Stormonu
NeoGrognard
Last night my copy of Wrath of Ashadarlon came in. While I was punching out the counters and such, my 10-year-old and 7-year-old were playing with the minis on the Caverns of Icewind Dale I'd gotten along with the game. Somewhere in that mix, I went and pulled out my gargantuan white (and at the request of my elder, the gargantuan black) - and they decided they wanted to have "a monster battle".
So, putting out the game mat, I made up simple rules for the game. They had a blast, and have asked to play it again today. I'm presenting it here for those who'd like to try something out for their "family group"
DRAGON KINGS
REQUIREMENTS
(D&D) Miniatures or Counters
Battlemat or game tiles
D6s or D20s (about 5 per player)
BASIC RULES
BOARD SET UP
Each side sets up a battlemat to represent their Dragon's "Kingdom". The battlemats must be connected in a way so there is at least two 3-square wide open spaces between the two boards.
ARMY SET UP
Each side decides how many "hit points" they want in their force (normally, each side should have the same number of hit points). Suggested size is 30 hp per side. Each side then picks troops based on the allowed hit points as follows:
Roll 2d6 or 1d20. Each side places their figures, alternating one by one, with the lowest roller placing first. The Dragon King must be placed at the rearmost portion of the player's battlemat. This is considered the Dragon King's "lair". The other troops can be placed anywhere on the player's own battlemat, but at least 7 spaces away from the opponent's battlemat.
PLAY TURN
MOVEMENT
The player that rolled highest in the last step takes the first turn. Each turn, each player can move up to 5 HP worth of creatures (starting HP worth, not current) up to 6 spaces. Difficult terrain (trees, mushroom patches, loose stone, etc.) takes an extra space of movement per square. A creature cannot move through walls or other solid objects. It cannot pass through areas too small for it to fit in or through. A player can choose to move a creature 0 spaces, so it can attack.
The Dragon King counts as a 5 HP monster for the purposes of movement. However, it can only move when enemy figures have entered its battlemat. If there are no enemy figures remaining on the player's battlemat, the Dragon King must move back its lair as soon as the player is allowed to move figures. A Dragon King cannot move onto an opposing player's battlemat.
COMBAT
After moving, a creature can attack (only creatures that moved, even if it was 0 spaces) can attack a creature it is adjacent to. A creature rolls a number of d6's (or d20's) equal to it's attack value. If it is rolling more than 1 die, it can choose to split the attacks against as many opponents as it wishes.
An attack hits, and deals 1 hit point of damage if the die comes up a 4 or higher on the d6 (an 11 or higher on d20). If the player's General has been removed from play, an attack only hits on a 5 or higher on a d6 (or 14+ on d20). If the target of the attack is reduced to 0 hp or less, it is removed from play.
RANGED ATTACKS
If a creature has a ranged attack (such as Dragons), instead of moving it can make an attack on one or more creatures within 6 squares. Like melee attacks, a creature rolls a number of d6's (or d20's) equal to it's attack value. A creature can attack one or more creatures, up to the number of dice it rolls to attack.
An attack hits and deals 1 damage on a roll of 4 or higher on d6 (or 11 or higher on d20). If the player's General is out of play, an attack only hits on a roll of 5 or higher on d6 (or 14+ or higher on d20).
END OF TURN
After a player has moved and resolved all attacks, it is the other player's turn.
WINNING
The player who destroys the opposing Dragon King, or all of the enemy Dragon King's troops wins the battle.
--------------------------------------------
OPTIONAL RULES
CREATURE SPECIAL ABILITIES
Based on the figure, you may give it one special ability. A special ability costs 1 hit point. Suggested abilities are listed below.
Comments? Additions?
PS: We never did get to play Wrath...
So, putting out the game mat, I made up simple rules for the game. They had a blast, and have asked to play it again today. I'm presenting it here for those who'd like to try something out for their "family group"

DRAGON KINGS
REQUIREMENTS
(D&D) Miniatures or Counters
Battlemat or game tiles
D6s or D20s (about 5 per player)
BASIC RULES
BOARD SET UP
Each side sets up a battlemat to represent their Dragon's "Kingdom". The battlemats must be connected in a way so there is at least two 3-square wide open spaces between the two boards.
ARMY SET UP
Each side decides how many "hit points" they want in their force (normally, each side should have the same number of hit points). Suggested size is 30 hp per side. Each side then picks troops based on the allowed hit points as follows:
- Dragon King (3X3 base or larger) - one required, one maximum. 7 HP/7 Attack
- General (2X2 base) - one required, no more than one per 10 troops. 3 HP/3 Attack. A general on a 3X3 base has 5 HP/5 Attack.
- Huge Monster (3X3 base) - 3 HP/3 Attack
- Mature Dragon Offspring (2X2 base) - no more than one. 5 HP/5 Attack
- Large Monster (2X2 base) - 2 HP/2 Attack
- Dragon Young (1X1 base) - no more than three. 3 HP/3 Attack
- Medium/small Monster (1X1 base) - 1 HP/1 Attack
Roll 2d6 or 1d20. Each side places their figures, alternating one by one, with the lowest roller placing first. The Dragon King must be placed at the rearmost portion of the player's battlemat. This is considered the Dragon King's "lair". The other troops can be placed anywhere on the player's own battlemat, but at least 7 spaces away from the opponent's battlemat.
PLAY TURN
MOVEMENT
The player that rolled highest in the last step takes the first turn. Each turn, each player can move up to 5 HP worth of creatures (starting HP worth, not current) up to 6 spaces. Difficult terrain (trees, mushroom patches, loose stone, etc.) takes an extra space of movement per square. A creature cannot move through walls or other solid objects. It cannot pass through areas too small for it to fit in or through. A player can choose to move a creature 0 spaces, so it can attack.
The Dragon King counts as a 5 HP monster for the purposes of movement. However, it can only move when enemy figures have entered its battlemat. If there are no enemy figures remaining on the player's battlemat, the Dragon King must move back its lair as soon as the player is allowed to move figures. A Dragon King cannot move onto an opposing player's battlemat.
COMBAT
After moving, a creature can attack (only creatures that moved, even if it was 0 spaces) can attack a creature it is adjacent to. A creature rolls a number of d6's (or d20's) equal to it's attack value. If it is rolling more than 1 die, it can choose to split the attacks against as many opponents as it wishes.
An attack hits, and deals 1 hit point of damage if the die comes up a 4 or higher on the d6 (an 11 or higher on d20). If the player's General has been removed from play, an attack only hits on a 5 or higher on a d6 (or 14+ on d20). If the target of the attack is reduced to 0 hp or less, it is removed from play.
RANGED ATTACKS
If a creature has a ranged attack (such as Dragons), instead of moving it can make an attack on one or more creatures within 6 squares. Like melee attacks, a creature rolls a number of d6's (or d20's) equal to it's attack value. A creature can attack one or more creatures, up to the number of dice it rolls to attack.
An attack hits and deals 1 damage on a roll of 4 or higher on d6 (or 11 or higher on d20). If the player's General is out of play, an attack only hits on a roll of 5 or higher on d6 (or 14+ or higher on d20).
END OF TURN
After a player has moved and resolved all attacks, it is the other player's turn.
WINNING
The player who destroys the opposing Dragon King, or all of the enemy Dragon King's troops wins the battle.
--------------------------------------------
OPTIONAL RULES
CREATURE SPECIAL ABILITIES
Based on the figure, you may give it one special ability. A special ability costs 1 hit point. Suggested abilities are listed below.
- GHOST - Creature can pass through solid objects (but not other creatures)
- BURROWER - When on its own battlemat, instead of moving normally, the creature can move to any other spot on its own battlemat (but cannot end in a wall or other solid object)
- UNDEAD - When reduced to 0 hit points or less, roll a die. On a 6, it returns with full hit points on a spot on your battlemat. This spot must show a group of bones or a dead body.
- FLYER - The creature ignores difficult terrain costs.
- HEAVY ARMOR* - The creature is only hit on a roll of 5-6 on d6 (or 14-20 on d20). If the enemy General has been vanquished, it is only hit on a 6 on d6 (17-20 on d20).
- SUPER ATTACK* - The creature hits on a 3-6 on d6 (8-20 on d20). If the player's General has been vanquished or the target has Heavy Armor, it only hits on a 4-6 on d6 (11-20 on d20). If the player's General has been vanquished AND the target has Heavy Armor, it is only hit on a 5-6 on d6 (14-20 on d20).
- FREEZE* - An opponent's creature targeted by this attack has it's move reduced to 0 for one turn (this occurs whether the creature is hit or not). This can be used to represent ice, paralysis, stun or the like
- CONTINUOUS DAMAGE* - An opponent's creature targeted by this attack must roll next round to see if takes additional damage (use the same # of dice as the original attack, occurs whether the creature is hit or not). This can be used to represent burning, poison or similar effects
- BLAST - This a ranged attack used generally by wizards. Choose a 3X3 square within 6 spaces. All enemy creatures in the area suffer a 1d6 (or 1d20) attack.
- LONG RANGE* - The creature can make a ranged attack up to 9 squares away.
- REGENERATE - Instead of attacking, the creature rolls 1d6 (or 1d20). On a roll of 5-6 (or 14+ on 1d20), the target regains 1 hit point. Cannot be taken by a creature with 1 starting hit point.
- HEAL OTHER - Usually used by clerics. Instead of attacking, the monster touches an adjacent friendly creature and rolls 1d6 (or 1d20). On a roll of 6 (or 17+ on 1d20), the target regains 1 hit point.
- FAST - The creature moves 9 spaces instead of 6
Comments? Additions?
PS: We never did get to play Wrath...
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