Dino Wars Rules Scenario Some time in the not too distance future computer games reach new heights, and new types of games hit the market. In the latest game, Dino Wars, you and nine of your friends are strapped into a machine that projects you mind waves back into the days of the Dinosaurs. Using the enhanced power of the machine you take over the mind of a Dinosaur. As long as you force the Dinosaur to stray within the range of the machine you have full control over it and also the power to take control of other nearby Dinosaurs. Initial the idea of the game was simply to collect the majority of (psychic) rings place within the "Playing Area" in the quickest shortest time. However, the players should found that the most fun could be have by forcing the Dinosaurs into gladiators style battles. Now that the game has became a Number One Best Seller you have decided to try it out. So you strap yourself in and begin your journey into the word of the Dinosaurs. Object of Game Be the player with the highest victory points at the end of the game (see End Game). Playing Area 10 x 16 non wraparound hexes. A total of 152 provinces. No of Players 10 Orders Move MO-#### (#### = province number) Move your dinosaur into the adjacent hex. When you move into an enemy or neutral player's hex, your dinosaur will attack all enemy (player controlled) dinosaurs in that hex. If your dinosaur retreats from any of these battles, it will retreat to the hex it came from. You can move into any unowned or allied hexes without having to fight any battles. Travel TR-#### (#### = province number) Very similar to the Move command except if you attempt to travel into a non- adjacent hex that is within three hexes away, the order will be changed to move (in the same phase) towards the selected hex. The dinosaur will take the shortest possible route and where there are two possible routes of equal distance it will choose the route where the first hex has the most favourable terrain modifies. If both of the first hexes in the routes have the same terrain modifiers it will select the one that is unowned by any player, yours or belongs to an ally (in that priority). If both first hexes are control by a neutral or enemy player and have the same terrain modifies, one will be chosen at random. If the selected hex is not within three hexes the dinosaur will move to the most favourable adjacent hex (in any direction). The hex chosen will be the one with the best terrain modifiers, which is unowned by any player, yours or belongs to an ally (in that priority). If no order is given for the next phase, the Travel order will automatically be carried forward. Attack AT-#### (#### = dinosaur number) Your dinosaur will simply attack the indicated dinosaur. Naturally, both must be in the same hex. There are no restrictions on which dinosaurs you can attack. You can even attack your own dinosaurs. An attack on a member of a group will be changed to attack the group Leader (ie. the whole group). Variant: Instead of a dinosaur number you can state a negative figure where your dinosaur will search the current province and attack the biggest (ie. highest current Hit Points) NPC dinosaur that has equal or lower current Hit Points to the absolute stated value. Examine EX-#### (#### = dinosaur number) Request a graph showing the Terrain Modifiers of the species of dinosaur indicated. Both dinosaurs must be in the same hex, no other constraints apply. You can examine up to 3 dinosaurs per turn. Give GI-#### (#### = dinosaur number) Give all rings to the indicated dinosaur (which must also belong to you and be in the same hex). Stalk ST-#### (#### = dinosaur number) Attempt to follow the selected dinosaur. If the targeted dinosaur is within three hexes from your current location, your dinosaur will move towards it. If both dinosaurs are in the same hex, no action is undertaken. Hunt HU-#### (#### = dinosaur number) Similar to the Stalk command, except if both dinosaurs are in the same hex there will be a battle. If hunting a group member the battle will be against the whole group. With both the Stalk and Hunt commands, your dinosaur will take the shortest possible route and where there are two possible routes of equal length it will choose the route where the first hex has the most favourable terrain modifies. If both of the first hexes in the routes have the same terrain modifiers it will select the one that is unowned by any player, yours or belongs to an ally (in that priority). If both first hexes are control by a neutral or enemy player and have the same terrain modifies, one will be chosen at random. Like the Travel command, both the Stalk and Hunt commands will automatically be carried over to the next phase if no order was given in that (next) phase (ie. you do not have to reissue them each phase). Possess PO-#### (#### = dinosaur number) This order can only be given to your Main dinosaur. If your current Prestige Points are greater than (or equal to) the Mental strength of the targeted dinosaur it will become your new Main dinosaur. The old (main) dinosaur will revert to a Sub dinosaur. Any rings will automatically be transferred across to the new Main dinosaur. Your Prestige Points will be reduced a equivalent amount to the targeted dinosaurs mental strength. When possesses your own Sub dinosaurs the Prestige Points required are halved. Variant: Instead of a dinosaur number you can state a negative figure where your Main dinosaur will locate the highest Mental Strength NPC dinosaur in the province which has a mental Strength lower or equal then the absolute value of the stated figure. It is then this dinosaur that it will attempt to possess. Dominate DO-#### (#### = dinosaur number) Any of your dinosaurs can attempt to dominate any other (unowned) dinosaur in the same hex. To do so you need the required Prestige Points as with the Possess command. When one of your Sub dinosaurs uses this command, the Prestige Points needed are increased by 50% (ie. x 1.5). If a Domination is successful the new dinosaur will become one of your Sub dinosaurs. Both dinosaurs must be in the same hex for the Possess and Dominate commands. You cannot Possess or Dominate other players' dinosaurs (either Main or Sub) or those forming part of a group. If you do not have the required amount of Prestige Points no action will be undertaken. Variant: Similar to the Possess command, instead of a dinosaur number you can state a negative figure. The highest Mental Strength NPC dinosaur that has a mental Strength lower or equal then the absolute value of the stated amount will then be the one you will attempt to dominate. Leave LE-#### (#### = dinosaur number) This command allows you to change any of your Sub dinosaurs back to NPCs. The Leave command can only be given by your Main dinosaur or the Sub dinosaur which you wish to lose. You must disband dinosaurs from any groups before "Leaving" them. Group GR-#### (#### = group leader) To form a group, give the Group order to a dinosaur which is in the same hex as the stated "Group Leader". All dinosaurs forming a group must be of the same species. Your Main dinosaur can be a Group Leader, but cannot be a Group Member. Each dinosaur can only be in one group at any one time. Disband DI-#### (#### = group member) The Disband order is used to disband members from a group. This order can only be given to a Group Leader. A Group Member of 0 (zero) will disband the whole group. The phase after the Disband order the old Group Member(s) will be able to follow their own commands. Promote PR-#### (#### = group member) When given to a Group Leader this command will promote another dinosaur in the group to become the new Group Leader. The existing Group Leader will become a Group Member. Rest RS (or no order) This is also the default action if no other command is given. The dinosaur will attempt to rest and rebuild it's strength. While resting each dinosaur will gain an increase of 7.5% to it's current hit points. A dinosaur's hit points cannot increase past it's maximum and the minimum increase while resting is 2 points. This increase is only given if the dinosaur is not disturbed during it's rest. The chance of being disrupted depends on the current terrain, according to the following table: Terrain Percentage Chance Jungle 25 Desert 50 Forest 35 Lake 35 Swamp 30 Hills 45 Grassland 70 Peaks 35 Volcano 75 This percentage chance is further increased by 25 if the current terrain is unfavourable. Order of Commands There are four phases each turn and within each phase the order of commands are carried out in the following order. Code Order EX Examine AT Attack GI Give PR Promote DI Disband GR Group LE Leave PO Possess DO Dominate MO Move TR Travel HU Hunt ST Stalk RS Rest The order each individual command is carried out is set by the current Agility level of the dinosaur. The higher the Agility the quicker the order is actioned. You can only give commands to new dinosaurs (ie. those you Posses or Dominate) starting from the phase after you take control of them. All new dinosaurs will automatically Rest during the phase you take control. If one of your dinosaurs encounters an error when trying to action a order it will revert to the Rest order for that phase. Groups Dinosaurs of the same species may be place into groups of up to five. These groups will then follow the orders given to the Group Leader and will carry out their commands together (this may include group battles). All rings in a group are automatically hold by the Group Leader and it's the Group Leader's Aggression and Retreat Value that is used for the whole group. The Retreat Value is still only based on the Group Leader and the group will not attempt to retreat until the Group Leader's hit points have been reduced passed it's retreat level. During a battle each member of the group has a equal chance of being the one attacking (or being attacked) each round. The Agility of the group is equal to the Group Leaders Agility level + 1/2 the Agility for the 2nd dinosaur, 1/3 for the third, 1/4 for the fourth and 1/5 for the fifth. The Leader will fight at between 50 and 125% of it's current Attack Rate, while the Group Members will fight at between 15 and 60% of their current Attack Rates. If a Group Leader is killed another member of the group (if any) will become the new leader. All bonus received during a battle go to the current Group Leader. A group of Herbivorous dinosaur is called a Herd, groups of Carnivorous dinosaurs are called Packs and flying groups are called Flocks. Battles A battle can last a number of rounds. Each round, one dinosaur will do damage to the other. The higher the Agility Level of a dinosaur the more likely it will be the one doing the damage. The damage will be between 50 & 100 percent of the current Attack Rate if a NPC or between 50 & 125 percent if owned by a player (also see "groups"). The damage can be reduced if the other dinosaur has an Armour Rating above zero. The battle will continue until both dinosaurs reach their Retreat Levels or one reaches it's Retreat Level and it has the speed to escape. During a battle any Rings may be lost to the opponent. The chance of losing a Ring is directly proportional to the amount of damage received and the number of rounds of battle. You can only lose a Ring if you lose the battle. Each time you win a battle your current Prestige Points are increased by 1/15th (rounded up) of the damage done to your opponent. Hit Points Each species f dinosaur has a maximum total Hit Points. At the end of each phase the current Hit Points may be reduced or increased depending on the Terrain Modifiers for that type of dinosaur. Your Hit Points can also be reduced during a battle. If a carnivorous dinosaur wins a battle its hit points will increase equal to 25% of the damage done to the other dinosaur(s), or 50% if all the opposing dinosaurs are killed during the battle. Naturally, Hit Points cannot increase past the maximum total for that species of dinosaur. Attack Rate Each type of dinosaur also has a maximum Attack Rate. The current Attack Rate is determined by the current Hit Points. The lower the Hit Points, the lower the Attack Rate. Agility The Agility Level of dinosaur determines it's speed. The speed of a dinosaur will determine if it can escape a losing battle or not. All orders are also carried out in order of the current speed of the dinosaurs. Once the Hit Points of a dinosaur are reduced below 50% it's Agility will also be affected. Armour Some dinosaurs have armoured skin (or horns etc) that reduced the attack effectiveness of other dinosaurs during a battle. The Armour Level can be between 0 and 5. For each round of a battle, dinosaurs with a Armour Class greater than zero have a (Armour Class x 15) percentage chance of reducing the damage inflicted on them by the their opponent (by 35 to 95%). Mental Strength Each type of dinosaur has a set Mental Strength that must be overcome (by using Prestige Points) when Possessing or Dominating new dinosaurs. Prestige Prestige Points are used to Possess and/or Dominate new dinosaurs. Each turn your Prestige Points are increased by the number of provinces (a set rate for each province depending on it's terrain (see Terrain)) you control plus a amount set by the Prestige Level of the type of your current Main dinosaur, minus 1/3* of the total mental strength of all your Sub dinosaurs (* this rate is changed to 1/6 for Group Members). Your Prestige total will also increase each time you win (ie. the other dinosaur is the first to retreat or die) in a battle. Small dinosaurs usually have low Mental Strength and high Prestige rates while the opposite is normally true for large dinosaurs. If at the end of a turn you do not have enough Prestige Points you may lose control of some or all of your sub dinosaurs. The maximum Prestige Points you can have at any one time is 200 while the minimum is -99. Rings Each player starts the game with one (psychic) Ring. You can lose or gain Rings in battles. On every third turn a NPC dinosaur somewhere on the map will be given a extra ring, thereby increasing the number of rings in the game. If you kill a dinosaur with Rings all the Rings are transferred to your dinosaur. At the end of each phase a dinosaur will regain 10% of their maximum hit points (rounded up with a minimum of 1) for each Ring it holds. During a battle, the chance of receiving a bonus (see Bonuses) increases by 1% for each ring hold. Ownership To take control of a province you must have the only dinosaurs (controlled by players) in the hex at the end of a phase (after Terrain Modifiers and all battles). You can not take control of allied or neutral player's provinces. Death If your Main dinosaur dies, one of your Sub dinosaurs in the same hex will become your new Main dinosaur (your Prestige Points will be reduced 1/2 it's Mental Strength). If you have no other dinosaurs in the same hex the program will search for the lowest Mental Strength NPC dinosaur in the hex. This dinosaur will then become your Main dinosaur and your Prestige Points will be reduced accordingly. The new Main dinosaur will keep the original orders given to the old one. Main Dinosaur Your Main dinosaur is the one whose details are displayed on the first page of the result sheet. The Possess order can only be given by your Main dinosaur. In the statistic graph Prestige represents the amount of Prestige Points you will gain each turn while this species of dinosaur is your Main dinosaur. Mental, is the amount of Prestige Points you would need to take control of this species of dinosaur. On the map the hex where your Main dinosaur is has a darker border. During a battle the chance of a receiving a bonus level (see Bonuses) increases by 5% for your main dinosaur. Sub Dinosaurs All other dinosaurs are called Sub dinosaurs. At the end of each turn your Prestige Points are reduced by 1/3 of the Mental Strength of all Sub dinosaurs not in a group and 1/6 Mental Strength for all Group Members. The location of all dinosaurs controlled by you are shown on the map by a small icon. NPC Non Player Controlled dinosaurs only move at the end of each turn. Whereas they will move up to 2 provinces away. The program will also ensure that there is as least 1 NPC in any province where a (player controlled) dinosaur is killed. At the beginning of the turn the Aggression and Retreat Rates are set for all NPCs. NPCs with high aggression rates can and will attack player controlled dinosaurs. Aggression At the beginning of each turn you can adjust the current Aggression Level for all your dinosaurs. This rate can be between 1 and 5 according to the following table: Rate Aggression 1 Cowardly 2 Unfriendly 3 Predatory 4 Combative 5 Ferocious At the end of each phase your dinosaurs will react to the other dinosaurs in the hex according to it's current Aggression Level. For example, a Cowardly dinosaur will try to keep out of the way of all other dinosaurs, a unfriendly dinosaur will only attack dinosaurs much smaller and weaker than itself while a Ferocious one will attack almost anything. During this end of phase action each dinosaur will only initiate one battle. However, they can be attacked by several other dinosaurs. Your dinosaurs will not attack each other or those controlled by your allies. Dinosaurs of vastly different sizes may not be able to locate each other during this time (ie. a Tyrannosaurs has little chance of finding a Sordes, yet alone successfully engaging it). The chance of not locating another dinosaur is equal to the absolute different in their maximum Hit Points. A Cowardly dinosaur has a additional 25% chance of hiding from it's predators. Retreat You can also set the retreat level for your dinosaurs. This rate, between 0 and 100, is the percentage of damage your dinosaur will sustain before it will attempt to flee from a battle. The higher the amount the less likely the dinosaur will attempt to escape. Once involved in a battle a dinosaur will not attempt to retreat until it has being hit at least once (even if it's retreat level equals zero). When you take control of a new dinosaur it's Aggression is set at 1 and Retreat Rate set to 5%. These figures can however be overwritten via the input sheet. Strength On the result sheet you are advised of the relevant strength of all dinosaurs. The strength is shown as a percentage of the maximum Hit Points for that species of dinosaur, according to the following table: Hit Points Strength > 95% Vigorous > 75% Strong > 50% Healthy > 25% Frail < 25% Weak Terrain There are 9 different types of terrain: Terrain Points Jungle 1 Desert 1 Forest 1 Lake 2 Swamp 1 Hills 1 Grassland 1 Peaks 2 Volcano 3 Each dinosaur's Hit Points are adjusted at the end of each phase according to what type of terrain they are in. A graph on the first page of the result sheet shows the Terrain Modifiers for your Main dinosaur. Use the Examine command to find out the Terrain Modifiers for your Sub dinosaurs. The points shown are the amount of Prestige Points that you will gain at the end of the turn for controlling a province of that type. Class There are two main classes of dinosaurs: Herbivorous and Carnivorous. Herbivorous dinosaurs usually have much higher Terrain Modifiers while carnivorous dinosaurs usually have negative modifiers in most terrain types. Carnivorous dinosaurs can regain Hit Points by defeating other dinosaurs in battle. There are also a small number of flying dinosaurs who generally have very high agility ratings. Alliances There are three possible relationships you can have with other player's empires. Neutral Allied At War Everybody starts neutral to each other. If two players treat with each other the same turn they would, if currently neutral, become allied or become neutral if they were at war. If one player breaks treaty the relationship will be change from neutral to war or allied to neutral. If both players break treaty in the same turn they can go straight from allied to war. All treats and break treaties are done at the end of the turn. Bonuses During a battle dinosaurs can gain bonuses levels in their five main statistics (Prestige, Hit Points, Attack, Agility & Armour). These bonus levels affect the dinosaur according to the follow tables: Skill Area Chance Bonus Hit Points 5% * Increase to Hit Points at end of each phase. Attack 5% * To Attack Rate during battles. Agility 5% * To Agility during battles. Armour 5% * To Armour during battles. Prestige 50% Increase to Prestige Points at end of each turn (only while Main Dinosaur). (* = plus 1% for each ring hold, plus 5% if Main dinosaur) For Hit Points, Attack, Agility and Armour the percentage chance of a increase is each round while the chance of a increase for Prestige is only if you kill a dinosaur that had a higher Mental Strength then yours. Victory Points Victory Points can be gain/lost during most actions of the game. Your total Victory Points are formed in two parts: Accumulated Points gain/lost as a direct result of a action (eg. killing another dinosaur, being killed, gaining a province, losing a ring etc). These points are carried forward from turn to turn. Fixed Points are given which show the current size/power of your clan (eg. the amount of terrain you control, your number of dinosaurs, your current prestige points etc). These points are not accumulated but are added to your accumulated points each turn. The highest points can be gain by holding Rings (ie. each Ring = 35 points). Titles There are fifty titles in the game that can be gained by individual dinosaurs. Each title will increase your victory points at the completion of the game by 2% of the victory points of the highest player (in victory points before adjustment for titles). The owner of the top five dinosaurs in each area are given full details about the title plus their current percentage as compared to the leader in that title (or second place if leading). You can not gain points towards any title by attacking your own dinosaurs. NPC dinosaurs also gain points towards titles, however, at the end of each turn their points are reduced slightly. End Game On the first turn of the game each player is asked to submit a turn number, between 12 and 25 inclusively, for when they will like the game to end. The game will then end on the turn equal to the average of all turn numbers submitted. If you do not submit a turn number, your selection with default to 18. All numbers submitted and the final turn number will be kept a secret. Result Sheet Page 1. The first page shows the statistics of your Main dinosaurs and other figures relating to your clan. Page 2. The top of page two shows your current relationship with the other players. Your's (and other player's) current number of provinces and Rings are show as a percentage of all player totals. At the bottom of page two is a graph showing your Victory Points for the last ten turns. Page 3. Starts with a graph showing Terrain Modifiers of the dinosaurs examined, if any, during the turn. Then starts a list of all dinosaurs in your provinces as well as any provinces that where adjacent to any of your dinosaurs during the turn. Full statistics are provided for your dinosaurs while you are only advised of the number of Rings, if any, other dinosaurs hold. Map. Once you have seen a province the terrain type of that province will always be shown on the map. Other details of each province will only be show if one of your dinosaurs was in or adjacent to the province at some time during the turn. The locations of your dinosaurs are indicated by a small icon while the location of other player's dinosaurs is show by a small player number above the terrain. The location of your Main dinosaur is highlighted by a darker province border. A large figure above the terrain shows the current owner of the province. A ring around this figure indicates that there is one or more Rings somewhere in the province. Input Sheet. The last pages become your input sheet for the next turn. Simply write in the orders for each dinosaur in the boxes provided. If you are possessing and/or dominating new dinosaurs during the turn you can write their orders (starting from the phase after the Dominate or Possess order) at the end of the sheet. With the treat and break treaty boxes please only write player numbers, not names. The first dinosaur on your input sheet is always your Main dinosaur with your Sub dinosaurs then listed in province order. Missed Turn If you miss a turn all your dinosaurs will move to the adjacent hex with the best terrain modifiers in the first phase and then Rest in the following phases. Statistics To give you some idea of the statistics for each type of dinosaur, following is a small sample list: Dinosaur Type Hit Attack Agility Armour Prestige Mental Points Points Strength Apatosaurus 91 13 3 0 2 56 Arrhinoceratops 25 3 8 3 6 14 Baryonyx 28 8 8 0 6 25 Bromaeosaurus 8 2 14 0 16 6 Callovosaurus 17 2 8 0 10 9 Chasmosaurus 24 3 8 3 6 14 Coelophysis 14 4 14 0 10 12 Corythosaurus 42 6 11 0 4 26 Eudimorphodon 4 1 23 0 20 4 Iguanodon 42 6 7 0 4 26 Lesothosaurs 4 1 14 0 25 3 Muttaburrasurus 34 4 7 0 5 19 Oviraptor 8 2 14 0 16 6 Pachycephalosaurus 21 3 12 1 7 13 Saurornithoides 10 2 14 0 14 7 Sordes 1 1 23 0 28 3 Styracosaurus 24 6 8 3 6 20 Triceratops 42 12 7 3 4 38 Tyrannosaurus 69 26 5 0 2 75 Vectisaurus 18 2 8 0 10 10 Velociraptor 8 3 14 0 15 8 A complete list of all the different types of Dinosaurs in the game follows. Speices Prestige Mental Acrocanthosaurus 3 66 Albertosaurus 4 40 Alioramus 6 31 Allosaurus 3 60 Anatosaurus 4 27 Anchiceratops 5 25 Anchisaurus 16 5 Ankylosaurus 3 27 Anurognathus 28 3 Apatosaurus 2 56 Arrhinoceratops 5 22 Bactrosaurus 9 10 Bagaceratops 23 3 Barapasaurus 3 36 Barosaurus 2 56 Baryonyx 6 25 Brachiosaurus 2 57 Callovosaurus 10 9 Camarasaurus 3 44 Camptosaurus 6 17 Cearadactylus 9 13 Centrosaurus 5 25 Ceratosaurus 6 31 Cetiosaurus 2 47 Chamatosaurus 15 7 Chasmosaurus 6 14 Coelophysis 10 12 Compsognathus 29 3 Corythosaurus 4 26 Daspletosaurus 4 43 Deinonychus 9 17 Dilophosaurus 6 31 Dimorphodon 16 5 Diplodocus 2 56 Dravidosaurus 9 8 Dromaeosaurus 16 6 Dromiceiomimus 10 13 Dryosaurus 11 8 Dsungaripterus 12 6 Echinodon 29 3 Edmontosaurus 3 31 Efrassia 15 5 Erythrosuchus 7 23 Eudimorphodon 20 4 Euhelopus 3 39 Euoplocephalus 5 14 Gallimimus 9 16 Hadrosaurus 5 23 Herrerasaurus 10 14 Heterodontosaurus 25 3 Homalocephale 10 8 Hylaeosaurus 5 17 Hypsilophodon 15 4 Iguanodon 4 26 Kentrosaurus 6 13 Kritosaurus 5 23 Leallynasaura 14 5 Leptoceratops 14 5 Lesothosaurus 25 3 Maiasaura 5 23 Mamenchisaurus 2 53 Massospondylus 10 10 Megalosaurus 4 38 Microceratops 35 3 Minmi 11 5 Montanoceratops 9 8 Mussaurus 12 8 Muttaburrasurus 5 19 Nodosaurus 5 14 Opisthocoelicaudia 3 31 Ornithomimus 10 17 Othniellia 18 4 Ouranosaurus 6 18 Oviraptor 16 6 Pachycephalosaurus 7 13 Pachyrhinosaurus 6 14 Panoplosaurus 6 19 Parasaurolophus 4 27 Parksosaurus 13 5 Pentaceratops 5 25 Piatnitzkysaurus 8 20 Pinacosaurus 6 16 Pisanosaurus 25 3 Plateosaurus 6 17 Polacanthus 7 10 Prenocephale 12 5 Probactrosaurus 6 17 Protoceratops 11 6 Psittacosaurus 15 5 Pteranodon 6 16 Pterodactylus 22 4 Pterodaustro 16 5 Quetzalcoatlus 5 31 Rhamphorhynchus 20 4 Rhoetosaurus 3 43 Riojasaurus 4 27 Rutiodon 11 12 Saltasaurus 4 26 Saltopus 29 3 Saurolophus 4 26 Sauropelta 4 21 Saurornithoides 14 7 Saurornitholestes 14 7 Scaphognathus 20 4 Scelidosaurus 8 10 Scutellosaurus 14 4 Shantungosaurus 4 30 Silvisaurus 7 9 Sordes 28 3 Spinosaurus 3 60 Stagonolepis 10 12 Staurikosaurus 17 4 Stegoceras 14 4 Stegosaurus 3 38 Stenonychosaurus 13 9 Struthiomimus 10 13 Struthiosaurus 11 4 Styracosaurus 6 20 Talarurus 6 13 Tarbosaurus 3 71 Tenontosaurus 5 19 Thecodontosaurus 16 5 Thescelosaurus 10 9 Ticinosuchus 10 12 Torosaurus 4 31 Trachodon 7 14 Triceratops 4 38 Troodon 15 8 Tsintaosaurus 4 27 Tuojiangosaurus 5 18 Tyrannosaurus 2 75 Vectisaurus 10 10 Velociraptor 15 8 Wuerhosaurus 5 25