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Dragon Dice Collectible Dice Game (Hit Dice Collectible Dice Game)

£9.9£99Clearance
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The standard 7-dice set forms the basis for many tabletop role-playing games like Dungeons & Dragons. The 7-dice set consists of a d4, d6, d8, d10, d%, d12, and d20. As you might have guessed, the "d" present in the name of each die stands for "die" or "dice," depending on the amount present. The number that follows the letter "d" reflects the number of sides present on that specific die. (Curious about the d%? Read on to learn more!) Dragon Dice is a collectible dice game originally made by TSR, Inc., and is produced today by SFR, Inc. It is one of only a handful of collectible dice games produced in the early 1990s. The races and monsters in Dragon Dice were created by Lester Smith and include some creatures unique to a fantasy setting and others familiar to the Dungeons & Dragons role-playing game. Chill Wind by Joseph Joiner was released in 2011, but Joiner passed away prior to releasing a sequel. The game simulates combat between armies of fantasy races for control of a young world named Esfah. Dragon Dice classifies magical power by element: air, earth, fire, water, and death. Nearly every race in the game is composed of two of these elements. In the original edition, dragons and dragon-related dice (Dragonkin) were all composed of a single element each. However, SFR has since released "hybrid" dragons representing each two-element combination, in addition to white and ivory dragons (where ivory represents no elemental affinity and white represents affinity with all elements).

Not stopping there, they also have an array of precious metal dice such as solid silver for sale. What other expensive dice are there? The Battlefields expansion also contains special terrains printed in gold ink with new 8th Faces: the Dragon's Lair, Grove, Castle, and Vortex. These special gold-printed terrains can only be placed at the Frontier. They can never be home terrains, so there will only be a maximum of one special terrain in play during a game. Otherwise, special terrains act just like normal terrains, except than their icon progression is set by the eighth face icon, not by their elemental colors. [12] Dragon Dice was one of the last original games produced by TSR, and an unexpectedly high return of unsold units contributed to the financial crisis that resulted in the sale of TSR to Wizards of the Coast. Comparatively the least-used die in Dungeons & Dragons, the d12 is used to determine the damage of a limited number of heavy weapons such as the Greataxe. Some weapons may even level up to replace their original damage dice with that of a d12. A d12 also comes in handy in a few specific circumstances when dealing with the time of day or time of year. When you think about it, it's easy to see how it correlates: 12-sided die, 12 months in a year, 12 hours in a day and in a night. The d20 On a player's turn, one is allowed two marches, or actions, with their armies. What action they may take depends on what icon is showing on the terrain face. However, a single army may not take two marches in the same turn.

A third novel, Time of the Champions by Ed Stark, was advertised by TSR before its demise but was never published.

EXAMPLE: the acting player rolls 5 missile icons and 2 IDs for 7 hits. The targeted player rolls only 4 saves, so would send a total of 3 health of units to the DUA. Melee [ edit ]Tali: an ancient game similar to poker, though it is unlikely that the above d20 was used in this game, because Tali used a large die with only four marks (the numbers 1, 2, 3, and 6). An army is composed of units of soldiers. Each unit has a number of health points, and may be from any of the races. The units are represented by 6 sided dice, while Dragons are represented by 12-sided dice. Each die has a specific meaning attached to each of its faces, so when you roll it in combat, the roll will have a pre determined effect as shown by the rolled number, or markings on the rolled face. These effects represent all sorts of actions, like movement, missile fire, melee combat, and spells. The basic idea behind Dragon Dice is rolling the right result at the right time, and then making good use of it. For instance, a successful maneuver would need you to roll a better overall maneuver roll with your participating units than the opposing army's roll. Since each die has specific statistical advantages and disadvantages, a good army design (or mix of dice) can lead to better overall results. The object of the game is to either kill everyone else, or capture terrain. Terrain is represented by 8-sided dice, and "capturing" means turning it to its 8th face. Turning a terrain die is accomplished by successful maneuvers by your army. Gaining control of terrain means extra strategic benefits for the controlling army. Capturing two terrains is enough to win. In the revised editions of the game, charge and skirmish options disappeared in favor of rules clarity and for the sake of cohesive game play. In the modern version of the game, Melee actions follow the above mentioned "skirmish" rule and "charging" disappeared in favor of advanced racial abilities. Dice hold a special place in the hearts of collectors and tabletop gaming enthusiasts. But great D&D dice don't have to come at an exorbitant price, and that's where Dice Dragons can help. You don't need to steal a dragon's hoard or venture into countless dungeons to fund exceptional dice for your tabletop adventures.

Stark, Ed (2004), "An Inside View", 30 Years of Adventure, Wizards of the Coast, p.216, ISBN 0-7869-3498-0 Firewalkers (blue and red) are warriors from the sun who flew to Esfah to join its battles for sport. Don't have a d%? In this event, you can achieve the same result by rolling two d10 (2d10) or simply by rolling a single d10 twice. The d12 These are supplements and errata that exist beyond the most recent published ruleset above. These will be incorporated into the next rules update.Generally considered the granddaddy of all role-playing games, Dungeons & Dragons established the 7-dice set that has become the standard for hundreds of different RPGs since. The sealed starter setup gives one player 30 points of Firewalkers versus another player's 30 points of Treefolk. The players draft 2 dragons each and 2 terrains each. There are lots of dice that have been recovered from the Roman era. Not just the world's most expensive d20 as shown above, but also the oldest d20 dice in the world. What is the most expensive D&D dice set? Dragonkin Expansion" re-releases the Dragonkin, which are 6-sided one-color units that can be summoned to a terrain and fight with the army there. Dragonkin come in 1-health commons, 2-health uncommons, 3-health rares, and 4-health Dragonkin Champions. Dragonkin will not fight against a dragon of the same color. For every full three points of other units a player brings to a game, he is allowed (but not required), to bring one point of dragonkin. Dragonkin are part of the Advanced Rules and start in the Summoning Pool. [10] If the terrain face is a Magic icon, a player may attempt to cast magic and roll their army, counting magic icons and IDs. Those dice on which an ID is rolled may double their magic total if they match at least one color of the terrain. After tallying points, the acting player may cast spells to help their own armies or hinder an opponent's. Spells are assorted by color, and have varying effects such as inflicting damage, adding protection, or even summoning a dragon.

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