Dragon Dice Full RUles
Dragon Dice Full RUles
Dragon Dice Full RUles
INTRODUCTION
Table of Contents
Rules Advanced Rules
Object of the Game 2 Dragonkin 54
Get to Know Your Dice 2 Dragonkin Champions 55
Basic Terms 3 Advanced Terrains 56
Playing the Game 7 Minor Terrains 57
Setting up the Game 8 Deadlands 58
The Turn Sequence 11 Items 59
Terrain - Eighth Face 15 Equipment 59
Dragons 16 Artifacts 60
Dragon Attacks 17 Medallions 60
Dragon Breath 19 Relics 61
Dragon Icons 20 Eldarim Champions 62
Species Abilities 21
Rules References 27
Player Aids
Die Roll Resolution 27 Dragonkin Reference 66
Roll Modifiers 28 Equipment and Artifact Reference 67
Army Modifiers 28 Species Reference Sheets 68
Combination Rolls 28
Damage 29 Credits 94
Monsters 29
Promotion 30
Special Action Icons (SAIs) 31
Spells 44
Multiplayer Games 52
2
In the game of Dragon Dice, you use dice to represent armies of different fantasy species and monsters
which battle to control essential pieces of terrain. Any number of players can share in this struggle. The
first player to capture two terrains immediately wins the game. A player also wins if they have the last
surviving unit(s) in play.
The best way to learn Dragon Dice is to play it. Rather than trying to learn the rules by just
reading them, get out your dice and follow the instructions step by step. In no time at all, you’ll be
commanding armies like a pro.
The dice are the building blocks of the Dragon Dice game. Units, items, dragons, and terrains are all
represented by dice of various shapes and colors. You can tell what a die is by how many sides it has,
and what colors it contains. Here is a summary of the various dice of Dragon Dice:
Four-sided
These dice represent equipment and medallions.
Equipment comes in three sizes: Small, Medium,
Large die. Each equipment produces only one type
of result. Medallions are items of immense power
and the largest of the four-siders.
Six-sided
These dice represent the soldiers in your army.
They come in four sizes and can produce many
different types of results. All six-sided dice belong
to a species, except for relics (see Items in the
'Advanced Rules' section, page 59).
Eight-sided
These represent objectives that each player’s
armies are attempting to capture. They come in
two sizes. The larger dice are called terrains. The
smaller dice are called minor terrains and are
discussed in the ‘Advanced Rules’ section.
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Ten-sided
The ten-sided dice represent either monsters or
artifacts. Monsters are always part of a species
and artifacts are a type of item.
Twelve-sided
The twelve-sided dice represent dragons. They
come in two forms: drakes, which have wings,
and wyrms, which have a treasure chest.
BASIC TERMS
There are a few things you should know before you start your first game. Once you’ve got these
concepts mastered, they will help you understand the rules as you play through your games. The
following terms are used throughout this rulebook:
Species
The fantastical entities represented by units in the game. Coral Elves, Goblins, and Scalders are
examples of species. Eldarim of all colors are a single species. Dragonkin of all colors are also a single
species.
Unit
Any six-sided or ten-sided die of a species is a unit. The six-sided units come in four sizes: Small
(16mm), Medium (18mm), Large (20mm), and Champion (22mm). A ten-sided unit is called a monster.
Item
Equipment (non-metallic four-sided dice), medallions (metallic four-sided dice), artifacts (the ten-sided
dice not of a species) and relics (metallic six-sided dice) are collectively known as items.
Health
Units and dragons have a specific amount of health which determines how much damage it takes to
kill them. Small units have one health (one point of damage kills a small unit). Medium units have two
health. Large units have three health. Champions and monsters have four health. Dragons have five
health. White Dragons have ten health.
Force
A player’s force is all of his or her armies, items and units combined. At the start of a game players
agree to a point value for their total force size and use that to select their forces. Any dice in your
summoning pool are not part of your total force size.
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Die Points
Six-sided & ten-sided units Equal to their health
Small Equipment One
Medium Equipment Three for each pair (two points for the first and
one point for the second - while the Medium dice
do not need to be brought as a pair, the first is
always two points)
Large Equipment Two
Artifact Three
Medallion Four
Relic Four
Icons:
The symbols on the faces of each die are called icons. There are two types of icons on units and items:
Action and ID.
Action icons
There are two types of action icons: normal action icons and Special Action Icons (hereafter called
SAIs). These tell what actions a unit or item can perform in the game. For example, if a unit has an
icon of a bow on one face, it generates one missile result when that face is rolled.
ID icons
These serve to identify the units. For example, an icon of a Dwarf wearing a feathered
cap on a small die identifies it as a “Crossbowman”. An ID icon always generates
whatever results you are rolling for. If you are rolling for saves, ID icons generate save
results; if you are rolling for maneuvers, they generate maneuver results; and so forth.
Furthermore, each unit’s ID icon generates a number of results equal to its health. Artifacts also
have an ID icon, which generates four results.
Terrain
The faces on each terrain die are numbered from 1 to 8, and also feature an icon. The numbers
represent the distance between armies whereas the icons represent which action may be used to
engage an opposing army at that distance. A low number showing on a face means the armies are very
far apart, while a large number means the armies are very close.
Capture (Terrain)
When an army maneuvers a terrain to its eighth face it captures that terrain. If you capture two
terrains, you win the game. A terrain is only considered captured when it is on its eighth face.
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The Elements
The five elements are represented as follows:
Air Blue
Water Green
Fire Red
Earth Yellow
Color Represents
Ivory The lack of any elements
White The presence of all elements
In addition to the magical elements which make up all of Esfah, the world of Dragon Dice, there is
a powerful and mysterious metal called Eldrymetallum (also known as "star metal"), which is not
native to Esfah. This rare metal is primarily found in meteors. Relics are made of a pure form of this
metal. It has also been alloyed with native metals and alloys such as bronze, silver, and gold. Items
or units made with star metal or its alloys are called metallic or non-elemental.
Army
All of your units and items at a single terrain or the Reserve Area form an army:
Home Army: This army is at your Home Terrain.
Horde Army: This army is at another player’s Home Terrain.
Campaign Army: This army is at the Frontier Terrain
Reserve Army: This army is in your Reserve Area.
Reserve Area
At times, units need to pull back and regroup, or move to another terrain. They must first retreat to
your Reserve Area. The units in your Reserve Area form your Reserve Army.
Promotion/Promote
Some effects allow you to promote your units to other units which have more health. Promotion is
detailed later in these rules on page 30.
Recruitment/Recruit
Some effects allow you to recruit a unit to an army. To recruit a unit, simply move a small (one-health)
unit from your DUA to the recruiting army.
Summoning Pool
This is where dragons, Dragonkin, and minor terrains are put at the start of the game. The Summoning
Pool is kept separate from the DUA and BUA.
In each game of Dragon Dice, two or more players pit their armies against each other to capture two
terrains and win the game. While Dragon Dice can be played by any number of players, the following
rules describe a game being played by two players. The additional rules for multi-player games can be
found on page 52.
Note: If this is your first game of Dragon Dice, we suggest instead using the ‘Starter Rules’ set which
can be downloaded from www.sfr-inc.com.
Important: These rules should be considered exclusive. That is to say that you may only do something
if the rules say you can. Any effects that indicate an army or unit can’t do something always take
precedence over any effects that indicate they can do something.
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Home Terrain: The terrain die placed in front of you at the start of the game. You select this die. Each
Home Terrain is adjacent to the Frontier Terrain, but not adjacent to any other Home Terrain.
Frontier Terrain: The terrain die placed in the center of the table at the start of the game. Each player
proposes a terrain die to be the Frontier Terrain. The Frontier Terrain for the game is selected from
these proposed terrains. The Frontier Terrain is adjacent to every Home Terrain.
Each player is also required to bring exactly one dragon for each 24 points of total force size, or part
thereof. The dragons can be any color(s). Your dragons are placed in your Summoning Pool.
When assembling armies, players may have no more than half of the points (rounded down) of their
total forces placed in a single army. There must be at least one unit in each army. After initial army
placement, this army size restriction is no longer in effect. Armies should be assembled in secret and
are revealed in step 4 below. Players may find it useful to assemble their armies behind a screen.
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The player who rolls the most maneuver results may choose to either take the first turn or select which
proposed Frontier Terrain will be used during the game. If the player chooses to play first, then their
opponent selects the Frontier Terrain. If the player who rolled the most maneuver results decides to
select the Frontier Terrain, then their opponent takes the first turn.
Either of the proposed Frontier Terrain dice may be selected. The other proposed Frontier Terrain is
removed from the game and not used. In the event of a tie, players re-roll until there is a winner.
A turn consists of up to six phases, which must be conducted in this order: Expire Effects Phase,
Eighth Face Phase, Dragon Attack Phase, First March. Second March and Reserves Phase. When a
player is taking their turn they are the marching player. Each phase may have multiple steps, which
must occur in the order listed. If multiple things happen in a single step, the marching player chooses
the order in which they occur.
4. FIRST MARCH
During this phase you may march with an army. Each march is split into two steps: Maneuver & Action.
Both steps are optional, but must be performed in this order:
Maneuver
This step is optional. If the army is in the Reserve Area, skip this step.
Maneuvering affects the terrain where your marching army is located and is the process of adjusting
the number shown on that terrain. If you wish to maneuver you must announce it, but are not
required to reveal whether you intend to turn the terrain die up or down. If your opponent has an
army at the same terrain, they may oppose the maneuver. This is called a counter-maneuver.
Both armies make a maneuver roll simultaneously: you and your opponent roll your armies and count
maneuver results. If the total number of maneuver results generated by your marching army equals or
exceeds that of the counter-maneuvering army, your maneuver succeeds. If your opponent does not
oppose, a maneuver is automatically successful and no dice are rolled.
If the maneuver is successful, you must adjust the terrain die up or down by one step (for example, if
the terrain was showing a 4, it must be changed to either a 3 or a 5). If your maneuver roll does not
equal or exceed your opponent’s counter-maneuver roll, then the maneuver fails and the terrain die is
not adjusted.
If you capture your 2nd terrain during this step, you win and the game ends immediately.
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Action
This step is optional. An army at a terrain may only take the action shown on the terrain die: melee,
missile, or magic. If the terrain die is at the 8th face, the controlling army may choose to take any
one of the three actions, while an opposing army at that terrain may only take a melee action.
Melee
If the melee icon (a sword) shows on the terrain die, then only a melee attack may occur.
A melee attack may only target an opposing army at the same terrain.
Make a melee roll: Roll your army and count the melee results. Resolve any applicable
SAIs first (page 31). If there are any melee results, the opposing army makes a save roll. The
opposing army resolves any SAIs rolled, then subtracts their save results from your melee results
to determine how much damage is inflicted. The opposing player then moves that health-worth of
units from the targeted army to their DUA.
The opposing army may then counter-attack, by following the same process above, with you
making saves and suffering damage as required. Unless an effect specifically says "counter-attack",
all effects for a melee attack apply to the counter-attack.
Go to the next phase of the turn sequence (Second March or Reserves Phase).
Missile
If the missile icon (an arrow) shows on the terrain die, then only a missile attack may
occur.
A missile attack may target any of your opponent’s armies, with the following
restrictions:
- If your army is at any Home Terrain, you cannot target an army at another Home Terrain.
- You cannot target an army in your opponent’s Reserve Area.
Make a missile roll: Roll your army and count the missile results. Resolve any applicable SAIs first.
If there are any missile results, the target army makes a save roll. The opposing army resolves any
SAIs rolled, then subtracts their save results from your missile results to determine how much
damage is inflicted. The opposing player then moves that health-worth of units from the targeted
army to their DUA.
Unlike a melee action, no counter-attack is possible against a missile action. After your missile
attack is complete, the action ends.
Go to the next phase of the turn sequence (Second March or Reserves Phase).
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Magic
If the magic icon (a starburst) shows on the terrain die, or the marching army is in the
Reserve Area, then only a magic action may occur.
Make a magic roll: Roll your army and count the magic results. Resolve any applicable SAIs
first. The number of magic results represent how many points may be spent on casting spells. You
may only cast basic spells that match the color of the units that generate those magic results. If a
unit has more than one color, choose which color of magic is generated by their results. If a unit
generates more than one magic result, the results may be divided between that unit’s colors (for
example, a Scalder that is red and green generates 4 points of magic. These may be considered all
red, all green or split into any combination of both).
Some spells are species-specific as noted on the spell lists (page 46). A species spell may only
be cast with results generated by units from that species. An army in the Reserve Area may only
cast certain spells (see ’Targeting of Spells’ on page 44).
Go to the next phase of the turn sequence (Second March or Reserves Phase).
5. SECOND MARCH
You may choose another army that has not yet marched to take a Maneuver and Action, following the
rules detailed above for the First March. The Second March is optional.
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6. RESERVES PHASE
There are two steps taken before ending a turn which must be taken in this order:
Reinforce Step
If you have any units in the Reserve Area, you may move any or all of them to any terrains. You may
split the reserve units up, sending some to one terrain and some to another. If you already have an
army at the terrain, the reserve units join that army. If you don’t have an army at the terrain, the
reserve units form a new army.
Retreat Step
After reinforcing, you may move any or all of your units from any terrains to the Reserve Area.
Your turn is now over. The next player begins their turn at the beginning of the Turn Sequence. Turns
continue in this manner until a player is crowned the winner by capturing two terrains or by being the
only player with any unit(s) remaining.
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If you maneuver a terrain to its eighth face (the number 8 is showing), then your marching army
captures that terrain. When you capture a terrain, orient the terrain die so the icon faces your army.
The army that has captured a terrain receives several advantages for as long as it retains control of that
terrain die:
A terrain at its eighth face turns back to its seventh face (the number 7 is showing) whenever the
controlling army abandons the terrain, is out-maneuvered by an opposing army, or all its units are
killed or removed. When the terrain is moved from the eighth face, all advantages gained by your
controlling army cease.
DRAGONS
Dragons can be summoned using magic to wage war against armies on the battlefield. They are tough
adversaries and even the most battle-hardened army has been known to fall to a dragon.
TYPES OF DRAGONS
There are many different types of dragon that may be brought to a game of Dragon Dice, each with
a different combination of elemental colors. Each type of dragon also has unique characteristics and
interacts with other dragons and armies in different ways.
Each dragon has 5 health and 5 automatic saves. A White Dragon has 10 health and 5 automatic saves.
Elemental Dragon
The standard dragon is an Elemental Dragon. It is made up of
one of the five elements.
Hybrid Dragons
Hybrid Dragons are composed of two elemental colors.
When a breath result is rolled, apply both colored breath effects.
Hybrid Dragons are affected by any spell or effect that can affect
either of its colors.
Ivory Dragons
Ivory Dragons may be summoned by using any one single color of magic
or by any effect of a single color (such as a Dragon's Lair or Dragon Staff).
Ivory Dragons may only be summoned from the Summoning Pool. They
may not be summoned from another terrain.
White Dragons
White Dragons have ten health instead of five.
All damage inflicted from a White Dragon’s claws, jaws, tail and wing results are doubled.
In addition, treasure results are also doubled, allowing two units to be promoted instead of one.
White Dragons count as two normal dragons when assembling forces.
White Dragons can only be summoned by the Summon White Dragon spell.
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DRAGON ATTACKS
During the Dragon Attack Phase, at every terrain where there is an army belonging to the marching
player, every dragon present will attack, regardless of who owns or summoned the dragon. Dragon
attacks only occur at terrains that contain an army belonging to the marching player.
Where possible, a dragon will always target another dragon instead of the marching player’s army.
Dragons determine which other dragons they will attack based on their elemental colors. If a dragon
cannot attack another dragon present at the terrain, or if no other dragons are present, then the dragon
will always attack the marching player’s army. The table below describes which target a dragon will
attack.
Will Attack?
Attacking
Elemental Hybrid Ivory Ivory Hybrid White Army
Dragon
Yes, unless Yes No Yes, unless Yes Yes, if no
same the element valid dragon
Elemental
element color matches target
color
Yes Yes, unless No Yes, unless Yes Yes, if no
matching matching one valid dragon
Hybrid
both element element color target
colors
Ivory No No No No No Yes
Ivory Hybrid No No No No No Yes
Yes Yes No Yes No Yes, if no
White valid dragon
target
It is important to note that some dragons may attack a type of dragon that will not attack them. As
such, dragons do not always ‘fight back’. For example, an Elemental Dragon could attack an Ivory
Hybrid Dragon, while that Ivory Hybrid Dragon attacks the army.
Dragons attacking the marching player’s army will all attack at the same time. The owner of an
attacking dragon rolls that dragon’s die. If the marching player has armies located at multiple terrains,
each containing one or more dragons, that player decides the order in which each of the dragon attacks
take place.
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3. Roll dragons
The owners of the attacking dragons roll them, taking note of the results (damage is not applied until
step 7, with the exception of breath results when a dragon is attacking an army).
7. Resolve damage
Dragons and armies inflict damage simultaneously, so even if a unit is killed, its results may still be
applied to the army attack (only breath results are resolved before this step). When a dragon is
killed it is returned to the Summoning Pool.
8. Promotion
If an army kills one or more dragons, it may promote as many units as possible (see Promotion on
page 30).
9. Resolve wings
Any surviving dragons that rolled wings are returned to their Summoning Pool.
After all dragon attacks are resolved, play continues on to the First March.
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DRAGON BREATH
Against another dragon, dragon breath inflicts five (ten for a White Dragon) points of damage; roll the
dragon again and apply the new result as well.
If breath is rolled in an attack against an army:
The owner of the army being attacked chooses which units are killed. Halving modifiers from colored
breath effects are not cumulative, though multiple different colored breath effects may apply at the
same time (for example: an army affected by black and green breath would ignore ID results and halve
its missile results).
White Terrain Empathy An additional five health-worth of units in the army are killed.
The army suffers the colored breath effects of both colors of the
terrain.
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DRAGON ICONS
This section shows each of the symbols on the dragon’s die and explains their effects.
SPECIES ABILITIES
Each species in Dragon Dice has its own special abilities, generally tied to the elements of that species’
dice. Utilizing these abilities is often key to creating a powerful and balanced army. This section
details those species abilities. Species abilities are applied to both army rolls and when a unit is rolling
individually.
The symbol s has the following meaning: Some species have abilities which are connected to the
number of units in their DUA. These abilities each state a maximum limit for the ability, followed by
s. The limit stated is per 24 points of total force size, or part thereof. For example, an ability which
states, “…up to a maximum of five s”, would have a limit of 5 in games up to 24 points, a limit of 10
in games from 25 to 48 points, and so on.
AMAZONS
Ability Effect
During a march, instead of taking the maneuver step, you may bury a minor
terrain the marching army controls. Amazons in that army may then count
Javelin Charge
maneuver results as if they were missile results during a missile action this
turn.
During a march, instead of taking the maneuver step, you may bury a minor
Kukri Charge terrain the marching army controls. Amazons in that army may then count
maneuver results as if they were melee results during a melee action this turn.
Amazon units generate magic results matching the colors of the terrain where
Terrain Harmony they are located. Amazon units in the Reserves Area generate Ivory magic,
which may only be used to cast Elemental spells.
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CORAL ELVES
Ability Effect
When at a terrain that contains green (water), Coral Elves may count maneuver
Coastal Dodge results as if they were save results.
When at a terrain that contains blue (air), Coral Elves units may counter-attack
Defensive Volley against a missile action. Follow the same process used for a regular melee
counter-attack, using missile results instead of melee results.
DWARVES
Ability Effect
When at a terrain that contains yellow (earth), Dwarves may count melee
Mountain Mastery results as if they were maneuver results.
When at a terrain that contains red (fire), Dwarves may count save results as if
Dwarven Might
they were melee results when rolling for a counter-attack.
ELDARIM
Ability Effect
Dragonkin units up to the total health of Eldarim in their army ignore any
Resist Fear restrictions that prevent them from rolling during a dragon attack.
Immediately before taking your first march, after dragon attacks have been
resolved, select an army that contains at least one Eldarim unit at a terrain.
Recruit a small (1 health) Dragonkin unit to, or promote one Dragonkin unit
Dragonkin Handlers
in, the army. Recruited or promoted units must match a color of the terrain.
This ability may only be used if the total health-worth of Dragonkin after the
exchange is not greater than the total health-worth of Eldarim in that army.
Note that the rules concerning Dragonkin can be found in the ‘Advanced Rules’ section of this
rulebook. See Dragonkin on page 54.
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FERAL
Ability Effect
Immediately before taking your first march, after dragon attacks have been
resolved, each of your armies containing at least one Feral unit at a terrain that
Feralization
contains yellow (earth) or blue (air) may recruit a small (1 health) Feral unit to,
or promote one Feral unit in, the army.
When at a terrain that contains both yellow (earth) and blue (air), Feral
Stampede units may count maneuver results as if they were melee results during a
counter‑attack.
FIREWALKERS
Ability Effect
During the Retreat Step of the Reserves Phase, Firewalker units may move
Air Flight from any terrain that contains blue (air) to any other terrain that contains blue
(air) and where you have at least one Firewalker unit.
When at a terrain that contains red (fire), Firewalkers may count save results
Flaming Shields as if they were melee results. Flaming Shields does not apply when making a
counter-attack.
FROSTWINGS
Ability Effect
Immediately before taking your first march, after dragon attacks have been
resolved, if you have at least one Frostwing unit at a terrain that contains blue
Winter’s Fortitude
(air), you may move one Frostwing unit of your choice from your BUA to your
DUA.
When an opponent takes a magic action at a terrain containing Frostwings,
the Frostwing units may make a magic negation roll. Roll the Frostwing units
before the opponent totals their magic results. Subtract the magic results
Magic Negation generated by the Frostwing units from the opponent’s results.
The number of magic results that may be subtracted is equal to the number
of Frostwing units in the Frostwing player’s DUA, up to a maximum of
five s (see page 21).
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GOBLINS
Ability Effect
When at a terrain that contains yellow (earth), Goblins may count melee
Swamp Mastery results as if they were maneuver results.
When an army containing Goblins takes a melee action, the opposing player
must select a number of their units after they have resolved their save roll. The
selected units cannot perform a counter-attack during this melee action.
Foul Stench
The number of units that must be selected in this way is equal to the
number of Goblin units in the Goblin player’s DUA, up to a maximum of
three s (see page 21).
LAVA ELVES
Ability Effect
When at a terrain that contains red (fire), Lava Elves may count maneuver
Volcanic Adaptation
results as if they were save results.
When targeting an army at the same terrain with a missile attack, Lava
Elves missile results inflict damage that may only be reduced by save results
generated by spells.
Cursed Bullets
The number of missile results that may be effected in this way is equal to
the number of Lava Elves units in the Lava Elves player’s DUA, up to a
maximum of three s (see page 21).
SCALDERS
Ability Effect
When at a terrain that contains red (fire), Scalders making a save roll against
a melee attack inflict one point of damage on the attacking army for each save
Scorching Touch
result rolled. Only save results generated by spells may reduce this damage.
Scorching Touch does not apply when saving against a counter-attack.
When at a terrain that contains green (water), Scalders may count maneuver
Intangibility results as if they were save results against missile damage.
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SWAMP STALKERS
Ability Effect
When at a terrain that contains green (water), Swamp Stalkers may count
Born of the Swamp
maneuver results as if they were save results.
Immediately before taking your first march, after dragon attacks have been
resolved, you may attempt to Mutate providing the following criteria are met:
- An opposing player must have at least one unit in their Reserves Area.
- You must have at least one army containing a Swamp Stalker at a terrain.
- You must have at least one Swamp Stalker unit in your DUA (or a
Deadlands minor terrain in play).
Mutate Target units in an opponent’s Reserve Area to make a save roll. Units that
do not generate a save result are killed. One of your armies at a terrain that
contains at least one Swamp Stalker unit can then recruit or promote Swamp
Stalker units up to the health-worth that were killed this way.
The number of units that may be targeted in this way is equal to the
number of Swamp Stalker units in the Swamp Stalker player’s DUA, up to a
maximum of one s (see page 21).
TREEFOLK
Ability Effect
When at a terrain that contains yellow (earth), Treefolk units that do not roll
an SAI result may be re-rolled once when making a counter-maneuver. The
Rapid Growth
previous results are ignored. Any units you wish to re-roll in this way must be
selected and re-rolled together.
When at a terrain that contains green (water), Treefolk units that are killed
Replanting should be rolled before being moved to the DUA. Any units that roll an ID
icon are instead moved to your Reserve Area.
UNDEAD
Ability Effect
When an Undead unit is killed you may instead exchange it with an Undead
Stepped Damage unit of lesser health from your DUA.
When an army containing Undead takes a magic action, each Undead unit that
rolls at least one non-ID magic result may add one additional magic result.
Bone Magic The number of magic results that may be added in this way is equal to the
number of Undead units in the Undead player’s DUA, up to a maximum of
four s (see page 21).
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RULES REFERENCES
The following section provides clarification on some of the mechanics of Dragon Dice. Note that some
clarifications refer to mechanics discussed in the ‘Advanced Rules’ section (page 54).
A die’s effect will resolve at its assigned time. If a die’s results are used and it then leaves the army, its
results still stand. If a die leaves the army before its results are used, or a die enters the army after the
roll, that die has no effect on that roll.
ROLL MODIFIERS
When a roll is made, it is not unusual for a number of game effects to modify that roll. To ensure
the correct balance of the game, it is important to apply these modifiers in the correct order, as
represented in the table on page 27.
There are also a number of important rules that must be obeyed with regards to applying modifiers:
- Modifiers that affect an army do not affect the roll of an individual unit from that army.
- Modifiers that affect an individual unit do not affect the roll of an army.
- ID icons generate the type of result the roll is for. When results are subtracted or divided, ID results are the
last results to be removed by those modifiers. If the roll is a combination roll the owner of the army may
choose what result type the ID generates.
- There may never be more than one modifier that divides applied to each type of result.
- There may never be more than one modifier that multiplies applied to each type of result.
Examples of this process are provided in the FAQ for Dragon Dice, which can be downloaded from
www.sfr-inc.com
ARMY MODIFIERS
Some effects have a stated duration (such as, “until the beginning of your next turn”). If an effect with
duration targets an army, it applies to that army at a particular terrain or reserves. The effect ends if
there are no units remaining in the army. This is checked at the end of each action. If all the units from
the army are replaced with other units as a single action, the army is still considered to be present and
so the effect remains active.
Effects that apply to an army apply to all units in the army regardless when they joined the army.
COMBINATION ROLLS
Certain actions call for a ‘combination roll’. A combination roll involves making a single roll for an
army, but counting multiple types of result. For example, following a dragon attack, an army makes a
single combination roll counting any melee, missile and save results.
Results are counted and applied as per the rules for resolving a dragon attack.
DAMAGE
When armies meet in combat - melee, missile, or magic - units may take damage. If a unit takes
damage equal to or greater than its health it is killed and put in its owner’s DUA.
The following points should be observed when inflicting damage:
- If a unit takes less damage than its health, the damage goes away at the end of the action. The unit is
considered healed.
- If possible, enough units must be killed to cover all remaining damage, but never in excess of it.
- Attacks or spells that target an army allow the entire army to make a save roll.
- Attacks, SAIs, and spells that target a unit only allow that unit to make a save roll. An individual unit that is
targeted does not receive any benefits given to its army.
- Each point of save results generated, from icons, spells or any other source, negates one point of damage.
Damage VS Killed
When a unit takes damage it is permitted to make a save roll unless an effect states otherwise. As
stated above, if a unit takes damage equal to or greater than its health it is killed and put in its
owner’s DUA.
If an effect states that a unit is killed then the unit is immediately put in its owner’s DUA, unless the
effect provides an opportunity to roll a specific result to avoid it.
If some effect prevents a killed unit from entering the DUA (such as an Open Grave), any effects that
take effect when the unit is killed, do not function.
MONSTERS
Monsters are worth four health each. The ID icon (marked with a triangle, circle or diamond for easy
recognition) generates four of whatever results you are rolling for.
Unlike other units, normal action icons only ever appear singularly on the face of a monster. Any
normal action icon rolled generates four results, so if a monster rolls a melee icon, that monster
generates four melee results.
30
PROMOTION
Many effects in the game allow a player to promote a unit. To promote a unit, exchange it with a unit in
your DUA (or Summoning Pool, if promoting Dragonkin) of the same species and one health larger. If a
player has no units in their DUA (or Summoning Pool), then promotion cannot occur.
In addition to normal action and ID icons, certain units and items in Dragon Dice also have Special
Action Icons (SAIs). What differentiates SAIs from the other icons is that SAIs can have effects other
than simply generating save, maneuver, melee, missile, or magic results.
Many SAIs generate a number of results based on the type of die or number of icons. To simplify this,
SAIs use ‘X’ in their descriptions. Whenever X appears in the description of an SAI it refers to the
number of results. This is how to determine the value of X:
- On a six-sided die, X is equal to the number of icons rolled (three icons equals three results).
- On a large equipment or large Dragonkin unit, X is equal to three results (one icon equals three results).
- On a monster, artifact, medallion, relic, or Dragonkin Champion, X is equal to four results (one icon equals
four results).
If an SAI does not have X in the description it only does what is described.
If a specific SAI description conflicts with the general rules for SAIs, the specific SAI description takes
precedence.
APPLICATION
SAIs only apply during certain rolls. Each SAI in the table below states which rolls it applies to in the
‘Applies’ column. If a type of roll is not listed in the ‘Applies’ column description, that SAI has no effect
in that type of roll.
There are a number of rules which must be observed with relation to SAIs:
- Unless the word “may” appears in the SAI description, the effect is mandatory.
- In the DUA, the only SAIs that will function are SAIs that generate save results, unless the SAI specifically
states otherwise.
- See ‘Combination Rolls’ on page 28 for applying SAI results during a combination roll.
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TARGETING
The following rules apply to the targeting of all SAIs:
- The same army or unit may not be targeted or affected by multiple SAI effects that multiply or divide the
same type of result.
- Multiples of the same SAI that do not multiply or divide any army or unit’s results, or target an individual
unit, may be combined by adding their effects together to count as one larger effect SAI. Alternatively, they
may be resolved one by one.
- SAIs that target ‘one unit’ (such as Coil & Hug) may not be combined and are always resolved one by one.
- When an SAI targets an opponent’s army or units you must apply the SAI’s effect to the fullest extent possible
by selecting the maximum number of targets (units and/or health-worth) allowed.
- When an SAI targets a friendly army or unit, any number of health or units may be selected, from 0 up to the
maximum allowed by the SAI.
- Any SAI that targets an individual unit will continue to affect that unit even if they move to another army.
Charge Melee* •During a melee attack, the attacking army counts all
Maneuver results as if they were Melee results. Instead
of making a regular save roll or a counter-attack, the
defending army makes a combination save and melee
roll. The attacking army takes damage equal to these
melee results. Only save results generated by spells
may reduce this damage. Charge has no effect during a
counter-attack.
Charm Melee •During a melee attack, target up to X health-worth of
units in the defending army; those units don’t roll to
save during this march. Instead, the owner rolls these
units and adds their results to the attacking army’s
results. Those units may take damage from the melee
attack as normal.
Choke Melee •During a melee attack, when the defending army rolls
for saves, target up to X health-worth of units in the
that army that rolled an ID icon. The targets are killed.
None of their results are counted towards the army’s
save results.
Note: Choke works outside of the normal sequence of
die roll resolution, applying its effect immediately after
the defending army makes its save roll but before they
resolve any re-roll effects or SAIs.
Cloak Dragon Attack •During a save roll or dragon attack, add X non-magical
Individual save results to the army containing this unit until the
Magic beginning of your next turn.
Save •During a magic action, Cloak generates X magic
results.
•During a roll for an individual-targeting effect, Cloak
generates X magic, maneuver, melee, missile, or save
results.
Coil Dragon Attack •During a melee attack, target one unit in the defending
Melee army. The target takes X damage and makes a
combination roll, counting save and melee results. Any
melee results that the target generates inflict damage on
the Coiling unit with no save possible.
•During a dragon attack, Coil generates X melee results.
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Create Any Non- •During any army roll, Create Fireminions generates X
Fireminions Individual magic, maneuver, melee, missile or save results.
Hug Dragon Attack •During a melee attack, target one unit in the
Melee defending army. The target unit takes X points of
damage with no save possible. The targeted unit
makes a melee roll. Melee results generated by this
roll inflict damage on the Hugging unit with no save
possible.
•During a dragon attack, Hug generates X melee
results.
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Rise from Save •During a save roll, Rise from the Ashes generates X
the Ashes Special save results.
•Whenever a unit with this SAI is killed or buried,
roll the unit. If Rise from the Ashes is rolled, the unit
is moved to your Reserve Area. If an effect both kills
and buries this unit, it may roll once when killed and
again when buried. If the first roll is successful, the
unit is not buried.
Roar Melee •During a melee attack, target up to X health-worth
of units in the defending army. The targets are
immediately moved to their Reserve Area before the
defending army rolls for saves.
Trumpet Dragon Attack •During a dragon attack, melee attack or save roll,
Melee each Feral unit in this army doubles its melee and
Save save results.
Vanish Save •During a save roll, Vanish generates X save results.
The unit may then move to any terrain or its Reserve
Area. If the unit moves, the save results still apply to
the army that the Vanishing unit left.
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SPELLS
Spells are cast using magic results during a magic action and can affect the game in different ways,
from increasing roll results, to inflicting damage, to summoning dragons!
Each spell has a number of attributes which are detailed below. Spells are resolved one at a time in the
order cast.
Color
There are six spell colors; Black, Blue, Green, Red, Yellow and Elemental. The following rules apply to
the colors of magic:
- Spells of a single color (Black, Blue, Green, Red and Yellow) may only be cast using magic results of that
color.
- Elemental Spells may only be cast using magic results of any single color.
- Ivory magic results may only be used to cast Elemental spells.
Casting Cost
This is the number of magic results required to cast a spell. Any number of spells can be cast up to the
number of magic results generated by the army. Unused magic results are lost at the end of the army’s
action.
Some spells may be cast via the ‘Cantrip’ SAI as well as during a normal magic action. When this SAI
is rolled, its results may be spent as magic results only on spells marked with an X in the ‘C’ (Cantrip)
column in the spell lists below. Normal restrictions for element and species still apply to casting these
spells.
Species
This indicates the species requirement of the spells. Some spells may only be cast using magic results
generated by units from a specific species. Spells marked ‘any’ may be cast using magic from any
species that can cast elemental spells.
Targeting of Spells
Every spell has a specified target: army, unit(s), terrain, DUA or BUA.
Spells that target a terrain affect all armies at that terrain.
Spells that target an army are fixed at that army location. If the army moves, the spells do not move
with the army.
Individual units that are targeted by a spell will be affected by that spell even if they move to another
army.
Most spells require the casting army to be located at a terrain, however a limited number of spells may
be cast from the Reserve Area. Those spells are marked with an X in the ‘R’ (Reserves) column in the
spell lists.
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Duration
Some spells have instantaneous effects. Most have effects which last until the beginning of your next
turn.
If an army is destroyed (all of its units are killed) or otherwise no longer exists at a terrain or Reserves
Area at the end of any turn step, any spells affecting that army end. If a unit is killed any spells
affecting it end.
Effect
Each spell has a different effect on the game state. Effects that modify a particular type of roll follow
the usual process explained under ‘Die Roll Resolution’ (page 27).
Many spell effects are cumulative; this means that multiple castings of that spell may be combined to
create a single spell with a stronger effect. To make understanding this easier, any aspects of a spell
that have a cumulative effect are highlighted in the text for that spell, like this – one
one. When a spell is
cast in this way, multiply the highlighted effect(s) by the number of combined castings. For example, if
you were to combine three castings of Wind Walk, then the spell would add twelve results, rather than
four.
Any spell that has a cumulative effect may instead be cast multiple separate times (unless otherwise
stated), with a different target each time. For example, if you were to cast Palsy three times (costing a
total of six magic results), you may subtract three results from any one target, one result from each of
three targets, or two from one target and one from another.
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Swamp Fever Swamp Stalkers 3 Target three health-worth of unit(s) in an opposing army.
Roll the targets. If they roll an ID result, they are killed.
Any units killed by Swamp Fever make a second roll. If
they roll an ID result they are buried.
Finger of Any 4 Target any opposing unit. Inflict one point of damage on
Death the target with no save possible.
Necromantic Lava Elves 5 X Target any army. All units in the target army may count
Wave magic results as if they were melee or missile results
until the beginning of your next turn.
ELEMENTAL SPELLS
Name Species Cost R C Effect
Evolve Eldarim 3 X Target one of your Dragonkin units that matches the
Dragonkin color of magic used to cast this spell. The target is
promoted one health-worth.
Resurrect Any 3 X Target one health-worth of units in your DUA that
Dead contains the color of magic used to cast this spell.
Return the target(s) to the casting army. Magic of
any one color (or Ivory) may be used to resurrect
Amazons.
Esfah’s Gift Amazons 3 X X Target a minor terrain in your BUA. Move that
terrain to your summoning pool.
Summon Any 3 Target one health-worth of Dragonkin units in your
Dragonkin Summoning Pool that match the color of magic used
to cast this spell. The target(s) join the casting army.
Rally Amazons 5 X Target up to three of your Amazon units at a terrain.
Move those units to any other terrain where you
have at least one Amazon unit.
Rise of the Eldarim 5 X Target any Eldarim unit that matches the color of
Eldarim magic used to cast this spell. The target is promoted
one health-worth.
Summon Any 7 Target any terrain. Summon one dragon from any
Dragon Summoning Pool or terrain that contains the color
used to cast this spell to the target terrain. Magic of
any one color may be used to summon an Ivory or
Ivory Hybrid Dragon.
Summon Any 14 Target any terrain. Summon one White Dragon from
White Dragon any Summoning Pool or terrain to the target terrain.
Any combination of magic colors may be used to
cast this spell.
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MULTIPLAYER GAMES
While Dragon Dice is an excellent 2-player game, it can be played with any number of players, offering
a new level of depth and strategy. We recommend limiting games to six players, though larger games
are possible. To play a multiplayer game, players assemble forces and select terrains as normal.
The following exceptions and changes occur when playing a multiplayer game:
- When rolling to determine the order of play, the usual process described in step 4 of ‘Setting Up
the Game’ is replaced with the following process:
Any one of the proposed Frontier Terrain dice may be selected. All other proposed Frontier
Terrains are removed from the game and are not used. In the event of a tie for any turn order
position, the tied players re-roll until a clear order is determined. We suggest players sit in turn
order, and in such a way that play proceeds clockwise.
• After initial game set up, a player may have multiple Horde Armies if they wish – one at each
opposing player’s Home Terrain. We suggest that each player puts their dice on a card so it is clear
which dice belong to which army and player at all times.
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• When performing a melee or missile attack, a player may target any eligible army. The target of the
attack must be declared before the dice are rolled.
• Any effect that targets an ‘opposing’ unit or army may target the unit or army of any opponent.
• During a maneuver, all opposing armies at the terrain may attempt to counter-maneuver.
• Counter-maneuvering armies do not combine their maneuver results. Each compares their total with
the maneuvering army individually.
• Regardless of how many terrains are in play, a player still wins once they capture their second
terrain.
• If a player is eliminated, all spells cast by that player expire when they would otherwise take their
next turn. Simply skip their turn from then on.
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ADVANCED RULES
The following section introduces a number of advanced dice and rules for Dragon Dice. All items in
this section should be considered optional and all players involved in a game should agree on their
inclusion before adding any of them to their force.
DRAGONKIN
Dragonkin are the distant relatives of full-sized dragons. Like dragons, they can be summoned into play
during a game, but unlike their less-predicable forerunners, Dragonkin will join your armies and fight
for you! For every full three points of a player’s force size, that player may bring one health-worth of
Dragonkin to the game. For example, in a 36 point game, a player may bring up to 12 health of
Dragonkin units.
Actions
- Dragonkin units cannot roll for magic or missile actions.
- Dragonkin units cannot roll during a dragon attack that includes a dragon matching their color, an Ivory
Dragon, Ivory Hybrid Dragon, or White Dragon, but may take damage during the attack. Dragonkin may
take part in dragon attacks with other dragons as normal.
Automatic Saves
All Dragonkin have armored skin, which grants them automatic save results equal to their health.
These save results are added to their individual and army’s save rolls. For the purpose of ‘Die Roll
Resolution’, Dragonkin automatic saves are added during step 9, along with other modifiers that add.
Their automatic save results are only applied if the Dragonkin are rolled.
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DRAGONKIN CHAMPIONS
The Dragonkin Champion is a special Dragonkin unit that has four health and four automatic saves. It
is a six-sided die and is a part of the Dragonkin species. Any rules that apply to Dragonkin also apply
to the Dragonkin Champion.
ADVANCED TERRAINS
Advanced terrains are special terrains that offer new objectives for armies to capture. Advanced
terrains follow all the usual rules for terrains, with one exception: an advanced terrain may only be
placed at the frontier.
Like other terrains, each advanced terrain has a unique Eighth Face effect. These are described below:
MINOR TERRAINS
The smaller (18mm) eight-sided dice are minor terrain dice. These dice represent lesser objectives for an
army to capture at a particular terrain while trying to secure the terrain itself. These dice do not count
toward victory, but they can help achieve it.
A player may bring a total of minor terrain dice to a game equal to the number of terrains in the game
plus one (for example in a 2-player game, you may bring up to four minor terrains). Minor terrains are
placed in a player’s Summoning Pool at the start of the game.
Roll the minor terrain when it enters play and immediately apply its result - alternate action, modify
results, or disaster (See Minor Terrain Icons below). The rolled result will remain in effect as the active
bonus for the army who owns the minor terrain until it is rolled again (see below). Place the die beside
the army to show the bonus.
On all future turns, when an army that controls a minor terrain marches, they must either:
- Forfeit the maneuver step in order to keep the result showing on the minor terrain, OR,
- Roll the minor terrain and apply its new result. The rolled result will remain in effect as the active bonus for
the army who owns the minor terrain until is rolled again as above.
DEADLANDS
In addition to other minor terrain rules, each Deadlands (black) minor
terrain a player controls counts as s units (of any species) in their DUA
for use with species abilities. (See page 21. In a 24 point game, a
Deadlands counts as one unit, in a 25-48 point game it counts as two,
and so on). Deadlands may be brought into play at any terrain.
Dust Storm The controlling army’s missile results are halved. The
minor terrain is buried at the beginning of the army's
next march.
Flanked The controlling army’s save results are halved. The
minor terrain is buried at the beginning of the army's
next march.
Flood The controlling army’s maneuver results are halved.
The minor terrain is buried at the beginning of the
army's next march.
Revolt The controlling army’s melee results are halved. The
minor terrain is buried it at the beginning of the
army's next march.
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ITEMS
There are many powerful objects in Esfah. Some are magical tools used by the armies of Esfah to gain
an advantage in their endless wars, and are called “items.” There are four varieties of items: equipment,
artifacts, medallions, and relics. Like units, items have a point cost for including them in your force:
Die Points
Small Four-sided Equipment One
Medium Four-sided Three for each pair (two points for the first and one
Equipment point for the second - while the Medium dice do not
need to be brought as a pair, the first is always two
points). The two Medium dice do not need to match.
Large Four-sided Equipment Two
Artifact Three
Medallion Four
Relic Four
The following rules apply to all items:
- Item results are not modified by species abilities.
- Items do not have health and may not take damage.
- Magic from items may be used to cast species spells if at least one unit of that species is in the casting army.
- Items are not assigned to a specific unit.
- An item may only move from a terrain or reserves, to another terrain or reserves by a unit carrying it.
- If there are ever more items in an army than there are units able to carry them, the owner of the army must
bury the excess items.
- Items are rolled during all army rolls. However, an item may only be rolled if a unit capable of carrying it is
also rolled.
- Items may never be rolled during, or be targeted by, an individual targeting effect.
EQUIPMENT
Equipment are four-sided dice that have only one type of normal action icon: Maneuver, Melee, Missile,
Magic, and Save. Equipment dice come in three different sizes: Small (18mm), Medium (20mm), and
Large (22mm). Like large six-sided units, large equipment also have an SAI on one face. Equipment does
not have an ID icon. Equipment follows these rules in addition to the rules for all items:
- Equipment items are made up of a single elemental color.
- Magic results generated by equipment are always generated in the color
of the equipment.
- Each unit may carry and use up to two equipment items (or artifacts, or
one of each).
- Only a unit that contains the color of the equipment may carry or use it.
Amazon units may use equipment of any color. Undead units may only
use black equipment.
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ARTIFACTS
Artifacts are ten-sided item dice. Unlike four-sided equipment, artifacts have multiple types of normal
action icons, but favor one type over the others. Artifacts also have an ID icon and SAIs. Artifacts
adhere to the same rules as equipment, described above.
Both medallions and relics follow these rules in addition to the rules for all items:
• Medallions and relics lack an elemental color, so any unit may carry and use a medallion or relic.
• Because medallions and relics are so powerful, a unit that carries one may not carry a second item.
Medallion SAI
Medallions are four-sided items that come in three alloys: bronze, silver,
or gold. Medallions have a unique SAI, which has the following effect:
RELICS
Relics are large six-sided items. These ancient items are created
from Eldrymetallum (also known as "star metal"), a metal not
native to Esfah, the world of Dragon Dice.
Elemental Relic
- When rolled with an army, the Elemental Relic icon indicates
which element units must contain to be affected by the relic. The
SFR Logo contains all elements and ivory.
- Multiple Elemental Relics in an army may cancel each other.
Elemental Relics that roll the same element have no effect on that
roll. Note that the SFR logo matches all elements.
- During any non-maneuver roll, X health-worth of matching units in the army carrying this relic may be
re‑rolled once, ignoring the previous result, or you may recruit X small (1 health) matching units to, or
promote X health-worth of matching units in, the army carrying this relic. Results may be split between
recruiting, promoting, and re‑rolling in any way you choose. Any promotions and recruitments happen all at
once.
62
ELDARIM CHAMPIONS
Eldarim Champions are the heroes of the Eldarim Species. They are represented in the game by very
large six-sided dice. Each Eldarim Champion has four health, the same as a monster (Eldarim have
champions instead of monsters).
In addition, each type of champion has a special ability connected to this SAI. Those abilities are
detailed below.
Note: Only white Eldarim Champions may affect a White Dragon with these abilities.
DRAGONKIN ICONS
SMALL MEDIUM LARGE
1-HEALTH 2-HEALTH 3-HEALTH
HEAVY
Dragontroop Dragonhero Dragonchamp
LIGHT
Dragonscout Dragonsentry Dragonspy
CAVALRY
Dragonfoal Dragonmount Dragonsteed
MANEUVER
Speed Slippers Winged SandalsSeven League Boots Wayfare Flying Carpet Elevate
MELEE
Flicker Foil Dawn Blade Vorpal Sword Decapitate Blade Golem Flurry
MISSILE
Trueflyer Eyebiter Heartseeker Impale Trebuchet Crush
MAGIC
Sight Stone Ring of Stars Magi's Crown Attune Dragon Staff Summon Dragon
SAVE
Wooden Targe Steel Buckler Mithril Shield Bash Mantlet Sortie
Cost R C Name, Species and Effect Cost R C Name, Species and Effect
2 X Palsy (Any): Target any opposing army. Subtract one 2 X Hailstorm (Any): Target any opposing army. Inflict one
result from the target’s non-maneuver rolls until the point of damage on the target,
beginning of your next turn.
4 Wind Walk (Any): Target any army. Add four
4 Finger of Death (Any): Target any opposing unit. maneuver results to the target’s rolls until the
Inflict one point of damage on the target with no save beginning of your next turn.
possible.
6 Soiled Ground (Any): Target any terrain. Until the 6 Lightning Strike (Any): Target any opposing unit. The
beginning of your next turn, any unit killed at that target makes a save roll. If it does not generate a save
terrain that goes into the DUA must make a save roll. result, it is killed. A unit may not be targeted by more
Those that do not generate a save result are buried. than one Lightning Strike per magic action.
Cost R C Name, Species and Effect Cost R C Name, Species and Effect
2 X Watery Double (Any): Target any army. Add one save 2 X Ash Storm (Any): Target any terrain. Subtract one
result to the target’s rolls until the beginning of your result from all army rolls at that terrain until the
next turn. beginning of your next turn.
4 Flash Flood (Any): Target any terrain. Reduce that 4 Fiery Weapon (Any): Target any army. Add two melee
terrain one step unless an opposing army at that or missile results to any roll the target makes until the
terrain generates at least six maneuver results. A beginning of your next turn.
terrain may never be reduced by more than one step
during a player's turn from the effects of Flash Flood. 6 Dancing Lights (Any): Target any opposing army.
Subtract six melee results from the target’s rolls until
6 Wall of Fog (Any): Target any terrain. Subtract six
the beginning of your next turn.
missile results from any missile attack targeting an
army at that terrain until the beginning of your next
turn.
AMAZONS 69
ivory
YELLOW (EARTH) SPELLS ELEMENTAL SPELLS
Cost R C Name, Species and Effect Cost R C Name, Species and Effect
2 X Stone Skin (Any): Target any army. Add one save 3 X Resurrect Dead (Any): Target one health-worth of
result to the target’s rolls until the beginning of your units in your DUA that contains the color of magic
next turn. used to cast this spell. Return the target(s) to the
casting army. Magic of any one color (or Ivory) may be
4 Path (Any): Target one of your units at a terrain. Move used to resurrect Amazons.
the target to any other terrain where you have an
army. 3 X X Esfah’s Gift (Amazon): Target a minor terrain in your
BUA. Move that terrain to your summoning pool.
6 Transmute Rock to Mud (Any): Target any opposing
3 Summon Dragonkin (Any): Target one health-worth of
army. Subtract six maneuver results from the target’s
Dragonkin units in your Summoning Pool that match
rolls until the beginning of your next turn.
the color of magic used to cast this spell. The target(s)
join the casting army.
5 X Rally (Amazon): Target up to three of your Amazon
units at a terrain. Move those units to any other
terrain where you have at least one Amazon unit.
7 Summon Dragon (Any): Target any terrain. Summon
one dragon from any Summoning Pool or terrain
that contains the color used to cast this spell to the
Icon Name and Effect target terrain. Magic of any one color may be used to
summon an Ivory or Ivory Hybrid Dragon.
Bullseye (Dragon Attack, Missile): During a missile
14 Summon White Dragon (Any): Target any terrain.
attack, target X health-worth of units in the defending
Summon one White Dragon from any Summoning
army. The targets make a save roll. Those that do not
Pool or terrain to the target terrain. Any combination
generate a save result are killed. Roll this unit again and
of magic colors may be used to cast this spell.
apply the new result as well.
During a dragon attack, Bullseye generates X missile
results.
Cantrip (Magic, Non-Maneuver): During a magic action,
Cantrip generates X magic results.
During other non-maneuver rolls, Cantrip generates X Icon Name and Effect
magic results that only allow you to cast spells marked
Flame (Melee): During a melee attack, target up to two
as ‘Cantrip’ from the spell list.
health-worth of units in the defending army. The targets
Counter (Dragon Attack, Melee, Save*):During a save roll are killed and buried.
against a melee attack, Counter generates X save results
Fly (Any): During any roll, Fly generates X maneuver or
and inflicts X damage upon the attacking army. Only
X save results.
save results generated by spells may reduce this damage.
During any other save roll, Counter generates X save
results. Kick (Dragon Attack, Melee, Save): During a melee
During a melee attack, Counter generates X melee attack, target one unit in the defending army. The target
results. takes X points of damage.
During a dragon attack, Counter generates X save and X During a save roll, Kick generates X save results.
melee results. During a dragon attack, Kick generates X melee and X
save results.
Double Strike (Dragon Attack, Melee): During a melee
attack, target four health-worth of units in the defending Rend (Dragon Attack, Maneuver, Melee): During a melee
army. The targets make a save roll. Those that do not or dragon attack, Rend generates X melee results. Roll
generate a save result are killed. Roll this unit again and this unit again and apply the new result as well.
apply the new result as well. During a maneuver roll, Rend generates X maneuver
During a dragon attack, Double Strike generates four results.
melee results. Smite (Dragon Attack, Melee): During a melee attack,
Firebreath (Melee): During a melee attack, inflict X Smite inflicts X points of damage to the defending army
points of damage on the defending army with no save with no save possible.
possible. Each unit killed makes a save roll. Those that During a dragon attack, Smite generates X melee results.
do not generate a save result are buried.
Stone (Dragon Attack, Melee, Missile): During a melee
Firewalking (Maneuver, Non-Maneuver): During a or missile attack, Stone does X damage to the defending
maneuver roll, Firewalking generates X maneuver results. army with no save possible.
During any non-maneuver roll, this unit may move itself During a dragon attack, Stone generates X missile
and up to three health-worth of units in its army to any results.
terrain.
Trample (Any): During any roll, Trample generates X
maneuver and X melee results.
70
CORAL ELVES
air & water
SMALL MEDIUM LARGE MONSTER
1-HEALTH 2-HEALTH 3-HEALTH 4-HEALTH SPECIES ABILITIES
HEAVY
Coastal Dodge
MELEE
When at a terrain that contains green
Fighter Trooper Protector Coral Giant (water), Coral Elves may count maneuver
results as if they were save results.
LIGHT
MELEE
Guard Courier Herald Gryphon
Defensive Volley
When at a terrain that contains blue (air),
CAVALRY Coral Elves may counter-attack against a
Horseman Knight Eagle Knight Leviathan
missile action. Follow the same process
used for a regular melee counter-attack,
MISSILE using missile results instead of melee
Bowman Archer Sharpshooter Sprite Swarm
results.
MAGIC
Evoker Conjurer Enchanter Tako
Cost R C Name, Species and Effect Cost R C Name, Species and Effect
2 X Hailstorm (Any): Target any opposing army. Inflict one 2 X X Watery Double (Any): Target any army. Add one save
point of damage on the target, result to the target’s rolls until the beginning of your
next turn.
3 Blizzard (Coral Elves): Target any terrain. Subtract
three melee results from all army results at that 4 Flash Flood (Any): Target any terrain. Reduce that
terrain until the beginning of your next turn. terrain one step unless an opposing army at that
terrain generates at least six maneuver results. A
4 X Wind Walk (Any): Target any army. Add four terrain may never be reduced by more than one step
maneuver results to the target’s rolls until the during a player's turn from the effects of Flash Flood.
beginning of your next turn.
5 Deluge (Coral Elves): Target any terrain. Subtract three
6 Lightning Strike (Any): Target any opposing unit. The maneuver and three missile results from all army rolls
target makes a save roll. If it does not generate a save at that terrain until the beginning of your next turn.
result, it is killed. A unit may not be targeted by more
6 Wall of Fog (Any): Target any terrain. Subtract six
than one Lightning Strike per magic action.
missile results from any missile attack targeting an
army at that terrain until the beginning of your next
turn.
CORAL ELVES 71
Cost R C Name, Species and Effect Cost R C Name, Species and Effect
3 X Resurrect Dead (Any): Target one health-worth of 7 Summon Dragon (Any): Target any terrain. Summon
units in your DUA that contains the color of magic one dragon from any Summoning Pool or terrain
used to cast this spell. Return the target(s) to the that contains the color used to cast this spell to the
casting army. Magic of any one color (or Ivory) may be target terrain. Magic of any one color may be used to
used to resurrect Amazons. summon an Ivory or Ivory Hybrid Dragon.
3 Summon Dragonkin (Any): Target one health-worth of 14 Summon White Dragon (Any): Target any terrain.
Dragonkin units in your Summoning Pool that match Summon one White Dragon from any Summoning
the color of magic used to cast this spell. The target(s) Pool or terrain to the target terrain. Any combination
join the casting army. of magic colors may be used to cast this spell.
Counter (Dragon Attack, Melee, Save*):During a save roll Rend (Dragon Attack, Maneuver, Melee): During a melee
against a melee attack, Counter generates X save results or dragon attack, Rend generates X melee results. Roll
and inflicts X damage upon the attacking army. Only this unit again and apply the new result as well.
save results generated by spells may reduce this damage. During a maneuver roll, Rend generates X maneuver
During any other save roll, Counter generates X save results.
results. Smite (Dragon Attack, Melee): During a melee attack,
During a melee attack, Counter generates X melee Smite inflicts X points of damage to the defending army
results. with no save possible.
During a dragon attack, Counter generates X save and X During a dragon attack, Smite generates X melee results.
melee results.
Entangle (Melee): During a melee attack, target up to X Swallow (Melee): During a melee attack, target one unit
health-worth of units in the defending army. The targets in the defending army. Roll the target. If it does not roll
are killed. its ID icon, it is killed and buried.
CAVALRY
Dwarven Might
When at a terrain that contains red (fire),
Pony Rider Lizard Rider Mammoth Rider Gargoyle Dwarves may count save results as if they
were melee results when rolling for a
MISSILE
counter-attack.
Crossbowman Marksman Crack-Shot Roc
MAGIC
Theurgist Thaumaturgist Wizard Umber Hulk
Cost R C Name, Species and Effect Cost R C Name, Species and Effect
2 X Ash Storm (Any): Target any terrain. Subtract one 2 X X Stone Skin (Any): Target any army. Add one save
result from all army rolls at that terrain until the result to the target’s rolls until the beginning of your
beginning of your next turn. next turn.
3 Firebolt (Dwarves): Target any opposing unit. Inflict 4 X Path (Any): Target one of your units at a terrain. Move
one point of damage on the target. the target to any other terrain where you have an
army.
4 X Fiery Weapon (Any): Target any army. Add two melee
or missile results to any roll the target makes until the
5 Higher Ground (Dwarves): Target any opposing army.
beginning of your next turn.
The target subtracts five melee results from their rolls
until the beginning of your next turn.
6 Dancing Lights (Any): Target any opposing army.
Subtract six melee results from the target’s rolls until
6 Transmute Rock to Mud (Any): Target any opposing
the beginning of your next turn.
army. Subtract six maneuver results from the target’s
rolls until the beginning of your next turn.
DWARVES 73
Cost R C Name, Species and Effect Cost R C Name, Species and Effect
3 X Resurrect Dead (Any): Target one health-worth of 7 Summon Dragon (Any): Target any terrain. Summon
units in your DUA that contains the color of magic one dragon from any Summoning Pool or terrain
used to cast this spell. Return the target(s) to the that contains the color used to cast this spell to the
casting army. Magic of any one color (or Ivory) may be target terrain. Magic of any one color may be used to
used to resurrect Amazons. summon an Ivory or Ivory Hybrid Dragon.
3 Summon Dragonkin (Any): Target one health-worth of 14 Summon White Dragon (Any): Target any terrain.
Dragonkin units in your Summoning Pool that match Summon one White Dragon from any Summoning
the color of magic used to cast this spell. The target(s) Pool or terrain to the target terrain. Any combination
join the casting army. of magic colors may be used to cast this spell.
Dragonkin Handlers
MAGIC Immediately before taking your first
Spellbinder Enthraller Sorcerer march, after dragon attacks have been
resolved, select an army that contains at
CAVALRY least one Eldarim unit at a terrain.
Sprinter Racer Recruit a small (1 health) Dragonkin unit
to, or promote one Dragonkin unit in, the
MISSILE army. Recruited or promoted units must
Toxophilite match a color of the terrain.
This ability may only be used if the total
NORMAL ACTION ICONS
health-worth of Dragonkin after the
exchange is not greater than the total
Magic Maneuver
health-worth of Eldarim in that army.
Missile Melee Save
Cost R C Name, Species and Effect Cost R C Name, Species and Effect
2 X Palsy (Any): Target any opposing army. Subtract one 2 X Hailstorm (Any): Target any opposing army. Inflict one
result from the target’s non-maneuver rolls until the point of damage on the target,
beginning of your next turn.
4 X Wind Walk (Any): Target any army. Add four
4 Finger of Death (Any): Target any opposing unit. maneuver results to the target’s rolls until the
Inflict one point of damage on the target with no save beginning of your next turn.
possible.
6 Lightning Strike (Any): Target any opposing unit. The
6 Soiled Ground (Any): Target any terrain. Until the target makes a save roll. If it does not generate a save
beginning of your next turn, any unit killed at that result, it is killed. A unit may not be targeted by more
terrain that goes into the DUA must make a save roll. than one Lightning Strike per magic action.
Those that do not generate a save result are buried.
Cost R C Name, Species and Effect Cost R C Name, Species and Effect
2 X Ash Storm (Any): Target any terrain. Subtract one 2 X X Watery Double (Any): Target any army. Add one save
result from all army rolls at that terrain until the result to the target’s rolls until the beginning of your
beginning of your next turn. next turn.
4 X Fiery Weapon (Any): Target any army. Add two melee 4 Flash Flood (Any): Target any terrain. Reduce that
or missile results to any roll the target makes until the terrain one step unless an opposing army at that
beginning of your next turn. terrain generates at least six maneuver results. A
terrain may never be reduced by more than one step
6 Dancing Lights (Any): Target any opposing army. during a player's turn from the effects of Flash Flood.
Subtract six melee results from the target’s rolls until
6 Wall of Fog (Any): Target any terrain. Subtract six
the beginning of your next turn.
missile results from any missile attack targeting an
army at that terrain until the beginning of your next
turn.
ELDARIM 75
Cost R C Name, Species and Effect Cost R C Name, Species and Effect
2 X X Stone Skin (Any): Target any army. Add one save 3 X Resurrect Dead (Any): Target one health-worth of
result to the target’s rolls until the beginning of your units in your DUA that contains the color of magic
next turn. used to cast this spell. Return the target(s) to the
casting army. Magic of any one color (or Ivory) may be
4 X Path (Any): Target one of your units at a terrain. Move used to resurrect Amazons.
the target to any other terrain where you have an
army. 3 X Evolve Dragonkin (Eldarim): Target one of your
Dragonkin units that matches the color of magic used
6 Transmute Rock to Mud (Any): Target any opposing to cast this spell. The target is promoted one health-
army. Subtract six maneuver results from the target’s worth.
rolls until the beginning of your next turn. 3 Summon Dragonkin (Any): Target one health-worth of
Dragonkin units in your Summoning Pool that match
the color of magic used to cast this spell. The target(s)
join the casting army.
5 X Rise of the Eldarim (Eldarim): Target any Eldarim unit
that matches the color of magic used to cast this spell.
The target is promoted one health-worth.
7 Summon Dragon (Any): Target any terrain. Summon
one dragon from any Summoning Pool or terrain
that contains the color used to cast this spell to the
target terrain. Magic of any one color may be used to
summon an Ivory or Ivory Hybrid Dragon.
14 Summon White Dragon (Any): Target any terrain.
Summon one White Dragon from any Summoning
Pool or terrain to the target terrain. Any combination
of magic colors may be used to cast this spell.
Cost R C Name, Species and Effect Cost R C Name, Species and Effect
2 X Hailstorm (Any): Target any opposing army. Inflict one 2 X X Stone Skin (Any): Target any army. Add one save
point of damage on the target, result to the target’s rolls until the beginning of your
next turn.
3 X Wilding (Feral): Target any army. The target army may
double the melee and save results of any one unit 4 X Path (Any): Target one of your units at a terrain. Move
until the beginning of your next turn. Select a unit to the target to any other terrain where you have an
double their results after the army makes each roll. army.
4 X Wind Walk (Any): Target any army. Add four
5 X Berserker Rage (Feral): Target an army containing at
maneuver results to the target’s rolls until the
least one Feral unit. All Feral units in the target army
beginning of your next turn.
may count save results as if they were melee results
during all counter-attacks, until the beginning of your
6 Lightning Strike (Any): Target any opposing unit. The next turn.
target makes a save roll. If it does not generate a save
result, it is killed. A unit may not be targeted by more 6 Transmute Rock to Mud (Any): Target any opposing
than one Lightning Strike per magic action. army. Subtract six maneuver results from the target’s
rolls until the beginning of your next turn.
FERAL 77
Cost R C Name, Species and Effect Cost R C Name, Species and Effect
3 X Resurrect Dead (Any): Target one health-worth of 7 Summon Dragon (Any): Target any terrain. Summon
units in your DUA that contains the color of magic one dragon from any Summoning Pool or terrain
used to cast this spell. Return the target(s) to the that contains the color used to cast this spell to the
casting army. Magic of any one color (or Ivory) may be target terrain. Magic of any one color may be used to
used to resurrect Amazons. summon an Ivory or Ivory Hybrid Dragon.
3 Summon Dragonkin (Any): Target one health-worth of 14 Summon White Dragon (Any): Target any terrain.
Dragonkin units in your Summoning Pool that match Summon one White Dragon from any Summoning
the color of magic used to cast this spell. The target(s) Pool or terrain to the target terrain. Any combination
join the casting army. of magic colors may be used to cast this spell.
Cost R C Name, Species and Effect Cost R C Name, Species and Effect
2 X Hailstorm (Any): Target any opposing army. Inflict one 2 X Ash Storm (Any): Target any terrain. Subtract one
point of damage on the target, result from all army rolls at that terrain until the
beginning of your next turn.
4 X Wind Walk (Any): Target any army. Add four
maneuver results to the target’s rolls until the 3 X X Flashfire (Firewalkers): Target any army. During any
beginning of your next turn. non-maneuver army roll, any one unit in the target
army may be re-rolled once, ignoring the previous
5 Mirage (Firewalkers): Target five health-worth of units result. This effect lasts until the beginning of your
at any terrain. The targets make a save roll. Those next turn.
that do not generate a save result are moved to their
4 X Fiery Weapon (Any): Target any army. Add two melee
Reserve Area.
or missile results to any roll the target makes until the
6 Lightning Strike (Any): Target any opposing unit. The beginning of your next turn.
target makes a save roll. If it does not generate a save
result, it is killed. A unit may not be targeted by more 6 Dancing Lights (Any): Target any opposing army.
than one Lightning Strike per magic action. Subtract six melee results from the target’s rolls until
the beginning of your next turn.
FIREWALKERS 79
Cost R C Name, Species and Effect Cost R C Name, Species and Effect
3 X Resurrect Dead (Any): Target one health-worth of 7 Summon Dragon (Any): Target any terrain. Summon
units in your DUA that contains the color of magic one dragon from any Summoning Pool or terrain
used to cast this spell. Return the target(s) to the that contains the color used to cast this spell to the
casting army. Magic of any one color (or Ivory) may be target terrain. Magic of any one color may be used to
used to resurrect Amazons. summon an Ivory or Ivory Hybrid Dragon.
3 Summon Dragonkin (Any): Target one health-worth of 14 Summon White Dragon (Any): Target any terrain.
Dragonkin units in your Summoning Pool that match Summon one White Dragon from any Summoning
the color of magic used to cast this spell. The target(s) Pool or terrain to the target terrain. Any combination
join the casting army. of magic colors may be used to cast this spell.
Counter (Dragon Attack, Melee, Save*):During a save roll Rise from the Ashes (Save Special): During a save roll,
against a melee attack, Counter generates X save results Rise from the Ashes generates X save results. Whenever
and inflicts X damage upon the attacking army. Only a unit with this SAI is killed or buried, roll the unit. If
save results generated by spells may reduce this damage. Rise from the Ashes is rolled, the unit is moved to your
During any other save roll, Counter generates X save Reserve Area. If an effect both kills and buries this unit,
results. it may roll once when killed and again when buried. If
During a melee attack, Counter generates X melee the first roll is successful, the unit is not buried.
results. Seize (Melee, Missile): During a melee or missile attack,
During a dragon attack, Counter generates X save and X target up to X health-worth of units in the defending
melee results. army. Roll the targets. If they roll an ID icon, they are
Create Fireminions (Any Non-Individual): During immediately moved to their Reserve Area. Any that do
any army roll, Create Fireminions generates X magic, not roll an ID are killed.
maneuver, melee, missile or save results. Smite (Dragon Attack, Melee): During a melee attack,
Firecloud (Melee, Missile): During a melee or missile Smite inflicts X points of damage to the defending army
attack, target up to X health-worth of units in the with no save possible.
defending army. The targets make a maneuver roll. During a dragon attack, Smite generates X melee results.
Those that do not generate a maneuver result are killed.
Firewalking (Maneuver, Non-Maneuver): During a
maneuver roll, Firewalking generates X maneuver results.
During any non-maneuver roll, this unit may move itself
and up to three health-worth of units in its army to any
terrain.
80
FROSTWINGS
death & air
SMALL MEDIUM LARGE MONSTER SPECIES ABILITIES
1-HEALTH 2-HEALTH 3-HEALTH 4-HEALTH
Winter’s Fortitude
MELEE Immediately before taking your first march,
after dragon attacks have been resolved, if you
Advocate Defender Vindicator Cryohydra
have at least one Frostwing unit at a terrain
that contains blue (air), you may move one
CAVALRY Frostwing unit of your choice from your BUA
Hound Master Wolf Master Bear Master Frost Ogre to your DUA.
LIGHT
MISSILE Magic Negation
Attacker Assaulter Assailer Remorhaz When an opponent takes a magic action at a
terrain containing Frostwings, the Frostwing
HEAVY units may make a magic negation roll. Roll the
MISSILE Frostwing units before the opponent totals
Destroyer Dispatcher Devastator Wolf Pack
their magic results. Subtract the magic results
MAGIC generated by the Frostwing units from the
opponent’s results.
Apprentice Magus Magi Yeti
The number of magic results that may
be subtracted is equal to the number of
NORMAL ACTION ICONS
Frostwing units in the Frostwing player’s
DUA, up to a maximum of five s (see page
Magic Maneuver Melee Missile Save 21).
Cost R C Name, Species and Effect Cost R C Name, Species and Effect
2 X Palsy (Any): Target any opposing army. Subtract one 2 X Hailstorm (Any): Target any opposing army. Inflict one
result from the target’s non-maneuver rolls until the point of damage on the target,
beginning of your next turn.
4 X Wind Walk (Any): Target any army. Add four
3 Magic Drain (Frostwings): Target any terrain. Subtract maneuver results to the target’s rolls until the
two magic results from all army rolls at that terrain beginning of your next turn.
until the beginning of your next turn.
5 Fields of Ice (Frostwings): Target any terrain. Subtract
4 Finger of Death (Any): Target any opposing unit. four maneuver results from all army results at that
Inflict one point of damage on the target with no save terrain until the beginning of your next turn. Ties in
possible. maneuver rolls at that terrain are won by the counter-
maneuvering army while the terrain is under the effect
6 Soiled Ground (Any): Target any terrain. Until the of Fields of Ice.
beginning of your next turn, any unit killed at that
6 Lightning Strike (Any): Target any opposing unit. The
terrain that goes into the DUA must make a save roll.
target makes a save roll. If it does not generate a save
Those that do not generate a save result are buried.
result, it is killed. A unit may not be targeted by more
than one Lightning Strike per magic action.
FROSTWINGS
air & death
81
ELEMENTAL SPELLS
Cost R C Name, Species and Effect Cost R C Name, Species and Effect
3 X Resurrect Dead (Any): Target one health-worth of 7 Summon Dragon (Any): Target any terrain. Summon
units in your DUA that contains the color of magic one dragon from any Summoning Pool or terrain
used to cast this spell. Return the target(s) to the that contains the color used to cast this spell to the
casting army. Magic of any one color (or Ivory) may be target terrain. Magic of any one color may be used to
used to resurrect Amazons. summon an Ivory or Ivory Hybrid Dragon.
3 Summon Dragonkin (Any): Target one health-worth of 14 Summon White Dragon (Any): Target any terrain.
Dragonkin units in your Summoning Pool that match Summon one White Dragon from any Summoning
the color of magic used to cast this spell. The target(s) Pool or terrain to the target terrain. Any combination
join the casting army. of magic colors may be used to cast this spell.
Cost R C Name, Species and Effect Cost R C Name, Species and Effect
2 X Palsy (Any): Target any opposing army. Subtract one 2 X X Stone Skin (Any): Target any army. Add one save
result from the target’s non-maneuver rolls until the result to the target’s rolls until the beginning of your
beginning of your next turn. next turn.
3 Decay (Goblin): Target any opposing army. Subtract 4 X Path (Any): Target one of your units at a terrain. Move
two melee results from the target’s rolls until the the target to any other terrain where you have an
beginning of your next turn. army.
4 Finger of Death (Any): Target any opposing unit. 5 Scent of Fear (Goblin): Target up to three health-
Inflict one point of damage on the target with no save worth of opposing units at any terrain. The target
possible. units are moved to their Reserve Area.
6 Soiled Ground (Any): Target any terrain. Until the 6 Transmute Rock to Mud (Any): Target any opposing
beginning of your next turn, any unit killed at that army. Subtract six maneuver results from the target’s
terrain that goes into the DUA must make a save roll. rolls until the beginning of your next turn.
Those that do not generate a save result are buried.
GOBLINS 83
Cost R C Name, Species and Effect Cost R C Name, Species and Effect
3 X Resurrect Dead (Any): Target one health-worth of 7 Summon Dragon (Any): Target any terrain. Summon
units in your DUA that contains the color of magic one dragon from any Summoning Pool or terrain
used to cast this spell. Return the target(s) to the that contains the color used to cast this spell to the
casting army. Magic of any one color (or Ivory) may be target terrain. Magic of any one color may be used to
used to resurrect Amazons. summon an Ivory or Ivory Hybrid Dragon.
3 Summon Dragonkin (Any): Target one health-worth of 14 Summon White Dragon (Any): Target any terrain.
Dragonkin units in your Summoning Pool that match Summon one White Dragon from any Summoning
the color of magic used to cast this spell. The target(s) Pool or terrain to the target terrain. Any combination
join the casting army. of magic colors may be used to cast this spell.
Poison (Melee): During a melee attack, target X health- Surprise (Melee): During a melee attack, the defending
worth of units in the defending army. Each targeted army cannot counter-attack. The defending army may
unit makes a save roll. Those that do not generate a save still make a save roll as normal. Surprise has no effect
result are killed and must make another save roll. Those during a counter-attack.
that do not generate a save result on this second roll are Swallow (Melee): During a melee attack, target one unit
buried. in the defending army. Roll the target. If it does not roll
its ID icon, it is killed and buried.
84
LAVA ELVES
fire & death
SMALL MEDIUM LARGE MONSTER
1-HEALTH 2-HEALTH 3-HEALTH 4-HEALTH SPECIES ABILITIES
HEAVY Volcanic Adaptation
MELEE When at a terrain that contains red (fire),
Bladesman Duelist Conqueror Beholder Lava Elves may count maneuver results as
LIGHT if they were save results.
MELEE
Scout Spy Infiltrator Drider Cursed Bullets
When targeting an army at the same
CAVALRY terrain with a missile attack, Lava
Spider Rider Scorpion Knight Wyvern Rider Hell Hound Elves missile results inflict damage that
may only be reduced by save results
MISSILE generated by spells.
Fusilier Dead-Shot Assassin Lurker in the Deep The number of missile results that may
be effected in this way is equal to the
MAGIC number of Lava Elves units in the Lava
Adept Warlock Necromancer Rakshasa Elves player’s DUA, up to a maximum of
three s (see page 21).
NORMAL ACTION ICONS
Cost R C Name, Species and Effect Cost R C Name, Species and Effect
2 X Palsy (Any): Target any opposing army. Subtract one 2 X Ash Storm (Any): Target any terrain. Subtract one
result from the target’s non-maneuver rolls until the result from all army rolls at that terrain until the
beginning of your next turn. beginning of your next turn.
4 Finger of Death (Any): Target any opposing unit. 3 Fearful Flames (Lava Elves): Target any opposing unit.
Inflict one point of damage on the target with no save Inflict one point of damage on the target. If the target
possible. is killed by Fearful Flames it makes a save roll. If no
save result is generated, that unit is buried.
5 X Necromantic Wave (Lava Elves): Target any army. All
4 X Fiery Weapon (Any): Target any army. Add two melee
units in the target army may count magic results as if
or missile results to any roll the target makes until the
they were melee or missile results until the beginning
beginning of your next turn.
of your next turn.
6 Soiled Ground (Any): Target any terrain. Until the 6 Dancing Lights (Any): Target any opposing army.
beginning of your next turn, any unit killed at that Subtract six melee results from the target’s rolls until
terrain that goes into the DUA must make a save roll. the beginning of your next turn.
Those that do not generate a save result are buried.
LAVA ELVES 85
Cost R C Name, Species and Effect Cost R C Name, Species and Effect
3 X Resurrect Dead (Any): Target one health-worth of 7 Summon Dragon (Any): Target any terrain. Summon
units in your DUA that contains the color of magic one dragon from any Summoning Pool or terrain
used to cast this spell. Return the target(s) to the that contains the color used to cast this spell to the
casting army. Magic of any one color (or Ivory) may be target terrain. Magic of any one color may be used to
used to resurrect Amazons. summon an Ivory or Ivory Hybrid Dragon.
3 Summon Dragonkin (Any): Target one health-worth of 14 Summon White Dragon (Any): Target any terrain.
Dragonkin units in your Summoning Pool that match Summon one White Dragon from any Summoning
the color of magic used to cast this spell. The target(s) Pool or terrain to the target terrain. Any combination
join the casting army. of magic colors may be used to cast this spell.
MISSILE Intangibility
Glower Burner Blazer Web Bird When at a terrain that contains green
(water), Scalders may count maneuver
MAGIC results as if they were save results against
Sparker Smolderer Inferno Will o' Wisp missile damage.
Cost R C Name, Species and Effect Cost R C Name, Species and Effect
2 X X Watery Double (Any): Target any army. Add one save 2 X Ash Storm (Any): Target any terrain. Subtract one
result to the target’s rolls until the beginning of your result from all army rolls at that terrain until the
next turn. beginning of your next turn.
4 Flash Flood (Any): Target any terrain. Reduce that 3 Firestorm (Scalders): Target any terrain. Inflict two
terrain one step unless an opposing army at that points of damage on each army at that terrain.
terrain generates at least six maneuver results. A
terrain may never be reduced by more than one step 4 X Fiery Weapon (Any): Target any army. Add two melee
during a player's turn from the effects of Flash Flood. or missile results to any roll the target makes until the
beginning of your next turn.
5 Tidal Wave (Scalders): Target any terrain. Each army
at that terrain takes four points of damage, and 6 Dancing Lights (Any): Target any opposing army.
makes a combination save and maneuver roll. The Subtract six melee results from the target’s rolls until
terrain is reduced one step unless an army generates the beginning of your next turn.
at least four maneuver results. A terrain may never be
reduced by more than one step during a player's turn
from the effects of Tidal Wave.
6 Wall of Fog (Any): Target any terrain. Subtract six
missile results from any missile attack targeting an
army at that terrain until the beginning of your next
turn.
SCALDERS 87
Cost R C Name, Species and Effect Cost R C Name, Species and Effect
3 X Resurrect Dead (Any): Target one health-worth of 7 Summon Dragon (Any): Target any terrain. Summon
units in your DUA that contains the color of magic one dragon from any Summoning Pool or terrain
used to cast this spell. Return the target(s) to the that contains the color used to cast this spell to the
casting army. Magic of any one color (or Ivory) may be target terrain. Magic of any one color may be used to
used to resurrect Amazons. summon an Ivory or Ivory Hybrid Dragon.
3 Summon Dragonkin (Any): Target one health-worth of 14 Summon White Dragon (Any): Target any terrain.
Dragonkin units in your Summoning Pool that match Summon one White Dragon from any Summoning
the color of magic used to cast this spell. The target(s) Pool or terrain to the target terrain. Any combination
join the casting army. of magic colors may be used to cast this spell.
LIGHT Mutate
Immediately before taking your first march, after
MELEE
Striker Raider Invader Mudman dragon attacks have been resolved, you may attempt to
Mutate providing the following criteria are met:
CAVALRY - An opposing player must have at least one unit in their
Reserves Area.
Bog Runner Marsh Swimmer Wave Rider Ormyrr
- You must have at least one army containing a Swamp
Stalker at a terrain.
MISSILE
- You must have at least one Swamp Stalker unit in your
Sprayer Stormer Deluger Swamp Beast
DUA (or a Deadlands minor terrain in play).
Target units in an opponent’s Reserve Area to make a
MAGIC save roll. Units that do not generate a save result are
Bog Adept Marsh Mage Swamp Wizard Swamp Giant killed. One of your armies at a terrain that contains
at least one Swamp Stalker unit can then recruit or
NORMAL ACTION ICONS promote Swamp Stalker units up to the health-worth
that were killed this way.
Magic Maneuver Melee Missile Save The number of units that may be targeted in this way
is equal to the number of Swamp Stalker units in the
Swamp Stalker player’s DUA, up to a maximum of
one s (see page 21).
BLACK (DEATH) SPELLS GREEN (WATER) SPELLS
Cost R C Name, Species and Effect Cost R C Name, Species and Effect
2 X Palsy (Any): Target any opposing army. Subtract one 2 X X Watery Double (Any): Target any army. Add one save
result from the target’s non-maneuver rolls until the result to the target’s rolls until the beginning of your
beginning of your next turn. next turn.
3 Swamp Fever (Swamp Stalkers): Target three health- 4 Flash Flood (Any): Target any terrain. Reduce that
worth of unit(s) in an opposing army. Roll the targets. terrain one step unless an opposing army at that
If they roll an ID result, they are killed. Any units terrain generates at least six maneuver results. A
killed by Swamp Fever make a second roll. If they roll terrain may never be reduced by more than one step
an ID result they are buried. during a player's turn from the effects of Flash Flood.
4 Finger of Death (Any): Target any opposing unit. 5 Mire (Swamp Stalkers): Target a terrain. Until the
Inflict one point of damage on the target with no save beginning of your next turn, any army marching at
possible. that terrain must first make a maneuver roll. The
marching player then selects health-worth of units
6 Soiled Ground (Any): Target any terrain. Until the equal to the maneuver results generated by this first
beginning of your next turn, any unit killed at that roll. The army uses only those units, and items they
terrain that goes into the DUA must make a save roll. carry, for any rolls in the march for both the maneuver
Those that do not generate a save result are buried. step and the action step.
6 Wall of Fog (Any): Target any terrain. Subtract six
missile results from any missile attack targeting an
army at that terrain until the beginning of your next
turn.
SWAMPwater
STALKERS
& death
89
ELEMENTAL SPELLS
Cost R C Name, Species and Effect Cost R C Name, Species and Effect
3 X Resurrect Dead (Any): Target one health-worth of 7 Summon Dragon (Any): Target any terrain. Summon
units in your DUA that contains the color of magic one dragon from any Summoning Pool or terrain
used to cast this spell. Return the target(s) to the that contains the color used to cast this spell to the
casting army. Magic of any one color (or Ivory) may be target terrain. Magic of any one color may be used to
used to resurrect Amazons. summon an Ivory or Ivory Hybrid Dragon.
3 Summon Dragonkin (Any): Target one health-worth of 14 Summon White Dragon (Any): Target any terrain.
Dragonkin units in your Summoning Pool that match Summon one White Dragon from any Summoning
the color of magic used to cast this spell. The target(s) Pool or terrain to the target terrain. Any combination
join the casting army. of magic colors may be used to cast this spell.
Cost R C Name, Species and Effect Cost R C Name, Species and Effect
2 X X Watery Double (Any): Target any army. Add one save 2 X X Stone Skin (Any): Target any army. Add one save
result to the target’s rolls until the beginning of your result to the target’s rolls until the beginning of your
next turn. next turn.
3 X X Accelerated Growth (Treefolk): Target your DUA. 4 X Path (Any): Target one of your units at a terrain. Move
When a two (or greater) health-worth Treefolk unit is the target to any other terrain where you have an
killed, you may instead exchange it with a one health- army.
worth Treefolk unit from your DUA. This effect lasts
until the beginning of your next turn. 5 Wall of Thorns (Treefolk): Target any terrain not at its
eighth face. Any army that successfully maneuvers
4 Flash Flood (Any): Target any terrain. Reduce that
that terrain takes six damage. The army makes a
terrain one step unless an opposing army at that
melee roll. Reduce the damage taken by the number
terrain generates at least six maneuver results. A
of melee results generated. This effect lasts until the
terrain may never be reduced by more than one step
beginning of your next turn.
during a player's turn from the effects of Flash Flood.
6 Transmute Rock to Mud (Any): Target any opposing
6 Wall of Fog (Any): Target any terrain. Subtract six
army. Subtract six maneuver results from the target’s
missile results from any missile attack targeting an
rolls until the beginning of your next turn.
army at that terrain until the beginning of your next
turn.
TREEFOLK
water & earth
91
ELEMENTAL SPELLS
Cost R C Name, Species and Effect Cost R C Name, Species and Effect
3 X Resurrect Dead (Any): Target one health-worth of 7 Summon Dragon (Any): Target any terrain. Summon
units in your DUA that contains the color of magic one dragon from any Summoning Pool or terrain
used to cast this spell. Return the target(s) to the that contains the color used to cast this spell to the
casting army. Magic of any one color (or Ivory) may be target terrain. Magic of any one color may be used to
used to resurrect Amazons. summon an Ivory or Ivory Hybrid Dragon.
3 Summon Dragonkin (Any): Target one health-worth of 14 Summon White Dragon (Any): Target any terrain.
Dragonkin units in your Summoning Pool that match Summon one White Dragon from any Summoning
the color of magic used to cast this spell. The target(s) Pool or terrain to the target terrain. Any combination
join the casting army. of magic colors may be used to cast this spell.
Cost R C Name, Species and Effect Cost R C Name, Species and Effect
2 X Palsy (Any): Target any opposing army. Subtract one 5 Exhume (Undead): Target three health-worth of units
result from the target’s non-maneuver rolls until the in an opposing player’s DUA. The targets make a save
beginning of your next turn. roll. If the targets do not generate a save result they
are buried. You may return units up to the health-
3 Evil Eye (Undead): Target any opposing army. Subtract worth of units buried in this way, to the casting army
two save results from the target’s rolls until the from your DUA.
beginning of your next turn.
5 X Open Grave (Undead): Target any army. Until the
3 X X Restless Dead (Undead): Target any army. Add beginning of your next turn, units in the target army
three maneuver results to the target’s rolls until the that are killed following a save roll by any army-
beginning of your next turn. targeting effects (including melee and missile damage)
go to their owner’s Reserve Area instead of the DUA.
4 Finger of Death (Any): Target any opposing unit. If no save roll was possible when units are killed,
Inflict one point of damage on the target with no save Open Grave does nothing.
possible.
6 Soiled Ground (Any): Target any terrain. Until the
beginning of your next turn, any unit killed at that
terrain that goes into the DUA must make a save roll.
Those that do not generate a save result are buried.
UNDEAD 93
death
ELEMENTAL SPELLS
Cost R C Name, Species and Effect Cost R C Name, Species and Effect
3 X Resurrect Dead (Any): Target one health-worth of 7 Summon Dragon (Any): Target any terrain. Summon
units in your DUA that contains the color of magic one dragon from any Summoning Pool or terrain
used to cast this spell. Return the target(s) to the that contains the color used to cast this spell to the
casting army. Magic of any one color (or Ivory) may be target terrain. Magic of any one color may be used to
used to resurrect Amazons. summon an Ivory or Ivory Hybrid Dragon.
3 Summon Dragonkin (Any): Target one health-worth of 14 Summon White Dragon (Any): Target any terrain.
Dragonkin units in your Summoning Pool that match Summon one White Dragon from any Summoning
the color of magic used to cast this spell. The target(s) Pool or terrain to the target terrain. Any combination
join the casting army. of magic colors may be used to cast this spell.
Credits
Original Design: Lester Smith
Original Design Revised by: David Eckelberry, Dori Hein, Bill Olmesdahl
Dragon Dice V4.0 Rules™: Chuck Pint, Cliff Wiggs, Chris ‘Shep’ Shepperson, Joshua Kaine Cavalchini,
Jacqueline Mitchell
Dragon Dice V4.01 Rules™: Chuck Pint, Cliff Wiggs, D Scott O'Brien.
Editing: John Monnett, Chris ‘Shep’ Shepperson, Joshua Kaine Cavalchini, Chuck Pint, Tom Alsteen,
Patrick Kurrat, Jeff Denmon, Paul Pint, Steve Allen, Travis Dean.
Dice Art: Chris Adams, Renee Ciske, Stephen A. Daniele, Jennell Jaquays, Rob Lazzaretti, Jim Rayborn,
Cliff Wiggs
Rulebook Graphics and Layout: Paul David Allen, Chris ‘Shep’ Shepperson, Chuck Pint
Artwork: Jeremy Mchugh
Back Story: Christopher Schmitz
Thanks to: Michael Bell, Tim Brown, Robert Harland, Sean K. Reynolds, Bill Slavicsek, Jim Ward
This rules edition is the culmination of years of work. SFR, Inc. would like to thank all the people who
have helped to design, develop, and playtest Dragon Dice. There are too many to list everyone, but we
would like to especially thank the groups below that worked on the previous editions:
Dragon Dice Rules™: Joshua Kaine Cavalchini, Mike DeZearn, Kevin Jones, Jacqueline Mitchell, Chuck
Pint, Günter Sellmann, Ryan Stapleton, Cliff Wiggs
Dragon Dice II: Gamer’s Edition™: Scott Cobbs, John Koslow, Will Lutz, Scott Ostrander, David Papay,
Chuck Pint, Bradley Swanson, Robert Tomilowitz, Cliff Wiggs, Mark A. Wiker
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Updated: March 11, 2021 to version 4.01