BATTLE DICE







INTRODUCTION A two player game of Fantasy battles using Dice to represent individual units. OBJECT Play continues until one side routs or is utterly destroyed. DICE Dice are also referred to as troops and units. UNITS Dice: Unit Type: Includes: 1D4 General Leader, Warlord 1D6 Infantry Pikes, Swordsmen 1D8 Archers Skirmishers, Slingers, Missile troops, Catapults 1D10 Cavalry Chariots, Elephants, Knights 1D12 Mages Wizards, Spell casters, Clerics 1D20 Monster Dragons, Giants, Warriors Dice = Type of die used to represent the indicated unit type. SETUP Both players must use an equal number of dice. The types of dice each player picks may be different. A Player may only pick one type of monster. Example: Both players have 20 point armies (Both are using 20 dice) Player A has 2 Generals, 4 Monsters (Dragons), 2 Mages, and 4 each of Archers, Cavalry, and Infantry. Player B has 1 General, 2 Monsters (Archmages), 6 Mages, 6 Archers, and 5 Infantry. CASUALTIES A player always decides which of his units have been destroyed. SIMULTANEOUS PLAY Players take their turns and phases at the same time. All units that can act in a phase may do so, even if they are destroyed during that phase. TURN SEQUENCE Each turn consists of 8 phases: 1. Roll Phase 2. Monster Phase 3. General Phase 4. Magic Phase 5. Maneuver Phase 6. Missile Phase 7. Melee Phase 8. Morale Phase ROLL PHASE Both players roll all of their dice. MONSTER PHASE Look at the results of all of the D20's. On a roll of 1 or 2 the Monster leaves the battle. (is considered destroyed) Any roll of 13-16 destroys one opposing monster. Any roll of 17-20 will provide 1 Monster point. For each Monster point roll once on a Monster Table. All Monster tables are unique. You can only use the one Table that corresponds to the monsters you picked in setup. Sample Monster tables are given at the end of the rules. GENERAL PHASE Look at the results of all of the D4's. Any roll of 4 will provide 1 Tactics point. Compare the Tactics point totals of both players. The player with fewer Tactics points loses all their Tactics points. The player with more Tactics points subtracts the losers total from his total. The winner gets to roll once on the Tactics effect table for each Tactics point he has left. TACTICS EFFECT TABLE 1D6 Effect: Notes: 1 Superior Tactics Gain 1D3 maneuver points. 2 Leadership Morale total +1D6 3 Lead the Charge Infantry also hit on rolls of "4" this turn. 4 Direct the Fire Missile units also hit on rolls of "6" this turn. 5 Rally Troops Restore 1D6 dice that have been destroyed. 6 Gain Initiative Your hits are resolved first in either Missile or Melee phase* * The player picks which phase. MAGIC PHASE Look at the results of all of the D12's. Any roll of 10 - 12 will provide 1 Spell point. Compare the Spell point totals of both players. The player with fewer spell points loses all their spell points. The player with more spell points subtracts the losers total from his total. The winner gets to roll once on the Spell effect table for each spell point he has left. SPELL EFFECT TABLE 1D10 Effect: Notes: 1 Elemental Attack Kill 1D3 enemy dice 2 Healing Restore 1D3 friendly dice that have been destroyed 3 Haste Roll on the Maneuver effect table 4 Ensorcelled Set 1D6 enemy dice to "1" 5 Control Take control of one enemy die of your choice 6 Summon Gain 1D3 new dice of one type 7 Death Kill one enemy die of your choice 8 Fear Enemy Morale Total -1D6 9 Immobilize Enemy loses 1D3 Maneuver points 10 Command Roll on the Tactics effect table MANEUVER PHASE Look at the results of all of the D10's. Any roll of 8 - 10 will provide 1 Maneuver point. Compare the Maneuver point totals of both players. The player with fewer Maneuver points loses all their maneuver points. The player with more Maneuver points subtracts the losers total from his total. The winner gets to roll once on the Maneuver effect table for each Maneuver point he has left. MANEUVER EFFECT TABLE 1D10 Effect Notes 1-2 Charge Kill 1D3 enemy dice 3-4 Outflank Set 1D3 enemy dice to "1" 5-6 Encircle Enemy morale -1D6; Also gain 1 Maneuver point next turn. 7-8 Withdraw Negate the next 1D3 casualties 9-10 Pick Result MISSILE PHASE Look at the results of all of the D8's. Any roll of 7 or 8 will cause the destruction of 1 enemy die. MELEE PHASE Look at the results of all of the D6's. Any roll of 5 or 6 will cause the destruction of 1 enemy die. MORALE PHASE Both sides must keep tract of how many casualties they sustained each turn. The side that lost more units this turn must check morale. That player must look at all of his remaining dice and count up all of the rolls of "2" and "3". If this total is less than the number of casualties the player received this turn, the army routs. SAMPLE MONSTER TABLES DRAGON 1D6 Effect Notes 1 Fire breath Destroy 1D3 enemy dice in Missile Phase 2 Claws Destroy 1D3 enemy dice in Melee Phase 3 Fangs Destroy 1D3 enemy dice in Melee Phase 4 Tail Set 1D3 enemy dice to "1" 5 Wings Gain 1D3 Maneuver points. 6 Scales Negate the next 1D3 casualties inflicted by opponent. GIANT 1D10 Effect Notes 1-2 Throw Boulder Destroy 1D3 enemy dice in Missile Phase 3-4 Giant Club Destroy 1D3 enemy dice in Melee Phase 5-6 Stomp Destroy 1D3 enemy dice in Melee Phase 7-8 Long Legs Gain 1D3 Maneuver points. 9-0 Thick Hide Negate the next 1D3 casualties inflicted by opponent. MEDUSA 1D6 Effect Notes 1-4 Petrification Destroy 1D3 enemy dice in Missile Phase 5 Poison Destroy 1D3 enemy dice in Melee Phase 6 Magic Gain 1D3 Magic points. JUGGERNAUGHT 1D6 Effect Notes 1 Giant Ram Destroy 1D3 enemy dice in Melee Phase 2 Catapults Destroy 1D3 enemy dice in Missile Phase 3-4 Heavy Armor Negate the next 1D3 casualties inflicted by opponent. 5 Wheels Gain 1D3 Maneuver points 6 Crush Destroy 1D3 enemy dice in Melee Phase WARRIOR 1D8 Effect Notes 1 Charisma Gain 1D3 Tactics points. 2 Magic Item Gain 1D3 Magic points. 3 Rider Gain 1D3 Maneuver points. 4 Swordplay Destroy 1D3 enemy dice in Melee Phase 5 Bow Destroy 1D3 enemy dice in Missile Phase 6 Courage Morale total +1D6. 7 Shield Negate the next 1D3 casualties inflicted by opponent. 8 Strength Destroy 1D3 enemy dice in Melee Phase ROGUE 1D6 Effect Notes 1 Assassinate Kill one enemy unit of your choice 2 Backstab Destroy 1D3 enemy dice in Melee Phase 3 Daggers Destroy 1D3 enemy dice in Missile Phase 4 Sabotage Opponent loses 1D3 Tactics points 5 Stealth Negate the next 1D3 casualties inflicted by opponent. 6 Confuse Set 1D3 enemy dice to "1" ARCHMAGE 1D6 Effect Notes 1-4 Spell Roll once on the Spell effect table 5-6 Magiks Gain 1D3 Spell points UNICORN 1D6 Effect Notes 1 Teleport Gain 1D3 Maneuver points 2-3 Gallop Gain 1D3 Maneuver points 4 Horn Destroy 1D3 enemy dice in Melee Phase 5-6 Enchantment Gain 1D3 Spell points VAMPIRE 1D6 Effect Notes 1 Fly Gain 1D3 Maneuver points 2 Drain Kill 1 enemy unit in melee phase & gain 1 vampire unit 3 Claws Destroy 1D3 enemy dice in Melee Phase 4 Undead Negate the next 1D3 casualties 5 Fear Enemy Morale -1D6 6 Dark Powers Gain 1D3 Spell points ELF LORD 1D6 Effect Notes 1-2 Magery Gain 1D3 Spell points 3-4 Command Gain 1D3 Tactics points 5-6 Blades Destroy 1D3 enemy dice in Melee Phase 7-8 Bow Destroy 1D3 enemy dice in Missile Phase ORC CHIEFTAN 1D8 Effect Notes 1-2 Forced March Gain 1D3 Maneuver points 3-4 Command Gain 1D3 Tactics points 5-6 Battle Frenzy Destroy 1D3 enemy dice in Melee Phase 7-8 Shaman Gain 1D3 Spell points DWARF LORD 1D6 Effect Notes 1-2 Berserker Destroy 1D3 enemy dice in Melee Phase 3-4 Command Gain 1D3 Tactics points 5-6 Martyr Morale total +1D6 7-8 Mithril Armor Negate the next 1D3 casualties KNIGHT 1D6 Effect Notes 1-2 Equestrian Gain 1D3 Maneuver points 3-4 Command Gain 1D3 Tactics points 5-6 Sword & Lance Destroy 1D3 enemy dice in Melee Phase 7-8 Shield & Armor Negate the next 1D3 casualties BARBARIAN 1D6 Effect Notes 1-3 Berserker Rage Destroy 1D3 enemy dice in Melee Phase 4-6 Bravery Morale total +1D6 GAME DESIGNERS NOTES More 'Monster' types are certainly possible. You could do more than one monster type per army if you have 20 siders of different colors. EXPANSION RULES Battle Dice Additional Rules - Quests & Artifacts by Dave Sanborn WORD 2 DOCUMENT VERSION OF RULES by Dragyn looks really nice printed out. Click here for file






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