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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

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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