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Dragon Diceâ„¢ Campaign...It Rocks!!!!

 
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solidgreen
dragonmount



Joined: 01 Apr 2007
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PostPosted: Mon Apr 16, 2007 7:57 pm GMT    Post subject: Dragon Dice Campaign...It Rocks!!!! Reply with quote

First off, I am relatively new to Dragon Dice. I have only been playing for about three weeks, and it didn't take me long to figure out that dragon dice had great potential as a campaign style game. About two and a half weeks ago I wrote up the rules for a campaign that me and an old group of gaming buddies have been playing for the last two weeks. WE CAN'T GET ENOUGH!!!

Basically, the Idea behind it is you play the role of a leader among your race (Mine is Emberion Tinderborne of the Firewalkers). You start play with a couple of home regions and enough resources to build a couple of armies (or one big one I guess). These armies consist of Dragon Dice. A turn (campaign year) consists of several phases in which you move armies to take over different regions on the world map, collect resources (each territory has an assigned resource value), Purchase new units to reinforce or create new armies, evaluate command (each territory has a command value as well, If your armies exceed your total command there is a chance some of your units will defect.), etc. You can also open trading sessions in which all of the players can trade magic Items, resources, regions, make alliances, etc.

Your leader has different abilities that you can put points into when you win battles. These ability scores give your armies special abilities depending on how many points you have in them. For example if you have a high strength, your armies get bonus hits on melee attacks. If your leader has a high vision score your armies get a bonus to their missile attacks. Etc.

Anyway, before I write ten pages of rules here, If anyone is interested in playing this let me know, and I will type the rules up in an E-Mail and send it out to those of you who want it. I was also thinking of making a yahoo group or something of the like and posting the rules there, so that anyone who is playing this can give me some input on any rules changes that your group makes. Basically so that everyone can have a say in these rules. (I don't know if this is OK with all of the fine folks at SFR, so If it isn't let me know.)

We are still play-testing this, so the rules are not final. You would also have to draw up your own world map, but I could help you with that.

Ryan
(Solidgreen)
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chuckpint
White Dragon
SFR President
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Joined: 10 Jan 2005
Posts: 9187
Location: Evanston, IL

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PostPosted: Mon Apr 16, 2007 8:13 pm GMT    Post subject: Reply with quote

Actually, I'd really like it if you keep all the discussion, rules, etc. here. Anything we can do to make Dragon Dice more fun is part of our motto.
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You can never have too many dice.
First Place at the first ever Daemon Dice sealed starter tournament.
Battlefest tied for first GenCon 2012
Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Dice, 20,000 Daemon Dice, and others (too many to count).
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solidgreen
dragonmount



Joined: 01 Apr 2007
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PostPosted: Mon Apr 16, 2007 8:24 pm GMT    Post subject: Reply with quote

Ok, I can do that. would you guys be horribly mad if I made an MSN group also though. I need to get Character sheets, Army sheets, Region Sheets, etc. online and I am really comfortable with msn groups. I will post the rules here as well, but where they are not final yet, I would rather have a few other groups play-testing it and giving me their input. Well I guess it wouldn't hurt if I posted what I had.....It's going to be a big post though. Mr. Green COMING SOON!!!! DDCampign Rules V.1.0

Ryan
(Solidgreen)
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chuckpint
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PostPosted: Mon Apr 16, 2007 8:32 pm GMT    Post subject: Reply with quote

At the very least, post a link from here to the MSN group.

Otherwise, I will be mad... Mr. Green
_________________
You can never have too many dice.
First Place at the first ever Daemon Dice sealed starter tournament.
Battlefest tied for first GenCon 2012
Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Dice, 20,000 Daemon Dice, and others (too many to count).
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Raven Bloodeyes
uncommon



Joined: 19 Feb 2007
Posts: 576
Location: Rochester, NY

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PostPosted: Mon Apr 16, 2007 8:37 pm GMT    Post subject: Reply with quote

That sounds really cool! I'd love to have a copy of the rules and here would be easy, but w/e works for you!!

I'm interested to see how you handle movement from terrain to terrain, Terrain Flight could be quite powerful!

-Jason
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solidgreen
dragonmount



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PostPosted: Mon Apr 16, 2007 9:34 pm GMT    Post subject: Reply with quote

I would definitely post a link chuck.

As for the movement, each player can move up to two armies per campaign year with the current rules. The army must move into an adjacent region on the world map, or a region connected by a sea route. However, the swamp stalkers have the ability to move greater distances via naval movement, so I don't see why a race like Frostwing couldn't move over a region and into another via flight. I haven't worked up the racial abilities for Treefolk, Scalder, Frostwing or Amazons yet as I don't have enough dice of the first three, and the amazons are used for the neutral armies that players encounter when invading a region under no ones control. I like your Idea though. I could also use Ideas for Treefolk and Scalder. As soon as I get the rules posted, you guys will have to see what the other races' abilities are and maybe you can help come up with abilities for the remaining races that aren't to powerful or not powerful enough.

Ryan
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solidgreen
dragonmount



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PostPosted: Mon Apr 16, 2007 10:52 pm GMT    Post subject: Reply with quote

Ok folks,

I posted the rules a few posts down.

Ryan
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Last edited by solidgreen on Wed Apr 18, 2007 10:00 pm GMT; edited 1 time in total
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solidgreen
dragonmount



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PostPosted: Wed Apr 18, 2007 1:22 pm GMT    Post subject: Reply with quote

Ok,

The msn community is up for Dragon Dice Campaign.

http://groups.msn.com/DDCampaign

It's not much yet, but I will work on it next week and get it finished.

Ryan
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solidgreen
dragonmount



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PostPosted: Wed Apr 18, 2007 9:56 pm GMT    Post subject: Reply with quote

Ok, Here's what I came up with on the rules (I'm not very good at typing up rules Evil or Very Mad ) They still are not going to make complete sense because I haven't posted the character sheets and racial abilities as of yet. But here's what I've got.

GETTING STARTED

First thing’s first. You need to design a world map. To do this, simply draw a map of your campaign world and divide it into regions. Don’t make too many regions or the game will last forever, and you will never get into combat with another player . Make sure to put in sea routes and x2 sea routes. These are simply lines with arrows at either end that connect one region to another via water. A x2 sea route is a long sea route that takes one full campaign year to travel. Simply put a ‘x2’ next to these routes to distinguish them from regular sea routes.

After this is done determine how many people are going to play. You need a starting region for each player. This region is usually worth anywhere from seven to ten resource points. After the starting regions have been decided upon, assign resource values to the remaining regions. A region should be worth no more than three and most should be worth only one.

Ok, now that you have a starting region who is going to live there? You need to pick a race. Choose carefully, because each race has its own unique special abilities to aid them in combat. You will want to choose the one that best suits you.

Next you get to create your character. At the start of the campaign you get four ability points to assign to your characters ability scores. You may put them all in one, or spread them out over several different abilities.

Now you need to decide how much gold each player starts with. This is what you will use to buy your starting armies. It is usually good to start out with thirty or so gold. It is also good to start out with at least two armies.

After your armies have been bought, you can place them on the world map. One does this by writing your starting regions name on the line marked ‘current location’ on the army sheet.

You are ready to go.

CHANGES

Hero - A ten sided Monster die that is used to represent a hero in your army. Only one hero is allowed in each army.

Dragonstaff – These artifacts are by far the most powerful artifacts in existence. Because dragons aren’t summoned in DDCampaign, the summon dragon symbol is counted as an ID Icon.


Dragon Dice Campaign Rules V. 1.0

In a dragon Dice Campaign, two or more players try to gain control of the known world. A player does this by gaining control of regions either controlled by another player or a neutral player. Each region is assigned a number, which is its resource value. This number times four is also the command value of the region.

A campaign year, or one turn, consists of the following steps:

1.) First March
2.) Second March
3.) Character Review
4.) Army Review
5.) Command Evaluation
6.) Collect Resources
7.) Purchase Units

These Steps are described in detail below.

FIRST MARCH

In the first march, each player takes turns moving one of his/her armies into an adjacent region (Starting with the player who has the most total command. If that is a tie, the player with the most ability point in the command ability goes first, If that is a tie then determine randomly.). A player determines which army he/she will move, and which region he/she will be moving into. A player can also move an army to a region connected by a sea route. If the sea route is a 'x2' sea route, the voyage cannot be completed during the first march, and the army remains at sea. After all players have chosen an army to move, and moved them, combat occurs.

If a player has two separate armies that are next to the same region, the player may move both armies into that region for an attack. If this action is performed, that player may not take a second march during the second march phase.

All actions performed in any given phase are considered to be done so simultaneously. Because of this, it is possible for multiple players to attack the same region during the same phase.

SECOND MARCH

In the second march, each player takes turns moving one of his/her armies into an adjacent region (Starting with the player who has the most total command. If that is a tie, the player with the most ability point in the command ability goes first, If that is a tie then determine randomly.). A player determines which army he/she will move, and which region he/she will be moving into. A player can also move an army to a region connected by a sea route. If you moved an army during your first march, you may not move that army during the second march. The only exception to this rule is if the army is currently at sea. If one of your armies is currently at sea on a 'x2' sea route, and you do not continue its movement, it is lost at sea. An army that is lost at sea is destroyed along with all units and magical items and artifacts it is comprised of.

Instead of moving an army on the second march phase, you may open a trading session. During a trading session all players may trade anything from regions, units, and magical items to alliances, promises and lies. The player who opened the trading session must approve all trades. If a player agrees to something in a trading session and doesn't follow through with this agreement, an ability point is removed from either his/her loyalty score or command score. The player affected by the broken promise gets to decide which.

COMBAT

When combat occurs between two or more players, it is resolved normally (A few changes have been made, and I will get to them later in the rules.) The only difference is that if an army captures a region by controlling two territories on their eighth face, and the losing army still has units, the losing army may move into an adjacent region already under that player's control. If the losing army cannot do this, then the army is destroyed.

If you move into a region under a player's control, and that player has no forces present, then you must battle that player’s homeguard. The size of a homeguard army is six HP worth of troops +1d6 HP worth of troops per loyalty modifier point. This army is to be chosen by the player controlling this region. The troops are to be chosen from his race, but they do not come from his existing armies. These troops merely represent farmers and the like that have taken up arms to defend their homes.

When entering a region controlled by none of the players, one must fight a neutral army. This army will be controlled by another player (to be chosen by all players except the attacking player.). The neutral army consists of 2d6 HP worth of units +1d6 for every six health in the attacking army (rounded down). For example, If Joe is attacking region A with his Death Swarm army totaling 22 HP. The neutral army would be 5d6 HP worth of units. Since the remaining players decided that Sue would control the neutral army, she rolls 5 six sided die and gets a total of 24. So, Joe's 22 HP army is going up against a neutral army of 24 HP.

(My friends and I always use Amazons for the neutral armies, but any of the races could be used.)

When a battle is started in a region containing a neutral army, the player controlling the neutral army may try and add a hero to it’s forces. To do this the neutral player selects the desired hero and rolls it. If it comes up on it’s ID Icon then it is added to the army. This hero does not take up points for the neutral army; it is simply an addition to the neutral forces.

If a player kills a hero in a battle (Neutral or Player controlled), the player may choose a special ability at the end of combat to add to that armies’ sheet. This ability is gained even if the player looses the battle. If a player defeats a player controlled army containing a hero, the player may choose to take the hero hostage. This can be done even if the hero was killed during the battle. A hostage is put on your character sheet in the area marked ‘Captured Heroes’. A captured hero still counts against the original owner’s maximum hero count. These heroes can also be ransomed in trading sessions (used as trading material), or executed at any time. When a hero is taken hostage, it is removed from the owning player’s army sheet. When a hero is given back to it’s owner, it will resume play at the end of the current campaign year, and the controlling player may place it in any army under his/her control.

NAVAL COMBAT

On the rare occasion where two armies, belonging to different players, meet on a ‘X2’ sea route, a naval combat occurs. In naval combat only magic and missile attacks may be used. Because of this, a terrain die is considered to be on it’s eighth face when it is rotated to the last face containing a missile symbol. All terrain die in a naval battle start on their first face. Retreating and reinforcing is not allowed during naval combat. If a naval combat ends with the losing player’s army still having forces, they keep these forces. Regular sea movement applies on both armies’ second marches. Magic Items cannot be found after a naval combat.

FINDING MAGICAL ITEMS AND ARTIFACTS

After you capture a region, you may search for a magical item. To do this, you must choose six dice from your current army. If you do not have six dice, then you cannot search for a magical Item. After you have chosen your six dice, roll them. If you roll three ID Icons, your army finds a common magical item. If you roll four ID Icons, your army finds an uncommon magical item. If you roll five ID Icons, your army finds a rare magical Item. If you roll six ID Icons, your army finds an artifact. Magical Items and Artifacts do not count in the HP total of an army that possesses them. An army may only have one magical item or artifact in it’s possession at any given time. If an army containing a magical item finds another one, the extra item is put on the player’s character sheet. These items may be used for trade, or given to other armies under that player’s control.

If an army defeats another army carrying a magical item or artifact, that player takes the magical item or artifact.

CHARACTER REVIEW

After both marches are complete each player figures out how many battles he/she won or lost. If a player won two battles, he/she gets to add 2 ability points to his/her character sheet. They must be put in different ability scores. If a player won only one battle, he/she gets to add 1 to one of his/her character’s ability scores. If a character losses two battles, he/she must subtract 1 from one of his/her character’s ability scores.

ARMY REVIEW

After the character review is complete, the players get to turn their attention to their individual armies. For every five victories an army has, it gets to pick a special ability from the list below. These abilities stack, so an army could pick the same one multiple times.

+1 Melee result during Melee rolls.
+1 Missile result during Missile rolls.
+1 Magic result during Magic rolls.
+1 Maneuver result during Maneuver rolls.
+1 Save during Melee Combat.
+1 Save during Missile Combat.
+1 Magic Save

COMMAND EVALUATION

After the Army Review Phase is complete, you must get the total number of HP in all armies. If this exceeds your command limit (you receive 4 command points per resource in regions you control and 3 points of command for every Leadership Modifier Point on your character sheet.) then you must pick a number of dice who’s HP total is equal to the excess amount. These dice are then rolled. After the dice are rolled, any dice that roll it’s ID Icon are removed from your armies permanently. Dragons, Heroes, Magical Items and Artifacts do not count toward your command limit, and cannot be removed this way.

COLLECT RESOURCES

In this phase you simply add up the resources from the regions that you control. This total is then transferred to your character sheet in the form of gold.

PURCHASE UNITS

In this phase you use gold to purchase units to add to your armies, or to create new armies. A unit costs 1 gold per HP, so a rare unit would cost 3 gold. You may only purchase 1HP worth of dragonkin for every 10 command points you have. However, if you use spells during combat to summon dragonkin you don’t have to pay for them and they remain with the army after combat. You may also purchase dragons for 20 gold, but you may only have one dragon per 15 Leadership Modifier Points. You may also purchase heroes for 4 gold, but you may only have one hero per every 6 Leadership Modifier Points.

Well that's it folks.

Ryan
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DICE COUNT: NOT ENOUGH!!!!!!!
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