Random Events for Dragon Pass

Random Events for Dragon Pass

The French version of the Dragon Pass boardgame, La Guerre des Héroes, 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 RollRandom Event
11The initiative shifts. The players reverse the order in which they take their player turns.
12The 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.
13Androgeus 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.
14-16Rain. The weather is rain for the rest of the current game-turn. 
21-26A giant appears. A giant is placed in the hex on the eastern mapboard edge that contains the giant symbol.
31The 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.
32Revolt 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is clear if it is not blocked by enemy units or by ZOCs of stacks that could impede the movement of the units being withdrawn. If there not three such units to be withdrawn, no units are withdrawn.
33Unrest 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.
34The 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).
35Plague 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.
36Imperial 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. 
41The 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. 
42The 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.
43Problems 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. 
44Provincial 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.
45-46Plague 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.
51Sartar sends gifts to the Feathered Horse Queen. The Sartar player receives 10 DPs assigned to the Grazelanders.
52Sartar sends stores to Beasts’ Valley. The Sartar player receives 10 DPs assigned to Ironhoof.
53Imperial officials snub Sir Ethilrist. The Sartar player receives 10 DPs assigned to Sir Ethilrist. 
54Imperial spies caught at Wintertop. The Sartar player receives 10 DPs assigned to the Exiles. 
55Sartar offers slaves to the Dragonnewts. The Sartar player receives 10 DPs assigned to the Dragonnewts. 
56Sartar offers Cragspider a blank Truestone. The Sartar player receives 15 DPs assigned to Cragspider.
61Racial hostilities flare between the ducks and the half-beasts. The Lunar player receives 5 DPs assigned to Ironhoof.
62Sartar horse thieves are caught in the Grazelands. The Lunar player receives 10 DPs assigned to the Grazelanders.
63Lunars offer Cragspider spell lore. The Lunar player receives 10 DPs assigned to Cragspider.
64Lunars send Sir Ethilrist steel weapons. The Lunar player receives 15 DPs assigned to Sir Ethilrist. 
65Lunar spies succeed in Wintertop. The Lunar player receives 15 DPs assigned to the Exiles. 
66Lunar 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 – 1/64 – 1/2
2 – 1/45 – 3/4
3 – 1/36 – 1

Magic Factor or Combat Factor Total
Die Roll123456789101112
1– – – – – 
2– – – 
3– – 
4– 
5– 
610 11 12 

Magic Factor or Combat Factor Total
Die Roll13141516171819221222324
1
2
3
410 10 11 11 12 
510 11 12 12 13 14 15 15 16 17 18 
613 14 115 16 17 18 19 20 21 22 23 24 

Magic Factor or Combat Factor Total
Die Roll252627282930313233343536
1
2
310 10 10 11 11 11 12 
412 13 13 14 14 15 15 16 16 17 17 18 
518 19 20 21 21 22 23 24 24 25 26 27 
625 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 Moon1 day missedboth days missed
 Crescent-come
 Empty Half
 Full12 
 Full Half16 24 

DWARF LUCK TABLE

Die RollGift
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 Roll0123,45,67,8,910+
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.
1DDOne defending unit becomes disrupted.
2DDTwo defending units becomes disrupted, OR one defending unit is eliminated.
1DEOne defending unit is eliminated.
2DETwo defending units is eliminated.
3DEThree defending units is eliminated.

MISSILE FIRE TERRAIN MODIFIERS

-4if the target stack is in a fortress hex.
-2if the target stack is in a forest, altar, temple, mountain, dragonnewt city, ruin, stockade, or town hex.
-1if 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

-3if the target stack contains a dragon.
-1if all major units in the hex are ducks or Bison clans, herds or ancestors.
+1if 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 IndpendantAdvantage Needed to allyTerritoryCapital
Dragonewts45 DPs Dragonewt cities 1-8Dragonewt city 1
Ethilrist & Black Horse Troop25 DPs Black Horse CountryMuse Roost
Cragspider & her allies25 DPs Cragspider’s MountainCliffhome
Exiles20 DPs Wintertop MountainWintertop
Ironhoof & the Half-Beasts15 DPs Beasts’ ValleyWild Temple
Grazeland Pony Breeders15 DPs The GrazelandsRich Post
Androgeus10 DPs – – 

EMISSARY TABLE

Die RollResult of Emissary’s Efforts
1,2The alliance is denied and the emissary is eliminated. Any units INCLUDING herds and treasures, that were stacked with the emissary are also eliminated.
3The alliance is denied, but the emissary is not eliminated.
4,5,6The alliance is granted. The Independent’s units are set up in the hex in which they normally reside.

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