Home
Dragon Rage Game Manual - English
Contents
1. Overrun A dragon that made an overrun attack move see Movement can still make normal melee attacks Note that if it overrunned and stopped on a unit and the overrun failed to kill it the Dragon can now make normal attacks with head and or legs underneath itself 4 City forces spell casting phase The wizard amp magic Only the wizard can cast spells Spell points Each time the wizard casts a spell he must use up a certain number of spell points Es spell points used vary with the spell The wizard only has ten 10 spell points for the entire game He cannot use more and when these are exhausted he is unable to cast any more spells Casting spells Spellcasting occurs at the beginning of the player s turn before any movement The player simply selects one spell from the list below uses the appropriate spell points and notes the effect Markers are provided for some to indicate the area affected Casting limitations A wizard cannot cast more than one spell per turn He may cast the same spell turn after turn or a different one each turn provided sufficient spell points remain The wizard may cast a spell into any Hex within range regardless of line of sight The wizard is presumed to have a crystal ball that allows him to see through normal obstacles Boost Morale spell 1 3 SP This spell costs 1 spell point with an extra cost of 1 spell point per Hex of radius applie
2. Magic markers Show the central location of a Fog or a Whirlwind Destroyed Victory points markers Are placed in a city Hex when the invader destroys it to gain its victory points value Note that destruction for victory points has no additional effects terrain is unchanged the invader simply scores the appropriate victory points represented by placing a marker of the appropriate value in the Hex Troops amp individual characters counters City Defender troop units are orange and characters yellow Unit types include CAV cavalry INF infantry MIL militia ARH archers HERO defender hero WZD defender wizard Combat ability Escape and Movement are printed on the counters Each city defender counter provides the unit s statistics as follow TYPE Unit type A Unit attack strength B Unit escape number C Unit movement points D Unit movement points on roads Each unit has two movement point MP values The first number C is the normal number of hexes the unit may move The second parenthesized D number is road movement if the unit starts on a road Hex and follows the roads for its whole movement use that number instead Dragon counters The dragons have no numerical values on the counter itself See the rules and tables for information about their capabilities All Dragons have a facing direction as shown by the colored arrowhead and an in flight versio
3. allowing the enemy to move by Overrun unless the unit is in a tower and attack through it Destruction of bridges The wooden bridges on hexes 1407 and 1413 can be destroyed Troops A unit of troops can destroy a bridge by moving onto it and not making any normal melee or missile attacks that player turn Instead place a broken marker underneath On the following player turn if the unit is undestroyed when it moves off the bridge is wrecked behind it replace the broken with a burned marker Dragons A dragon will automatically destroy a wooden bridge if it bounds onto it or lands from flight on it A broken marker is placed underneath the Dragon on the bridge If the Dragon does not leave on its next move it will fall into the river which instantly kills a Dragon Note the stone bridge in Hex 1410 is indestructible 1 Invading player movement phase The terrain and movement section above describes the effects of terrain on movement during this phase Dragon Facing A Dragon must face toward one of the six adjacent hexes with the front top of the counter Facing is important in movement and combat if a Dragon is faced ambiguously the opposing player decides which hexside it faces toward Rear k d i Dragon Movement modes Each turn a Dragon may use only one of the following four movement modes Walk Slither Bound or Fly Walk An undamaged dragon can walk 4 MP on his
4. and the Whirlwind occurs in its hex it must roll for crashing at that instant but if it doesn t crash it can move out of the Hex during his movement phase without needing a second check Any victory points in a Hex occupied by a Whirlwind are automatically destroyed Entrances and bridges are unaffected by a Whirlwind No units may unload from ships onto docks covered by a Whirlwind Lightning spell 3 SP This spell costs 3 spell points It is cast into any Hex within four of the wizard and hits one unit in that Hex selected by the wizard casting it Effect The power of the Lightning is 5 minus the distance in hexes the spell was cast from A Lightning cast into the same Hex has a full power of 5 into an adjacent Hex a power of 4 etc to a power of 1 if cast 4 hexes away When cast at a Dragon the strength of the Lightning bolt is the number of damage points inflicted on the Dragon the Lightning automatically hits The Invader player decides which areas are hit but must give each area one damage point before any area is given two damage points Areas as yet undamaged are always the first to take damage from Lightning 5 City forces reinforcements phase The City Defender receives reinforcements from the sea starting on the 10th turn and every fourth turn thereafter i e on the 14th 18th 22th etc turns These turns are marked in blue on the turn track Each group of reinforcements c
5. EE ee E Le
6. may fire missiles An archer unit can either fire missiles or make a normal melee attack but not both in the same turn Such a unit can only fire missiles once a turn regardless of the different target hexes available Line of sight An archer unit must be able to see the target Hex to fire on it If firing from a tower any Hex can be hit If the target is in a tower or flying it can be hit regardless of terrain A Line of Sight always exists to a flying Dragon In all other cases the firer is unable to see through any tower or wall hexside To determine this trace a straight line from the center of the firer s to the center of the target s Hex If the line intersects any part of the wall or tower structures painted on the map firing is prohibited An archer may shoot through an entrance in a wall but only to the Hex immediately on the opposite side The smaller buildings painted on the mapboard inside the city have no effect on the line of sight it is presumed archers etc are in upper floors and on roofs however buildings that act as walls still block line of sight within the city Missile attacks against Dragons 5 6 Archers fire two hexes three if from a tower and the target is neither in a tower nor flying To hit with missiles one die is rolled At one Hex range and shooting at a Dragon not in flight a 5 is needed to hit In any other situation including any firing at a flying Dragon a 6 is ne
7. no effect Extreme odds 11 indicates that you must roll the dice twice and add results the defending unit is destroyed on a total of 11 or 12 Multiple areas attacks Two or more areas can combine combat strengths to attack one enemy If two or more enemy units are stacked in the same hex they must be attacked as one combined group Two or more different hexes with enemies must be attacked separately a different attack against each hex Each area can only make one melee attack per turn no matter how many enemies may be adjacent Walls amp towers A Dragon cannot make a melee attack into or out of a tower nor across a wall unless an open or smashed entrance is used i e the entrance is between the attacker and his enemy Special characters in melee Hero wounds The first time a hero is killed by any attack he is just wounded instead Place a wounded marker underneath the hero counter When a wounded hero is killed he is finally destroyed and removed from the game A wounded hero performs just like a normal hero unless otherwise indicated Wizard The wizard has special magic spells see Wizard Spells section In addition when stacked in a Hex with another unit the wizard adds his combat strength only when attacked The wizard himself has no combat strength to make attacks but his reputation and magic help protect him This defensive strength also applies if the wizard is alone in a Hex
8. Dragon Rage is a good introduction to the world of hex and counter wargames with a very strong theme and deep yet simple gameplay I was thrilled when the occasion to publish a new edition of this classic presented itself Dragon Rage is now available again about 30 years after the original publication To some of you it ll be a fond memory of the past and to the others it will be a new game altogether I hope all of you will enjoy it the same The rules book has been rewritten from the ground up with only minor modifications to the game system This revised edition includes a remake of David Helber s original map and counters that is very close to the classic Heritage edition However the counters are two sided and include brand new art by Lionel Liron on the back in full color I also developed an optional campaign system allowing to play a few linked games whose outcome influences the next as the campaign unfolds The last addition to this revised edition is a new original map on the back of the Esirien map Nurkott along with new scenarios I hope you ll enjoy this new edition and that you ll have a lot of fun with it Eric Hanuise FlatlinedGames Missing parts If any parts to this game are missing or damaged please return them to Dragon Rage Customer Service Flatlined Games 39 rue gheude 1070 brussels Your damaged part will be replaced free of charge as will missing parts Rules organisation T
9. PPPPCPP PPP PCPPP PT CPPPCPP Pe if Dragon Rage e Manual Rea this first English V 0 011 Dragon Rage Game Manual Players of Britannia a strategically OEEp tour plaveg game DEPICTING the history of Great BRITAIN FROM the Roman invasion to the Norman Conquest play primarily for ENTERTAINMENT but some schools use it to teach Dark Aces history Other Games ane FORTHCOMING AMONG Chem an abstract boardgame from Mayfair Games A former contributing e iton o SEVERA role playing Game MAGAZINES ANO author Of oven a HUNSRES game magazine articles he is NOW Monthly Contributor o GameCaneenGui e and Gamasutra Designer Biography These sites OWNEO by Game Developen Magaziwe ane Che Dr Lew Pulsipher started playing premier Web sites for those boardgames mone Than 50 years INTERESTEO IN VIDEO GAME CREATION ago He esigwe his OWN games THEN OISCOVEREO STRATEGIC He is a contributor to the books Real istic GamiNg WiTh early Avalow Hobby Games the 100 Best and Hi WARGAMES ANO ultimately Family Games the 100 Best Green Y EARNEO a Ph D IN MI ITARY ANO Ronin ANG To the forthcoming ECC history at Duke Tabletop Game DESiGN E TC Press n IN TUETESTUY His first commercial He is finishing his howto book Get title was published in 1980 He is it Done Designing Games from OESIGNER Of Britannia DRAGON RAGE Start to Finish Valley of The Four Winds Swords ANO Wizarory ANd Diplomacy Games D
10. cks 3 Invading player melee phase The invading player may resolve any melee attacks made by his units 4 City forces spell casting phase The city player may cast a spell with his wizard 5 City forces reinforcements phase On turns 10 14 18 22 26 30 and so forth the city player receives reinforcement units 6 City forces movement phase The city player may move his units on the map 7 City forces archery phase The city player resolves any archery attacks 8 City forces melee phase The city player resolves any melee attacks made by his units 9 Advance turn pointer At the end of the turn the city player moves the turn pointer to the next box on the turn record track Game turns are repeated one after another until either the invader concedes defeat or gains sufficient victory points to win If all invaders are killed the city forces player automatically and instantly wins If ten or more turns pass without any invaders within the walls of the city the city Dragon Rage Game Manual forces player automatically wins If ten or more turns pass without any victory point hezes destroyed the city forces player automatically wins Stacking No troop unit may move into a Hex occupied by any other unit Characters and Dragons may enter hexes occupied by another unit in certain circumstances see below Heroes amp wizards These special character units may stack with any other friend
11. d up to a maximum cost of 3 points for 2 hexes radius The spell is cast into the wizard s own hex and if extra cost for radius is spent will extend one or two hexes outward from there as well The spell affects units on the same side as the wizard only and only for that turn Melee attack effect All units within Boost Morale add one 1 to the die roll when resolving a normal melee attack If some units have Boost Morale and some do not in a melee attack the addition is made only if half or more of the combat strength involved has Boost Morale Melee attack on dragons All units making a melee attack on a Dragon add one 1 to the die roll Escape bonus If either the unit is hit by dragonfire or all heroes are dead or both any escape die rolls have one added 1 Militia attack ability A militia unit may attack a Dragon without a hero being with or adjacent to it Note the effect of this spell is not cumulative with normal bonuses due to a hero A unit can either take the effect of boost morale or a hero but not both at the same time Fog spell 2 SP This spell costs 2 spell points The spell can be cast into any Hex within a radius of three from the wizard The Fog marker should be placed to show the Hex it s cast into The Fog itself covers that hex and all hexes within a radius of two from it for a total area of 19 hexes Duration The Fog spell lasts until the casting player
12. eath means the Hex the Attacker combat strength Dragon occupies Above means any tower Hex around the Dragon The Head can only attack to the front including above and underneath The Wings can only attack to the front including above The legs can attack all around and underneath but not above Various groups from one or more areas of the Dragon may combine to attack a single Hex If the entire undamaged Dragon combines its combat strength to attack one Hex it would have to be to the front the total would be 11 3 2x2 4x1 2 3 4 T 4 11 The various areas or groups can attack separate hexes if desired Additional limitations A dragon cannot make attacks if it made a flying or a slither move that turn It can only attack over a wall or into a tower if an entrance is open Two or more dragons cannot combine their combat strengths each Dragon must attack separately and must attack separate hexes Combat resolution table Defender combat strength To resolve the attack total the combat strength of all attacking areas and reference it against the combat strength of the city force units in the target Hex in the combat resolution table If the result is a target number 2 to 6 roll 1d6 The defending unit is destroyed on a roll equal or higher than the target number If the result is D the defending unit is destroyed If the result is M the attacker misses and the attack has
13. eded to hit If the Dragon is flying when hit it automatically takes two damage points in the belly If a Dragon is hit by missiles it will suffer one damage point in the wings legs or head area selected by the firer 8 City forces melee phase Any unit in the same or a neighboring Hex to a Dragon may attack it Melee attacks are prohibited if either unit or Dragon is in a tower but both are not or if the attack is across a wall hexside or if the Dragon is in flight When a unit attacks it indicates what area of the Dragon is being attacked and rolls one die If the proper number results the Dragon is hit When a Dragon is hit the number of damage points inflicted equals the combat strength of the attacker Thus a unit with combat strength 2 will cause two damage points with each hit The head 6 Can only be attacked from the Hex directly in front of the Dragon or from any tower Hex around it i e any Hex above it A die roll of 6 is needed to hit and the head is a Single group with 8 hit points Once both wings and all 4 legs are lost the dragon s head can be attacked from all three front hexes The wings 4 Can be attacked from the four side hexes or any Hex above it A die roll is 4 is needed to hit and the wings are in two groups each with 6 hit points The legs 6 Can be attacked from any except above A die roll of 5 is needed to hit and the legs are in four grou
14. facing an enemy It will rotate to face the nearest unit and if none are adjacent will walk slither or bound toward the nearest enemy unit and attack After each Invader melee phase roll one die for each berserk Dragon On a result of 5 the Dragon dies In addition when the head area is destroyed it cannot be used in combat anymore Wing area damage When one entire group of wings is destroyed there are two each of 6 damage points the Dragon can neither fly nor bound The loss of a wing group also eliminates that group from combats Leg area damage Each leg group destroyed there are four each of 3 damage points reduces the movement points of a walking Dragon by one 1 MP leg group lost In addition the loss of a leg group eliminates that group from combats When all leg groups are destroyed the Dragon is unable to walk or bound and can only take off for flight from a tower Belly area damage When the entire belly area one group of 6 damage points is destroyed the Dragon immediately dies Dead dragons When a Dragon dies it collapses in the Hex it occupies Any other unit in the Hex must roll its escape number or higher to avoid being crushed and destroyed Any Death ofa hero victory points in the Hex are destroyed and If a player had heroes among his units scored by the Invader player The Hex and all are dead the rest of his forces becomes impassable
15. he Dragon Rage rules are organised in two books Game manual this manual introduces the main game components and leads you step by step trough your first games of Dragon Rage using the main scenario of two dragons attacking the city This is the user manual for the game and will teach you the basic rules Rules reference this manual holds the detailed rules covering every aspect of Dragon Rage It is organised in subsections for easy reference during gameplay Rules reference Scenarios and appendixes Campaign rules Tournament rules etc Your first game The game Dragon Rage is a two player fantasy game that depicts the attacks on the walled fortress city of Esirien One player controls the invaders a pair of dragons while the other controls the city forces defending the ramparts and interior including knights infantry archers militia the hero lord ruler and his wizard The invaders attempt to destroy part or all of the city while the defenders attempt to protect it Each map Hex represents about 25 yards each turn about a minute and each unit about 50 men or one Dragon For best results read the Your first game section once through quickly Then immediately try a game even if it is solitaire Refer back to the rules during your first game re reading the fine points as necessary After the first game or two you will have learned the rules clearly Should a rules question arise during play
16. his victory conditions PPPPPPPPPPPCPPPCPPPCPP EER This concludes the Game Manual booklet You should stop reading here and start a game right away even if solo We recommend you play the basic game a few times before you move on to the full rules detailed in the rules reference L manual Credits Original Game Game design by Lewis Pulsipher development by Lewis Pulsipher and Arnold Hendrick Playtesting by Robert Dudley Kevin Garbleman Albie Fiore Bob Lansdell Mundy Peale Jim Adams Mark Humphreys lan Livingstone Sue Pulsipher Martin Crim Keith Ivey Roland Gettliffe Eric Bracey Steve Raymond and others and Albert Pare Cameron Owen Rommie Stults and Bruce Webster Revised edition Game design by Lewis Pulsipher development by Lewis Pulsipher and Eric Hanuise Graphic design by Eric Hanuise maps play aids rules David Collignon old style counters Lionel Liron new style counters and Miguel Coimbra cover art Revised Edition Playtesting Eric hanuise Jean Michel gevels Axel Calingaert Olivier Caprini Alain Peters Alain Gotcheiner Marc Dave Marc Elsoght Frederic Moyersoen Olivier Doyen Jean Lognay Serge Lehman Greg Charles Frederic Pr vot Anthony Desert Vincent Boulanger Romain Laurent Didier Vandamme Attacker combat strength i c Result Destroyed on 2d6 Missed on 1d6 Dragon combat summary moa ac vu e Sd E d r QU END A E
17. look at the relevant section of the rules reference to answer it Anything not specifically allowed in the rules is not a valid game move and is not legal during play Dragon Rage is a simple and fast paced game so during a session game flow is more important than in depth rules discussion In the unlikely event that you encounter a rules question that is not covered by the rules reference agree on a temporary ruling to allow the game to continue without further disruption and look for a definitive resolution after the game session is completed Dragon Rage Game Manual The city of Esirien Esirien is an old city veteran of many wars The eastern section was built first as a military colony of the Empire Time passed and the Empire fell Now it was a trading center and the western portion grew up around the docks and warehouses Now alone it needed an army and a militia to repulse attacks from the wilds beyond the gates Giants trolls orcs and goblins all attempted to pillage and plunder Esirien but after each attack it rebuilt One day the monsters disappeared Dragons had moved into the far mountains Esirien s army sallied forth to destroy their lair capturing wealth and breaking the eggs Then the dragons came to avenge the death of their family Turn Record Track i Aboma n Dens iot ozjos gt 4f os oc or os oo Be rx 2 la Mn Isel LA lal L 24 5 UA sas The esirien city map The color map shows the cit
18. ly unit in the same Hex However a stack of no more than two units is allowed hero or wizard with some other unit or just a hero and wizard together In addition a hero but not a 3 wizard may move into a Hex WZD 3 4 occupied by a Dragon but this automatically ends his move HERO a Terrain amp Movement Sea No unit can enter a sea Hex all water hex River No unit can enter a river Hex However a unit can enter a bridge or ford hex but only from the hexsides where the bridge or ford is connected to the banks of the river The Dragon may walk slither bound or land on a bridge but it cannot enter the ford Of course the Dragon could bound or fly over the river instead i gut Arm Walls No unit can climb over a wall hexside However a gateway allows movement through a wall hexside from the inside out freely or from either direction if it is smashed There are wall gateways connecting hexes 0606 0707 and 2113 2212 as well as at either bank of the wooden bridges over the river in 1407 and 1413 Towers A unit can only enter a tower Hex through an entrance or by bounding or landing from flight on it directly The player defending the city controls all towers and their entrances and can enter or exit freely The Invader cannot use these entrances until they are smashed which permits free passage to all Units in a tower are always considered both in and on top of the to
19. n use whichever counter is appropriate for the monster s current status Heart counters These counters are used to track the dragon s damage on the play aid SP counters These counters are used to track the wizard s remaining spell points a L Setup Each player rolls the die the player with the highest result chooses to play the Dragons or the city defender Place the Esirien map on the gaming surface Defending city forces set up first anywhere within the city including in any tower in the waterfront district and along the walls inside as desired Units may set up on the bridges if desired Maximum one city force counter plus either the wizard or hero may be placed in a single Hex City defender forces 4 cavalry 8 infantry 4 archer 4 militia 1 hero and 1 wizard The invading forces then set up along any Hex at the west north or east edge of the map next to the forest Invading forces 2 Dragons Victory points The dragons win by destroying parts of the city certain hexes have victory points marked Numbers 1 5 in blue and when the Hex is destroyed a victory points marker is placed on that Hex The Dragons destroy a victory point Hex by walking into the Hex and spending one MP in it in that or some later turn or by slithering into it Landing from flight or a bound in an unoccupied Hex will destroy it Dragonfire into a Hex will always destroy it except for tower
20. onsists of four infantry troop units which arrive on any dock Hex along the seafront and or on the wooden bridge in 1413 If the wooden bridge is burned reinforcements cannot be placed there Reinforcements can only arrive in vacant hexes at the start of the movement phase of the player turn If insufficient vacant dock and bridge hexes exist those which cannot arrive are delayed until the next turn If there are insufficient infantry counters for reinforcements due to all infantry already being in play on the mapboard militia is substituted If all infantry and militia units are already in play no additional reinforcements are received until dead units become available for reinforcements on a subsequent reinforcement arrival turn Dock hexes where reinforcements arrive include 0815 0915 1014 1115 1315 and 1516 as well as the bridge on 1413 6 City forces movement phase The terrain and movement section above describes the effects of terrain on movement during this phase Units are moved one at a time but movement of one may be halted temporarily to move another A player can move as many or as few units as desired including all or none A unit need not move its full MB it can move only part instead MP cannot be saved from turn to turn nor can it be transferred from one unit to another Movement only occurs during the proper phase of the game turn 7 City forces archery phase Only archer units
21. ot be repaired Smashing doors blue A Dragon automatically smashes open a door by simply facing it at any time during movement or at the end of its move No MP cost is required and the Dragon can continue moving into the tower if desired if the tower is occupied see Overrun rules a dragon may not overrun in a tower Smashin ates red A Dragon can attempt to smash a gate by moving to face it while walking and then spending one or more MPs from its remaining MPs that move to smash it If there is no City Defender unit on the other side of the gate after one MP is spent smashing the gate automatically shatters Otherwise when the MP expenditure is made one die is rolled If the roll is equal to or less than the MPs spent the gate is smashed otherwise it is unaffected Smashing MPs cannot be accumulated from turn to turn and each Dragon must resolve its attempt separately Movement could continue through the gateway if any MPs remain A Dragon with all legs destroyed can still try to smash a red gate Unguarded red gates can be broken on a 6 on 1d6 and gates with city guards on the other side can be broken on 11 on 2d6 Opening an entrance A City Defender unit in a tower or behind a gate may open it during its own player turn during combat to make an attack out to an enemy on the opposite side of the entrance In this case the entrance remains open throughout the following enemy Invader player turn
22. pr ps Day job is teaching game amp Variants SESIGN ANd other video game CREATION Topics IN The southeastern After a 20 year hiatus from Game US where he has 17000 classroom OESIGN o teach himself computing hours of experience mostly ANO WORK AS A PROGRAMMER ANO Teaching computing and especially chief of PC support at a major ARMY Computer NETWORKING IN college medical center Lew has come back ANG Graduate school TO OESIGNING Games Current projects ane at BRITANNIA 2NO EDITION D IN PulsipherGames Com 2006 with FOREIGN EOITIONS y German French Spanish mm w Se Hungarian in 2008 Britannia E among Che games covered in book Hobby Games The 100 Bee c ite by James Lowder It was o escnibe IN AN Armchair GENERA ON INE REVIEW of A 2006 Edition as REAOY TO CONTINUE ON s ONE OF the Great titles in The world of Games http pulsipherGamedesicn blocspot com Z http teachgameoesigw blogspot cor Copyright c 1982 2010 by Lewis Pulsipher Copyright c 2010 Flatlined Games Introduction to the revised edition Designed by Lewis Pulsipher designer of the classic game Britannia Dragon Rage was published in 1982 by Dwarfstar an imprint of Heritage Models Heritage was primarily a miniatures producer run by Duke Seifried Shortly after the initial release of Dragon Rage the company went bankrupt for reasons not related to the boardgames and the game became unavailable
23. ps each with 3 hit points The belly 4 Can only be attacked from underneath in the same hex A die roll of 4 is needed to hit and the belly is one group with 6 hit points damage points on Dragons Each successful attack on a Dragon inflicts damage points The number of damage points suffered equals the combat strength of the attacker Location of damage When an attack is made the attacker must indicate which area on the Dragon is being targeted before rolling the dice This often influences the die roll needed to hit If the attack is successful that area is hit Some areas cannot be hit from some positions When an area is hit the first group if more than one in that area always takes the damage first When enough damage accumulates to destroy the first group the next group takes the damage etc When an entire group is destroyed its combat strength for attacks drops to zero 0 If an entire area is destroyed any further hits on that area have no effect Note that groups are always marked off one after another regardless of the direction of attack This is a game device to represent gradually decreasing strength and power A specific group within an area does not correspond to any specific part of the body Head area damage When the entire head area one group of 8 damage points is destroyed the Dragon cannot use dragonfire anymore and goes berserk A berserk Dragon only moves if not
24. r simply sit there on top of the enemy if the attack failed Overrun movement A walking Dragon may simply overrun through an enemy occupied Hez In this case the beast simply passes through the hez ignoring the enemy units An overrun move is prohibited if the monster must stop in the enemy occupied Hex E g if it has no movement point left with which to make an overrun attack described above Overrun moves are prohibited inside a tower 2 Dragonfire phase A Dragon that is neither flying nor slithering may breathe fire with its head This is done in the dragonfire phase before normal melee combat in the Invader s player turn A flying Dragon may breathe fire onto a tower Hex if the Dragon neither took off nor landed that turn Only tower hexes can be hit by fire from a flying Dragon The head has a combat strength of zero 0 on the turn it breathes fire in effect the head cannot be used for other attacks for the remainder of the turn Range Dragonfire is breathed into any one of the three hexes to the front of the dragon It then extends to a second Hex directly beyond the first in a straight line from the Dragon The dragonfire cannot be breathed into the Hex the dragon occupies A Dragon cannot breathe fire through a wall or into a tower except through an open entrance If breathing fire into a tower if that is the first Hex of the two the fire stops within the tower and travels no fu
25. rs 2d6 wound points The Dragon player determines how these damage points are distributed over its body If the Dragon crashes into any river or sea hex it instantly dies Units in the crash Hex must roll to escape or are killed and any victory point locations or wooden bridges are destroyed scored To escape a unit must roll its escape number printed on the counter or more on 1d6 or be destroyed Each unit has its escape determined separately A Dragon in a tower with one or more wing points remaining may deliberately fall out of the tower in any direction and crash into the neighboring Hex below Of course the Dragon must suffer the crash result 2d6 damage Crashing replaces the normal move of a Dragon Overrun attacks and movement Overrun attack or movement only applies when walking on the ground never when slithering bounding or flying overrun attacks A Dragon may make an overrun attack only while walking This allows the Dragon to move into the Hex occupied by any enemy unit at a cost of 1 MP extra A Dragon cannot bound or fly into an enemy occupied Hex A Dragon cannot overrun inside a tower due to the small space but it can overrun through an open or smashed gate in a wall An overrun attack is resolved the instant it occurs with the Dragon worth six combat strength for this purpose See Combat resolution Table for details on how to resolve it After the attack the Dragon may continue moving o
26. rther Effect All units in hexes hit by dragonfire are destroyed unless they escape To escape a unit must roll its escape number printed on the counter or more on 1d6 Any unit in a tower has a 2 bonus to the die roll Each unit has its escape determined separately Dragonfire into a Victory Points Hex will always destroy it except for towers If the dragon is on the ground level only dragonfire breathed through an open entrance will destroy the Hex If he is flying dragonfire on a tower will always destroy it Fire limitations A Dragon can only breathe fire twice in a game 3 Invading player melee phase Types of Dragon attacks Fach area of the Dragon except its belly can be used for an attack The head can bite the wings buffet and the legs claw and kick Each area has one or more groups each with a combat strength for attacks As an area takes damage groups are destroyed and thus the combat strength for attacks will decrease The head of the Dragon is one group with a combat strength of 3 The wings of the Dragon form two groups each with a strength of 2 The legs of the Dragon form four groups each with a strength of 1 Attack limitations Each type of group can only attack certain hexes depending on the facing of the Dragon and terrain See the diagram below for the terminology used for various directions and facings Around means all six hexes surrounding the Dragon Undern
27. s where only dragonfire breathed through an open entrance will destroy the Hex A Whirlwind spell cast by the defending wizard will destroy all victory points in a Hex it occupies Victory conditions City defenders win the game when all invaders are destroyed if 10 game turns pass in which no victory points are destroyed or if 10 game turns pass in which no grounded or airborne invader units are within the walls of the city Invaders victory is assessed using the following criteria Dragons destroy less than 16 VP s Invaders are defeated invader title featherless chicken Dragons destroy 16 VP s Invaders marginal victory invader title dragon whelp Dragons destroy 18 VP s Invaders normal victory invader title destroyer of cities Dragons destroy 20 or more VP s Invaders great victory invader title the death from above Dragons destroy all Vp s Invaders ultimate victory invader title the bane of Esirien After a few plays the invader player should aim for at least a 20 VP great victory The ultimate victory has so far never been claimed so if you do manage that rare feat by all means send us a session report The game turn The game turn sequence is organised in 9 phases as follow 1 Invading player movement phase The invading player moves his dragons on the map and resolves any overrun attacks 2 Dragonfire phase The invader player resolves any dragonfire flame atta
28. s next spellcasting phase Then it dissipates Effect No attacks or combat of any sort neither melee missile nor dragonfire may occur by units in the Fog or against units in the Fog A dragon may neither bound into nor out of Fog nor may it land from flight in Fog A dragon can take off in Fog bound over it if starting and ending outside of it and fly completely over Fog A dragon may still walk in Fog and can destroy victory points in the Fog Whirlwind spell 2 SP This spell costs 2 spell points It is cast in any Hex within four of the wizard When cast place the Whirlwind 1 marker in that Hex Duration amp travel The spell remains in effect during the whole turn On the caster s next turn magic phase replace the marker with Whirlwind 2 and move it randomly one Hex To determine the direction roll one die 1 N 2 NE 3 SE 4 S 5 SW 6 NW The spell then lasts for one last turn in the new hex and then dissipates on the beginning of the caster s next magic phase Effects A Whirlwind in a Hex prevents any unit in that Hex from attacking nor may it be attacked by missiles melee or Dragonfire However a Dragon in a Whirlwind may attack with its head and legs only A Dragon must spend one extra movement point 1 MP to enter a Whirlwind hex and one extra to leave it If the monster flies or bounds into out of or through a Whirlwind it crashes on a die roll of 4 If the monster is in flight
29. to all units even other become demoralized The demoralized units monsters although a unit may fly or bound must check morale successfully each time over it they wish to attack a Dragon If the unit fails Heroes amp militia hero attacks it cannot attack that player turn Archers When any unit is attacking a Dragon add need not check morale to fire missiles one 1 to the die roll of all attacks if the Each unit checks morale separately by hero is next to or stacked with the unit This Tolling one die and adding one 1 If the only applies if the hero is not wounded If result is greater than or equal to the escape wounded the hero does not cause this number it passes morale and may attack that addition player turn If the result is less than the escape number for that unit it fails morale The hero unit itself also adds one 1 to c cann d its die roll when attacking a Dragon Militia leadership S t E uar ch Ls disciplined troops They will not attack a Dragon unless a hero is in the same or adjacent hex or they are within the 9 Advance turn pointer influence of a Boost Morale spell from the The city defender player concludes his wizard In either case the militia would add turn by advancing the turn pointer one 1 to its attack die roll due to the hero Players continue taking turns until either or the morale spell y U ing turns until ei the invader player or the city defending player meets
30. turn the Dragon damage record sheet tracks the remaining MPs according to the leg damage sustained so far A walking dragon gets one free 60 rotation before each Hex movement and spends 1 MP for each Hex entered He may also make additional 60 turns at the cost of 1MP each Movement and extra turning can be combined in any order during a Walk move Slither no attack A slithering Dragon may go forward snakelike 1 Hex directly forward no turn allowed or turn 60 once while remaining in place A slithering Dragon cannot move further nor make any attacks the same player turn it slithers As a result slither moves are generally a last resort used by a Dragon unable to x Face perform any other type of move Bound At least half the Dragon s leg points and wing points must be intact to permit this movement mode exception a Dragon may bound from a tower regardless of leg points intact In a bound the Dragon may first rotate 60 degrees right or left if desired and then bounds 1 to 3 hexes forward in a huge hop The Dragon may bound over any hex including terrain normally impassable and or hexes occupied by friendly or enemy units However the Dragon cannot land on any unit except a hero and or wizard Note that because the bound must be in a straight line there are only nine hexes a Dragon could bound into on such a move Example of bound options for a Dragon Dragons can bo
31. und 1 to 3 hexes Fly no attack At least half the Dragon s wing points must be intact to permit flying Furthermore to take off at least half the leg points must also be intact or the Dragon must be making a take off from a tower The Dragon may either take off or land in addition to flying but cannot both take off and land during the same movement phase In a flying move the Dragon must move straight forward at least two hexes then it can turn 60 left or right then it can move another two hexes turn again etc No other turns are allowed while flying even if taking off or landing also Overall a Dragon can fly up to 6 hexes each turn A Dragon in flight is denoted by using the in flight version of the counter This shows it is at 60 90 meter altitude A Dragon in flight is flying above all terrain and units it can ignore both A Dragon that begins its move in flight may land in the Hex where it starts no change of facing is possible obviously but the landing still counts as part of a flight move prohibiting any other type of move and attacking that phase A flying Dragon cannot land on any unit except a hero and or wizard A dragon cannot make attacks if it made a flying move that turn Crash A bounding or flying Dragon will crash if itis in the same Hex as a Whirlwind spell or is in flight and has its wing points reduced below half When it crashes the Dragon lands in that hex and suffe
32. wer Cavalry units cannot end movement in a tower although they may cross a tower by following the road in hexes 0914 1310 and IoT Roads Any units can move along a road following it from Hex to Hex The road passes through walls at the gates and actually passes through the lower floors of the towers in 0914 1310 and 1511 The road does not enter any other towers so units entering or leaving other towers cannot use road movement All three bridges have roadway over them so road movement can continue across bridges A unit that follows the road for its entire move uses its road MP value Note that the Dragons have no special road MP value and thus gain no benefit from moving along a road Entrances to walls amp towers Entrances include both large gates red and small doors blue Towers may have either type of entrance on one or more sides while wall hexes sometimes have a gateway red through them Entrances are indicated by a colored glow on the map Only a unit against that hexside or moving over that hexside can use the entrance The City Defender automatically controls all tower entrances and can use them freely at no movement cost The player who last had a unit in the Hex on the inside part of a wall gateway controls that gate and can use it freely If a player does not control an i e TETTE SI i entrance he cannot use it unless it is smashed open Once smashed an entrance cann
33. y of Esirien The river that runs through the city ends with a key to terrain features in the corner in Hex 1413 the sea begins in 1414 Dock The Terrain Effects Chart summarizes the hexes include the moles in 1315 and 1516 as effect of the terrain which is explained in well as 0815 0915 1014 and 1115 more detail within the rules Finally note that large gates are Note that although the inside of the city indicated by a red glow around the structure shows many buildings these are primarily while doors are indicated by a blue glow for appearance since open terrain includes hexes with or without buildings The counters Turn pointer This counter is used to point to the current game turn on the track printed across the al 5 bottom of the mapboard Blue INF 2 3 squares indicate turns with reinforcements for the defending player Last damage pointer This counter is used to mark the last game turn the invader destroyed a VP Hex on the track printed across the bottom of the mapboard If ten turn pass without the A invader destroying a VP hex B he loses the game veeC D Broken pointer Is used to show when a door or gate is broken open Use the top of the arch on the counter to point to the broken hexside Burned bridge markers Are placed on wooden bridges that are burned down Wounded markers Are placed on top of a hero when he receives a wound a hero who is wounded again is killed
Download Pdf Manuals
Related Search
Related Contents
www.philips.com/welcome DE Bedienungsanleitung 1 Direct Drive Motor Specifications and Instruction Digicom 8E4534 3G UMTS wireless network equipment Mode d`emploi Naída Biz Box ルータ「N500」 取扱説明書 Copyright © All rights reserved.
Failed to retrieve file