[[caption-width-right:345:Dragon Dice logo under [[http://www.sfr-inc.com SFR]] production.]]

Dragon Dice is a collectible game in which players compose armies of dice representing the units of various fantasy races, their magic items, dragons, and the terrains that they battle over. The game itself is a strategy game with two or more players constructing armies using a point build system and subsequently attempting to either outmaneuver each other and capture the eighth face of two eight sided dice representing the terrain of the world or eliminate all units in opposing armies.

The story of the world is fairly succinct – the game takes place on a world called Esfah, where Nature (MotherNature) and Tarvenehl (HaveYouSeenMyGod) had five children who individually represented and had power over each of the four classical elements and a fifth who represented and had power over death. The first four children, Ailuril ([[BlowYouAway Air]]), Aguarehl ([[MakingASplash Water]]), Eldurim ([[DishingOutDirt Earth]]), and Firiel ([[PlayingWithFire Fire]]) began collaborating in various combinations to create mortal beings for their own amusement, and eventually got around to creating the sentient races. The fifth child, Death, inevitably got jealous of all of the creation going on and, having no one to collaborate with and being unable to create life on his own, began to assault his siblings in order to use their elemental essences to create his own twisted forms of life. Nature and her children obviously took a dim view of these antics and, while Nature hid her other children away, the various races that had been created began to make war on one another for various reasons. Tarvenehl also took notice of the conflict and created a race completely of his own accord – the Amazons – before taking off, never to be heard from again.

Initially created by Lester Smith and published by Creator/{{TSR}} in 1995, Dragon Dice transferred ownership when Creator/WizardsOfTheCoast bought TSR and its assets in 1997. Wizards of the Coast produced the last expansion that TSR had developed for the game beyond the starter set and seven expansions that had previously been published. After producing this final expansion, Wizards of the Coast shelved the game indefinitely in 1999 and made plans to dispose of their remaining product inventory in a German landfill. Shortly after Hasbro acquired Wizards of the Coast, the new parent company entered negotiations to sell the rights to Dragon Dice to a group of gamers with business experience who organized a new company to carry on the game – the game is still owned and published by the company that was formed to save it, [[http://www.sfr-inc.com SFR]].

Since taking over the reins of Dragon Dice, SFR has produced two additional races, re-issued or reprinted almost all of the previously available dice, created limited run and promotional dice, and has, in an ongoing process, revised the rules to further balance the game.
!!Dragon Dice contains examples of:
* AllAmazonsWantHercules: There is one playable male die in the Amazon faction. He is the biggest melee unit they have, and even sports a very Herculean facial hairstyle.
* AllTrollsAreDifferent: Trolls in this setting are immensely strong and have regenerative properties.
* AmazonBrigade: The Amazons, largely inspired by Myth/ClassicalMythology appear as an army in their own right. It’s entirely possible to construct an entire army of them, or to include them as an elite ranged combat/maneuver unit in a larger force.
* AuthorityEqualsAsskicking: Larger dice are generally representative of leaders of their race, and have the greatest raw number of combat results on any given die. The fact that they also have special abilities that are more powerful than the basic results found on smaller dice is just gravy.
** Possibly related to AsskickingEqualsAuthority – this is a world in a constant state of war, so it’s sensible that capable warriors and war leaders rise to positions of power.
* BeastMan: The Feral are a playable race of animals who have been uplifted to be sentient tool-users. The art often depicted them as largely anthropomorphic.
* ElementalPowers: Races’ magic is limited to the elemental colors inherent to dice of that race, with most races able to cast two colors of magic – Undead only get black, and Amazons can cast magic based on the colors of the terrain they’re standing on.
* ForeverWar: Since the game itself is a strategy wargame, the setting enforces a state of perpetual war on the world, primarily fueled by the inherent conflict between races allied with Nature and races allied with Death.
* FunctionalMagic: All races can cast magic to aid themselves in combat and harm or hinder their enemies. Indeed, given the right results, any unit can cast magic.
* [[GameBreaker/TabletopGames GameBreaker]]: The most egregious example is a former mechanic called "Charge" that has been removed in later revisions of the rules due to it being considered generally overpowered.
* GiantFlyer: And how! Examples below.
** Dragons, of course - see Our Dragons Are Different, below.
** Frostwings, an entire race of flying monkey men from the frozen north, created by Death as an initial experiment in creating life from inanimate objects (ice, in this case).
** Coral Elves have a cavalry unit that rides a giant eagle.
** Lava Elves, not to be outdone, have a cavalry unit that rides a wyvern.
* HumansAreSpecial: The Amazons, the only humans playable in the game, are the only race to have been solely created by Tarvenehl, and are specifically adaptable to the terrain they’re standing on (see Elemental Powers, above) in a way that no other race is.
* OurDragonsAreDifferent: Dragons are immensely tough and strong units that can only be summoned by the use of magic and will attack any armies at the terrain to which they’re summoned (including those allied with the summoner, if present). Two subspecies present – Drakes, who fly (and can fly away from the terrain they’re summoned to), and Wyrms (who don’t fly, but have treasure which can lead to the promotion of all possible units in an army engaging them). Both variants use types of BreathWeapon depending on their elemental affiliations.
* OurDwarvesAreAllTheSame: Dwarves are one of the core races and, as expected, are [[HornyVikings Viking-helmed]], [[AnAxeToGrind ax-swinging]], [[BadassBeard long-bearded]], [[PlanetOfHats master craftsmen]].
* OurElvesAreBetter: Two subspecies – the Coral Elves, first sentient race of Esfah and {{expies}} of High Elves, and the Lava Elves, {{expies}} of Dark Elves.
* OurGoblinsAreDifferent: Goblins in this setting are not the low-level Mook of ''TabletopGame/DungeonsAndDragons'', but are just as strong as members of any other race.
* ReptilesAreAbhorrent: When the Swamp Stalkers (war refugees and deserters who had been mutated into a race of snake men by Death) were introduced to the game, they were marketed as cold-blooded and corrupt. In addition, they had (and retain) the in-game ability to mutate members of other races into more of themselves.
* TheFairFolk: Scalders were the final race produced in the original run of the game, under the Creator/{{TSR}} imprint. They are a race of fairies who either failed to get to their sanctuary before it was sealed off, or were simply having too much fun in the material world to want to be sealed away from it. After succumbing to the corruption and war all around them, they now exist primarily to burn and/or drown anything that can be burned and/or drowned.
* TheUndead: They are a playable race in the game created solely by Death using his magics to animate the corpses of the war dead, and come in many flavors - everything from {{Dracolich}}es, [[OurLichesAreDifferent Liches]], and [[OurVampiresAreDifferent Vampires]], down to lowly [[OurZombiesAreDifferent Zombies]], [[DemBones Skeletons]], and [[OurGhoulsAreCreepier Ghouls]].
* WhenTreesAttack: One of the [[http://www.sfr-inc.com SFR]] created and released races is the Treefolk - a race of sentient, mobile trees and their [[NatureSpirit Naiad]] and [[NatureSpirit Dryad]] allies.