if they match at least one color of the terrain. After tallying points, the acting player may cast spells to help their own armies or hinder an opponent's.

Spells are assorted by color, and have varying effects such as inflicting damage, adding protection, or even summoning a dragon.

While at a terrain with a Missile face, the acting player can choose to shoot at an army at the same terrain or at the frontier. The army is rolled and all missile and ID icons are counted for the total number of hits.

The targeted army is rolled for saves, and if enough saves are not generated, units are removed from the army and sent to the Dead Unit Area DUA.

The targeted player does not get to roll a return shot. The targeted player rolls only 4 saves, so would send a total of 3 health of units to the DUA.

At a terrain with a melee sword icon showing, the acting player can choose to engage their opponent in a skirmish.

The army is rolled, and all melee and ID icons are counted for the total number of hits on the targeted army. That army is then rolled for saves like in a missile attack , and if enough saves are not rolled, the appropriate number of units are sent to the DUA.

The targeted army then rolls for a counter-attack against the acting player's army, who must then save against the attack or send units to the DUA as well.

He rolls 4 melee hits and an ID icon on a two health unit, for a total of six melee hits. The opposing army rolls for saves and generates four saves.

That army would immediately lose two health worth of units. After choosing what unit s to remove, the opposing army now reciprocates by rolling for melee hits, and the original acting army makes a save roll.

In the earliest editions of the game, the acting player may choose to engage in a charge attack. In a charge, the attacking army is rolled and all melee, maneuver, and ID icons are counted as hits icons such as trample, which count as either maneuver or melee, in this context will count for both and are therefore worth double.

The defending army is rolled at the same time, with saves tallied to block opposing hits and melee hits tallied to inflict damage on the attacking army, which cannot roll saves of its own.

She rolls 5 melee hits, 2 maneuvers, and 3 trample icons. Simultaneously, the defender rolls 6 saves, 3 melee hits, and 3 trample.

Ultimately, the acting army will remove 6 health of units to the DUA, and the defending army will remove 7. In the revised editions of the game, charge and skirmish options disappeared in favor of rules clarity and for the sake of cohesive game play.

In the modern version of the game, Melee actions follow the above mentioned "skirmish" rule and "charging" disappeared in favor of advanced racial abilities.

When a player has taken both marches, they may withdraw any number of units from terrains into the Reserves area.

These units may then be sent to any terrain at the end of the player's next turn during the Reinforcement phase, but before others are withdrawn into the Reserves.

Units in the Reserves may take a march, but they may not maneuver a terrain and are limited to attempting friendly magic they cannot target an opposing army or affect a terrain.

The one exception to this is Amazons, which may take a missile action to their Home terrain or the Frontier while in reserves.

The SMITE icon inflicts up to 4 hits on a target army, who cannot save against them and must remove that many health from the army before rolling for saves.

A player wins by maneuvering two terrains to the 8th face, or through attrition by removing all of an opponent's pieces from the game.

Dragon Dice was released in as a part of TSR's 20th anniversary. Dice Chart and Description dX Name Description d2 2-sided die Any two-faced object could be used but typically a coin toss is sufficient when a d2 is required.

Some tabletop games require a d3 roll, but this is usually accomplished by rolling a d6 and halving the result. The simplest three-dimensional shape that can be accomplished for dice-rolling purposes.

Used by most tabletop games. Looks like two four-sided pyramids pressed together at the base. Similar in appearance to the d8, but in this case two pentagonal pyramids with bases pressed together.

This die is starting to look less like a die and more like a ball. Twelve pentagonal faces combine to form this multi-sided die. If you thought the d12 looked ball-like, this one is a step closer.

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