As interesting as the official game of dragonchess with its-three dimensional board is as a modern game, it looks clearly out of place in a fantasy setting. So I've built out a version that seems less gimmicky and could exist as a real organically developed game in the world of DnD. I'd love feedback on balancing and playability, especially if you incorporate this into your own games!
The Game of Dragonchess
Dragonchess (Dwarvish: Drakuntaziz, “fire game”) is a two-player board game that presents a challenge of skill and strategy. It is derived from a simple game invented at least 300 years ago by Dwarvish miners. The game would originally have been played by two dwarves in a sweltering forge using 11 pieces each of gold and silver bullion (now called “coins”) as game pieces. On their turn, a player would either move a coin, attempting to capture that of another player, or return one of their own captured coins to the board. Players took turns moving their coins and capturing those of their opponent as the heat became harder and harder to bear; the game ended when one player conceded—or passed out from heatstroke. Since coins could be returned to the board, there was theoretically no limit to how long a game could last; the will and strength of the players determined when the game would end. The fabled match between the legendary hero Nori the Bald and the fiend Blagrabzur supposedly lasted for nine days; though Nori would win, he afterward fell into a deep sleep that storytellers claim continues to this day.
When human traders learned the rules, they adapted it for less resilient players. The modern rules include an extra piece in addition to the 22 coins: a “dragon” which circles the board, its movements determined by the roll of a die. When the dragon eventually lands on the “roost”, the space on which it started, the game ends. This occurs only when the exact number required to cause it to land on the roost is rolled, meaning that the dragon may circle the board several times before the game ends. Players may either move their pieces or move the dragon on their turn. The dragon replaces the fortitude-based limitation on the original game’s length, and adds a degree of complexity to play.
In human culture, proficiency in the game is seen as a mark of a quality classical education, and tournaments are often held between masters. No longer a test of brawn and willpower, the game is now the favorite of scholars, diplomats, politicians, generals, and nobles looking to show off their intellect. Treatises have been published on dragonchess theory, detailing various approaches to the game and debating the relative importance of strategic dragon movement and coin play. The rules have changed slightly since the game’s introduction, making the game more “fair” and preventing it from dragging on to exhausting length. A more recent addition to the rules requires the dragon to be moved at least every three turns, otherwise the game ends in a stalemate. Several regional rule variations exist; for example, the Blackburn rules require each turn to last no more than thirty seconds.
Rules for Tabletop Play
When played by players or non-player characters, the game of dragonchess becomes a series of contested rolls on a d20. Each roll receives several modifiers determined by each player’s skills and proficiencies, and conditions that affect dice rolls.
Before rolling the die, both players must choose which “style” to apply to the game; this determines which ability modifier is added to the roll. A player playing the Defensive style adds their Wisdom modifier, using the Aggressive style adds their Intelligence modifier, and the Maverick style adds their Charisma modifier. Each style interacts with the others as shown in the table below.
Defensive
Beats Aggressive
Aggressive
Beats Maverick
Maverick
Beats Defensive
A player using a style that beats the other’s may add a d4 to their roll, and wins the contested roll on a tie.
A player proficient with a dragonchess set may add their proficiency bonus to their roll. They may also add a d4 to their roll if they are using the same style as the other player. Additionally, a player with this proficiency wins a tie if the other player is not proficient.
Players or non-player characters observing the game may affect the game. Abilities and spells such as Bless and Bardic Inspiration that affect another creature’s dice rolls may be used by observers, and players may affect their own dice rolls or those of their opponents with spells and abilities such as Silvery Barbs or the Lucky feat. Note that such interference may be considered cheating if it is detected.
The first player to win three contested rolls wins the match.
If a player is concentrating on a spell, or is determined to have their mind otherwise significantly occupied, they must succeed on a DC 15 Charisma saving throw at the beginning of the game. On a failure, the affected player has disadvantage on their dice rolls.
A player may choose to play poorly on purpose. They may decline to add any of the above bonuses, though a player whose ability modifier for their chosen play style is negative must add it to their roll. A player who chooses to “throw” the game and move at random automatically receives a 5 in place of their roll.
Games of dragonchess usually last less than a half hour, but in rare circumstances are known to run from an hour to the better part of a day in the case of extremely unfavorable dice rolls. Each roll represents a handful of turns in which players move their coins and the dragon. Players may be able to carry on light conversation while playing, but the majority of their focus must be on the game for success.
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As interesting as the official game of dragonchess with its-three dimensional board is as a modern game, it looks clearly out of place in a fantasy setting. So I've built out a version that seems less gimmicky and could exist as a real organically developed game in the world of DnD. I'd love feedback on balancing and playability, especially if you incorporate this into your own games!
The Game of Dragonchess
Dragonchess (Dwarvish: Drakuntaziz, “fire game”) is a two-player board game that presents a challenge of skill and strategy. It is derived from a simple game invented at least 300 years ago by Dwarvish miners. The game would originally have been played by two dwarves in a sweltering forge using 11 pieces each of gold and silver bullion (now called “coins”) as game pieces. On their turn, a player would either move a coin, attempting to capture that of another player, or return one of their own captured coins to the board. Players took turns moving their coins and capturing those of their opponent as the heat became harder and harder to bear; the game ended when one player conceded—or passed out from heatstroke. Since coins could be returned to the board, there was theoretically no limit to how long a game could last; the will and strength of the players determined when the game would end. The fabled match between the legendary hero Nori the Bald and the fiend Blagrabzur supposedly lasted for nine days; though Nori would win, he afterward fell into a deep sleep that storytellers claim continues to this day.
When human traders learned the rules, they adapted it for less resilient players. The modern rules include an extra piece in addition to the 22 coins: a “dragon” which circles the board, its movements determined by the roll of a die. When the dragon eventually lands on the “roost”, the space on which it started, the game ends. This occurs only when the exact number required to cause it to land on the roost is rolled, meaning that the dragon may circle the board several times before the game ends. Players may either move their pieces or move the dragon on their turn. The dragon replaces the fortitude-based limitation on the original game’s length, and adds a degree of complexity to play.
In human culture, proficiency in the game is seen as a mark of a quality classical education, and tournaments are often held between masters. No longer a test of brawn and willpower, the game is now the favorite of scholars, diplomats, politicians, generals, and nobles looking to show off their intellect. Treatises have been published on dragonchess theory, detailing various approaches to the game and debating the relative importance of strategic dragon movement and coin play. The rules have changed slightly since the game’s introduction, making the game more “fair” and preventing it from dragging on to exhausting length. A more recent addition to the rules requires the dragon to be moved at least every three turns, otherwise the game ends in a stalemate. Several regional rule variations exist; for example, the Blackburn rules require each turn to last no more than thirty seconds.
Rules for Tabletop Play
When played by players or non-player characters, the game of dragonchess becomes a series of contested rolls on a d20. Each roll receives several modifiers determined by each player’s skills and proficiencies, and conditions that affect dice rolls.
Before rolling the die, both players must choose which “style” to apply to the game; this determines which ability modifier is added to the roll. A player playing the Defensive style adds their Wisdom modifier, using the Aggressive style adds their Intelligence modifier, and the Maverick style adds their Charisma modifier. Each style interacts with the others as shown in the table below.
Defensive
Beats Aggressive
Aggressive
Beats Maverick
Maverick
Beats Defensive
A player using a style that beats the other’s may add a d4 to their roll, and wins the contested roll on a tie.
A player proficient with a dragonchess set may add their proficiency bonus to their roll. They may also add a d4 to their roll if they are using the same style as the other player. Additionally, a player with this proficiency wins a tie if the other player is not proficient.
Players or non-player characters observing the game may affect the game. Abilities and spells such as Bless and Bardic Inspiration that affect another creature’s dice rolls may be used by observers, and players may affect their own dice rolls or those of their opponents with spells and abilities such as Silvery Barbs or the Lucky feat. Note that such interference may be considered cheating if it is detected.
The first player to win three contested rolls wins the match.
If a player is concentrating on a spell, or is determined to have their mind otherwise significantly occupied, they must succeed on a DC 15 Charisma saving throw at the beginning of the game. On a failure, the affected player has disadvantage on their dice rolls.
A player may choose to play poorly on purpose. They may decline to add any of the above bonuses, though a player whose ability modifier for their chosen play style is negative must add it to their roll. A player who chooses to “throw” the game and move at random automatically receives a 5 in place of their roll.
Games of dragonchess usually last less than a half hour, but in rare circumstances are known to run from an hour to the better part of a day in the case of extremely unfavorable dice rolls. Each roll represents a handful of turns in which players move their coins and the dragon. Players may be able to carry on light conversation while playing, but the majority of their focus must be on the game for success.