Fantasy Dice Battles - General game info
Fantasy Dice Battles
2 players, 30-60 minutes, 8 years and older
AuthorAitor (ArkTheLad)
IllustratorAitor (ArkTheLad)
Online since 2014-07-31
Developed byAitor (ArkTheLad)
Boardgamegeek158947
Fantasy Dice Battles - Rules

Fantasy Dice Battles on Yucata.de

Changes with regard to the real game

  • To speed up the game and to allow asynchronous play, both players send reinforcments without seeing the reinforcments sent by opponent until he has sent own.
  • Defeated units are sent automatically to fleeing units zones (level 1 units are sent first)

Changes on version 2.0

  • In order to be able to regroup units on Idle Battalions or regrouping orders there must be some unit token equal to the played card on any of the player's battalions or on reinforcements zone. If all unit tokens matching the played card left the board or are fleeing, the regrouping is cancelled.

  • The following Powers have changed:
Odin Tile GOBLINS FRENZY: Add one die for each player's goblin or serpent children unit (not archers) on the batallion the card was played, reinforcements or fleeing units zones.
Odin Tile HEAL: Remove one wound or poison die from each unit on the battalion.
Odin Tile GLOBAL HEAL: Remove all wound or poison dice from each unit on the battalion.

  • Several units from version 1.0 have changed. For a comprehensive list of new units and powers check the end of the rules.

INTRODUCTION

The fog rises over the battlefield and the enemy troops are revealed at the other side. Your men start to move nervously anticipating the fight and then your hand rises giving to your troops the Order to attack.


The dice are rolled, the battle has begun.


OBJECTIVE

Fantasy Dice Battles is a customizable boardgame where each player commands an army in a fierce battle against opponent.

Armies are composed of three battalions of five units and a Hero. The objective of the game is to defeat the opponent's heroes, but first the player needs to defeat the units protecting the heroes.

On each round the players place face down an Order Card on each battalion, trying anticipate the card placed by opponent on his battalion (if the player thinks the opponent is going to place a cavalry card he can place a halberds card to counter the cavalry).

The Order Cards allow the players rolling attack dice that will be assigned to opponent's units as wounds, when units have a certain number of wounds flee from the battalion. The player must manage his Units Fleeing, regrouping them before they leave the battlefield.

The game can be played with predefined armies or the players can customize their own armies as explained at the end of the rules.

COMPONENTS

Board
Board
Rulebook
Several dice on three colours

FOR EACH FACTION:

Odin Tile       Odin Tile
41 unit tiles
Odin Tile
Goblin unit
x 4
Thor Tile
Warrior unit
x 4
Troll Tile
Wolf unit
x 2
Dragon Tile
Hero unit
x 1
Dragon Tile

41 Order Cards
Hel Tile
Goblin Card
x 4
Hel Tile
Orc Card
x 4
Hel Tile
Wolf Card
x 2
Hel Tile
Hero Card
x 1
Dragon Tile

UNIT TILES AND ORDER CARDS BREAKDOWN



Odin Tile

Unit Tiles represent the player's troops and are placed on the battalion spaces:

  • Picture: Picture of the unit.

  • Positions: Battalion's positions where the unit tile can be placed (shown in white colour).

  • Morale: Wounds assigned to an unit are placed over its Morale Squares, when all morale squares are covered by wounds the unit flees from the battalion.

  • Armour: Protects the unit from attack dice.


Order Cards represent the "attacking orders" that the player gives to his battalions, they can be used also as "regrouping orders" when played in some places:

  • Picture: Order Cards played on a battallion can be activated if there is at least one Unit Tile on that battalion with the same picture as the card played.

  • Attack: Number and colour of the dice to be rolled on the attacks. There are three types of attack:

  • Class: Represents the class of the attacking units. Defensive Powers work only versus opponent's cards with an specific class.

  • Powers: Some cards have special abilities that are activated when the Order Card is played on an active battalion. There are three kinds of Powers:

  • Odin TileOFFENSIVE
    Adds Attack Dice to player's card.
    Odin TileDEFENSIVE
    Removes Attack Dice from opponent's card.
    Odin TileSUPPORT
    hHeals units, modify rules, ...

  • Regrouped Units: Picture of the units that are moved to Reinforcements when the card is used for regrouping (on Regrouping Orders or on a victorius battalion).

  • Level: The colour of the top-left icon indicates the level of the card, this is used only when players customize their armies.
POSITIONS

FRONT ROW
SECOND ROW
HERO
ARMOURS

NORMAL
Blocks yellow and green dice.
GOLDEN
Blocks all dice colours.
ATTACKS

NORMAL
POISONED
CRUSHING
CLASSES

INFANTRY
CAVALRY
PROJECTILES
SPECIAL
LEVELS

Odin TileLEVEL 1
Odin TileLEVEL 2
Odin TileLEVEL 3
Odin TileHERO

THE PLAYING AREA


Board
Board Example
Battalion breakdown.

On each player area there are three places for his battalions (first, second and third battalions), each battalion is composed of six spaces to place the Unit Tiles in an inverted triangle shape with the hero on the bottom as shown on the figure.

The Opponent's battalions are placed in front of player's ones so each battalion fights only with the battalion in front of it.

Next to each battalion there is an space for the Battalion Orders where the player place the Order Card that he wants to play on that battalion.

On the right side of the battalions there are three spaces for the Fleeing Units where the player places the unit tiles removed from his battalions. And another three spaces for the Reinforcement, where the player places the units tiles that can be sent to his battalions.

Between both zones there is an space for the Regrouping Order where the player can place an Order Card so he can move unit tiles from Units Fleeing to Reinforcements.

On the left side of the battalions there are two spaces for the Deck Pile and the Discard Pile.

SET UP STAGE

First the player must choose a predefined army or customize his own army as explained at the end of the rules, then he takes Unit Tiles and places them on his Battalions and Reinforcements spaces as shown on his army sheet.

For each placed Unit Tile the player takes also its Order Card, then he shuffles all the cards together and places them on the Deck Pile.

Each player draws seven cards from his deck pile and the game can start.

BATTALIONS SET UP EXAMPLE

Board

GAME SEQUENCE

The game is played on several rounds until a player defeats two enemy Heroes. Each round has several steps::

  • Step 1: Place Order Cards face down.
  • Step 2: Send Reinforcements.
  • Step 3: Turn over Order Cards and activate them.
  • Step 4: Roll attack dice and assign wounds.
  • Step 5: Check defeated units.
  • Step 6: Discard played cards and draw until seven.

STEP 1: PLACE ORDER CARDS FACE DOWN

At the same time, players place face down one Order Card from their hands on each Battalion Order space of their battalions.

It's mandatory to place Order Cards on the battalions where the player's hero and the opponent's hero are still on the board.

It's optional on battalions where the player's hero or the opponent's hero have been defeated. Players can do it in order to discard an Order Card and draw a new one (at the end of the round) or regroup idle units from battalions who have defeated the opponent's hero

In addition, players have the option to play an Order Card on the Regrouping Orders, this allows them to regroup his Units Fleeing.

A player who has finished placing his cards he must say “READY”. When both players have finished the game continues on next step.

Board Example
The player places two Order Cards face down on the first and the third battalion and none on the second battalion because his hero has been defeated and doesn't want to discard any card, additionaly he decides to play another card on Regrouping Order.

STEP 2: SEND REINFORCEMENTS

Along the game the units on the battalions flee leaving empty spaces that allows the opponent to attack the units behind.

If a player has some Unit Tiles on his Reinforcements, he can move them to those empty spaces following next rules:

  • Only one Unit Tile can be moved to each battalion.
  • An Unit Tile can only be move to the positions shown on its top-left corner.

The last player to say "READY" on previous step sends his Reinforcements first. This gives the other player the advantage of seeing the opponent's reinforcements before sending his own.

Board Example
The player wants to send reinforcements to the empty spaces on both battalions, but he can only send one unit to the first battalion because the empty position on the second battalion is not legal for the Elite Warriors.
(They can only be placed on the second row or on the center position of the first row)

STEP 3: TURN OVER ORDER CARDS AND ACTIVATE THEM

Players turn over their played Order Cards simultaneously. When a player turns over a card he must check if the card can be activated, any card that cannot be activated must be sent to the Discard Pile. Card Activation follows next rules:

  • On active battalions (both heroes still on the board), the cards can be activated if there are at least one Unit Tile on the battalion with the same picture than the card. If the card played was a Hero, the player can check on the adjacent battalions too. When the card is activated allows the player to roll Attack Dice or heal his units as explained on "Activating cards on active battalions".

  • On idle battalions (opponent's hero has been defeated), the card can be activated only if it is a Hero Order Card. When the card is activated allows the player to regroup units on that battalion as explained on "Regrouping idle units".

  • On defeated battalions (player's hero has been defeated), the cards cannot be activated and are sent to the Discard Pile.

  • On regrouping orders, the card always can be activated. When the card is activated allows the player to regroup the fleeing units as explained on "Regrouping fleeing units".

After checking the cards that can be activated (and discard the other cards), the players must activate each card as explained on next sections.

Board Example
"Swordmen Card" can be activated because there are two Swordmen Unit Tiles on the battalion.

"Horsemen Hero Card" can be activated too, there isn't any Horsemen Hero Unit Tiles on the battalion but as it's a Hero card he checks on adjacent battalions too and the Horsemen Hero Tile is on the third battalion.

"Horsemen Card" cannot be activated and must be send to the Discard Pile because there isn't any Horsemen Unit Tiles on the battalion.
Activating cards on active battalions:

When an Order Card is activated on an active battalion, the player places on the card the Attack Dice to roll on the attack and then activates the card's Suport Powers.

The dice to be placed on the card must be of the colour shown on the card's Attack (top-right corner). Players don't place any dice on cards without attack. The number of dice to be placed is calculated as follows:

  • Add as many dice as the number shown on the Attack of the card.

  • If there are more than one unit on the battalion matching the card played, add one more die.

  • If player's card has an Offensive Power and its activation condition is fulfilled (see powers description), add as many dice as shown on bottom of the Power or as explained on the powers description.

  • If opponent's card (on opposite battalion) has a Defensive Power and the Class of player's card matches some of the classes shown inside, remove as many dice as shown on bottom of the Power.

After calculate the number of dice, the player activates the Support Powers on his card as explained on Powers Descriptions. Those special powers have several effects as heal units, nullify opponent's powers or modify some rules.

Board Example
The Empire's player activates a Catapult card (there is a catapult tile on the battalion):

The places first the 3 red dice shown on the card.

The Fear Power on Catapult card allows the player to place one more die.

Catapult card ends with 4 red dice to be rolled.









The Orcs' player activates an Orc Warriors card (there are two orc warriors unit tiles on the battalion):

The player places first the 2 yellow dice shown on the card.

As there are two orc warrior units on the battalion the player adds an additional die.

The Goblin Support Power allows the player to add one more die because there is a goblin unit on the battalion too.

At last the player checks the defensive Powers of opponent's card. The catapult defensive Power remove one die from infantry and cavalry cards. So the player removes one of the dice placed because the Orc Warriors card is an infantry card.

Orc Warriors card ends with 3 yellow dice to be rolled.
Powers Descriptions:
OFFENSIVE POWERS:

Odin Tile FEAR: Add one die if the opponent's Card doesn’t have the "NO FEAR" Power.
Odin Tile GOBLIN SUPPORT: Add one die if there is some goblin unit (not archers) on the player's battalion.
Odin Tile GOBLINS FRENZY: Add one die for each player's goblin unit (not archers) on the board (battalions, reinforcements or fleeing units zones).
DEFENSIVE POWERS:
Odin Tile Opponent rolls two less dice if his card class is INFANTRY or CAVALRY.
Odin Tile Opponent rolls two less dice if his card class is CAVALRY.
Odin Tile Opponent rolls one less die no matter his card class.
SUPPORT POWERS:
Odin Tile HEAL: Remove one wound die (placed over a morale square) from all units on the battalion.
Odin Tile ANTIDOTE: Remove the poison dice (only dice that haven't been placed on a morale square yet) from all units on the battalion.
Odin Tile GLOBAL HEAL: Remove all wound dice (placed over a morale square) from all units on the battalion.
Odin Tile PRECISION: Ignore the arrows printed on empty spaces on battalions when assigning the dice.
Odin Tile NO FEAR: Cancels fear Power on opponent's card.
Regrouping fleeing units:
Board Example
Swordmen Card allows the player to move one fleeing Swordmen Unit Tile to Reinforcements

Board Example
Healers Card allows the player to move a Swordmen Unit Tile and a Halberds Unit Tile to Reinforcements

If the player plays an Order Card on Regrouping Orders, he can regroup the fleeing units.

For each Regrouped Unit shown on the bottom of played Order Card, the player moves one unit on Fleeing Units zone (with the same picture) to the Reinforcements zone.

If there is no empty space on Reinforcements zone, the regrouping is cancelled.

Regrouping idle units:
Board Example
Swordmen Hero Card allows the player to move one Swordmen Unit Tile from the battalion to Reinforcements.

When a battalion has defeated to opponent’s hero, the victorious units remain on the battalion (they are chasing fleeing enemy troops) but the player can play on that battalion a Hero Order Card to regrouping those units.

Only Hero Order Cards can be used, the other cards are discarded without any effect.

For each Regrouped Unit shown on the bottom of played Order Card, the player moves one unit on the battalion (with the same picture) to the Reinforcements zone.

If there is no empty space on Reinforcements zone, the regrouping is cancelled.

STEP 4: ROLL ATTACK DICE AND ASSIGN WOUNDS.

Board Example Apply poison:

Before roll any dice, the players must move all Poison dice (not placed yet over a morale square) on his units tiles to an empty Morale Square.







As shown on the example, the green dice (Poison) over the Militia and Harlberds Unit Tiles must be moved to an empty Morale Square.

Players roll together all the Attack Dice that were placed over each of their Order Cards (one card each time).

After rolling the dice, the player must assign them to the opponent's Unit Tiles on opposite battalion. The six possible die results are shown on the board between the battalions of both players. Each Attack Die is assigned to the Front Row opponent's Unit Tile in front of the matching printed die result.

If there isn't a Front Row unit in front of the printed die (because the unit was defeated) the Attack Die is assigned to the unit behind (on Second Row) unless there is an arrow printed on the empty position in front of the matching printed die. If there is an arrow and there is also an unit on the position where the arrow is pointing, the die is assigned to that unit instead.

If the die must be assigned to an Unit Tile on the Second Row and there isn't anyone, the die is assigned to the Hero.

Board Example
1's and 2's will be assigned to left swordmen.
3's and 4's will be assigned to center knight.
5's and 6's will be assigned to right swordmen.
Board Example
1's will be assigned to Shaman Hero.
2's, 3's, 4's and 5's will be assigned to center goblin.
6's will be assigned to shaman on Second Row.
Odin Tile

NOTE: Precision Power on Order Cards allows the player to ignore the printed arrows on the battalion where the card was played.

When an Attack Die is assigned to an Unit Tile, the die is placed over a Morale Square of that unit as a Wound.

Some units have an Armour that can protect them from one Attack Dice each round (but not for all dice colours). The die blocked by the unit's armour is placed over the armour symbol of the unit and must follows next rules:

  • Normal Armour versus Normal Dice (yellow) blocks the first Attack Die.

  • Normal Armour versus Poisoned Dice (green) blocks the second Attack Die.

  • Golden Armour versus all Dice Colours blocks the first Attack Die.

Poisoned Dice (green) work a little different, the first die to be placed over a Morale Square (after checking Armour) is placed instead on the center of the Unit Tile as Poison. The Poison remains over the unit until the next round and then they are moved over Morale Squares (as explained at the beginning of this step). An Unit Tile can only have one die as Poison, the next dice assigned to the unit are placed over Morale Squares.

Board Example
NORMAL ATTACKS (YELLOW)

On the left, all three yellow dice are placed over Morale Squares as wounds because the Unit Tile doesn't have any Armour.

On the right, Normal Armour blocks the first yellow die but second die is placed over a Morale Square as a wound.





Board Example
POISONED ATTACKS (GREEN)

On the left, the first green die is placed on the center of the Unit as Poison, remaining dice are placed over Morale Squares as wounds.

On the right, the first green die is placed also on the center of the Unit as Poison, but the Normal Armour blocks the second green die. Third die is placed over a Morale Square as a wound.

If the Unit has Golden Armour instead of Normal, the first die is blocked and second die is placed as Poison.

Board Example
CRUSHING ATTACKS (RED)

On the left, both red dice are placed over Morale Squares as wounds because the Normal Armour doesn't protect the Unit from red dice.

On the right, Golden Armour blocks the first red die but second die is placed over a Morale Square as a wound.





STEP 5: CHECK DEFEATED UNITS

At the beginning of this step players must remove all dice placed over the units' Armour symbols.

Then players must check the units on their battalions (checking the Hero on last place). Any unit without an empty Morale Square flees from the battalion following the next rules:

  • If the unit has 3 or less wounds (adding Poison die) moves to the Units Fleeing zone.

  • If the units has 4 or more wounds (adding Poison die) is removed from the game (the unit has been annihilated).

  • Hero Unit Tiles are always removed from the game and remaining Units on their battalions move to the Units Fleeing zone.

  • When there is only one active battalion (both heroes still on the board) all units without empty Morale Squares are removed from the game no matter the number of wounds.

When an Unit moves to the Units Fleeing zone pushes the units already on that zone one space to the right. Any units pushed behind the third position flees from the battlefield and it's removed from the game.

Board Example
The Oak Warrior Unit Tile on the battalion has all its Morale Squares covered by wounds so it is sent to the first position of the Fleeing Units Zone, pushing all Units on that zone one position to the right.

The goblin on the last position is pushed out of the Fleeing Units zone and it is removed from the game.

STEP 6: DISCARD PLAYED CARDS AND DRAW UNTIL SEVEN

All played cards are sent to the Discard pile of each player and they draw cards from the Order Deck until have a hand of seven cards. If the Order Deck get exhausted the Discard pile is shuffled and placed as a new Order Deck.

Then a new round starts for both players at STEP 1.

END OF THE GAME

If any player loss two or more Heroes the game ends, and the player with more remaining Heroes is the winner.

If both player have the same number of active Heroes at the end of the game it’s a tie.

CUSTOMIZING PLAYER'S ARMY

EXAMPLE
Odin Tile
2 Militia units (lv.1)
2 Points
Odin Tile
4 Swordmen units (lv.2)
8 Points
Odin Tile
2 Horsemen units (lv.2)
4 Points
Odin Tile
2 Knights units (lv.3)
8 Points
Odin Tile
2 Catapult units (lv.2)
4 Points
Odin Tile
4 Archer units (lv.1)
4 Points

TOTAL POINTS: 2 + 8 + 4 + 8 + 4 + 4 = 30 Points

Odin Tile
Swordman Hero
Odin Tile
Horseman Hero
Odin Tile
Archer Hero

First players must to choose the faction of his army, both player can choose the same faction as far as both have a copy of the game.

Each player gets 30 points to expend on non-hero units from his faction, the cost of each unit are:

Odin TileBROZE: 1 point
Odin TileSILVER: 2 points
Odin TileGOLD: 4 points
Odin TileHERO: free

Players must get between 15 and 19 normal units and so all battalions get fulfilled. For each unit the players got its Order Card too.

The players place those units face down on first and second rows of each battalion. Remaining units are placed on the Reinforces zone. Then the players choose a Hero for each battalion and place its unit tile face down and take its Order Card (heroes cost zero points). When both players have placed all units, they turn them up revealing his army. An alternative to place the units face down is use a player screens to hide deployments.

Then all the cards are shuffled together, placed on the Order Deck and then each player draw seven cards.

FACTIONS BREAKDOWN v 1.0



Odin Tile


x 4


x 4


x 4


x 4


x 2


x 2



x 4


x 4


x 4


x 4



x 1


x 1


x 1


x 1


x 1


Odin Tile


x 4


x 4


x 4


x 4


x 2


x 2



x 4


x 4


x 4


x 4



x 1


x 1


x 1


x 1


x 1

FACTIONS BREAKDOWN v 2.0



Odin Tile


x 4


x 4


x 4


x 4


x 2


x 2



x 4


x 4


x 4


x 4


x 4


x 4



x 1


x 1


x 1


x 1


x 1


x 1


Odin Tile


x 4


x 4


x 4


x 4


x 2


x 2



x 4


x 4


x 4


x 4


x 4


x 4



x 1


x 1


x 1


x 1


x 1


x 1

UNITS POWERS v 2.0

OFFENSIVE POWERS:

Odin Tile FEAR: Add one die if the opponent's Card doesn’t have the "NO FEAR" Power.
Odin Tile GOBLIN SUPPORT: Add one die if there is some goblin unit (not archers) on the batallion the card was played.
Odin Tile GOBLINS FRENZY: Add one die for each player's goblin or serpent children unit (not archers) on the batallion the card was played, reinforcements or fleeing units zones.
Odin Tile WARRIORS SUPPORT: Add one die if there is some orc warrior unit on the batallion the card was played.
Odin Tile FORMATION: Add one die if there are two halberd units on adjacent squares on the batallion the card was played.
Odin Tile SPIDERS FRENZY: Add one die for each player's spider unit on the batallion the card was played, reinforcements or fleeing units zones.
DEFENSIVE POWERS:
Odin Tile Opponent rolls two less dice if his card class is CAVALRY.
Odin Tile Opponent rolls one less die no matter his card class.
SUPPORT POWERS:
Odin Tile HEAL: Remove one wound or poison die from each unit on the battalion.
Odin Tile GLOBAL HEAL: Remove all wound or poison dice from each unit on the battalion.
Odin Tile PRECISION: Ignore the arrows printed on empty spaces on battalions when assigning the dice.
Odin Tile NO FEAR: Cancels fear Power on opponent's card.
Odin Tile KILLING BLOW: Opponent's defeated units on oposite battalion are removed from the game instead fleeing.
Odin Tile SNEAK: When dice are assigned, ignore units on front row and assign them directly to units on second row or the hero.
Odin Tile REPAIR: Remove one wound or poison die from each Palisade Unit on the battalion.
 
Privacy statement | Editorial | FAQ YST: 00:00:00 |
 
deutsch english