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DEEPBLUEB2
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PostPosted: Mon Nov 13, 2006 11:34 am GMT    Post subject: Quick Games Reply with quote

Quick Games:

This is a series of quick games that can be played with Dragon Dice™.
Some Dragon Dice™ games can take hours,and with other players waiting
for the winner to challenge (for example a large multi-player game)
these Quick Games can keep you rolling in the meantime.
(also having fun too!!)
Cool
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PostPosted: Mon Nov 13, 2006 11:45 am GMT    Post subject: Terrain Roll Off Reply with quote

Terrain Roll Off:

The Terrain Roll Off has been used to determine a winner of a tie in a Dragon Dice™ Tournament.
Each player rolls their terrain, and whoever has the highest terrain roll wins.
In this variation,each player will have 2 terrains,
one to roll,and one to turn up to the eighth face.
Each player starts one terrain at the first face,
and then rolls the other terrain.
If you win a roll off,then you turn your counting terrain up.....
or you can turn down your opponents terrain.
(After they get higher than the first face of course)
The first player to reach the eighth face wins. Cool
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PostPosted: Mon Nov 13, 2006 12:06 pm GMT    Post subject: Rare vrs Rare Reply with quote

Rare vrs Rare
In the game Rare vrs Rare,(Multi-player game works too!!!)
each player chooses a Rare Unit,
then the battle begins...

One health of Dragonkin is allowed.
*one health of dragonkin will not provide protection for a rare,
since the rare is a 3 health unit, and the dragonkin can only provide 2 health maximum.(maximum health must be taken as damage)
If undead/Feral/or treefolk are in play,
the division of health would allow the dragonkin to become a factor both on offense and defense.
I propose the following ways to cast basic magic instead of a dragonkin:
Black:Palsy
Gold: Stoneskin
Green:Watery Double
Red:Ash Storm
Blue:roll an ID for Lightning Strike (hailstorm is not enough to kill a rare)


All racial advantages are automatic.
Here is the way the racial advantage works:

No terrain is required,
but terrain spells apply to an imaginary all colors terrain,FOR ALL TO USE
if you want black, cast a deadlands.
It is all the terrains in one,
Coastland/Highland/Swampland/Flatland.
Tower/City/Temple/Standing Stones (but no 8th face for any)

Id's double all magic
(Death/Black Magic can only be doubled from Dead units or Deadlands)

Frostwings and Amazons can double magic with ID's
(Amazons can cast all colors of magic but black)
(unless a deadlands has been cast)
Amazons can use maneuvers as missile

Firewalkers can cast racial spells like Elemental Blast.
Firewalkers have Flaming Shields ability (saves count as melee).
Scalders have scroching saves and intangibility.
(Thanks piMaster for the update on the Firewalkers and Scalders)


Lava Elves can use maneuvers as saves.
Goblins double all maneuvers.
Coral Elves can use maneuvers as saves.
Dwarves double their maneuvers.
Swamp Stalkers can use maneuvers as saves.
Treefolk can replant to any Treefolk as needed.
Feral if killed can feralize one health until they are a rare again.
Undead can step damage to any undead unit on health less.

To Play:
Each player rolls their rare die for maneuver...
The most maneuvers goes first.
Choose an opponent to melee,missile or you can cast magic.
(If melee,the opponent can counter attack)
You get one March only.

The next highest surviving player has the next march.

The winner is the last surviving die.
Cool


Last edited by DEEPBLUEB2 on Sat Nov 18, 2006 1:42 pm GMT; edited 11 times in total
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PostPosted: Mon Nov 13, 2006 2:21 pm GMT    Post subject: Reply with quote

Quote:
Rare vrs Rare

each player chooses a Rare Unit, then the battle begins...

Firewalkers have no advantage but to cast racial spells like Elemental Blast.

Treefolk can replant to any Treefolk as needed.
Feral if killed can feralize one health until they are a rare again.
Undead can step damage to any undead unit on health less.

Firewalkers should have their Flaming Shields ability (saves count as melee).

Since each player gets only one rare unit, how can Treefolk replant, Feral feralize, or Undead step down?

Scalders weren't mentioned, but I would assume that they get their scroching saves and intangibility.

Could the death races double magic by drawing power from the dead units?
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DEEPBLUEB2
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PostPosted: Mon Nov 13, 2006 2:34 pm GMT    Post subject: Reply with quote

piMaster wrote:
Firewalkers should have their Flaming Shields ability (saves count as melee).

Yes,
Thanks Brad,I knew I was shorting the Firewlkers


Last edited by DEEPBLUEB2 on Mon Nov 13, 2006 3:33 pm GMT; edited 2 times in total
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PostPosted: Mon Nov 13, 2006 2:37 pm GMT    Post subject: Reply with quote

piMaster wrote:
Since each player gets only one rare unit, how can Treefolk replant, Feral feralize, or Undead step down?

The replant,feralize,step down comes form an external pool of dice.
These dice do not need to be declared until they are needed.
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PostPosted: Mon Nov 13, 2006 2:38 pm GMT    Post subject: Reply with quote

piMaster wrote:
Could the death races double magic by drawing power from the dead units?
Yes

piMaster wrote:
Scalders weren't mentioned, but I would assume that they get their scroching saves and intangibility.


Correct Very Happy
they get their scroching saves and intangibility.

thanks for helping
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PostPosted: Mon Nov 13, 2006 4:53 pm GMT    Post subject: Reply with quote

Jim Rayborn wrote:
piMaster wrote:
Since each player gets only one rare unit, how can Treefolk replant, Feral feralize, or Undead step down?

The replant,feralize,step down comes form an external pool of dice.
These dice do not need to be declared until they are needed.

Well, (1) you didn't mention that you get an external pool of dice to work with other than dragonkin, and (2) not declaring them until they are needed sounds like cheating.

Is there a limit to the size of this pool? I could bring a pool of 300 health of Feral and feralize each turn so that no one could beat me. Not to mention that you cannot feralize unless there is an Inital Effects Phase.
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PostPosted: Tue Nov 14, 2006 6:37 am GMT    Post subject: Reply with quote

The External Pool: (virtual units)
Quite simply the external pool is just dice that you obtain as needed.
In the case of step damage....
you might want to choose an uncommon like Wight,
because it has a 3 melee face that could be used to kill a rare.

I was trying to limit the feralization to a maximum of 3 health,
if your rare Feral was killed....(then you can feralize)
starting on your next turn bring in one health.
(Even though there is no initial phase or feral units present)
You could do this next turn as well....
until the unit was 3 health,or a rare.
But if you want to, I think you should be able to choose not to promote,
but instead recruit....so you can bring in up to 3 health total.
Having 3 commons could give you the edge in hit counts.


Similarly, the Treefolk replanting external pool,
You could replant your rare with any Treefolk combination of 3 health.
If you replanted 3 commons,then you might have a hit count advantage.

Another Point about the External Pool:
Feral can use "Breath of Life" up to the maximum 3 health limit.
Undead can use "Reanimate Dead" up to the maximum 3 health limit.
Treefolk can use "Water of Life" up to the maximum 3 health limit.

The idea here is that at one point,they had the life,
so if they have abilities to split their forces,
they should be able the retrieve this life.


Burial:
If a Feral unit is buried, the amount of health buried lowers the health limit
example: if a feral is killed then 3 health is in the graveyard,
if only one health is then buried, the maximum feralization is lowered to 2 health.

If a Treefolk replanted to several units ,and one was killed and buried,
then the maximum health limit would be lowered by the amount buried.

If an undead unit uses step damage,
that amount of health can be targeted for burial,
the amount of undead health can roll for burial resistance,
choose unit(s) to roll for Burial Resistance,
if buried the maximum health is lowered.

Doubling Magic from Undead:

If an Undead unit is killed, after the step damage occurs, the amount of health available for burial,
is also the amount of health available to double magic with.

Basically, when an Undead unit is killed,
it goes into the external pool,
then after step damage,
the external pool has one health that can be used for "reanimate dead"
or used for doubling magic or be targeted for burial.(lowering the Undead health limit by one)

Example:
If a rare Undead is Killed, then step damage to an uncommon from the external pool, after this happens,
one health can now be used to double magic with, one health can now be used to reanimate dead,
and also one health can be targeted for burial.


Last edited by DEEPBLUEB2 on Thu Nov 16, 2006 8:39 am GMT; edited 24 times in total
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PostPosted: Tue Nov 14, 2006 7:02 am GMT    Post subject: Rolling for IDs Reply with quote

Rolling for IDs:
This is a fun game with many variations.Multi-Player too!!
Here is the basic concept.

Start with any amount of Dragon Dice™,and any units.
We will keep it simple,and choose 4 skeletons.

Roll the skeletons.....
if an ID shows up...leave it showing and roll the other dice.
If another ID shows up,leave it showing and roll the remaining dice again.
Until you roll all the IDs ,you keep rolling.
Once you have,the mark has been set.
So if it took 7 rolls, the number to beat is now 7.
Each player now can only roll 7 times.
If a new mark,or record has been set...
say for instance,someone rolled all 4 skeleton IDs in 5 turns,
then each player can now only roll 5 turns,to either tie or break the record.
When trying to set a new record...anounce...For the Record!!!

Another way to add some Dragon Dice™ fun to this,
Use dice with reroll abilities,
Try rolling a Crocosaur/Leopard Rider/Yeti/Blade Golem
if a tail,rend/or flurry shows up ...reroll

(Group monsters IDs Count, so no need to reroll)

I have even added Rare Magic items like the Decapitate (Vorpal Sword),
counting the decapitate icon as an ID (even though it is not an ID)

Rolling for Melee:
Another fun way to play.
Roll your dice,
then if a unit produces a melee result,it is set aside,
and roll the remaining dice,
only in this case,the rolling stops on any roll that fails to produce a Melee result,
and of course add reroll units,
like the Crocosaur and Leopard Rider and
also the Blade Golem.(Group monsters IDs give you a reroll here)
The idea is to set the highest melee count.


Head Count:

In this variation, the rolling stops when you fail to produce an ID,
So adding the Decapitate
(not a real ID though but in this game it counts)
is a good idea,since it has a 1 in 4 chance.

Basically, roll until you can't produce an ID.
Add the total of units that produced an ID,
this becomes the record/mark to beat.

footnote:
In all these variations, players roll the same dice.
Although if anyone wanted to play with separate dice,
the games should work fine.
I have dice out on my tabletop for anyone who visits to roll,
that is how this game was started.


Last edited by DEEPBLUEB2 on Mon Nov 20, 2006 7:15 am GMT; edited 1 time in total
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PostPosted: Sun Nov 19, 2006 8:09 am GMT    Post subject: The Final Test Reply with quote

The Final Test:

Ok, you just set a new record in Rolling for IDs,
or did you?
Enter the Will o Wisps.
Your opponent decided to challenge your win....
the Will o Wisps is rolled.....
first the ID shows up in a roll....(reroll because it is a group monster)
then..........Dispel

The win has been nullified.(nasty) Confused

The Will o Wisps Variation can be used in any of the Quick Games.
(if you can remember to roll it) Wink
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PostPosted: Wed Mar 21, 2007 9:17 am GMT    Post subject: Reply with quote

Double Dragon:

This is a fun and easy game to play.
Using 2 Dragons, (I like to use a White Drake and a White Wyrm)
(Take turns)
Declare: Double Breath
Then roll....
if you get a tail reroll...
if you get a single breath and a tail , reroll the tail.
The game is won when someone rolls Double Breath.
The Will o' Wisps "Final Test" and a Rebuttal roll is the last recourse.

The winner can roll again to see if they
can roll Double Breath Back to Back! (I've seen it done) Cool

This game can also be played as follows:
Wing-ed Treasure (Try to get a Wings and Treasure)
Double Treasure (Use 2 Wyrms)
Double Belly Laughing (just for fun)

Triple Dragon Breath (add an Ivory Dragon)
I rolled this without a reroll and also survived "The Final Test".
Cool
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PostPosted: Mon Aug 06, 2007 12:37 pm GMT    Post subject: Reply with quote

Group Monsters' Gambit:

This is a really fun game, with lots of rolling.

It can be played with any number of Dice,
as long as one is a Group monster.
I suggest the following:

1 Group monster (Will O' Wisp)
2 Monsters that have rend or Double Strike or Tail (Lion Folk and Crocosaur)
3 Rare 6 sided with rend or Double Strike. (Leopard rider Bear Folk Tiger Folk)


The object of the game is to get as many IDs in a single roll as possible.
If you roll a rend or Double Strike or Tail, you may try to roll an additional ID.
As long as you produce one ID in a single roll,
you may roll all your dice again.
Once you fail to roll an ID in a single roll, your turn is over.

If you roll a Group monster ID,
you may reroll it, but then your turn is over.

Have Fun!!!! Very Happy
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PostPosted: Wed Sep 12, 2007 8:10 am GMT    Post subject: Reply with quote

Queen's Rules:

Reroll all dice when producing a reroll result or target result.
You may opt to complete a sequence with a reroll result, however
this will end your turn.

note:
A Cantrip Flashfire counts as a reroll

So what does this all mean?

In game play...
take any amout of dice....
roll them
You are trying to roll IDs
If you roll 1 ID and nothing else.. reroll all dice
if you roll 1 rend and nothing else reroll all dice

If rolling Dragons and Breath is declared....
If any Dragon rolls a Tail or Breath.... reroll all dragons

You win by rolling all Ids or all targeted results.


Last edited by DEEPBLUEB2 on Sun Nov 04, 2007 7:44 pm GMT; edited 1 time in total
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PostPosted: Thu Sep 27, 2007 6:56 am GMT    Post subject: Reply with quote

Capture The Dragons:

Any amount of dragons or colors can be used.
Let's use 5 different colored dragons....



The object of the game:
Capture all the dragons.

To capture a Dragon, declare a target in the beginning of the game...
in this case Breath.
So if you roll a breath you capture a dragon.

The game is played by rolling all the dragons ....
if you roll a breath you can either capture or release a dragon.

Release a dragon happens if your choose to use your breath to release a catured dragon from your opponent into the dragon pool.
The dragon pool is the dice you roll when rolling for breath.

Tail rerolls (Queen's Rules reroll all dragons)
if you roll a breath,
then choose either capture or release.
If you capture, and you have a tail... roll all the dragons again.
If you capture and no tail, your turn is over.
If you release, reroll all dragons.

If down to one dragon,
you will be forced to either win, or release a dragon,
because there must be a dragon in play at all times.

I'll post a sample game when I have a chance.


Last edited by DEEPBLUEB2 on Fri Apr 03, 2009 11:03 am GMT; edited 1 time in total
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PostPosted: Tue Oct 02, 2007 1:36 pm GMT    Post subject: Reply with quote

Capture the Dragons:

Sample Game

Here are the Dragons used in this game:




Player one rolls all dragons......


Player one captures a Gold Dragon (Breath) and reroll the remaining dragons. Reroll becuase the Green Dragon rolled a tail.

Player One Captured:
Player one rolls again....


Player One Captures a Black Dragon and turn ends

Player One Captured:

Player Two Rolls remaining dragons....



Player Two rolled tail and a breath....option time

Player Two opts to Capture the Blue Dragon and Roll again...



Player One Captured:

Player Two Captured:

Player Two Rolls.....


Player Two's turn ends.

Player one rolls.....



Player one's turn ends

Player Two Rolls....



Player Two Rolls again...tail rerolls all Dragons (Queen's Rules)



Breath...
but no reroll...
so in this case if you release a dragon from your opponent,
then you can reroll....
so player one releases the Gold Dragon.


Player One Captured:

Player Two Captured:

Player Two rerolls...



Player Two Captures the Gold and Red Dragon and Rerolls...


Player One Captured:

Player Two Captured:

Player Two rolls a tail....reroll...


Player two rolls....


End of Player Two's turn

Player One Rolls.....



End of Player one's Turn...

Player Two rolls....



In this case Player Two cannot capture the Green Dragon,
as there must be a dragon in play at all times,
so Player two has player one release the Black Dragon....
Player Two can roll again....


Player One Captured:None

Player Two Captured:

Player Two Rolls......



Player Two's turn ends....

So this goes on until somone CAPTURES THE DRAGONS

Player one rolls....



Player One's turn ends...

Player Two rolls....



Player Two captures the Green Dragon and rolls again....

Player One Captured:None

Player Two Captured:

Player Two rolls....



Player Two rolls....



Player Two rolls....



Player Two Captured the Dragons and Wins!!!!


Player One Captured:None

Player Two Captured:


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PostPosted: Tue Oct 02, 2007 4:41 pm GMT    Post subject: Reply with quote

How come that I NEVER can see your posted pictures??? Rolling Eyes Rolling Eyes

Am I the only one??? Shocked

The page keeps loading ... and loading ... and loading ... and ...

Where do you store your pics? I got the same prob with all your posts showing pics. Rolling Eyes
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PostPosted: Tue Oct 02, 2007 5:36 pm GMT    Post subject: Reply with quote

I'm not sure ....are you using Zone Alarm perhaps?
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PostPosted: Tue Oct 02, 2007 5:40 pm GMT    Post subject: Reply with quote

Or maybe you need to check always alow BBCode in your profile..
perhaps that became unchecked.
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PostPosted: Wed Oct 03, 2007 3:05 am GMT    Post subject: Reply with quote

Jim Rayborn wrote:
I'm not sure ....are you using Zone Alarm perhaps?


Nope!

Jim Rayborn wrote:
Or maybe you need to check always alow BBCode in your profile..
perhaps that became unchecked.


Checked! No changes in settings!
I can also see the pictures of other posters, including myself. Neutral
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