Official Dragon Dice FAQ and Rules Clarifications

(C)1996 TSR, Inc. All Rights Reserved.
Permission to copy and distribute the information contained in this
document is granted as long as this header is included.

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The information contained in this document should be taken as an extension
of the rules booklet contained in the Dragon Dice boxed set. Its purpose
is to supplement the rules booklet by clarifying the most confusing parts
of the game. This document will be updated on a regular basis as new
questions are asked and new rules clarifications are necessary.
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Part Three - Dragons, Routing, and The Eighth Face, (v. 0.99)

Note that this FAQ is a prerelease. We are asking that all 
interested players examine it, and make suggestions concerning 
rules that were not discussed.

*** DRAGONS

General Rules

A) Dragons attack immediately after spells which last until the 
beginning of your turn expire.

EXAMPLE: Stoneskins that you cast during the previous turn are 
of no avail when you are attacked by the dragon; however, any 
Watery Doubles cast are still in effect, as are any Stoneskins 
cast on you by another player.

B) During the attack, it is the actual OWNER of the die (not 
necessarily the person who summoned it) that rolls the dragon.

C) If a player has armies present at more than one terrain at 
which there is a dragon or dragons, the acting player 
determines the order in which to resolve the dragon attacks.

D) Dragons of different colors fight one another. If more than 
two dragons are present at the terrain, it is the OWNERS of the 
dragons that select the target dragon (which must be of a 
different color). Owners select simultaneously. Dragons roll 
simultaneously. 
 	1) Unless a dragon rolls belly, ten points of damage 
are still necessary to slay it. If two dragons are attacking a 
single other dragon, their damage is considered as a single total 
since the rolls are simultaneous.
	2) If a dragon breathes on another dragon, the target 
dragon's usual five saves are negated until the end of the 
player's next turn. However, the effects of such breath do not 
occur until after the combat is complete. Multiple breaths have 
no increased effect.

The Attack

A) The dragon and its target army are rolled simultaneously.

B) All damage is accrued simultanously.

C) Dragon Results:
	1) Belly: The dragon's five automatic saves do not 
count for THIS BATTLE. (Note: this roll has no effect on Lightning 
Strikes which target the dragon, or later battles.)
	2) Breath: see below.
	3) Claws: Five points of damage.
	4) Jaws: Ten points of damage.
	5) Tail: Three points of damage, and reroll, adding the 
second result. Continue to reroll until a tail result is not 
indicated.
	6) Treasure: One (and only one) unit may be promoted 
(once). Trade it for a dead unit of the same race but worth ONE 
health more. Three-health units may not be promoted to 
monsters, including DragonLords and Dragonmasters). (Note 
because the effects of all dice are considered simultaneously,  
the effect of the promotion does not take place until AFTER the 
target army has finished its attempt to slay the dragon, and 
any tail damage has been counted.)
	7) Wing: The dragon flies away; return to the owner's 
dead unit area. (Note that because the effects of all dice are 
considered simultaneously, the target army does have an 
opportunity to kill the beast before it can fly away, and if 
any tail damage was rolled before the Wing, it applies.)

D) Dragon Breath: THE EFFECT OF DRAGON BREATH IS ALWAYS 
CONSIDERED AFTER THE ARMY'S ROLL TAKES EFFECT. It has no effect 
on the current dragon attack.
	1) Gold-Turn to Stone: Five units from target army  
are killed unless they can roll a save individually (i.e., any 
of the five units which do not roll a save or an ID face are 
killed). The army's owner chooses which dice are targeted.
	2) Blue-Paralysis: The target army may roll for nothing 
but saves until the end of its NEXT turn. Relevant special 
action icons rolled during saves (cantrip, counter) are handled 
normally.  Actions which occur without rolls (moving to 
reserves, maneuvering the die when there is no army present or 
no army desiring to oppose) still occur normally. 
	3) Red-Flame: Five health worth of units are killed and 
then buried. The army's owner chooses which units are lost. 
(Note that Open Grave will save units struck by Flame.)
	4) Green-Frost: All rolls made by the target army (or 
any of its units) are halved until the end of its NEXT turn. 
(Special action icons are immune, as usual.)
	5) Black-Disease: Any units in target army that rolled an 
ID icon (during the one roll against the dragon) are killed.

E) Any ID icons rolled by the defending army can be used as the 
army's owner wishes: as melee, missile, or save results.

F) Special Action Icons vs. Dragons
	1) Bullseye: count as normal missile hits.
	2) Cantrips: produce instant magic. Note that despite 
the fact that the effect of the magic is considered before 
damage is totaled on both sides, a cantrip CAN NOT void a roll 
which has already occurred (although it can indirectly counter 
it). Remember the principle at work here, even during a 
simultaneous roll, is that dice once rolled cannot be further 
affected or nullified.

EXAMPLE: A Coral Elf Enchanter rolls a Cantrip and uses it to 
Lightning Strike during a dragon attack. Even if the Lightning 
kills the dragon, the effects of any damage or breath that the 
dragon rolled MUST be counted.

EXAMPLE: The Enchanter decides to cast a Wall of Ice instead. 
The three saves DO count in helping the army resist the 
dragon's damage. 

EXAMPLE: Two Coral Elf Enchanters both manage to roll Cantrips, 
and cast a Summon Dragon spell to send the attacking dragon to 
another terrain. This spell DOES NOT void any damage the dragon 
caused, or indeed any damage the army has caused (so if the 
dragon is killed by the army, it will be summoned--from the 
dead unit area it went to one second before). However, if the 
dragon was summoned to a terrain at which the acting player has 
an army, the dragon will also attack at that terrain. (Note: if 
the dragon is summoned to a terrain where a dragon attack has 
already occured--either on the acting player's army or on 
another dragon--the dragon does not attack during this turn.)  

	3) Counter: count as saves AND melee hits.
	4) Fly: count as saves.
	5) Rend: count as melee hits, AND reroll, adding the 
second result. Continue to reroll until a Rend roll is not 
indicated.
	6) Smite: count as normal melee hits.
	7) Trample: count as normal melee hits (do not double). 

G) Modifiers due to spells are applied as the owner desires. 
Negative results (i.e., taking all five penalties off melee 
when the army only rolled three hits) are not permitted.  It is 
permitted, however, to apply the penalties in an unused result. 

EXAMPLE: An army which is suffering from 3 Ashstorms and 2 
Palsies rolls 12 melee hits, 4 missile hits, and 3 saves when 
attacked by a dragon. Even though the army eventually decides 
to use its melee results against the dragon, the player can 
choose to subtract the 4 of the penalties from his missile 
results, and another from his melee results; thus he kills the 
dragon and minimizes his losses.

	1) As noted in FAQ Part 1, Special action icons are 
immune from the effects of modifying spells. Any modifiers 
must be attributed to other results which were rolled. If only 
Special action icons were rolled, the modifiers or penalties 
are ignored.  
	2) A Flashfire spell, if still in effect, will allow 
the target army to reroll one of its units during a dragon 
attack.
	
H) Modifiers due to terrain count during an attack (including 
maneuvers counting as saves for the elven races, and 
modifiers due to the Eighth Face) count during the dragon attack. 

Promotion

A) AFTER suffering any losses due to dragon attack, an army 
that slays a dragon may promote as many units as possible. 
(Trade in each unit for a dead unit of the same race but worth 
one health more. However, three-point units can never be 
promoted to monster units, including DragonLords or 
DragonMasters.)
	1) All promotions happen simultaneously. Each unit can 
only be promoted once, and no unit which is recovered from the 
dead during this promotion can be itself promoted.
	2) The effects of a "Treasure" result from a dragon 
attack and a successful Dragonslaying are NOT cumulative. No 
unit may promote more than once.
	3) Under no circumstances can a unit be promoted to a 
dragon (which is not unit) despite that dragons when out of 
play reside among the dead.
	
*** ROUTING

Determining Rout

A) Routing occurs if an army attacked by an enemy at the same 
terrain and when rolling to save (or making its one roll 
against a charge) rolls more ID icons than other saves. 

B) Magical damage CAN NOT cause a rout. Only melee attacks and 
missile attacks from the same terrain have the opportunity to 
cause a rout. 

C) The health value of the ID icon is irrelevent.

EXAMPLE: When rolling to save, a three-health unit rolls an ID 
face. Other units produce 2 normal saves. The army does NOT 
rout.

D) Saves generated through terrain and the Eighth Face DO count 
in preventing routs. 

EXAMPLE: A Coral Elf army rolls 4 maneuvers, 2 saves, and 6 ID 
icons when rolling for saves in the Coastland. The army does 
NOT rout. 

EXAMPLE: A Dwarf army in possession of the Eighth Face rolls 3 
normal saves and 6 ID icons. Since the saves are doubled, the 
army does NOT rout.

E) Automatic saves generated through saves do NOT count in 
preventing a rout.

EXAMPLE: An army rolls 4 saves and 6 ID icons, but is under the 
effect of 2 Stoneskins. The army DOES rout.

F) A charging army may rout if it rolls more ID icons than 
saves (as above) despite the fact that its saves do not count.

*** Effects of Rout

A) It is the option of the opponent to pursue the routed army.

B) No rout can occur if the terrain die is at face number 1 
(impossible for the moment anyway, since only magic can be at 
terrain face 1). 

C) In a multiplayer game, if three armies are at a terrain and 
one of these armies is in possession of the Eighth Face, no 
rout can be produced unless it involves the army controlling 
the terrain (i.e., an army in control of a terrain cannot be 
forced from the Eighth Face by the actions of two other armies 
on one another).

EXAMPLE: Army A at the terrain controls the Eighth Face. If 
routed, the army can be forced out of control of the terrain 
die. If Army A routs another army at the terrain, it may elect 
to leave the Eighth Face to pursue an army.

EXAMPLE: Army A at the terrain controls the Eighth Face. Army B 
attacks Army C, also present at the terrain. Even if a rout is 
indicated by the rolls of Army B or Army C, a rout is not 
possible.

D) An army which is routed during a skirmish forfeits its 
ability to counterattack, whether its opponent wishes to pursue 
or not.
 
E) All damage from the skirmish from the attacking or 
counterattacking army is resolved before the opponent decides 
to pursue. 

F) During a charge, all damage is resolved before any rout 
takes effect.

G) If both armies rout during a charge, the terrain die is 
lowered one step and the action ends. (Exception: see (C) 
above. The terrain is not lowered if there is an army in 
possession of the Eighth Face at the terrain which was not 
involved.)

H) If a rout is indicated and the opponent decides to pursue 
the routed army, the terrain die is lowered one step and the 
pursuing army takes an action as the NEW face of the terrain 
die indicated. An army which was formerly in melee may suddenly 
be using missiles, and an army using missiles may find itself 
using magic. 

I) The pursuing army has a NEW and FREE action (it does not 
count as a march of the pursuing player.) The player can choose 
to target a different army, and even a different terrain with 
missiles or magic. 

J) Multiple routs and counter-routs are possible. After a rout, 
a new action has begun. The army which pursued could find 
itself routed in the course of this new action, or it could 
pursue a routed army again.

K) If an army is both routed and destroyed, the attacking army 
may still pursue  (see I, above).


*** THE EIGHTH FACE

A) When a player maneuvers a terrain die to its eighth face, he 
is said to have captured the terrain, or to be in control of the 
terrain.

B) Immediately upon capture of a second terrain, the 
player wins the game.

C) An army in control of the Eighth Face may perform any 
action: magic, melee, or missiles, as its owner desires. Any 
other armies present at the terrain are limited to melee 
actions.

D) All save rolls (and ID icons used as saves) made by an army 
in control of a terrain are doubled. 
	1) Magical automatic saves (e.g., Stoneskin) are NOT 
doubled. 
	2) Flys and the save effect of Counters (though not the 
counterstrike damage) ARE doubled.
	
E) Additional saves generated through the Eighth Face bonus DO 
count against preventing routs

F) All maneuver rolls (and ID icons used as maneuvers) made by 
an army in control of a terrain are doubled.
	1) Magical automatic maneuvers (e.g., Wind Walk) are 
NOT doubled.
	2) Flys ARE doubled.
	3) When rolling for maneuvers, the effects of Rend are 
doubled. (Note:  Rend does NOT reroll when rolling for 
maneuvers.)
	4) The maneuver result of a Trample is doubled (though 
not the melee hit result).
	5) During a charge, the doubling of manevers is 
considered when damage is calculated.

EXAMPLE: An army in control of an eighth face charges, and 
rolls 5 hits and 8 maneuvers. The maneuver rolls are doubled, 
and the target army must save against 21 points of damage.
	
G) The effects of the Eighth Face are cumulative with terrain 
advantages.

EXAMPLE: A Dwarf army in the Highlands terrain in control of 
the Eighth Face rolls 5 maneuvers. The roll is doubled to 
account for the Vagha terrain advantage, and doubled again 
because the army is at the eighth face (i.e., quadrupled). 20 
maneuvers. A Goblin army in Swampland at the Eighth Face would 
have the same effect.

EXAMPLE: A Coral Elf army in the Coastlands terrain is in 
control of the Eighth Face. When rolling to resist damage, the 
army rolls 5 maneuvers. First, these maneuvers are doubled 
(because the army is at the Eighth Face). The Selumari  
advantage then takes effect, and the 10 maneuvers become 10 
saves. The Eighth Face does NOT cause these saves to be doubled 
again. A Lava Elf army in Highlands at the Eighth Face would 
have the same effect.  

EXAMPLE: A Dwarf army in the Highlands terrain in control of 
the Eighth Face charges. The army produces 5 normal hits, 5 
maneuvers, and one Trample special action result. The maneuvers 
are quadrupled, resulting in 25 normal points of effect. The 
Trample roll counts as 15 points of effect (3 maneuvers, 
quadrupled, plus 3 normal hits). The total damage is 40 points.

H) Whenever an Eighth Face is abandoned--either through the 
complete destruction of the controlling army, or through the 
army's departure through reserves or Path spells--the terrain 
is immediately reduced one step, to 7.

I) City: Any player who owns an army in control of a terrain 
with this symbol, may, at the beginning of his turn, "recruit" 
a one-health unit--returning it from the dead to this 
terrain--or "promote" a unit of the army in control--trading it 
in for a dead unit of the same race but worth one health more. 
(Three health units cannot be promoted to monsters.)
	1) The effects of the promotion happen before a dragon 
attack, if any.
 
J) Standing Stones: All units of an army controlling a terrain 
with this symbol can cast magic of the terrain's color, even if 
they normally cannot cast that color of magic.
	1) Magic cast through a standing stone's ability may 
be doubled as normal.

EXAMPLE: A Dwarf army controlling a Standing Stones in a 
Coastland may cast and double Blue or Green magic.

K) Temple: An army in control of a terrain with this symbol is 
immune to death magic. Also, at the beginning of his turn, the 
player who owns the army may force any other player to bury one 
of his dead units. The target player chooses which of his units 
to bury.
	1) The effects of the Temple prevent the target army 
from being targeted by the death magic of other player's 
armies. However, the player's own army may cast Reanimate Dead on 
itself, and any of the player's armies may cast Open Grave on 
the army in the Temple.
	2) Because Summon Dragon targets a terrain, possession 
of a Temple does not prevent a black dragon from being sent to 
the terrain.
	3) Possession of a temple has no effect on the ability 
of a player to double death magic.
	4) The effects of the burial happen before a dragon 
attack, if any.
	5) Dragons cannot be buried through the temple's 
burying power.

L) Tower: An army in control of a terrain with this symbol can 
shoot farther than normal, aiming its missile fire at an army 
at any terrain in play (but not the reserve area).

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