Decipher wrote:I haven't played any of the expansions since I was a kid so all you experience players, do you ever need more than 6 combat dice at any point for Morcar/Zargon?
Looking at Phoenix's NA style remakes of the official quest packs:
Against the Ogre Horde will ask for 6 attack/defend and that's how high they go with the other Quest packs as well, generally speaking.
Wizards of Morcar could have 7 attack (if we count the Orc Shaman as an Orc for Sharpen Blades spell, if you take it literally, then 6 will be enough). So six is plenty for the OFFICIAL releases.
Edit: I went through and looked at all the "published" quests, as featured on Phoenix's page and also through the forums for the remaining translations and "The Slumbering Monster" (re-titled here as "Creature Hunt") features an enemy character that can defend with up to 8 Combat Dice.
Another of the translated published quests "The Magic Sleep" re-titled here as: "Attack on the Sleep Wizard" has an enemy that can mimic a Hero's stats. And since we know a Hero (other than the Wizard) can potentially have 8 attack dice (Battle Axe [4] + Courage [2] + Potion of Strength [2]) and 9 to 11 defend dice (base [2] + helmet [1] + shield [1] + Plate Mail/Borin's Armor/Elven Chainmail [2] + Rock Skin [1] + Potion of Defense [2] + Potion of Frost Skin* [2: for Barbarian only, Alchemist Shop associated with BQP]) according to NA rules (under EU rules it would be 10 since Rock Skin is stronger but there's no BQP... add that in and it's 12!)... there you go. So the bad guy could potentially have that many as well.
The Combat Cards (Volume 1) on Phoenix's page are obviously fan made, but there's one that allows a bad guy to counter attack with 2 extra combat dice, which could raise some of the strongest foes to 8 as well ("Wounded Frenzy").
* in theory you could allow a Hero to collect as many potions as they can afford (or are gifted to them by other Heroes), and if they drink them all, you could allow them to stack abilities and any number of absurd numbers of dice could be rolled. If you only allow one of each type of potion to be used per character per turn, then maybe not!
Those are some pretty rare exceptions though!
It's cool for Zargon to have his own set of dice, especially as you get into the later adventures with more powerful characters. If they are a different color or style, that makes it easier to tell them apart if you're rolling them side by side.
Red Dice would be used whenever Zargon is having one of the monsters defend against a spell (or when summoning monsters). Typically he only needs 1, but you can use two when you are defending against Ball of Flame (or you just roll 1, twice, obviously).
To keep from confusing them with the German black Dice (which have greater chance of rolling a skull) I'd say if the icon details were red, that would be a cool stylistic choice.