Professional Documents
Culture Documents
Video instruction
Introduction
Dive into a fascinating world, where the strug- Game Concept Game Contents
gle of power and crafty strategies will lead you DiceWar – Light of Dragons is the core game of 1 Rulebook
and your opponent to epic battles to decide the series. Tribes of all editions can be combined 6 Creature Cards
the reign over the Warlands. Both players will for more variety and refreshing gameplay. Every 1 Overview Card
take command of one of the tribes and use their tribe consists of 6 diverse creatures with distincti- 1 Location Card
abilities to bring their opponent to his knees. ve abilities and different Power Levels. 3 Location Tiles
Tactical decisions and strategic planning will 15 Red Creature Dice
ensure your victory in battle. Winning Condition 15 Black Creature Dice
By defeating opposing creatures, you gain Victo- 2 Red Indicator Dice
ry Points equal to their Power Level. The player 2 Black Indicator Dice
to first collect 10 Victory Points wins the game. 1 Gameboard
G ame M aterial
Dice Indicator Dice Gameboard
Included are 2 sets of 15 dice each (red and The Indicator Dice are placed at position 0 on the Each side of the gameboard consists of 7 areas:
black). They are all identical and depict the cre- Victory Points Bar and Trigger Points Bar. They Reserve, Warlands, Supply Zone, Exile, Field
atures of a tribe. Depending on their position on are used to depict gained Victory Points ( ) and Bonus, as well as the Bars for Victory Points ( )
the gameboard, they are referred to as Reserve available Trigger Points ( ). and Trigger Points ( ).
Dice, Creature Dice or Dice in Exile.
Field Bonus
Power Level
Dice
Exile Reserve
(area for Dice (area for
in Exile) Reserve Dice)
2
C reatures
Dice Symbols
Creature Dice depict all available Creatures with
their respective symbol and Power Level. Clarifi-
cations are on the Creature Cards. 6 5 4 3 2 1
Hint: We recommend to keep the Creature Cards Exception:
close at hand during the first few games. Additionally, Creatures with Power
Level 3 defeat Creatures with
Power Hierarchy Power Level 6.
A Creature with a higher Power Level defeats all
the Creatures with lower Power Level.
C reature - & Dice Symbol Creature Name Explanation Location Location Tile
Creature
L ocation C ards
Creatures Cards
Creature Cards (Figure 1) provide information
about the Creatures depicted on the dice. They
tell their background stories, positions in the
Power Hierarchy and their special abilities.
Location Cards
Location Cards (Figure 2) provide new game
variations. Their use is optional and recommen-
ded for advanced players.
Fig. 1 Fig. 2
Standard Actions
Story Power Hierarchy & Specialities Story Position
4
G ameplay
Preparation Phase Setup Phase War Phase
1. The players put the gameboard between them. The starting player puts any number of dice in his 1. The starting player opens the game by perfor-
They should leave enough space for additional Supply Zone until it consists of Creatures with ming 1 Standard Action.
game material around it. a total Power Level of 10. Then, the opposing
player sets his starting lineup. 2. After this, the players perform alternately
2. Each player chooses one tribe (one set of dice). 1 Standard Action per turn.
Example:
3. All 15 Creature Dice are placed into the Reser- Player 1 sets a Creature of Power Level 4 and one with 3. The player to obtain 10 first, wins the game.
ve on the right side of the gameboard. Power Level 6. With a combined Power Level of 10,
Player 1 finishes the Setup Phase.
4. The Indicator Dice are placed on position 0 on
the - and - Bars. After that, Player 2 sets Creatures with Power Levels
of 2, 3 and 5 respectively. Their combined Power Level
5. Roll a dice each to determine who starts. The is 10 and Player 2 finishes the Setup Phase.
higher number starts (reroll when tied).
5
G lossary
= Victory Points
= Trigger Points
ADJACENT
The horizontal and vertical neighboring fields.
= Opposing Creature
DIAGONAL
= Immune against opposing Spells
The diagonal neighboring fields.
OPPOSING CREATURES
All Creatures under your opponent’s command in
the Warlands.
SURROUNDING
YOUR OWN CREATURES
The horizontal, vertical and diagonal neighboring
All Creatures under your command in the War-
fields.
lands.
FRIENDLY CREATURES
All your own Creatures except the chosen one are
considered friendly.
Opponent Zone
VIRTUAL VICTORY POINTS +3
Virtual are counted the same way as gained
+2
in combat. However, they are not displayed
on the - Bar. +1
+1
+2
+3
Your Zone
6
A cknowledgment Suncoregames
Frutigenstrasse 68b
CH-3604 Thun
We are deeply grateful to all our test players, www.suncoregames.ch
proofreaders and other helpers for their amazing
support.
7
Bujar Haskaj & Adrian Bolla