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 Four - Amazons, Monsters, and Monster Special Action Icons (v. 0.96)

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.

*** AMAZONS

Maneuvers as Missiles

"The Amazons count maneuver icons as missile results when 
making a missile attack in the flatland. (Remember, missile 
attacks can target an army at the same terrain, or an adjacent 
one, as defined in the Rules Book.)"
					-Kicker Pack 1.

A) The special racial bonus only takes effect when the acting 
Amazon army (the firing army) is in Flatland (blue-gold) terrain.

B) Transmute Rock to Mud and Wall of Fog can, by reducing the 
maneuver rolls, reduce the amount of missile results generated.

C) The effect of Wind Walk does NOT add additional missile results.

D) The effect of Doubling Maneuvers via the Eighth Face is 
cumulative, generating additional missile hits.

Amazonian Magic

"The Amazons can cast magic based on the colors of the terrain 
they're in. (This means that an Amazon in coastland can cast 
both blue and green magic, for example.) They can double those 
magic results only when in possession of a terrain with 
standing stones."
					-Kicker Pack 1

A) Amazons CAN NOT cast magic from reserves.

B) It is impossible for Amazon units to cast black (death) magic.

C) Amazons are a direct exception to the Terrain Advantage rule 
in the Rules Book. Despite that they cast magic matching a 
terrain's color, this magic does NOT double, unless the 
Amazons are in the possession of a standing stones.

D) To double magic, Amazons must control the terrain (possess 
the Eighth Face) at which the Standing Stones are present.

Amazons in Reserves

"When in the reserve area, Amazons may use missile fire to 
attack targets at their owner's home terrain or the frontier 
die. When Amazons are part of a multiracial army in reserve,  
their missile results are counted when the other units roll for 
magic."
					-Kicker Pack 1

A) Amazons CAN NOT cast magic from reserves.

B) Maneuver rolls do NOT count as missile results in the 
reserve, regardless of whether the Amazon home terrain die is  
a Flatland or not.

C) When an multiracial army with Amazons takes an action in the 
reserves, only one roll is made. Amazon units generate missile 
results, which can be applied to strike an army at their home 
or at the frontier. Simultaneously, other units generate magic 
results.

D) Only one army can be targeted from the missile reserve fire, 
just as a normal missile action.
 
E) When an army containing Amazon units takes an action from 
reserves, they must indicate which army will be the target of 
missile fire before the units are rolled, just as during a 
normal missile action.

*** MONSTERS

General Rules 

A) Monsters are worth 4 health each.

B) The ID icon of a monster counts as four points of effect of 
whatever is currently being rolled for. 

C) Each normal icon on a monster unit counts as four point of 
effect.

EXAMPLE: A single maneuver icon counts as 4 points of maneuver. 
A single melee icon counts as 4 points of damage, etc.

D) Special racial abilities apply to normal monster icons (and 
special action icons, see below). Each monster has the special 
racial abilities of its race. 

EXAMPLE: Umber Hulks are Dwarven monsters. If a Umber Hulk rolls 
a maneuver in the Highland, the result is doubled. 

EXAMPLE: Coral Giants are Coral Elf monsters. If a Coral Giant 
is rolling for saves and rolls a maneuver in the Coastland, the 
results do count as saves. 

EXAMPLE: Centaurs are Amazon monsters. If a Centaur is rolling 
during a missile action in the Flatland and rolls a maneuver, 
the results count as missile hits.

Sprite Swarm

A) The ID icon of the Sprite Swarm counts as four points of 
effect and the die is rerolled, adding that effect as well. 
Continue to reroll until the ID icon is not indicated.

B) If the result of a second (or third, etc. if multiple ID icons 
are rolled) roll is not relevent (i.e, a magic icon is rolled 
during a missile action), ignore it.

C) Each ID icon rolled counts as one ID icon for the purposes 
of Routing.

*** MONSTER SPECIAL ACTION ICONS

General Rules

A) When the term "during melee" is used, it is intended to 
indicate an effect that occurs only during (A) a skirmish 
attack, (B) a skirmish counter-attack, or (C) a charge roll by 
attacker or defender. Unless otherwise noted, the effect does 
NOT occur during a save roll, 

B) When the term "during missile" is used, it is intended to 
indicate an effect that occurs only during a missile attack of 
the attacking army. Unless otherwise noted, the effect does NOT 
occur during a save roll.

C) When the terms "opposing army," "opposing units," or "enemy 
units" are used, it indicates that the effect MUST be targeted 
on the enemy army which has already been targeted in the melee 
or missile action. 

EXAMPLE: Army A skirmishes Army B, and rolls a Entangle 
special action icon. The Entangle must affect units in Army B, 
even if there were another army present at the terrain.

D) Unless otherwise noted, monster special action icons obey 
the rules of special actions laid out in FAQ 1. In short, these 
are:  
	1) Unaffected by spells
	2) Bonuses due to terrain (special racial bonuses and
	Eighth Face bonuses) apply. Note this applies directly to 
	Rends, Tramples, and Flies. None of the new monster special 
	action icons benefit from special racial bonuses. Regenerate is 
	the only new special action icon which can benefit from the 
	Eighth Face.
	3) Resolved first

Notes on individual monster special action icons follow.

Charm: During melee, this effect forces four health of opposing 
units (your choice) to add their rolls to your side of the 
conflict.

A) The affected unit(s) must be in the army already targeted 
during the melee action.

B) The affected unit(s) return to their owner's control 
immediately after the current roll.

C) During a skirmish attack or counterattack, the affected 
units are chosen BEFORE the roll for saves is made.

D) During a charge, the affected units are indeed chosen after 
the results are seen. (This does not violate the principle that 
dice once rolled cannot be voided. The affected unit's results 
are not voided or affected; they change sides).

E) Charmed units can be cbosen as casualties by their owner, 
but their results are still added to the side of the charming 
monster.

E) During a dragon attack, Charm has no effect.

Confuse: During a melee or missile combat, after your opponent 
rolls, choose four health of his units and force them to reroll.

A) This is a special case that DOES violate the principle that 
dice once rolled cannot be voided. 

B) During a dragon attack, Confuse has no effect.

Dispel Magic: When one or more spells target an army containing 
this unit or the terrain the unit occupies, you may roll this 
unit to resist. If the dispel face comes up, the spells have no 
effect.

A) The dispel face itself must roll up to nullify magic; ID 
icons do NOT count in this instance.

B) If an individual unit with a dispel face is targeted by a 
spell, it may attempt to nullify the effect.

EXAMPLE: A Gargoyle is targeted by a Lightning Strike. First, 
the Gargoyle may roll a dispel attempt to nullify the spell. If 
this roll fails, a second roll is made to determine if the 
Gargoyle saves (and this time, ID icons do count).

C) If multiple spells are targeted on the army, its terrains, 
or its units, any single Dispel Magic face nullifies all spells.

EXAMPLE: An army with Three Gargoyles is targeted by 
Hailstorms, Ash Storms, and a Summon Dragon. The three 
Gargoyles roll. Should a Dispel Face come up on any of the 
three units, all of the spells are nullified.

EXAMPLE: The Three Gargoyles at a terrain are all targeted by a 
Lightning Strike. If any of the Gargoyles roll a Dispel Magic face, 
all Lightning Strikes are nullified. If only two of the 
Gargoyles had been targeted, only those two would have rolled 
to dispel. Only units bearing a dispel icon which are targeted 
by the unit-targeting spell may roll to disple. If, instead of 
targeting the Gargoyles, other units had been targeted by the 
Lightning Strikes, the Gargoyles would not roll. 

D) Only one Dispel attempt may be attempted per volley of magic.

EXAMPLE: A Gargoyle is targeted by 3 Lightning Strikes. It 
makes only one roll to dispel. If the dispel succeeds, all of the 
Lightning Strikes are nullified. If the dispel fails, the 
Gargoyle must roll three successful saves in order to survive.

EXAMPLE: The Three Gargoyles together at a terrain are struck 
by Hailstorms and Lightning Strikes. They make one roll to 
dispel. If it succeeds, both the Lightning Strikes and 
Hailstorms are nullified. If not, individual saves are 
necessary against the Lightning Strikes and a group save is 
necessary against the Hailstorms (note that since magic is 
simultaneous, units killed by Lightning still roll in the group 
save against the Hailstorms).

E) It is the option of the owner of the monster whether to 
attempt to dispel; he may allow the spell's or spells' effect  
to occur normally.

F) Dispel icons do not count as magic for any purposes 
(including tournament construction rules).

G) During a dragon attack, Dispel Magic has no effect. (When 
the dragon is first summoned, however, a Dispel Magic would 
have the effect of countering the Summon. The dragon is 
returned whence it came, whether a player's dead area or a 
terrain).

Double Strike: During melee, hit for four points and then 
reroll this unit and count the new result as well.

A) Continue to reroll until a Double Strike is not indicated, 
adding all results together.

B) Roll all double strikes first, then include the damage 
rolled with the normal damage total.

C) During a dragon attack, the Double Strike hits count against 
the dragon, and reroll as normal.

Entangle: When rolled during melee, four health of your choice 
of units in the opposing army are paralyzed (cannot make any 
further rolls) until the beginning of your next turn. Killing 
the monster negates this effect.

A) The affected unit(s) must be in the army already targeted 
during the melee action.

B) If an entire army is paralyzed, the army cannot make any 
rolls (maneuvers, actions, saves), but it may take actions 
which do not require rolls (unopposed maneuvers, retreats to  
reserves).

C) Entangle prevents units from making any further rolls. 
Rolls already made (such as those during a charge) by Entangled 
units still apply their results.

D) If, during an normal action, a special action icon is rolled 
which kills the Entangling monster (Cantrip, Bullseye, or even 
Smite), the Entangled unit(s) may immediately be rolled and 
are counted in the current roll.

E) During a dragon attack, Entangle has no effect.

Ferry: Immediately move this monster to another terrain, if 
desired. It may stay there or immediately return with four 
health of six-sided units.

A) Ferry is effective during any action--including melee, magic, 
missiles, and saves--but not during a maneuver roll.

B) Up to four health worth of six-sided units can be Ferried 
(it is permissible to Ferry less health.)

C) Troops moved through the use of this power are immediately 
rolled and counted toward the totals of the current roll. The 
monster is not rerolled.

D) During a dragon attack, the Ferry performs normally.

Flame: During melee, kill and bury one unit of two health or 
less, with no save possible.

A) The owner of the monster selects which unit to kill and bury.

B) The affected unit must be in the army already targeted 
during the melee action.

C) Open Grave DOES save Flamed units; affected units go to the 
Reserves as normal.

D) During a dragon attack, Flame has no effect.

Illusion: During melee, choose four health worth of the enemy 
units to be attacked by the rest of their army.

A) The attack on the enemy units by the rest of the army is 
resolved in a seperate roll after the current round of melee is 
resolved. This is an exception to the "Resolved First" rule of 
special action icons. After the dead are removed from the 
current melee, the caster of the illusion selects his four 
health of units to be attacked by the rest of their army.

B) The affected four health worth of units DO NOT counterattack 
against their own army. They do, however, have the chance to 
roll saves against the damage caused by "friendly fire."

C) During a dragon attack, Illusion has no effect.

Kick: During melee, inflict four damage on a unit of your 
choice. 

A) The affected unit must be in the army already targeted 
during the melee action.

B) The target unit may roll saves.

C) Kick does not count as maneuvers.

D) During a dragon attack, Kick counts as four normal melee 
hits against the dragon. 

Poison: During melee, choose four health of opposing units to 
save or be killed. Any that are killed must save again or be 
buried.  

A) The affected unit(s) must be in the army already targeted 
during the melee action.

B) If killed, the affected units roll a second, seperate save 
to avoid being buried.

C) During a dragon attack, Poison has no effect.

Regenerate: Count as four saves, or bring back four health of 
units from your dead to this location.

A) Regenerate is effective during any action--including melee, magic, 
missiles, and saves--but not during a maneuver roll.

B) Troops brought back from the dead with this power are rolled 
immediately and their results are counted toward the current 
roll.

C) Regenerate never doubles it effect. It does not count as 
magic.

C) During a dragon attack, Regenerate performs normally.

Roar: During melee, choose four health of opposing units to  
immediately flee to their reserves.

A) There is no save against the Roar's effect.

B) If there is no army at the target army's reserves, the 
affected units form a new army. If it is the turn of the owner 
of the affected units, these units may take another action this 
round if there are marches remaining.

EXAMPLE: Army A skirmishes Army B during a player's first 
march. During Army B's counterattack, a Roar forces units from 
Army A to the reserves. The acting player may elect to take a  
march with his reserve army, in which case he would include the 
recently frightened units.

C) If used during a charge, the units affected by a Roar still  
apply their results before fleeing.

D) During a dragon attack, Roar has no effect.

Screech: During melee, a screech subtracts four from the 
opponent's saves for the purposes of routing only.

A) The effect of the Screech lasts only for the immediate save 
roll an opponent is about to make (during a skirmish attack or 
counterattack) or during the opponent's current roll during a 
charge.

B) The effect of the Screech is counted on the roll--i.e., before 
saves are doubled due to the effect of an Eighth Face.

C) During a dragon attack, Screech has no effect.

Smother: During melee, your choice of four health worth of 
opposing units must each roll a maneuver result or be killed.

A) The affected unit(s) must be in the army already targeted 
during the melee action.

B) During a dragon attack, Smother has no effect.

Stone: During missile, inflict four damage on the target army, 
with no saves possible.

A) Stone affects the ARMY, and is not targeted on and 
individual units by the monster's owner.

B) The affected army must be the army already targeted during 
the missile action. 

C) The affected units must be removed before an opponent rolls 
for saves (as a Smite or Bullseye).

D) The army's owner chooses which units are lost.

E) During a dragon attack, Stone counts as four normal missile 
hits against the dragon.

Swoop: During missile, inflict four damage on a single unit in 
the enemy army, with no saves possible.

A) The affected unit must be in the army already targeted 
during the missile action.

B) The monster's owner selects the target unit.

B) Swoop does not count as maneuvers.

C) During a dragon attack, Swoop counts as four normal missile 
hits against the dragon.

Web: During melee, unless they immediately roll a save, four 
health of your choice in the opposing army are paralyzed 
(cannot make any further rolls) until the beginning of your 
next turn.

A) The affected unit(s) must be in the army already targeted 
during the melee action.

B) Poison prevents units from making any further rolls. 
Rolls already made (such as those during a charge) by Poisoned 
units still apply their results. Remember to note the rolls 
that Poisoned units made before rolling their saves against the 
Poison effect.

C) Unlike Entangle, killing the monster does not negate the 
effects of Poison.

D) During a dragon attack, Web has no effect.


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