Douglas S
United States
Torrance
California
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Hello,
My wife and I love dice and are just reading the rules for Duel of Ages II.

We have decided to use the 10 sided dice. Can someone go through the steps from the bottom of page 7 (basic rules)-
THE MELEE PHASE

MAKING A MELEE ATTACK
until the part where it says
MAX HEALTH/CURRENT HEALTH

if using 10 sided dice instead of the challenge deck.

?

Sincerely,
Doug
 
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Johan Haglert
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Örebro
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I won't read it exactly as written and the die rules doesn't seem to explain how hits work but you can see it on the card on page 7 anyway because it's all based on the squeaks and such anyway.

1) Everyone in the same spot as an enemy character get a chance to attack in the melee phase.

2) Highest wits go first, current team go first if a tie.

(Too check melee and react is a little late now, those values will be used but it would had helped to check it before you meet up for a melee fight =P)

3a) Got a melee weapon? This is the time to reveal it.
3b) Attacker and defender roll a D10 each. Attackers result is added to their melee value and defenders result is added to their react value. If the attacker get an equal or better value as the defender he, she or it manages to hit.

You used a weapon and rolled a 0 against a 9? Sorry. It's broken.

4a) Got an armor? This is the time to reveal it.
4b) Roll again, this time add the values to attackers power (using the value on the weapon if you've got one and are using it) and defenders armor (using the total or fixed armor number if that's the case.)

Attacker - Defender total results:
-6 or less: no damage(fopp)
less to -5: -2 damage (fail)
equal: -1 damage (squeak)
better to 5: no change of damage (pass)
6 or better: +1 damage (amaze)

0-9 and 9-0 on die rolls likely is fopp and amaze regardless of total result.

5) Add the damage result to the damage of the weapon or the characters natural damage, withdraw this damage from the attacked character's health.

6) If the attacked character dies (HP=0) (or get imprisoned) as result of this damage any K weapon used is discarded.

9) On double amaze you can choose to imprison the character even if it wouldn't had lost all health already. (but there's 1 in 10,000 that will happen?)
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Johan Haglert
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Or just read it as is but replace row off the:

black sad smiley: with -6 or worse or a roll of 0 to 9.
red sad smiley: with less than equal but not as bad as -6.
grey undecided smiley: equal
green happy smiley: better but not 6 better or higher.
yellow smiley with !: 6 better or even better or 9 to 0.


or:

-6 or worse: FOPP, miss, no damage.
-5 to -1: FAIL, miss, -2 damage.
equal: SQUEAK, hit, -1 damage.
1 to 5: PASS, hit, no change to damage.
6 or better: AMAZE, hit, +1 damage.
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Adam Lucas
Canada
Belleville
Ontario
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Attacker and Defender roll a d10.

Compare just the values on the dice:
-Attacker rolls a 9 and defender 0: Automatic Amaze, hit, or +1 damage.
-Defender rolls a 9 and attacker 0: Automatic FOPP, miss, or no damage.*

If neither of the above happened then:
Add Attacker's stat to his roll and defender's stat to his roll.
-Attacker is better by 6 or more: Amaze, hit, or +1 damage.
-Attacker is better: Pass or hit.
-Equal: Squeak, hit, or -1 damage.
-Defender is better: Fail, miss, or -2 damage.
-Defender is better by 6 or more: FOPP, miss, or no damage.


*If this result came up when trying to hit then the weapon being used breaks.
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