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Dragon Dice (1997)
Date Reviewed: 9-25-02
Critical Kobold Rating:
(3 out of 5 Dice)
Dice, Dice, Baby!
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5/13/2005
NOTE: The review below originally stated that the game
Dragon Dice was no longer being produced after the product line
was axed by Wizards of the Coast. However, this kobold was later
contacted by SFR, Inc., the company who has purchased the rights to
the game from WotC. SFR, Inc. has now made Dragon Dice
available again! Check out their website at
www.DragonDice.com
for all the info!
Overview:
This game is
a dice-chuckers fantasy come true! This game is about dice. Just…
dice. Everything is done by tossing handfuls of the little plastic
markers all about the tabletop. Melee, ranged attacks, defending,
moving, spellcasting, using special abilities… they all involve
dice. Dice, dice, dice!
Each player brings a set of Dragon Dice to the game. Your
scads of six-siders are your armies, with different colored dice
representing various races of creatures (such as goblins, elves,
dwarves, amazons, etc). Your d6’s come in three sizes, with larger
dice having more Health (hit points) than smaller ones. Players
decide before the game how large a battle they want to fight by
determining how many total Health Points their armies will have.
Players then create a force using whatever dice they wish whose
Health equals that number. This way, one player may design an army
of many small dice, while his opponent may design an army with
fewer, but larger (and therefore more powerful) dice. |
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Instead of
pips or numbers, the die faces have symbols on them. Each die has an
Icon on one face. The Icon is a picture of the creature that
the die represents, and it also indicates what Unit that particular
creature belongs to. Units may be such things as soldiers, spies,
archers, mages, cavalry, etc. You can mix and match unit dice to
suit your whims. The difference between units is that soldiers will
have more faces with melee strikes on them, mages will have more
faces with spells on them, cavalry will have more Movement faces…
you get the idea.
The
remaining die faces have symbols standing for combat or magical
strikes, defensive blocks, movement rates, or perhaps special
abilities. A die face may have one or several images on it; multiple
symbols mean multiple successes. Larger dice have more images per
face as well as more Health. Any action your army wishes to take
during your turn is done by rolling all the dice in your army. (A
substantially large army may have gloriously thunderous sound
effects accompanying any action!) Any symbols that support your
current action are added up, and your success is determined by how
many appropriate symbols you rolled.
For
example: If Kris wants to melee attack
Jeff’s elves with her vast undead legions, she rolls all her
six-siders. She then adds up every dice face that shows the “Melee
Hit” symbol, and because she's attacking, she ignores any other
rolls showing any other symbol besides melee hits. Her total rolled
melee hits is the amount of damage she inflicts on Jeff’s army.
All of Jeff's embattled forces
then roll as well, and any "Blocks" are totaled for his rolls. These
blocks cancel hits from Kris' army on a one-for-one basis. Jeff also
ignores any die face that is a symbol other then a block.
A turn is
broken up into simple “phases”, such as movement, attack, and
reinforcement phases. The goal (aside from crushing your enemies,
seeing them driven before you, and hearing the lamentation of their
women) is to conquer two Terrains to win the game. Terrains
are represented by eight-sided dice. The color of the die indicates
what type of terrain it is (coastland, flatland, highland, or
swampland). The numbers 1-8 represent distance; when your army
occupies a terrain and the d8 is set at a long distance (1-4), only
magic or missile weapons are useable. At closer distances (5-8),
melee and special abilities are options. All armies occupy a
terrain; if your army controls the terrain it’s in, it may change
the 8-sided die face to make the distance longer or shorter for
future battles.
The advantage to this
is that some races are better suited for certain distances. Elves
like missiles, and will probably keep the distance long to pick off
approaching invaders with missile fire. The type of terrain also
affects your army; Amazons use chariots to zip around, and therefore
prefer flatlands so they can best use their Movement dice.
There are
other dice involved (yaaaaaaay!).
Monsters are represented by d10 dice, and the fearsome dragons are
d12’s. There was also an expansion set released, entitled
Magestorm!, which introduces magic items and artifacts into game
play, represented by d4’s.
As a final note,
I will point out that Dragon Dice is a collectible dice game.
This means that like the plethora of ccg’s out there, Dragon Dice
come in sets with random assortments of dice of varying rarity.
Small dice are common, medium are uncommon, and large dice are rare.
Collecting an entire set may be a matter of trading, winning, or
buying buttloads of the booster packs.
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The GOOD:
Dragon
Dice is just freakin’ fun! For those of us addicted in some
sick, demented way to amassing dice, this is the Holy Grail of
entertainment. Scooping up handfuls of multicolored dice and hurling
them down again for an hour makes for a gleeful, if bizarre, past
time. The basic rules of play are simple, and it’s merely a matter
of rolling and counting to resolve any action. As simplistic as that
sounds, the nuances of the races (strengths, abilities, weaknesses)
and the effects of terrain make the use of strategy and tactics a
vital consideration for worthy generals.
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The
NEUTRAL:
If there are
multiple gamers, and/or large armies involved, the play area gets a
mite crowded. Rolling so many dice so often obviously generates many
opportunities to accidentally mingle or lose dice, or rambunctiously
scatter your adversaries’ dice (“Whoops! So sorry about your
dwarves!… heh heh!”). I suggest having a separate rolling surface
for bigger battles, perhaps a shoebox lid or some such thing.
Also, the
magic system is a slower game mechanic than the rest of the system.
When using magic, players roll for magic successes, then they may
use their magic points rolled to “buy” spells from a list. The
spells have many effects on game play, but it’s sometimes bothersome
to keep track of which spells are affecting whom and for how long.
You may honestly need to write sticky notes and place them on armies
to track magic effects. (There's an accessory, the Dragon Dice
Shield, which provides little cards with the spells on them, so
the cards may be stuck with the army the spell is affecting, so that
helps. But of course, you need to purchase this accessory
separately.) Terrain also affects which schools of magic can be used
while occupying that area.
The magic may be exciting in shorter
games, but still, it slows game play considerably more than any
other aspect of the mechanics. When I play, I don’t use the magic
rules as written, and the game flies along much more quickly… but
those of you who want more of a tactical tabletop game approach will
appreciate their inclusion.
The
EVIL:
As much as I
like the game, I’d be a duergar’s uncle if I didn’t mention some
distracting issues. Firstly, it’s often very difficult to tell what
Icon you’re looking at. Is that Firewalker die that I just rolled a
Nightsbane or a Shadowchaser unit?
Not easy to
tell when they’re just little faces cut into a plastic die.
Especially when you’re rolling 12 of them.
And while
the dice are of three different sizes to represent power levels,
it's sometimes hard to notice the size difference in a large pool of
dice. A player may accidentally remove a medium die to represent
casualties taken, when they really meant to remove only a small die.
Doing this too often will seriously cripple your forces.
While the
original set contained four races, the expansions brought this to
easily a dozen races, last I counted. (Not including dragons, promo
dice, or magic items from Magestorm!.) Trying to keep up with
what symbols mean what on every army’s dice is nigh on impossible
unless one plays constantly. You’ll need a reference sheet handy to
resort to often, if you play with mixed armies.
Overall, I
recommend Dragon Dice as an enjoyable time-waster once in a
while. The mix of strategy and blind luck of the dice make for an
unpredictable game session, and the ability to manage the size, and
therefore duration, of the game is a bonus. Designing armies using
the infinite combinations available can be a hobby in and of itself.
Plus, they’re so damn cute!
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