Dragon Dice!

Dragon Dice is a collectable dice
game produced by TSR. The are (currently) nine races to play with, and
you can play with any combination of them.
This page contains cool stuff about
Dragon Dice, at least the races I play.
The Races
Selumariare
mixture of blue and green, the elements air and water.
Their homeland is the coastland terrain. As one of the earliest races to
be published by TSR, they have very few special advantages (except that
all of their icons are easy to decipher). They do count manoeuvers as saves
in coastlands and they do have blue magic, something no evil race has (yet
- although Frostwings
will) which allows them to summon the blue
dragon, which while not as spectacularly devastating
as the red dragon,
has the nice ability to paralise an entire enemy army (they cannot even
fight back to kill the dragon). Not only does that prevent the enemy from
attacking, it prevents him from doing the most dangerous thing he can:
manoeuvering and counter-manoeuvering against you.
Good units: Not
too many. As an early race, they sort of got cheated, but...
-
Sprite Swarm. This
unit has three magic icons, plus whenever you roll the ID icon, you get
four of whatever you were rolling for plus you get to roll the die again
(sort of like a REND for ID icons).
-
Gryphon.
This unit has FLY, REND, and FERRY, which allows you to move the Gryphon
to any other terrain and either stay there or return with up to four health
of six sided units. That is very nice now, since Swampstalkers
make it dangerous to go into the reserve.
-
That's about it. The Coral
Giant isn't bad, but not spectacular, and
of course, you will want to include any Enchanters
you might have, simply because they have CANTRIP, made especially valuable
by Dragonkin.
Vagha
are a mixture of red and gold, the elements fire and earth. Their homeland
is the highland terrain (perhaps they are Scotsmen in disguise). Also an
early race, they are not particularly spectacular, although there are a
few exceptions to that rule. They double their manoeuvers in highlands,
making their charges doubly dangerous (at least). "Transmute Rock to Mud"
is a valuable gold spell to cast upon your enemies, and "Path" can let
your smaller units escape the dreaded "Mutate" ability of the Swampstalkers.
And, of course, the red dragon and
the gold dragon
are both very fearsome monsters, although their breath weapons are both
very straightforward, and don't help any strategy subtler than mass destruction.
Good units: Dwarves
are tough all around, and not bad at all, but a few dice stand out...
-
Mammoth rider.
In a charge, this unit flattens all opposition. The revised rulebook tells
how he can do fifteen points of dammage in a charge in highlands when he
rolls either of his two TRAMPLE icons, so I won't explain it in detail,
but to re-iterate this guy's value, let me say again: 15 points of damage
in a charge!
-
Gargoyle.
FLY. SMITE. Those by themselves aren't bad, but when you add to them DISPEL
MAGIC, this monster is quite valuable.
-
All the magic units are good at saves
(for magic units) and of course the Wizard
has CANTRIP, making him a worthy addition to any army.
Amazons
are humans not based upon any element. This means that they cannot specialise
in any colour of magic. The colour of the magic depends upon the colour
of the terrain they occupy. However, this should always be the flatland
terrain, as this is their homeland. In flatlands, Amazons
can
count their manoeuver results as missile results. In the reserve, they
can also use their missile results to attack enemies at their home terrain
when the whole reserve rolls for magic. That's pretty cool.
Good units: Amazons
were in the first kicker pack, and they ended up with several good dice
and dice combinations...
-
War Driver.
This rare cavalry needs to be in a flatland terrain with a tower. His two
TRAMPLES are melee results, manoeuver results, really bad in a charge,
and missile results in a flatland.
-
Envoy, Battle Rider, Charioteer.
These
light infantry and cavalry units also belong in a flatland with a tower.
With their manoeuvers, they can quickly get to the eight face and then
use their double manoeuvers to shoot lots of arrows at any terrain.
-
Oracle. This
rare magic unit has one more magic point on the die than any other rare
magic user that I am familiar with (except for the FirewalkerAshbringer).
Unfortunately, he does have one less point of CANTRIP (only three). The
uncommon magic user, the Visionary,
also has one more point of magic any other uncommon unit, except for the
Firewalker
Sunflare.
-
There are several other good units,
but one in particular, that excells in melee, missile, movement, and sepecially
so in flatlands, is the Centaur,
with TRAMPLE and KICK (which lets him do four damage in melee to any die
he chooses).
Firewalkers
are a race of beings from the sun, made up of blue and red (air and fire).
While not strictly a good-alligned race, they are not specifically evil,
so I play them. They do not have a homeland per se, but their race's
special ability to move from any terrain with blue in it to any other terrain
during the movement phase without going to the reserve at all. This
saves a step and keeps your units safe from the "Mutate" ability of Swampstalkers.
In addition to being able to cast any normal blue and red spells (which
allows them to summon the two best [possibly] dragons, the red
and blue dragons),
Firewalkers
also have some new blue and red spells available
only to them. Most of them aren't anything special, but with red "Elemental
Blast," blue "Elemental Blast," and enough extra magic points, you can
negate any spell in the game (think: "Open
Grave"). As the second kicker
pack, Firewalkers
have lots of good units. There is also "Flashfire," which lets you
re-roll any one die of yours until the begining of your next turn.
Good units:
There are a lot of them, but these are the best of the best...
-
Genie.
He grants three wishes with FIRECLOUD (During missile, your choice of four
health of opposing dice must roll at least one manoeuver or be killed),
GALEFORCE (Get rid of all flying results from the target army until the
monster's controller's next turn), and FIREWALKING (move the Genie
and up to three health of allied units from here to any other terrain in
play, if you want to; this is a very effective counter to the "Mutate"
ability of Swampstalkers).
He also has CANTRIP, which is always useful, and some regular magic, melee,
and saves.
-
Fireshadow.
The best die there is. Period. SUMMON FIRE MINIONS is an ID icon that doesn't
count for routing. He has two. Also CANTRIPs, SMITEs, COUNTERs, and FLYs
to round out this Elder Firewalker.
-
In addition to these awesome creatures,
the Phoenix is
loaded with saves and can even make an additional save against death even
if it is killed. It makes it again if someone tries to bury it, and if
it makes it either time, it goes to the reserve. Never forget the most
reliable magic users, the uncommon Sunflare
and the rare Ashbringer (with,
of course, CANTRIP), which are mentioned above. The
only complaint I have ever heard against Firewalkers
is that some of their dice are too good at everything, keeping them from
specialising in one single thing. Huh.
The Feral
are a race of humanoid animals made of blue and gold (air and earth). They
have no homeland, but this means that their special ability does not depend
upon being at a particular terrain. Their ability is to be fruitful and
multiply. At the begining of each turn, if you have any common Feral
units
in your dead pile, you may place one at every terrain where you have any
other Feral units.
They can cast any blue or gold spells from the basic rules (allowing them
to summon my favourite dragon, the blue wyrm),
and they also have a few new spells of their own. One of the better ones
is the gold spell "Backlash," which, when cast upon a terrain, forces any
army there to save against damage equal to the magic points they expend
there. Some good blue spells are "Call of the Wild," which summons any
one Feral unit
(of yours) from any terrain to this one (neatly defeating the "Mutate"
ability of Swampstalkers),
and "Wilding," which lets you double the melee or save results of any unit
of your choice in the target army until the begining of your next turn.
When combined with TRUMPET, that's pretty good.
Good units: As
might be expected, there are a few especially good units in this kicker
pack...
-
Elephant-Folk.
In addition to probably being a Republican, this monster has one of the
best icons in the game (at least if you place him with a large Feral
army). That icon is TRUMPET. When rolling for
melee or saves, this doubles the results of all Feral
at that terrain. This monster also has TRAMPLE.
-
Owl-Folk.
With FLY, SCREECH, SWOOP, DISPELL MAGIC, and regular magic icons, there's
very little this bird cannot acomplish.
-
Some other good units are Wolf-folk,
who have REND (although, unfairly, only one face with only three icons),
Buffalo-Folk,
with high manoeuvers and
COUNTER, Horse-Folk,
who have the highest expected manoeuver results of any good unit, and Badger-Folk
with CANTRIP.
Promotional
Dice are not actually
a race, but some of them are actually units, and so worth mentioning here.
You can't normally find them in a store, they are sold at some conventions
and available at some contests and other special events.
-
Dragonlord.
This fellow ties the Fireshadow
for best die. He is a six-sided, four hit point unit with four of each
of the following: FLY, MELEE, SMITE, and CANTRIP. He also has an ID icon
worth four points of anything and a TSR icon that allows him to take control
of a dragon (and only one dragon at a time) that is attacking his army.
He can then ride that dragon to any terrain (id est, he and the
dragon can move instantly to any other terrain. The controlled dragon is
managed thus: whenever the dragon might attack an army at the begining
of the owner's turn, the owner of the Dragonlord
decides
if the attack will occur. The Dragonlord
has no home terrain and can cast any colour of magic (he is sort of a crystal
grey-white colour himself). I understand that there are coloured
Dragonmasters who can only control dragons
of their particular colour and only cast magic of that colour too. I don't
know. I don't own one.
-
Dragonslayer.
This die came with the book Cast of Fate. The book was all right,
but not great - except for this die. The same colour as the Dragonlord,
he is also a big four health six-sider. He has four MELEE, SMITE, COUNTER,
and SAVE icons, and an ID icon and TSR icon. The ID icon does four of anything
(with magic, I guess it is four of any colour), the melee does the normal
thing except when rolled when you aren't rolling for melee.
Then it instantly slays any unit at that terrain, with no saves possible.
I don't know if you have to kill one of your own dice if no enemies are
there; I've never been required too, but the rules page wasn't clear on
that. The TSR icon instantly slays a dragon at that terrain during a dragon
attack, with no damage to the Dragonslayer's
army, but with no promotions either. As a matter of fact, if an army with
a Dragonslayer
in it ever kills a dragon, it cannot promote anything for it.
-
The King's Die.
I don't have one, but I gather that he lives in the reserve, and whenever
the reserve is rolled, there is a chance that he will promote a die in
the reserve. Or something like that. Doesn't seem too useful, especially
considering the Swampwalker
ability to "Mutate" dice in the reserve.
-
Red Dragonkin Champion.
As a dragonkin,
he isn't really a unit, and will be discussed in more detail later,
but he is a promotional die,
apparently advertising Magestorm! dragonkin
and
the Champions! expansion all at once.
-
Blue Dragonkin Champion.
As a dragonkin,
he isn't really a unit, and will be discussed in more detail later,
but he is a promotional die,
apparently advertising Magestorm! dragonkin
and
the Champions! expansion all at once.
Magestorm!
Dragonkin
are dragons aspiring to be units. Or vice virca. The are treated
like units, but have to be summoned with a multi-colour spell "Summon
Dragonkin," which costs two magic points per
hit point of dragonkin you
summon. The dragonkin
come to the army the caster is in, and cannot move or go to the reserve
(as far as I know) and the cease to exist if the army they are with all
leaves the terrain where they are, as an army cannot consist of dragonkin
alone. Rare dragonkin
have breath weapons, although some are better than others, and all
dragonkin have automatic saves equal to their
hit points (unless they roll a BELLY icon, which they have one of, apiece).
Since they aren't units, they go to that amorphous place dragons go to
when they die (I call it "Atlanta") rather than the graveyard. This means
they can't be buried by black magic. They make CANTRIP truly worthwhile,
since your average CANTRIP can summon two points of dragonkin
every time it is rolled, giving you automatic saves and something easy
to bring back if it is killed. Not only that, but by summoning your entire
dragonkin
pool, you make your army one third again as large as your hit point limit.
Sort of like the Swampstalker
"Mutate" ability.
Good units: There
is no such thing as a bad dragonkin,
however, some are especially useful...
-
Red
Dragon Champion. Actually a promotional
die, he is the biggest dragonkin of
all. His breath buries the unit of your choice, and he has SMITE and FLY.
-
Blue
Dragon Champion. Actually a promotional
die, he is the biggest dragonkin of
all. His breath buries the unit of your choice, and he has SMITE and FLY.
-
Red Dragonchamp, Dragonspy, Dragonsteed.
Rare red dragonkin,
their breath buries a unit in the target army. Not quite as good as the
Red
Dragon Champion, as the army's owner decides
which is buried.
-
Gold Dragonchamp, Dragonspy, Dragonsteed.
Rare
gold dragonkin, their breath kills one unit
in the taget army unless it can roll a save all by itself. The unit's owner
chooses which unit to roll.
-
Dragonfoal, Dragonmount, Dragonsteed.
These
"mounts" [cavalry] are all excellent at manoeuvering, and that, as we know,
is the name of the game.
-
Dragonscout.
This common light dragonkin
is also good at manoeuvers.
Drawbacks: Yes,
there are some...
-
Missiles and Magic. They can't do these
things at all. Not even their ID faces. Don't even roll them.
-
Green dragonkin breath weapons.
One unit in the target army, chosen by its owner, halves its rolls until
the end of its next turn. So what?
-
Blue dragonkin breath weapons.
One unit in the target army, chosen by its owner, can only roll for saves
until the end of its next turn. The best dragon breath turned into the
worst dragonkin
breath. Huh.
-
BELLY. As mentioned earlier, this negates
the dragonkin's
automatic saves.
Magic
Items and Artifacts are
four-sided dice (artifacts
are ten-sided) of one colour each. They cannot exist alone, but must each
be carried by a different unit of a race that is made up partly of that
colour. Amazons
can carry any colour item (except black) and multi-coloured Promotional
Dice can carry any colour at all. Magic
items have only one kind of icon, and there
are only twenty different types of item (although
having five different colours of each makes one hundred differnet dice).
Each item specialises
in one action, and is covered with icons for that action alone. Their inclusion
in your army assures that you will roll at least one of whatever kind you
put in, but, as they count against you hit point limit (each item
or artifact has
hit points based upon its rarity) even though they cannot be removed to
account for damage. Also, they cannot be used in the reserve at all.
Good items: These
dice are pretty straightforward, with nothing interesting enough to set
certain dice aside, except for a couple...
-
Dragon Staff. Dragons
are fun, but usually not worth the trouble to get out. This artifactchanges
that. Besides casting magic, it has a special SUMMON DRAGON icon, which
brings a dragon of any colour, regardless of the colour of the artifact
to
this terrain.
-
Magic Carpet. This
artifact's
special icon ELEVATE lets you count any accidental missile results in melee.
Combined with Amazons
or a BULLSEYE, this isn't too bad.
-
Some of the rare four-sided items
have worthwile special icons as well. DECAPITATE and IMPALE kill one opposing
unit that rolled an ID icon, ATTUNE changes the colour of one unit's magic
roll, and BASH reflect one opposing unit's melee roll right back on it.
Minor
Terrain are small eight-sided
dice in the same colours as normal terrain. When you make a successful
manoeuver roll, you can choose to put into play a minor
terrain instead of moving the terrain die
where you are. Every time you use the army that controlls a minor
terrain, you roll the minor terrain. It probably
will roll an icon that lets you do melee or missile or magic, regardless
of where the major terrain is located. Or it might double your saves or
manoeuvers. However, it might roll the one bad face, which are detailed
below.
Bad Faces: These
one in eight chances can do some pretty bad things to your army, and make
you lose your minor terrain,
but some are blessings in disguise...
-
Flood.
This kills all one health units in the army.
-
Landslide. The
army instantly take damage equal to the number of units therein. Each manoeuver
negates a point of damage.
-
Lost.
Irritating, but nothing else, this takes away the rest of this army's march,
sort of like a self-inflicted blue dragon.
-
Revolt. A
blessing in disguise, this causes all dice that roll ID icons or manoeuver
icons to flee to the reserve. Why can that be good? Well, they can come
right back out in your movement phase, and go anywhere they want withou
fear of the "Mutate" ability of the Swampstalkers.
The Dice
Commander's Manual
The Dice Commander's Manual is
a recent publication by TSR that sumarises all the rules in the rulebooks
that came in the starter box, the kicker packs, and the Magestorm!
expansion, as well as offering a few optional rules of its own. It lists
all available spells, including those in forthcoming kicker packs 6, 7,
and 8 and some new spells for the first four races. The Dice Commander's
Manual also contains spell cards for all the new and old spells, just
like the Dragon Shield accessory, as well as several FAQ lists and three
Campaign Scenarios. However, while worth looking at, the book may not be
worth its $18.95 price tag.
Good Spells: The best aspect of The Dice Commander's
Manual is the inclusion of new spells for the first four races. Some
of course, particularly stand out...
-
"Degenerate Dragonkin."
This
blue Coral Elf
spell is very expensive at 9 magic points,
but its value is immense. It causes all dragonkin
in the target army to decrease one health size unless they each roll an
ID icon. Any dragonkin which cannot decrease
in size (common units and those who cannot trade to a smaller size) are
destroyed and buried. However, all dragonkin
in the casting army are also destroyed and buried.
-
"Reforge Item." Thisred
Dwarf spell restores one health worth of destroyed magic
items and artifacts, and at 3 magic
points, it is no more expensive than "Spark of Life".
-
"Bloat Corpses." This green
Coral Elf spell causes one health worth of
any player's dead units to be buried. Not very polite, perhaps, but good
units need some better offensive abilites.
-
Besides these spells, the gold "Explode
Stone" stands out, as it allows Dwarves
to destroy and bury enemy items and kill the unit carrying the item (who
must roll a save to avoid these effects).
Wait! What about the Amazons?
Are there no new spells for them? Inexcusably, no. As usual, Amazons
have been cheated. The hardest race to buy, they are again disadvantaged
be having no unique racial spells. Admittedly, magic is not supposed to
be their forte, but it seems unfair.
Elder Monsters. The Dice Commander's Manual
does hint very strongly that the first five races will have a fifth monster
of great power added to their ranks at some time, but when and how is not
made clear. Hmm....
That's all that's here right now. To see some
more good stuff about dragon dice, go to The Official Dragon Dice Page,
Morthalion's Dragon Dice page, or to Newsbytes about Dragon Dice. There
are links to them from my home page.