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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