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ANATOMY OF
THE DISK
Unit disks are composed of the
central artwork, and a series of quantifying numbers. At the
eight o'clock position on the disk is a number in an arrow.
This is the MOVEMENT RATE, or number of "flips" a
disk normally uses per turn of the game. A disk with the number
three can move approximately 6 inches. The next number, clockwise,
is the ATTACK VALUE. When a disk with a four attack is on top
of an opposing disk, it delivers four points of damage. Next
is the DEFENSE VALUE. When an opposing disk is on top of a defending
disk with a defense of two, the defender only delivers two points
of damage back. Coming to the one o'clock position, we find
TOUGHNESS; the amount of damage, in one turn, required to wound
a disk. Most disks only require one WOUND to destroy, but a
disk, which has a number within an "iron cross" symbol,
takes multiple wounds to destroy. The last number, within the
small black oval, is the COST to include the disk in your army.
Other defining factors include
BORDER COLOR (which tells you what alignment that disk follows:
red for evil; blue for neutral; green for good; and gold for
special Champion disks); whether or not the unit has FLIGHT
(denoted as a pair of wings in an orange circle, between the
wound and cost symbols); and DISK TEXT (name, abilities, skills,
and faction information).
HOW DOES A DISK MOVE AND WHY ARE THEY DIFFERENT SIZES?
This, in my opinion, is the true
genius portion of Fantasy Flight Games' disk mechanics. A disk
moves by physically raising one edge of the disk and flipping
it, once per movement factor, in the direction of movement.
A two-inch disk, would move approximately six inches (if all
done along the same straight line). Size represents the physical
ability to command the space around you, and is analogous to
the "base" that a miniatures unit would occupy. Sizes
range from 1.75 inches in diameter (small units and many individuals),
2.00 inches (most infantry), 2.50 inches (most cavalry or large
infantry), 3.50 inches (Giants, Large Dragons and Enormous Beasts),
and 4.00 inches (Beasts of Incredible Destruction).
WHAT IS "MISSILE:(XXX)(Y)"?
These are "archer" disks,
and introduce another unique mechanic in the DISKWARS universe:
the missile drop. Arrows (2 damage each) and Bolts (3 damage
each) are 0.5 inch disks and have a unit range of 12 inches.
Unit Fireballs (4 damage each) are 0.5 inch disks with a 6 inch
range, and Boulders (5 damage each) are 1.0 inch disks with
a range of 6 inches. All missiles for a given unit are arranged
on a spare disk and dropped from a height of 12 inches. What
you hit is what you hit, and damage is applied. Scatter is possible
and friendly units can be damaged. Nevertheless, archers can
be awesome. "(y)" is the amount of missile disks an
archer drops.
IS THERE MAGIC?
Does an Elf poop in the woods?
Of course there's magic. Each "spell caster" you buy
is rated from level 1 to 3. These correspond to a list(s) of
spells available to the 'caster. Individual spells are bought
with army points, just the same as units. A spell is discarded,
once used.
COLLECTABLE IS A DIRTY WORD. WHAT AM I GETTING INTO?
Fair enough question. The specifics
of what is in each set are best dealt with by consulting "spoiler
lists" on a fan page, but suffice it to say that you get
from 2-4 "standardized" flats (a flat contains from
1-5 units, depending on size) and the rest of the flats (61-71
flats are produced per set) are random. So what you get is only
partially controllable. Yet, with the average army costing 150
points and consisting of 15-30 disks, and a strong trading community,
a viable army is not that hard to achieve.
DO I HAVE TO DEAL WITH RARITY ISSUES?
The short answer is: "no".
Each flat in a set was produced an equal number of times. Due
to the occasional disk being retired (only two), some promos
being issued, and the general cheapness or utility of certain
disks, combined with how many times a disk was printed on the
flats set, a "pseudo-rarity" has evolved. Yet, having
the supposedly "coolest" disks is not a guarantee
to winning, as much as a well run combat plan. I'm a good player,
but have had my army defeated by pre-x-set armies with good
tactics.
WHAT IS THE MINIMUM I CAN INVEST AND STILL ENJOY THE GAME?
Fantasy Flight Games recently
(summer '00) issued four dual army boxes (Legions) with (approximately)
150 points of disks per army. All needed rules and counters
come in the box. They retail for $24.95 each, but are cheaper
at Boulder Games, other discounters and Ebay. The word on
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the grape
vine is that the armies are competitive within the box, and
reasonably competitive with other armies in other boxes. Each
boxed set came with a couple, to a few, disks not available
in any expansion.
This would be a good place to
start, and would not require any additional expenditures.
DO I REALLY
HAVE TO HAVE A "STARTER" (REVISED OR LEGIONS) TO GET
INTO THIS?
Besides game counters and the
rulebook, a "starter" is not necessary. The rulebook
(in pdf form) is available at www.diskwars.com (I suggest reading
the rules before you buy, anyway). If you know an established
player with extra counters, then you're set by buying any expansion
box. THE WASTELANDS expansion is a special case, in that it
contained all random flats. 'Course nothing's to stop you from
building armies out of those random flats.
IS DISKWARS AN EVOLVING GAME SYSTEM, AND WHERE CAN I GET MY
QUESTIONS ANSWERED?
The DISKWARS community, official
and unofficial, is a great source of support. The DISKWARS creators
have issued clarifications, new disks, and errata (when necessary)
primarily due to the discussions at. The basics of the game
are sound and continue to improve in response to player input.
DRAGON'S
GOLD
a review by Mark Jackson
In
nearly every DUNGEONS & DRAGONS campaign I've played in,
we managed to kill some big monster (a red dragon, a frost giant,
whatever) and found his treasure trove. Suddenly, a party of
adventurers who'd worked pretty well together devolved into
a bickering group of ill-behaved five year olds: "I want
the Vorpal Blade!"... "Well, I picked the lock that
got us in here"... "Well, I gave the beast the killing
blow, you nitwit!"
Bruno Faidutti has managed to
capture these 'tender' moments in his new game, DRAGON'S GOLD.
As the designer of CASTLE and OHNE FURCHT & ADEL/CITADELS,
Bruno has a track record of playable, fast-moving games set
in a fantasy world, and DRAGON'S GOLD is no exception. It has
a playing time of about 45 minutes for 3-5 players, though I
think it would work better with 4-5 players.
Players each have a party of adventurers
- a wizard (strength 1), a thief (strength 2), and two warriors
(strengths 3 & 4) - who participate in killing a string
of dragons. Each dragon, of course, is stronger than any one
adventurer (the weakest is a 5 & the strongest an 11), thus
requiring cooperation amongst the heroes to slay the beasts.
4 dragons begin on the table (whenever
one is killed, it is replaced from the deck) and players in
turn send their adventurers out against the monsters. When the
total strength of the adventurers equals or exceeds the strength
of the dragon, the game kicks into high gear.
Somehow, the treasure hoard must
be divided between the adventurers participating in the dragon's
demise. Evidently, fear of another dragon (or another party
of adventurers!) limit players to a one minute negotiation round...
and if everyone can not agree on an equitable settlement within
the time limit, the adventurers forfeit the treasure!
If an agreement is made, players
put their share of the loot (represented by small wooden discs)
behind scoring screens, which not only hide the treasures but
also outlines scoring possibilities.
Either way, the victorious adventurers
are returned to their owners and are placed face down. When
you have no face-up adventurers at the beginning of your turn,
you flip the whole crew over and send out who you wish.
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