Dreamblade

Dreamblade is a collective game of miniature U.S. company Wizards of the Coast and was released simultaneously in Europe and the United States on August 9, 2006. The game represents a strategic competitive and contains mainly thanks to special dice luck elements. The game is available in English only and is no longer produced since 2008.

Similarly as in the collectible card game Magic: The Gathering, each game represents a battle between powerful individuals, in this case, so-called "Dream Lord" with para psychic abilities. Each of these Dreamlords fighting in a landscape within the collective unconscious of humanity by the summoning of dream creatures that arise from the human feelings. These feelings are divided into the categories of bravery (valor ), anxiety ( Fear ), madness ( Madness) and Passion ( Passion). Although nowadays there are some miniature games ( see Tabletop ), corresponds to the feel on a very limited field ( ' Dreamscape ' called ) with the summoning rules rather a trading card game than a traditional miniature game.

  • 2.1 Official Sites
  • 2.2 Unofficial pages

How to Play

When Dreamblade two players play against each other in a duel. The first player to win six rounds for himself, enjoyment of the game. Each round is won by a player with so-called conquest points, which are obtained for the control of territories and the destruction of enemy creatures.

Each player starts with a battle group consisting of 16 miniatures. These are gradually being brought and used to gain conquest points in the game. There are two types of miniatures, namely, creatures and places. These miniatures, the pitch and the specially printed cubes, which are used for the creature fights make up the unique elements of the game.

Elements

Miniatures: The main element of the game with collecting aspect. Each miniature is accompanied by an icon, which expresses the rarity (often, less often, rarely). There are two types of miniatures: creatures and places. These miniatures can be purchased with 7 figures in the so-called starter packs with 16 miniatures or in booster packs, the exact composition of the figures contained the buyer is unknown.

  • Creatures: The default attributes of each creature include the summoning cost, strength, defense and hitpoints. Each creature is one of the aspects of valor (valor ), anxiety ( Fear ), madness ( Madness) and Passion ( Passion) and may belong to a particular lineage. Furthermore, many of the creatures special skills. Cost: The cost of a miniature game differ between summoning cost and cost aspect. Summoning Cost: The minimum number of points that the player has to pay for the incantation.
  • Aspect Costs: Each miniature of the same aspect, which is in the game or already on the cemetery is considered as an aspect point. All other aspect points to be paid by the player by means of summoning cost.
  • Places: places have Summoning aspect and costs (or any creature ), but no strength, defense and hitpoints. You can not move, but impart specific skills to the surrounding creatures. Places will be played directly on a territory in which an allied creature is.
  • Aspects: Each miniature is one of the aspects of valor (valor ), anxiety ( Fear ), madness ( Madness) and Passion ( Passion). Every aspect has different advantages and disadvantages, which are represented in the miniatures.
  • Skills: In the original rules about fifty different skills are listed. Blade skills are by far the most common of them. Blade Skills: There are four styles of blade (blade ) Skills: Blade, Double - blade, multi- blade and double - Multi- Blade, each reflecting the number of required blade symbols on the special dice (one, two, infinity, or an arbitrarily high even number). All diced blade symbols must be used, because there are also adverse Blade skills.

Initiative dice: Each player makes at the beginning of each round an initiative roll with a normal six-sided die. The added result of both dice gives the number of summoning points in this round. If a one is rolled, both players do not receive Summoning points (in the first round will therefore re-rolled ). If both dice same result, one starts with the most points - is still a tie is rolled again. Who has now made the higher throw, begins first with the summoning of his creatures. If the opponent then played his creatures the winner of initiative must first of his two action ( pieces move and / or attack ).

Field: The playing field consists of five by five territories. The players start at the diagonally opposite fields, which are also called portals. The territories of the front row serve as the player summoning fields. The middle three times three territories are considered the key fields, as these give the coveted conquest points.

  • Summoning fields: In the first round creatures may only be played in the portal. After that, the player may at the incantation fields ( the front row ) play a creature. For this purpose, does not have to be in the same column is already an allied creature are, however, already on the same incantation field.
  • Key fields: Each of these three by three cells give conquest points to the two players. The series, which is adjacent to the opposing Summon fields 5, 4 or 3 capture points ( from the portal starting ), but the opponents 0 and vice versa. The mean territory raises two points from each player while giving the two cells to the left and right only one point. If located in a territory are not only their own but also opposing creatures, both players will be provided with no points.

Attack dice: The attack dice are six - sided. Two pages are considered " missed " three pages count as damage with 1, 2 and 3 points. The sixth page includes the blade (blade ) symbol, which is used for the specific skills of the creatures.

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