games:card:dragonrules
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— | games:card:dragonrules [2013/03/19 18:14] (current) – created - external edit 127.0.0.1 | ||
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+ | ======Rules====== | ||
+ | |||
+ | ====Turn Sequence==== | ||
+ | - Fire and acid damage from a previous breath weapon attack occur with 1 less damage card being drawn. | ||
+ | * This continues for 3 turns from the initial attack, or until there are no cards meant to be drawn. | ||
+ | * Dragons aren't flammable - and do not get ongoing fire damage. | ||
+ | - Play a facing card for each rifleman unit facedown. | ||
+ | * Rifleman facing cards are only turned over when they fire. They remain face-up for the remainder of the turn. | ||
+ | - Play three cards from your manoeuvre deck facedown - one of these card may hide a speed burst card if you have one. | ||
+ | - For each of the three rounds in the turn:- | ||
+ | - Turn over the first manoeuvre card - movement occurs simultaneously | ||
+ | * In cases of conflict, draw a random damage card to determine whose dragon moves first. | ||
+ | | ||
+ | * The dragon may not target dragons that overlap it, that are at a higher elevation level or that are more than 1 level of elevation away. | ||
+ | * Dragons with Divine Wind may target a dragon 1 level above them. | ||
+ | | ||
+ | * Riflemen may not shoot at targets that overlap the dragon they are riding on. | ||
+ | * Riflemen may fire each round. | ||
+ | | ||
+ | | ||
+ | =====Manoeuvre Decks===== | ||
+ | Each player receives a deck appropriate for their dragon. | ||
+ | |||
+ | Hover cards are played as normal when deciding on moves for the 3 rounds. | ||
+ | |||
+ | Speed burst cards are played on top of a normal card. When turned over, it repeats whatever card it was played on giving the dragon an effective fourth round of movement. | ||
+ | =====Steep Manoeuvres===== | ||
+ | Some dragon choices and being hit with the water breath weapon or a melee attack will cause a dragon to have an unplanned steep manoeuvre. | ||
+ | =====Breath Weapons===== | ||
+ | Any dragon that has a breath weapon - fire, acid, water, sonic or poison may breath once per turn only. A dragon may breathe on any of the three rounds in a turn, but a dragon cannot breathe on consecutive rounds (ie round 3 of the previous turn and round 1 of this turn) - there must be at least 1 round separating breaths. | ||
+ | The arc of fire for a breath weapon is 90 degrees to the front without penalty. | ||
+ | |||
+ | A dragon may also breathe out to the sides for a coverage of 270 degrees, but if they do so it counts as a steep manoeuvre and the damage is less severe because of the angle of their neck. | ||
+ | |||
+ | Only the Divine Wind (sonic) attack may be used on targets at a level above the dragon. | ||
+ | |||
+ | If there is one level distance, remove 1 card from the amount of damage done. | ||
+ | |||
+ | No dragon may hit a target that is two levels away. | ||
+ | |||
+ | Also - unlike machine guns on planes and riflemen, a breath weapon effects all targets along its targetting ruler. | ||
+ | ===Number of damage cards drawn=== | ||
+ | < | ||
+ | < | ||
+ | < | ||
+ | < | ||
+ | < | ||
+ | < | ||
+ | </ | ||
+ | =====Riflemen===== | ||
+ | Non-courier dragons have sufficient crew to fire rifles at passing dragons. | ||
+ | |||
+ | Riflemen may fire each round in a turn. | ||
+ | |||
+ | Light weight dragons have 1 unit, Middle have 2 and Heavy weight dragons have 3 units of riflemen. | ||
+ | |||
+ | Each turn the captain decides which side each unit of riflemen will be facing. | ||
+ | |||
+ | Riflemen may not shoot at targets that overlap the dragon they are riding on. | ||
+ | |||
+ | Riflemen may not shoot at targets that are at short range and one or more levels below them - the dragon is in the way. | ||
+ | * Optional rule - Riflemen may be placed below the dragon, making 8 sides for them to be placed. | ||
+ | A riflemen unit draws 2 damage cards at short range and 1 at long range. | ||
+ | =====Melee Combat===== | ||
+ | If a dragon on the same level as its target, has the same amount of climb counters and moves into that target' | ||
+ | |||
+ | Light weight dragons draw 1 card, Middle draw 2 and Heavy weight dragons draw 3 melee damage cards. | ||
+ | If the dragon has a tail weapon, then each card does 1 extra damage. | ||
+ | =====Boarding===== | ||
+ | If the conditions for melee combat are met, but the player decides not to make an attack with their dragon - or if the moving dragon overlaps the other dragon with a side other than its front arc, the player may initiate a boarding action. | ||
+ | |||
+ | Each player draws a rifleman damage card for each of their rifleman units - ignore special damages. | ||
+ | * Optional rule - If riflemen are in the rigging below a dragon, they cannot help in a boarding action. | ||
+ | The player with the highest card wins and 1 unit of riflemen is removed from the loser' | ||
+ | Dragons that have a spiked spine are harder to capture. | ||
+ | |||
+ | While boarding actions take place, both dragons must play straight manoeuvres and remain parallel to each other (rotate the dragons until they are parallel). | ||
+ | The attacking dragon may discontinue the boarding action at any time by declaring it ended - moves continue as normal after that time. | ||
+ | |||
+ | The defending dragon may only discontinue if they have a dive card played. | ||
+ | |||
games/card/dragonrules.txt · Last modified: 2013/03/19 18:14 by 127.0.0.1