Tuesday, September 27, 2011
Sunday, September 25, 2011
Thursday, September 22, 2011
The Dice
Each player rolls up to five dice each battle depending upon what kinds of creatures they have in the battle. A side with an ax on it inflicts damage in the amount shown. A side with a shield on it deflects damage inflicted upon you. The null symbol means that nothing happens with this side. However, there are deadly creatures and spells that utilize this symbol to add twists and or inflict massive amounts of damage. Finally the symbol with an ax and a shield on it lets you pick an ax or a deflect depending upon what you are in more need of.
James Pruett at majesticmarkings.com custom engraved the dice for the prototype of this game. Pictures of the engraved dice will soon be posted on this blog. If you would like to contact James e-mail him at majesticmarkings@gmail.com. He can laser engrave anything and it turns out awesome. Thanks James!!!!!
James Pruett at majesticmarkings.com custom engraved the dice for the prototype of this game. Pictures of the engraved dice will soon be posted on this blog. If you would like to contact James e-mail him at majesticmarkings@gmail.com. He can laser engrave anything and it turns out awesome. Thanks James!!!!!
Tuesday, September 20, 2011
Saturday, September 10, 2011
Object of the game:
The object of the game is to acquire a predetermined amount of experience points before any other player, gain control of of five of the six element towers or acquire ten seats on the Mage Council.
Summoning creatures and casting spells is the only way to obtain experience points. Creatures and spells are located in six separate, “master spell books” or decks of cards. Each deck of cards represents a different color and symbolizes one of six elements: Light/White, Dark/Black, Water/Blue, Earth/Green, Wind/Purple and Fire/Red. Using the cards acquired during the game and by rolling the dice, players will be able to defend lands or take over enemy lands. Winning battles and taking over opposing lands increases the types and amounts of cards you may hold in your spell book. The more cards you play the more experience you will gain. To win, a player needs only to become a DRAGONMAGE in two elements and a Master of the other four elements. This will be explained in more detail later.
Summoning creatures and casting spells is the only way to obtain experience points. Creatures and spells are located in six separate, “master spell books” or decks of cards. Each deck of cards represents a different color and symbolizes one of six elements: Light/White, Dark/Black, Water/Blue, Earth/Green, Wind/Purple and Fire/Red. Using the cards acquired during the game and by rolling the dice, players will be able to defend lands or take over enemy lands. Winning battles and taking over opposing lands increases the types and amounts of cards you may hold in your spell book. The more cards you play the more experience you will gain. To win, a player needs only to become a DRAGONMAGE in two elements and a Master of the other four elements. This will be explained in more detail later.
Friday, September 2, 2011
Game Story:
For some it is a time of Light… others a time of Darkness… For all, it has become a time of WAR!
Over hundreds of years, the descendents of Marthong and his band of evil conjurers became even more corrupt. Their efforts to destroy the ancient secrets eventually became futile. In a final effort to reveal the keepers of the spell books and to prevent the ancient prophecy from being fulfilled, the evil conjurers offered power to those who would reveal the holders of the ancient spell books. Instead of power, the payment for their deceit was death. The holders of the ancient secret spell books saw that they would soon lose their sacred artifacts. They decided that by using the legend of the ancient prophesy, they would inspire an uprising. The revolt was brutal; but ultimately, the evil conjurers were removed from power and executed. The secrets of the Mage Council barely survived through six spell books passed down from generation to generation.
At present, with no apparent leader a once great social order has turned to chaos and anarchy. The people await a leader who will establish peace and order in the land. The DragonMages have assumed a position of leadership re-form a council like unto the one that existed eons before corruption came into the ancient, sacred lands. The citizen’s hope for the fulfillment of the ancient prophecy grows. However, the newly formed council is unable to agree upon a leader, instilling feelings of mistrust and rage among the members. There are those who truly want peace and prosperity for the sacred lands. Then there are those who seek only power. The more influential members step forward and declare that they will protect those loyal to them and persuade others to join their cause. It has been decided that each Dragonmage must gain and teach Mages their skills. Followers are gained by proving your knowledge and experience through the summoning of mighty creatures and the casting of the ancient spells. The call for THE DRAGONMAGE has set in motion: DragonMage Warfare™!
Take your rightful place among the newly formed DragonMage Council. Train Mages to weild the secrets that only you possess. Will you lead in righteousness and protect those who look to you for guidance and protection or will you bring more evil upon your supporters? You must summon an army of creatures, use the elements to cast spells, protect your lands or instill fear in your enemies. Whoever gains the most experience will become THE DRAGONMAGE and fulfill the ancient prophecy.
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