Version | Modifications |
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1.5 |
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1.4 |
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1.3 |
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1.2 |
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1.1 |
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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.
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 Health | 120 | 180 | 240 | 300 | 360 |
---|---|---|---|---|---|
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 |
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.
Firewalker's racial ability to fly from any Blue terrain to any other terrain provides an overwhelming advantage. This ability is toned down as follows: During the reinforce phase Firewalkers may fly directly from any terrain with the blue aspect to any other terrain in play, bypassing the reserves, provided their owner already has an army stationed at the destination terrain. Firewalkers may fly from any terrain with the blue aspect to their owner's Home terrain even if there is no army currently stationed there.
Modifications to Swamp Stalkers have removed the mutation pool entirely. The following rules are now obsolete:
The swamp stalker ability to mutate units functions normally in a campaign game [Note: See official rules changes, 12/1998 for updated information]. The number of swamp stalker units initially placed into the mutation pool is based on the total health of the swamp stalker units put in play at the start of the game. Swamp stalker units in the recruiting pool are not counted for purposes of determining the mutation pool size. The mutation pool is kept separate from the recruiting pool. Units may not be taken from the mutation pool during a recruiting cycle, likewise, units may not be drawn from the recruiting pool when mutation occurs.
Example: John starts with 30 points of swamp stalkers in play, and an additional 24 points in the recruiting pool. The mutation pool contains 10 points (30/3 = 10) worth of additional swamp stalker units initially.
Dragonkin are handled normally in a campaign game. See the table above for details on the number of dragonkin to bring to a game.
To offset the large number of magic points that may be generated in a campaign game the rule concerning dragons have been altered. Full details of these changes are in a separate section below. Each player must bring 1 dragon to a game, plus 1 additional dragon for every 30 health in his initial forces that are put in play. These numbers are summarized in the table above. For each dragon a player fails to bring his initial forces are reduced by 3 health. This deduction is taken from the forces initially put in play, not from the recruiting pool.
Example: John starts a 120 point game with only 1 dragon. In this game 3 dragons are required so John starts with 54 health in play, 60 health in the recruiting pool.
Dragons are initially placed in the summoning pool with the dragonkin.
These special dice may be used as desired, as long as all rules governing their use are fully met. Restrictions are placed on the total number of medallions a player may bring. Additionally, each player may bring a maximum of 1 medallion of each type. Medallions must start in play and may never start in the recruiting pool. Most promotional dice SAIs function normally, the exceptions are noted later under a separate section.
Each player may bring up to 8 minor terrain dice to the table initially. These dice function normally, including their use and removal from the game.
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.
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).
This occurs normally. Any terrain dice with a 7 or 8 initially are rerolled.
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:
If an advancement is attempted the acting player nominates one-half of his total heath, rounded down, at the chosen terrain to advance. He does not announce the destination terrain at this time. All other armies at the terrain may elect to stop the advancement. The acting player rolls his chosen units and totals maneuver results. The opposing armies are then rolled and their maneuvers totaled individually. The highest total is then subtracted from the acting player's results. The remaining number of maneuvers is the number of health worth of units that must be moved from the starting terrain to any adjacent terrain where the acting player does not currently have an army stationed. All units moved must be a part of the group that was nominated for advancement and they form a new army at the destination terrain. All units not moved return to the original army. The player's turn then ends.
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.
Races | Native Terrain |
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Amazons, Feral, Frostwings | Flatland |
Firewalker, Selumari | Coastland |
Mohrel, Scalders, Vagha | Highland |
Swamp Stalkers, Treefolk, Trogs | Swampland |
Undead | None (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.
Players gain a number of extra recruits for the following situations; any bonus recruits gained are not subject to doubling based on terrain.
During the recruiting phase the King's Die allows a player to recruit extra units based on the roll of the die. Any king face brings 10 health worth of the rolled race into the King's Army, the TSR face brings in 5 health worth of any single race chosen. See Promotional Dice below for full details.
As of this writing the Champions! Expansion set has been announced but is not yet in production. The bonus recruits for Champions! Dice apply only to these uniquely named 4 health dice, not to the rare Selumari unit generically named "champion", nor to any Dragonkin Champion.
Each Champions! Die in an army at the start of the recruiting phase gives that army a bonus of up to 4 health worth of recruits from the Champions! die's race. These bonus recruits cannot be used to recruit any other race, nor can they be used to add magic items to the army. Any units chosen must initially join the army containing the Champions! die. If there are currently less than 4 health worth of units in the pool that match the Champion! Die's race then only the remaining units may be recruited.
Each terrain captured adds a bonus of 4 health worth of recruits to the army that owns that terrain. These recruits may be of any race the player chooses. Optionally, all these points may be used to add magic items or artifacts to the army in possession of the terrain. If magic items are chosen the player gets a full 4 health worth of items, the bonus is not halved. Remember that any magic items taken must be able to be legally carried by the army they are placed into or they must be immediately buried.
Example: James has captured a flatland tower. He uses the 4 bonus recruiting points to add a black blade golem to his frostwing army there.
Undead may be recruited as any other units. In addition a player may choose to trade units from his dead unit area for additional Undead recruits. For every 2 health worth of units removed from his dead unit area a player may take 1 health worth of undead units from his recruiting pool. Units added may be of any health provided enough units are removed from the dead unit area. Units taken from the dead unit area are placed into the recruiting pool once the recruiting phase is complete. They are available as recruits during all future recruiting phases. Bonus undead units start play in the reserve area. They may be used as reinforcements on that player's next turn.
Example: James has taken a serious beating and has 27 health in the dead unit area. He removes 20 health to the recruiting pool and adds 10 health worth of undead to his reserves.
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
Trails are a new concept in the Dragon Dice campaign game. During initial setup there are a number of trails equal to the number of players in the game. One trail connects each home terrain to the frontier terrain. Straight lines marked on the playing surface should be used to represent trails. This will help clarify the relationship between all of the terrain dice in play. Mark the trails with masking tape or use a large piece of poster board as a playing surface and mark upon it as the game progresses.
When a player has captured a terrain he may then spend a march on the army that controls the terrain. This march is used to determine if a new trail can be blazed to an neighboring terrain. New trails may only be blazed to a terrain that is physically next to the captured terrain and not yet adjacent to the captured terrain. Two terrain dice are adjacent if missile fire can be directed between them without the use of a tower 8th face. Two terrain dice are physically next to each other if a straight line connecting the terrain dice does not cross any other existing trail nor touch any terrain die in play. The illustrations below should help clarify this.
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A player attempting to blaze a new trail must announce this intention, as well as the naming the terrain dice he intends to link. Any other player with an army at the current player's captured terrain may oppose this attempt. In this case the acting player and all players who oppose the trail blazing must roll a standard maneuver roll. The player with the highest number of maneuver results wins the roll. The acting player must be in possession of the terrain so the 8th face benefits, as well as all other modifiers, do apply to this roll. Ties go to the acting player. If the acting player is successful a new trail is established.
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Once an army has successfully blazed a trail it must move at least one unit, and not more than half of the total health in his army, from the current terrain to the terrain at the other end of the trail. Moved units join the player's army at the other terrain, or forms its own army.
When a player spends a march on an army that is in control of a terrain he may attempt to expand terrain. The player announces his intention to expand, then rolls a standard maneuver roll against the other armies at the captured terrain. Normal eighth face and racial modifiers are applied, then the maneuver totals are compared. If the acting player wins the roll or is unopposed in the attempt, he may choose any terrain remaining in the terrain pool and put it into play.
A new terrain die must placed adjacent to two other terrain dice already in play. The first must be the terrain die where the acting army is located. The second terrain may be any other terrain that is adjacent to the first terrain, provided no other trails are crossed.
The following figures illustrate the process:
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The player who expands terrain is obligated to move troops to the new terrain. The action phase of that player's current march consists of moving these troops. At least one-half the total health of the acting army must immediately move to the new terrain. The acting player may move more than if he chooses, up to the entire health of the acting army. Any dragons and dragonkin in the acting army count toward this health total even though they cannot be moved. If more than half of the health in the acting army is dragons and dragonkin then all units and magic items are moved and the dragonkin return to the summoning pool. The captured terrain where the army was stationed in considered abandoned and all normal rules are applied.
Other players with armies stationed at either of the two terrain dice adjacent to the new terrain may, at their own option, move troops to the new terrain as well. After the acting player has completed his troop movement the other players may choose to move up to, but not more than, one-half the total health from a single army stationed at one of the adjacent terrain dice to the new terrain. If a player has armies at both adjacent terrain dice he may only move troops from one of these armies. Players proceed in normal turn order during this troop movement. This movement is a special occurrence and does not count as a action against the other players. Any player who chooses to pass on this opportunity may not take it again for this terrain during the course of this game. After the close of this action, movement to and from the new terrain may only be accomplished by the normal means.
Once all players have had the opportunity to move troops to the new terrain the acting player moves on to the next phase of his turn, second march or reserves as appropriate. If the expansion terrain was added during the first march then the second march may be spent on the army at the new terrain.
Several modifications have been made to the use of dragons (Revised v 1.1):
Belly | Negates the dragon's 6 automatic saves for the duration of the current roll | ||||||||||||||
Breath |
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Claw | 6 point Trample SAI | ||||||||||||||
Jaws |
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Tail | 3 point Double Strike SAI | ||||||||||||||
Treasure | During a Magic roll instantly summon 6 health worth of dragonkin of the dragon's color to
the army containing the dragon. These dragonkin may be of any size, up to 3 health each.
Negated during any other roll. | ||||||||||||||
Wing | 6 point Fly SAI |
The TSR or SFR logo on each of these dice has a modified effect in a campaign game:
If the TSR logo is rolled during melee any dragon in the opposing army is instantly slain and removed from the army before they roll for saves. The dragon's automatic saves are lost for the current combat.
Additionally, all units in an army containing a Dragonslayer are immune to the effects of all dragon breath in melee only.
The TSR logo counts as 4 individual saves when needed. (Added v 1.2)
If the SFR logo is rolled during melee any dragon matching the Dragonslayer's color in the opposing army is instantly vanquished and removed from the army before the roll for saves. The dragon's automatic saves are lost for the current combat. A dragon vanquished is completely removed from the game and can never be summoned again.
Additionally, all units in an army containing a Dragonslayer are immune to the effects of a matching color dragon and dragonkin breath in melee only.
The SFR logo counts as 4 individual saves when needed. (Added v 1.2)
The SFR logo counts as a 2 health point ID icon during any other roll.
If the TSR logo is rolled during melee then any dragon in the opposing army is controlled by the Dragonlord. The dragon may perform 1 of 2 actions:
If the TSR logo is rolled during melee then a dragon that matches the Dragonmaster's color in the opposing army is controlled by the Dragonmaster. The dragon may perform 1 of 2 actions:
If the TSR or SFR logo is rolled during any action then a dragon matching the Dragonkin Champion's color
must be added to the army containing the Dragonkin Champion if one is
available. The dragon must be taken away from another of the owner's armies if that
is the only way to summon the correct color dragon (clarified v 1.5).
All normal rules apply to the army after the dragon is summoned.
The TSR or SFR logo counts as 4 individual saves when needed. (Added v 1.2)
The TSR or SFR logo has no effect at any other time.
All normal King's Die rules are ignored.
The King's Die counts as a 10 health unit and must start in the Recruiting Pool. To recruit the King's die a single army must pay a 10 point cost or be have enough members of each of the five races represented on the die to recruit one-health of each race, i.e. if the army can recruit one Vagha, one Selumari, one Trog, one Mohrel and one Amazon unit then it may take the King's die instead.
The King's die may fight like any other die. Every face of the King's Die acts as a 5 point ID, including the TSR face, when rolled during maneuvers or normal actions. The racial faces generate magic of the colors matching the race displayed on the face rolled. This magic may be doubled as normal. Magic generated by the TSR face may not be doubled.
The King's Die is immune to all effects that target a single unit.
During recruiting phases roll the King's Die. If any of the racial faces results recruit an additional 10 health worth of units from that race to the King's Die army. If the TSR face is rolled recruit an extra 5 health worth of any single race chosen to the King's Die army.
Changes include 1 spell revision and 19 new spells.
The only spell revision is the afore mentioned Summon Dragon spell: | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Color | Cost | Spell Name | Description | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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)
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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:
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Color | Cost | Spell Name | Description
| 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.
| 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)
| 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.
| 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.
| 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.
| 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)
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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.
| 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:
|
Color | Cost | Spell Name | Description
| 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.
| 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.
| 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.
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Enjoy the game!