Dragon Pass – Random Events from La Guerre des Héroes (1993)
The French version of the Dragon Pass boardgame,La Guerre des Héroes (1993) , includes French versions of the many tables published with the original game. However, the English translation does not provide the original tables. So that those who have purchased the French version may actually play the game, we include those tables here.
Table of Contents
Random Events Table
Die Roll
Random Event
11
The initiative shifts. The players reverse the order in which they take their player turns.
12
The Dragonnewts offer to ally. Both players secretly write down the number of DPs they are willing to give to ally the Dragonnewts. Neither player can offer more DPs than he is scheduled to receive before the end of the game. Whichever player has offered more DPs to the Dragonnewts immediately obtains an alliance with them. The player who gains the alliance must give every DP he receives in the following game-turns to the Dragonnewts until he has given them all the DPs he offered them. Any DPs previously assigned to the Dragonnewts do not count towards this DP debt. If the players offer the same number of DPs, the alliance is not granted to either of them, and neither owes a DP debt.
13
Androgeus allies. Androgeus grants an alliance with the side that has offered the most DPs so far. Both players must reveal how many DPs they have assigned to Androgeus. Androgeus enters the board in accordance with the rules in 16.1. If both sides should have offered Androgeus an equal amount, no alliance is granted.
14-16
Rain. The weather is rain for the rest of the current game-turn.
21-26
A giant appears. A giant is placed in the hex on the eastern mapboard edge that contains the giant symbol.
31
The glowline fails. One of the temples of the Reaching Moon connecting to the Temple in Dragon Pass fails to properly transmit the Moon’s power. The glowline does not exist for the duration of the current game-turn.
32
Revolt in the Redlands. The Lunar player must remove three Lunar units from the board. The units must have clear path to the northern or western mapboard edge. A path is clear if it is not blocked by enemy units or by ZOCs of stacks that could impede the movement of the units being withdrawn. If there not three such units to be withdrawn, no units are withdrawn.
33
Unrest in the provinces. The Lunar player must remove two Lunar units from the board. The units must have clear path to the northern or eastern mapboard edge. If there not two such units to be withdrawn, no units are withdrawn.
34
The South Soldiers arrive. The Sartar player can replace any two infantry or cavalry units he has lost so far. Individuals, spirits and magicians cannot be replaced. The replacements enter the map on the southern mapboard edge east of the Stone Cross hex (inclusive).
35
Plague in the Empire. For each Lunar fortress, the Lunar player roll on die. If the die roll is one, that fortress is struck by the plague. For each unit other than a treasure, a dragon, a superhero or a disembodied spirit that is hit by the plague, the Lunar player rolls one die. On a die roll of five or six, the unit is unaffected. On a roll of three or four, the unit becomes disrupted. On a roll of one or two, the unit is eliminated.
36
Imperial attention diverted. The Red Emperor is removed from the board. If the emperor is not on the board nothing happens. The Lunar player rolls one die to determine the number of turns the Red Emperor will remain off the board. At the end of the required number of turns, the Emperor arrives as a reinforcement on a mapboard edge hex within the Lunar Empire.
41
The Barbarian Horde strikes. The members of the Barbarian Horde decide they deserve a large share of the booty. The Sartar player cannot move any units of the Barbarian Horde in his movement phase.
42
The Twin Stars appear. The Twin Stars are spirits who originally lived in the Lunar Empire, but who moved to Prax. They now sometimes come to the aid of the Empire in times of trouble. The Twin Stars are immediately placed in the Temple of the Reaching Moon if it is not occupied by units controlled by the Sartar player.
43
Problems in Prax. The Sartar player must withdraw two Sartar units from the board. The units must have clear path to the eastern mapboard edge If there not two such units to be withdrawn, no units are withdrawn.
44
Provincial reserves arrive. The Lunar player can replace any two infantry or cavalry units he has lost so far. Individuals, spirits and magicians cannot be replaced. The replacements arrive on the northern mapboard edge within the Lunar Empire.
45-46
Plague in the Sartar. For each Sartar fortress, the Sartar player roll on die. If the die roll is one, that fortress is struck by the plague. For each unit other than a treasure, a dragon, a superhero or a disembodied spirit that is hit by the plague, the Sartar player rolls one die. On a die roll of five or six, the unit is unaffected. On a roll of three or four, the unit becomes disrupted. On a roll of one or two, the unit is eliminated.
51
Sartar sends gifts to the Feathered Horse Queen. The Sartar player receives 10 DPs assigned to the Grazelanders.
52
Sartar sends stores to Beasts’ Valley. The Sartar player receives 10 DPs assigned to Ironhoof.
53
Imperial officials snub Sir Ethilrist. The Sartar player receives 10 DPs assigned to Sir Ethilrist.
54
Imperial spies caught at Wintertop. The Sartar player receives 10 DPs assigned to the Exiles.
55
Sartar offers slaves to the Dragonnewts. The Sartar player receives 10 DPs assigned to the Dragonnewts.
56
Sartar offers Cragspider a blank Truestone. The Sartar player receives 15 DPs assigned to Cragspider.
61
Racial hostilities flare between the ducks and the half-beasts. The Lunar player receives 5 DPs assigned to Ironhoof.
62
Sartar horse thieves are caught in the Grazelands. The Lunar player receives 10 DPs assigned to the Grazelanders.
63
Lunars offer Cragspider spell lore. The Lunar player receives 10 DPs assigned to Cragspider.
64
Lunars send Sir Ethilrist steel weapons. The Lunar player receives 15 DPs assigned to Sir Ethilrist.
65
Lunar spies succeed in Wintertop. The Lunar player receives 15 DPs assigned to the Exiles.
66
Lunar offers slaves to the Dragonnewts. The Lunar player receives 10 DPs assigned to the Dragonnewts.
Attack Table
If the MgF or CF total has a fraction, drop the fraction.
If the die roll is less than one, treat as one. If the die roll is greater than six, treat it as six.
If the MgF or CF is not a listed value, find the loss figure by multiplying the total (after dropping any fractions) by the combat multiplier. Determine the combat multiplier from the die roll as follows:
die-roll – combat multiplier
1 – 1/6
4 – 1/2
2 – 1/4
5 – 3/4
3 – 1/3
6 – 1
Magic Factor or Combat Factor Total
Die Roll
1
2
3
4
5
6
7
8
9
10
11
12
1
–
–
–
–
–
1
1
1
1
1
1
2
2
–
–
–
1
1
1
1
2
2
2
2
3
3
–
–
1
1
1
2
2
2
3
3
3
4
4
–
1
1
2
2
3
3
4
4
5
5
6
5
–
1
2
3
3
4
5
6
6
7
8
9
6
1
2
3
4
5
6
7
8
9
10
11
12
Magic Factor or Combat Factor Total
Die Roll
13
14
15
16
17
18
19
2
21
22
23
24
1
2
2
2
2
2
3
3
3
3
3
3
4
2
3
3
3
4
4
4
4
5
5
5
5
6
3
4
4
5
5
5
6
6
6
7
7
7
8
4
6
7
7
8
8
9
9
10
10
11
11
12
5
9
10
11
12
12
13
14
15
15
16
17
18
6
13
14
115
16
17
18
19
20
21
22
23
24
Magic Factor or Combat Factor Total
Die Roll
25
26
27
28
29
30
31
32
33
34
35
36
1
4
4
4
4
4
5
5
5
5
5
5
6
2
6
6
6
7
7
7
7
8
8
8
8
9
3
8
8
9
9
9
10
10
10
11
11
11
12
4
12
13
13
14
14
15
15
16
16
17
17
18
5
18
19
20
21
21
22
23
24
24
25
26
27
6
25
26
27
28
29
30
31
32
33
34
35
36
Bat Hunger Table
number of units needed to sate Bat’s hunger if:
Phase of the Moon
1 day missed
both days missed
Crescent-come
2
3
Empty Half
4
6
Full
8
12
Full Half
16
24
Dwarf Luck Table
Die Roll
Gift
1
emissary slain
2
a Stone Man
3
a Stone Man
4
the Cannon Cult
5
the Alchemical Transformer
6
the Dwarf himself
Missile Fire Table
Missile Factor Total
Die Roll
0
1
2
3,4
5,6
7,8,9
10+
0
–
–
–
–
–
–
–
1
–
–
–
–
–
–
1DD
2
–
–
–
–
–
1DD
1DD
3
–
–
–
–
1DD
1DD
2DD
4
–
–
–
1DD
1DD
2DD
1DE
5
–
–
1DD
1DD
2DD
1DE
2DE
6
–
1DD
1DD
2DD
1DE
2DE
3DE
7
–
1DD
2DD
1DE
2DE
3DE
3DE
A die roll result less than zero is treated as zero. A die roll result greater than seven is treated as seven.
Explanation of Missile Fire Results:
–
No effect.
1DD
One defending unit becomes disrupted.
2DD
Two defending units becomes disrupted, OR one defending unit is eliminated.
1DE
One defending unit is eliminated.
2DE
Two defending units is eliminated.
3DE
Three defending units is eliminated.
Missile Fire Terrain Modifiers
-4
if the target stack is in a fortress hex.
-2
if the target stack is in a forest, altar, temple, mountain, dragonnewt city, ruin, stockade, or town hex.
-1
if the target stack is on a hill or marsh hex.
Terrain modifiers are not cumulative. Always use the single stack modifier most beneficial to the target stack.
Missile Fire Unit Modifiers
-3
if the target stack contains a dragon.
-1
if all major units in the hex are ducks or Bison clans, herds or ancestors.
+1
if any of the units in the target stack are giants or Llama clans, herds or ancestors.
The missile fire unit modifiers are cumulative. Add all modifiers to make a single total.
Major Independants Table
Major Indpendant
Advantage Needed to ally
Territory
Capital
Dragonewts
45 DPs
Dragonewt cities 1-8
Dragonewt city 1
Ethilrist & Black Horse Troop
25 DPs
Black Horse Country
Muse Roost
Cragspider & her allies
25 DPs
Cragspider’s Mountain
Cliffhome
Exiles
20 DPs
Wintertop Mountain
Wintertop
Ironhoof & the Half-Beasts
15 DPs
Beasts’ Valley
Wild Temple
Grazeland Pony Breeders
15 DPs
The Grazelands
Rich Post
Androgeus
10 DPs
–
–
Emissary Table
Die Roll
Result of Emissary’s Efforts
1,2
The alliance is denied and the emissary is eliminated. Any units INCLUDING herds and treasures, that were stacked with the emissary are also eliminated.
3
The alliance is denied, but the emissary is not eliminated.
4,5,6
The alliance is granted. The Independent’s units are set up in the hex in which they normally reside.