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Dragon Dice Collectible Dice Game (Hit Dice Collectible Dice Game)

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Players use colorful dice to represent armies of different fantasy races which battle to control essential terrain in this fast-rolling game. Any number of players can join the struggle, although it's designed as a multiplayer game. The first player to capture two terrains immediately wins the game, or you may try to obliterate your opponent's dice. Spells and layered strategies benefit certain races as you try to control the odds in this dynamic game full of surprises! Manui, Barbara and Chris Adams (November 2000). "Yamara Episode 11/00". Yamara. Aetherco . Retrieved 2008-03-05. Episode and its notes reference the near-discontinuance of Dragon Dice. These are supplements and errata that exist beyond the most recent published ruleset above. These will be incorporated into the next rules update. Dragon Dice, I am afraid, does not. No, it isn't horrific. It is rather above average. Much the same as the manual, which tries to jam too many details into the reader in a very unsorted way, the game itself tries to do too much, eventually tripping and falling. An online help system, easily accessible while playing, is a necessity in such a complex environment. It simply takes too much time to grasp all the game mechanics. X-Com3 got it right. Dragon Dice tries to do something similar through the campaign mode, but it simply is not good enough. Some units and monsters have SAIs (Special Action Icons). For example, a CANTRIP icon allows for up to 4 points of magic during any action other than maneuvers that can be used immediately. A BULLSEYE icon rolled during a missile action targets an individual unit that must for saves before the targeted army does. 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.

Battlefields" includes two new basic terrains types, the Feylands (Fire and Water) and the Wastelands (Fire and Air). 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. [11] 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.

When rolled together, the d10 and the d% can be used to conduct a percentile roll. Roll both dice and simply add the number on the d10 to the number on the d% to get your percentage. Rolling a 6 and a 70 will get you 76%. Rolling a 5 and a 0 will get you 5%. The only exception to this rule is rolling two zeroes: that's 100%. If you put two pyramid-shaped d4s together, you'll get something that resembles a d8. Among other things, the d8 is used to determine the amount of damage dealt by light crossbows and larger melee weapons like the Morningstar and Longsword. There are several spells that similarly require a roll of one d8 or more to determine the amount of damage dealt. The d10 and the Percentile Die (d%) 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. It's always a good time to be playing Dungeons & Dragons, the oldest and still largest RPG. What Dice Do I Need for DnD?

Chill Wind by Joseph Joiner was released in 2011, but Joiner passed away prior to releasing a sequel. 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. [14] 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.

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EXAMPLE: The terrain is a Coastland at 5, a missile face, and the player has a mostly melee army. By rolling to maneuver, and generating more maneuver and ID icons than any declared opponents, the acting player may turn it to 6, a melee face, which allows them to skirmish or charge their opponent. Magic [ edit ] The History of TSR". Wizards of the Coast. Archived from the original on 2008-09-24 . Retrieved 2005-08-20. Dragonkin Expansion" re-releases the Dragonkin, which are 6-sided one-color units that can be summoned to a terrain and fight with the army there. 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. [10]

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