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

£9.9
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Dragon Dice Collectible Dice Game (Hit Dice Collectible Dice Game)

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

RRP: £99
Price: £9.9
£9.9 FREE Shipping

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Description

Dungeons & Dragons has gone through many different iterations through the decades, awarding the game a grand total of 6 different editions (1st, 2nd, 3rd, 3.5, 4th, and 5th). Throughout it all, the 7-dice set has remained the standard for DnD. A good set of dice is precious, as it can determine the very fate of your character. Dragon Dice is a collectible dice game originally made by TSR, Inc., and is produced today by SFR, Inc. It is one of only a handful of collectible dice games produced in the early 1990s. The races and monsters in Dragon Dice were created by Lester Smith and include some creatures unique to a fantasy setting and others familiar to the Dungeons & Dragons role-playing game.

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The d12 

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SFR released the "Battlefields" expansion in August 2010, featuring two new terrains: Feylands (green/red) and Wastelands (blue/red). Four new 8th face icons were also introduced that can only be used at the Frontier location: Dragon Lair, Grove, Castle, and Vortex. Minor terrains (smaller eight-sided dice) were re-released as part of this expansion. [1] Dragons [ edit ]

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! 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 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. 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. 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.

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”. 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. 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). The History of TSR". Wizards of the Coast. Archived from the original on 2008-09-24 . Retrieved 2005-08-20.An army is composed of units of soldiers. Each unit has a number of health points, and may be from any of the races. The units are represented by 6 sided dice, while Dragons are represented by 12-sided dice. Each die has a specific meaning attached to each of its faces, so when you roll it in combat, the roll will have a pre determined effect as shown by the rolled number, or markings on the rolled face. These effects represent all sorts of actions, like movement, missile fire, melee combat, and spells. The basic idea behind Dragon Dice is rolling the right result at the right time, and then making good use of it. For instance, a successful maneuver would need you to roll a better overall maneuver roll with your participating units than the opposing army's roll. Since each die has specific statistical advantages and disadvantages, a good army design (or mix of dice) can lead to better overall results. The object of the game is to either kill everyone else, or capture terrain. Terrain is represented by 8-sided dice, and "capturing" means turning it to its 8th face. Turning a terrain die is accomplished by successful maneuvers by your army. Gaining control of terrain means extra strategic benefits for the controlling army. Capturing two terrains is enough to win.



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