The Conquest of Esfah: Large Scale Warfare in the Dragon Dice World

Special Thanks to Bryan Brauser for his input on the Washout Spell and his excellent addition to the Campaign Rules: The Advancement Phase and his play testing group's input.

VersionModifications
1.5
  • Clarified: Dragonkin Champion summoning power, Summon Dragon Spell, Create Void Spell 
  • Added: Ragnarok Spell, To the Death Spell, Rules for Unofficial Races
  • Modified: Monsoon Spell
1.4
  • Modified: Advancement Rules and Reserve Phase Rules
1.3
  • Clarified: Quake Spell, Dragon Jaws as ID
  • Modified: Reinforce Rules to always allow movement to Home Terrain
  • Added: Firewalker Racial Ability Limitation
1.2
  • Clarified: Summon Elemental Spell interacting with Washout
  • Added: Rules for King's Die and Elemental Dragonslayers
1.1
  • Modified: Swamp Stalker and Dragon Rules to reflect official rule changes

The Dragon Dice (r) game allows players to engage in battles to determine the fate of the world of Esfah. The rules are designed for short games so each battle is self-contained. This article outlines rules modifications designed to create an ongoing campaign setting for Dragon Dice play. Contained in this article are rules additions for expanding territory, recruiting additional units and powerful new spells. The battles can now rage until one player has conquered the world!

The object of a campaign game is to capture more than half of the available terrain in the game. To accomplish this goal it is necessary to first capture terrain in play, then expand into new territory to allow further growth for your armies. As the total number of terrain dice in play grows more soldiers are needed to defend those terrain so periodic recruiting of new units takes place. One player may also win by completely destroying all other players' active units during the game.

The modified rules below follow the same general order as the Dragon Dice (r) revised rules, as presented in the Dice Commander's Manual. Any rules not modified are noted as such, and all changes are outlined in the appropriate section.

  1. Decide Battle Size

    A campaign game requires more units that a normal game. The number of units used grows in increments of 60 health, starting with 120 health per player. The recommended sizes for campaign games are summarized in the table below. As shown, only one-half the initial health points are put in play initially. The other half are put aside in a recruiting pool for use later.

    Total Starting Health120180240300360
    Initial Health in Play 60 90 120 150 180
    Initial Health in Recruiting Pool 60 90 120 150 180
    Dragons 3 4 5 6 7
    Dragonkin (Health Point Total)20 30 40 50 60
    Medallions 1 1 2 3 3
    Terrain Total 8 10 12 14 16
    Terrain Victory Goal 5 6 7 8 9

  2. Assemble Armies As normal, armies should be assembled in private. Normal rules for initial army setup apply: 3 armies per player, no more than one-half the initial health total may be in a single army and each army must contain at least 1 unit.

    Any published Dragon Dice may be used to construct armies and most units function normally. The exceptions are Dragons and some promotional dice. These are discussed later under the appropriate sections. Magic items and artifacts may be used at the players' discretion provided the normal conditions to carry these items are met. These types of items may also be placed into the recruiting pool if desired.

  3. Determine Order of Play

    Note: This step is out of sequence from a normal game setup.

    All players roll their Horde armies and total maneuver results, then sit around the battlefield in order from most maneuver results to least. Any players tying roll their Horde armies again, against the other players with the same total, then sit accordingly.

  4. Set the Battlefield Note: This step is out of sequence from a normal game setup.

    In a campaign game more terrain is utilized than in a normal game. The total number of major terrain dice needed varies with game size and is summarized in the table above. Currently 16 different major terrain dice are available. In as much as possible, all major terrain used in a campaign should be unique. This will provide the greatest variety and challenge.

    Players do not choose their home terrain nor a proposed frontier terrain. Instead, all major terrain dice are placed into a common pool at the start of the game. This pool is then used to draw new terrain from as the game progresses. After determining starting sequence each player chooses a home terrain from the pool. This choice is made in the same order as play will proceed during the game. After all players have chosen a home terrain the first player chooses the frontier terrain from those terrain dice remaining in the pool. All other terrain dice remain in the pool until needed (see Expanding Terrain and New Spells below).

  5. Place Armies and Determine Starting Distances

    This occurs normally. Any terrain dice with a 7 or 8 initially are rerolled.

  6. Reserves Phase (added v 1.3, suggested by Bryan Brauser)

    Some modifications have been made to the Reserves phase, notably the addition of a new step in the reserve phase, Advancement. Advancement simulates the movement of troops into new territory. Here are the revised steps in the Reserves phase:

  7. Recruiting Cycles

    Play proceeds normally with each player taking up to 2 marches and actions per turn. After the final player completes his 5th turn play is halted to recruit. Recruiting also takes place every 5th turn thereafter. Recruiting occurs simultaneously for all players and takes place outside the normal turn sequence. All recruited units and items are taken from the appropriate player's recruiting pool, never the dead unit area or buried units.

    All armies in play, including armies in reserve may recruit units. Please note that the dead units and buried units of each player do not comprise armies and may not recruit any new units. All recruiting occurs by army. Any units recruited by a given army enter play at the start of the first player's next turn, and are added to the army that recruited them. Further, armies are divided by race, and the heath total of each race in the army determines the total number of health that may be recruited. Finally, modifiers are made for races that are in their native terrain.

    First, separate all armies into races at each terrain. Health in an army due to dragons, dragonkin and magic items do not count toward any recruiting total. Total the health points at each terrain by race. A player may recruit units of the same race at the rate of 1:4, i.e., every 4 health of a specific race allows the player to recruit 1 health of the same race from the recruiting pool. All fractions are rounded up.

    Example: In one army Chris has 12 health worth of Vagha, 17 health worth of Mohrel, 11 health worth of Firewalkers and 4 health worth of red magic items. He may recruit 3 health worth of Vagha, 5 of Mohrel and 3 of Firewalkers into that army. The magic items are ignored and allow for no recruiting.

    Alternatively, recruiting points may be used to recruit units of a different race, or to acquire magic items and artifacts. This occurs at one-half the normal recruiting value. Magic items recruited must be able to be carried by the units that are used toward recruiting them.

    Example: Chris decides to recruit some Feral. He combines his Vagha and Mohrel recruiting points, halves them and recruits 4 health worth of Feral. He also decides to use the Firewalkers' recruits to add some magic items. He may add 2 health points of blue or red magic items to his army.

    Units in their native terrain, normally the terrain where their racial advantage applies, may double all recruiting points. Native terrain is summarized in a table below. As of this writing Treefolk have not been released. This race, and any other races that do not have a racial advantage based on terrain, has been assigned to a native terrain based on elemental makeup and other abilities. Other examples are Frostwings and Feral.

    RacesNative Terrain
    Amazons, Feral, FrostwingsFlatland
    Firewalker, SelumariCoastland
    Mohrel, Scalders, VaghaHighland
    Swamp Stalkers, Treefolk, TrogsSwampland
    UndeadNone (see below)
    Unofficial Races (Ether Hybrids, Light Hybrids, Shadow Hybrids)None

    Example: Chris his army stationed in the highlands. His recruiting points become: Vagha = 6 health, Mohrel = 10 health, Firewalkers = 3 health. The same army stationed at a Coastland would get: Vagha = 3, Mohrel = 5, Firewalker = 6.

    Recruits may be of any rarity provided enough recruiting points are available. Any player may opt to recruit less than the maximum number of health allowed. Recruiting points may not be saved for future rounds of recruiting and are lost if not used. After choosing all new recruits add the units and magic items to the army that recruited them. Once put in play these new recruits are subject to all effects and modifiers and may be moved normally.

    Bonus Recruits

    Players gain a number of extra recruits for the following situations; any bonus recruits gained are not subject to doubling based on terrain.

  8. Expanding into New Territory

    The second major revision in a campaign game is the need to add new terrain during the course of play. The number of terrain dice in play initially will not be enough to allow any player to win, except by destroying all enemy armies. Expansion of terrain adds new territory to the game in order to increase the total number of terrain dice available. Once a terrain die has been captured the player owning that die has two options for territory expansion: Blazing New Trails or Expanding to New Terrain

  9. Modified Dragon Rules

    Several modifications have been made to the use of dragons (Revised v 1.1):

  10. Modifications to Promotional Dice

    The TSR or SFR logo on each of these dice has a modified effect in a campaign game:

  11. New Spells and Spell Revisions

    Changes include 1 spell revision and 19 new spells.

    The only spell revision is the afore mentioned Summon Dragon spell:
    ColorCostSpell NameDescription
    Any
    12
    Summon Dragon
    Add a dragon of the appropriate color from the owner's summoning pool to the casting army. This spell may not affect an opponent's dragons in any way and cannot summon a dragon from one terrain to another. (Clarified v 1.5)

    New spells of each color have been created. One of each color is an Amazon only spell, the others are high-powered magic with major effects:

    ColorCostSpell NameDescription
    Gold (Amazon Only)
    5
    Barrier
    Target an army at any terrain. Until the start of the caster's next turn units may not move into or out of the target army by any means unless they are killed. This has no effect on the use of the Open Grave spell. Multiple castings must target different armies.
    Gold
    15
    Quake
    Target any army at any terrain. All units in the target army roll. Any units with maneuver results flee to the owner's reserve. Any units with ID results are stunned (as per the Stun SAI) until the start of their owner's next turn, and are rolled again. A second ID result indicates the unit is killed. Any units not rolling an ID on the first roll remain in the army and may make all rolls normally. Multiple castings must target multiple armies. (Clarified v 1.4)
    Gold
    25
    Conjure Titan
    Target any major terrain die with the earth (gold) aspect. Make note of the current terrain face, then the caster rolls the terrain die twice. Count any result of 1 or 8 as a 5 instead and multiply the two values. This result is counted as melee damage and is evenly divided among all armies at the target terrain (drop all fractions). Each army may make a save roll against the damage. The only SAIs that count during this roll are those that can be directly counted as saves. Racial and eighth face benefits are applied to the roll. After all damage is resolved the major terrain is returned to play at a face one step lower than its value prior to the spell being cast. If the terrain had been at its eighth face and the capturing army rolled 8 or more maneuver results during the save roll then the terrain die remains at its eighth face instead. This spell may not be cast more than once in a single magic action.
    Blue (Amazon Only)
    6
    Levitate
    Target any army in play at any terrain. Until the start of the caster's next turn all normal maneuver results are counted a Fly SAIs. Multiple castings must target separate armies.
    Blue
    15
    Chain Lightning
    Target a unit in any army in play. The target unit rolls to save against 5 points of damage. If it survives the spell stops. If the unit is killed, its owner places it into his dead unit area and chooses another unit in the same army to save against 4 points of damage. Repeat this sequence, reducing damage by 1 point each time until a unit survives or 5 units have been killed. This spell may be multiplied, each instance being resolved individually.
    Blue
    25
    Create Void
    Target any terrain in play. Each army at that terrain selects 10 health worth of units to make a save roll separately from their army. Any dice rolling ID icons are killed and removed. The results of the surviving dice from the chosen 10 health are used as saves against 10 points of damage per army. Any additional units killed are then removed. This spell may not be cast more than once in a single magic action. (Clarified v 1.5)
    Red (Amazon Only)
    2
    Faerie Fire
    Target any army in play. Until the start of the caster's next turn the target army saves at -2 against all Missile damage. Multiple castings increase the effect or may target another army.
    Red
    15
    Fire of Wrath
    Target any army in play. Count the number of units in the army and inflict one point of damage per unit. Target army may roll to save against this damage. Units with the fire (red) aspect gain one automatic save against this spell and are rolled for additional saves. Multiple casting must target multiple armies.
    Red
    25
    Parch Land
    Target any terrain in play with the water (green) aspect. All armies at that terrain may make a roll for maneuvers, applying racial and eighth face benefits. All SAIs and ID icons are negated. If any army rolls 12 or more maneuvers the spell fails. Otherwise the terrain loses its water aspect and is traded into the terrain pool for a flatland terrain, with a matching 8th face icon if available, the terrain of the caster's choice otherwise. The caster rolls the terrain to determine starting distance, rerolling any results of 8, halving (round up) and other result. This spell may only be cast once in a single magic action. If no flatland terrain dice are left in the terrain pool the spell automatically fails.
    Green (Amazon Only)
    4
    Washout
    Target any minor terrain in play. The owner of the minor terrain rolls the minor terrain die. If the ID or disaster face occurs the minor terrain is returned to the owning army at a randomly determined face, any other result causes the minor terrain to be returned to the owner's dead area where it becomes available for use again on the owner's next turn. If the die is returned to the army roll again and apply the rolled effect, including a disaster result, as normal. Multiple castings must target different minor terrain dice. Revision v 1.2: Any minor terrain currently under the effect of a Summon Elemental spell cannot be target by the washout spell.
    Green
    15
    Monsoon (Modified v 1.5)
    Target any army in play at any terrain. Only the common and uncommon units are affected by this spell. All affected units in the target army roll. Any affected units rolling ID icons are rerolled, a second ID icon indicating the unit is killed. All affected units that individually roll at least one maneuver remain at the terrain. All other affected units are removed to their owner's reserve area. Multiple castings must target multiple armies.
    Green
    25
    Flood Waters
    Target any flatland terrain die in play. All armies at that terrain may make a roll for maneuvers, applying racial and eighth face benefits. All SAIs and ID icons are negated. If any army rolls 12 or more maneuvers the spell fails. Otherwise the terrain gains the water aspect and is traded into the terrain pool for a coastland or swampland terrain as the caster chooses. If available a terrain die with a matching 8th face icon must be chosen, otherwise the caster chooses. The caster rolls the terrain to determine starting distance, rerolling any results of 8, halving (round up) and other result. This spell may only be cast once in a single magic action. If no swampland or coastland terrain dice are left in the terrain pool the spell automatically fails.
    Black (Amazon Only)
    3
    Channel Dead
    Target any army in play at any terrain. Until the end of the caster's next turn the owner of the target army may choose a single unit, up to 3 health in size, from his dead unit area to include in each roll the army makes. Any roll made by the dead unit counts toward the army's totals, but it may not be taken as a casualty. The same unit must be used for all rolls during the action, taking one unit for the save against a skirmish then another for the counter attack is not allowed. This spell may be multiplied, allowing the owner of the target army to add one unit for each repetition of the spell. At the end of each action all channeled units make a single roll. Any with ID face results are buried. All others return to their owner's dead unit area.
    Black
    15
    Wings of Death
    All players roll their dead units. Any unit rolling an ID icon is immediately buried. All other units are returned to their owner's dead unit area. This spell may not be cast more than once during a single magic action.
    Black
    20
    Ragnarok (Added v 1.5)
    Targets any opponent's DUA with units in it. All of the units in the caster's DUA make an immediate charge attack on the target DUA. The charge is resolved as normal, no terrain modifiers apply. All units "killed" in the attack and counter-attack are buried.
    Black
    25
    Gates of the Underworld
    Target any terrain die in play. Any Open Grave spells in effect on any army at the target terrain are immediately negated and no army at the target terrain may be the target of a Open Grave spell while this spell remains in effect. During the duration of this spell all units killed at the target terrain are rolled. If a unit rolls its ID icon or any SAI icon it is placed in the owner's dead unit area. Any other result causes the unit to be immediately buried. This spell remains in effect until the terrain die is maneuvered away from its present face. This spell may not target a terrain that is currently at its eighth face. This spell may only be cast once during a single magic action.
    Finally, three new multi-color spells have been developed:

    ColorCostSpell NameDescription
    Special
    10
    Monster Summoning
    Restore one monster unit to the casting army from the owner's dead unit area. This spell requires 5 points of magic of each of the two colors that comprise to monster being restored, so Trog monsters require 5 points black and 5 points gold magic to summon. Amazon monsters may be summoned with 5 points of any 2 colors of magic except black. Undead monsters require 5 points black and 5 points of any other color.
    Special (Amazon Only)
    20 (Modified v 1.5)
    Deattune
    Target any terrain in play. The target terrain loses all color aspects with regard to doubling magic points generated by ID icons. No magic of any color may be doubled while the spell remains in effect. This spell requires a total of 20 points of magic of any combination of colors to cast. The spell remains in effect until the target terrain is maneuvered. This spell does not affect racial benefits at the affected terrain. Each player may only Deattune a single terrain at a time. If a Deattune spell cast by a player is still in effect on a terrain then that player may not cast another Deattune spell until the current one is dispelled.
    Special
    50
    To the Death (added v 1.5)
    This spell requires a total of 50 points of magic, in any combination of color. This spell must be cast during the first action phase of a player's turn. If cast no other spells may be cast during this action. The caster targets any opponent's army stationed at any terrain in play where the caster also has an army. The terrain must be turned to melee or the 8th face. Once cast the target army rolls an immediate skirmish attack on the caster's army. All SAIs are in effect and the skirmish attack is resolved normally. The caster's army rolls for saves normally, then makes a skirmish attack on the target army. After the target army rolls and resolves saves it makes another skirmish attack on the caster's army. This cycle of repeated skirmish attacks continues until one army is completely destroyed. This attack sequence counts as the acting player's second action phase for the current turn. He then procedes to the Reserve phase. During the entire attack sequence each attack is treated as a primary attack, there are no counter-attacks so any SAIs that activate during a skirmish counter-attack do not work for the duration of this spell. Additionally, both armies involved in the battle are immune to routing during the duration of the spell.

    Enjoy the game!