Table of Contents

This section introduces advanced dice and rules for Dragon Dice®. All items in this section should be considered optional and all players involved in a game should agree on their inclusion before adding any of them to their force.

Items

There are many powerful objects in Esfah. Some are magical tools used by the armies of Esfah to gain an advantage in their endless wars, and are called “items.” There are four varieties of items: equipment, artifacts, medallions, and relics. Like units, items have a point cost for including them in your force:

Die Points
Small Four-sided Equipment One
Medium Four-sided Equipment Three for each pair (two points for the first and one point for the second - while the Medium dice do not need to be brought as a pair, the first is always two points). The two Medium dice do not need to match.
Large Four-sided Equipment Two
Artifact Three
Medallion Four
Relic Four

The following rules apply to items:

Equipment

Equipment are four-sided dice that have only one type of normal action icon: Maneuver, Melee, Missile, Magic, and Save. Equipment dice come in three different sizes: Small (18mm), Medium (20mm), and Large (22mm). Like large six-sided units, large equipment also have an SAI on one face. Equipment does not have an ID icon. Equipment follows these rules in addition to the rules for all items:

Equipment Icons
Small Medium Large Large SAI
Maneuver
Speed Slippers

Winged Sandals

Seven League Boots

Wayfare
Melee
Flicker Foil

Dawn Blade

Vorpal Sword

Decapitate
Missile
Trueflyer

Eyebiter

Heartseeker

Impale
Magic
Sight Stone

Ring of Stars

Magi's Crown

Attune
Save
Wooden Targe

Steel Buckler

Mithril Shield

Bash
SAI Effects
Attune
Magic During a magic action, Attune generates X magic results of any color. Attune may also count the normal (non-ID, non-SAI) magic results of one unit in the marching army as the same color.
Bash
Dragon Attack, Save* During a save roll against a melee attack, target one unit from the attacking army. The targeted unit takes damage equal to the melee results it generated. The targeted unit must make a save roll against this damage. Bash also generates save results equal to the targeted unit's melee results.

During other save rolls, Bash generates X save results.

During a dragon attack choose an attacking dragon that has inflicted damage. That dragon takes damage equal to the amount of damage it did. Bash also generates save results equal to the damage the chosen dragon did.
Decapitate
Dragon Attack, Melee During a melee attack, when the defending army makes its save roll, target one unit that rolled an ID icon. The target is killed. None of their results are counted towards the army's save results.

Note: Decapitate works outside of the normal sequence of die roll resolution, applying its effect immediately after the defending army makes its save roll but before they resolve any re-roll effects or SAIs.

During a dragon attack, kill one dragon that rolled Jaws. If no dragon rolled Jaws, Decapitate generates three melee results.
Impale
Dragon Attack, Missile During a missile attack, when the defending army makes their save roll, target one unit that rolled an ID icon. The target is killed. None of their results are counted towards the army's save results.

Note: Impale works outside of the normal sequence of die roll resolution, applying its effect immediately after the defending army makes its save roll but before they resolve any re-roll effects or SAIs.

During a dragon attack, kill one dragon that rolled Jaws. If no dragon rolled Jaws, Impale generates three missile results.
Wayfare
Dragon Attack, Maneuver During a maneuver roll, Wayfare generates X maneuver results. Instead of generating maneuver results, the item and one unit able to carry it may move to any other terrain or your Reserve Area.

During a dragon attack, Wayfare allows the item and a unit able to carry it to move to any terrain or your Reserve Area.

Artifacts

Artifacts are ten-sided item dice. Unlike four-sided equipment, artifacts have multiple types of normal action icons, but favor one type over the others. Artifacts also have an ID icon and SAIs. Artifacts adhere to the same rules as items, described above.

Like ten-sided monster dice, Artifacts have a single icon on each face. Each icon generates four results and the ID icon generates four of whatever results you are rolling for.

Artifact Icons
Artifact Artifact SAI
Maneuver
Flying Carpet

Elevate
Melee
Blade Golem

Flurry
Missile
Trebuchet

Crush
Magic
Dragon Staff

Summon Dragon
Save
Mantlet

Sortie
SAI Effects
Crush
Dragon Attack, Missile During a missile attack, target up to X health-worth of units in the defending army. The targets make a maneuver roll. Those that do not generate a maneuver result are killed. Each unit killed must make a save roll. Those that do not generate a save result on this second roll are buried.

During a dragon attack, Crush generates X missile results.
Elevate
Dragon Attack, Maneuver, Missile, Save* During a maneuver roll, Elevate generates X maneuver results.

During a missile attack, double one unit's missile results.

During a save roll against a melee attack, double one unit's save results.

During a dragon attack, double one unit's missile or save results.
Flurry
Dragon Attack, Melee, Save* During a melee attack, Flurry generates X melee results. Roll the item again and apply the new result as well.

During a save roll against a melee attack, Flurry generates X save results.

During a dragon attack, Flurry generates either X save results, or X melee results. If it generates melee results, roll the item again and apply the new result as well.
Sortie
Dragon Attack, Melee, Save During a melee attack, Sortie generates X melee results.

During a save roll, Sortie generates X save results.

During a dragon attack, Sortie generates X save and X melee results.
Summon Dragon
Magic During a magic action at a terrain, target any dragon (Elemental, Hybrid, or an Ivory Hybrid) that contains the color of this item, or an Ivory Dragon, and summon it to any terrain. Summon Dragon may not be used to summon a White Dragon. Roll this die again and apply the new result as well.

During a magic action in reserves, Summon Dragon generates X magic results.

Medallions and Relics

Medallions and relics are very large, metallic, non-elemental items.

Both medallions and relics follow these rules in addition to the rules for all items:

Medallion SAI

Medallions are four-sided items that come in three alloys: bronze, silver, or gold. Medallions have a unique SAI, which has the following effect:

SFR/TSR Logo (Bronze Medallion)
Magic, Non-Maneuver During a magic action, this SAI generates X magic results of any elemental color.

During any non-maneuver roll, this SAI works like the Cantrip SAI, which generates X magic results that allow you to cast spells marked as 'Cantrip' from the spell list, ignoring the normal species or color requirements.
SFR/TSR Logo (Silver Medallion)
Non-Maneuver During any non-maneuver roll, choose one of the following:

  • Return one item from your Buried Unit Area (BUA) to the army carrying this medallion.
  • Return one Dragonkin unit or minor terrain from your Buried Unit Area (BUA) to your Summoning Pool.
  • If at a terrain, you may summon or promote one health-worth of Dragonkin to the army carrying the medallion.
SFR/TSR Logo (Gold Medallion)
Non-Maneuver During any non-maneuver roll, you may return up to four health-worth of units from your Dead Unit Area (DUA) to the army carrying this medallion.

Relics

Relics are large six-sided items. These ancient items are created from Eldrymetallum (also known as “star metal”), a metal not native to Esfah, the world Dragon Dice®.

Elemental Relic

Elemental Relic
Non-Maneuver When rolled with an army, the Elemental Relic icon indicates which element units must contain to be affected by the relic. The SFR Logo contains all elements and ivory.

Multiple Elemental Relics in an army may cancel each other. Elemental Relics that roll the same element have no effect on that roll. Note that the SFR logo matches all elements.

During any non-maneuver roll, X health-worth of matching units in the army carrying this relic may be re-rolled once, ignoring the previous result, or you may recruit X small (1 health) matching units to, or promote X health-worth of matching units in, the army carrying this relic. Results may be split between recruiting, promoting, and re-rolling in any way you choose. Any promotions and recruitments happen all at once.