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

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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. The History of TSR". Wizards of the Coast. Archived from the original on 2008-09-24 . Retrieved 2005-08-20. These rules are for players who are already experienced in the core mechanics of Dragon Dice. V4.0 Rules Summary (note: this document details the changes between V3.0.4 and V4.0 to help experienced players transition between rules versions) 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%. These are supplements and errata that exist beyond the most recent published ruleset above. These will be incorporated into the next rules update.

The goal of a standard game of Dragon Dice is to capture two of any of the terrains being fought over. This is achieved by one player's armies controlling two terrains that have their terrain die turned to the eighth face, as explained below. The game can also be won if a player has the last surviving unit(s) in play. Any number of players can share in this struggle. [2] Types of dice [ edit ] Units [ edit ] The sealed starter setup gives one player 30 points of Firewalkers versus another player's 30 points of Treefolk. The players draft 2 dragons each and 2 terrains each. Comparatively the least-used die in Dungeons & Dragons, the d12 is used to determine the damage of a limited number of heavy weapons such as the Greataxe. Some weapons may even level up to replace their original damage dice with that of a d12. A d12 also comes in handy in a few specific circumstances when dealing with the time of day or time of year. When you think about it, it's easy to see how it correlates: 12-sided die, 12 months in a year, 12 hours in a day and in a night. The d20 Dragon Dice was one of the last original games produced by TSR, and an unexpectedly high return of unsold units contributed to the financial crisis that resulted in the sale of TSR to Wizards of the Coast.This article uses bare URLs, which are uninformative and vulnerable to link rot. Please consider converting them to full citations to ensure the article remains verifiable and maintains a consistent citation style. Several templates and tools are available to assist in formatting, such as reFill ( documentation) and Citation bot ( documentation). ( August 2022) ( Learn how and when to remove this template message) Not stopping there, they also have an array of precious metal dice such as solid silver for sale. What other expensive dice are there?

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] Also note, Battlefields is a discontinued product, and has been replaced by three separate products to better tailor to players needs:

There are other six-sided dice that are mono-colored called Dragonkin that are not considered units. [6] There are other ten-sided dice that are mono-colored called artifacts that are a type of magic item. [7] Both are part of the Advanced Rules. Many setups use bags to store several dice (sealed or constructed formats). Use the mouse scroll wheel while hovering over the bag to increase the number of dice you pull out of the bag at once!

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. [12] Stark, Ed (2004), "An Inside View", 30 Years of Adventure, Wizards of the Coast, p.216, ISBN 0-7869-3498-0 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 ]EXAMPLE: A player has pulled all of their units into a single army at one terrain. On their turn they get only one march with that army. Maneuver [ edit ] 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. V4.01 Rules Summary (note: this document details the changes between V4.0 and V4.01 to help experienced players transition between rules versions) Treefolk (gold and green) were printed by SFR after they acquired the abandoned licence. As they use the last unique combination of the game's five colors, additional multi-colour races are unlikely. Gambling and betting: although heavily regulated, there is said to have been a “gambling mania” in ancient Rome, in which members of the upper classes preferred to call themselves “dicers”.

Players build armies of units to a predetermined amount of health. The standard game is 36 points of health, but smaller and even larger games are not uncommon.

Tali: an ancient game similar to poker, though it is unlikely that the above d20 was used in this game, because Tali used a large die with only four marks (the numbers 1, 2, 3, and 6). Made of anodized aluminium, this set featured two d20s, one d12, two d10s, one d8, four d6s, and one d4. The d20 bears an inlaid lab-grown sapphire in the place of the twenty, and all other dice sport the classic D&D logo on the highest value of each die. In the realm of D&D dice, where imagination meets craftmanship, luxury knows no bounds. You need a range of dice to play D&D, not just one single d20 or a set of d6! For more information, see our guide that explains what dice you need for DND. 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]

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