Greetings Fellow Dice Fans!

 

I hope that you found my site because of Dice Masters, HeroClix, board games, or just superheroes in general! While I like a variety of different games, my main love is Dice Masters and I’m here to help other players grow. I’m not an expert and I’m not affiliated with WizKids, but I like to think that I have enough knowledge that I can do some good.

First, I want to be sure that all of you potential Dice Masters out there have links to various resources, official and unofficial. As my HeroClix followers grow, I’ll add another section for HeroClix links!

Official Links

Dice Masters Rules Forum
I use the Wizkids Forums to find rulings or at least a base for rulings. That’s one of the most important sites out there!
Wizkids Official Rules Forum (WORF) Home
This is the Forum Home Index. They have the rules forums for all their games here.
Wizkids Info Network
The Wizkids Info Network is where you need to sign up so that you can play in events at your friendly local gaming store (FLGS) and find tons of other info.
Wizkids Home
This is Wizkids’ home page. If you don’t know already, they make Dice Masters.
WizKids Keywords Page
This is an official comprehensive list of all the Keywords in Dice Masters.
WizKids YouTube
For all of their official videos – check out their YouTube!

Community Links

There are so many sites out there for Dice Masters, and I’m honored you’re looking at mine! There is just too much information out there to be shared and I want to share a few of my favorite sites (in no particular order). If you think your site should be on here, or you know of another site that’s not here and should be, let me know!

The Dice Coalition Site, Facebook, and Twitter
This is the best place to find all your Dice Masters information, in one place. Be sure to like their Facebook page and bookmark their site!
TDC Team Builder
This is part of the The Dice Coalition site and it is great for team building and researching cards.
True Mister Six Blog
A fellow blogger and long time blogging buddy! I’ve been blessed to have such an awesome friend as my one of my earliest (and I think my first) follower!
Double Burst Website and Facebook
This is a great resource for new players and veterans alike! I’ve enjoyed their podcast and recommend it for any Dice Master out there.
Dice Masters Reddit
This is a forum where you can trade and discuss everything Dice Masters!
Pro Dice Circuit
This is an unofficial tournament group – first to implement a rotation in Dice Masters as well as localized competitive draft events.
DM Armada YouTube
You can find all kinds of videos on this site, from unboxings to gameplay strategies. Definitely worth checking out.
The Dice Tower with Tom Vasel
The Dice Tower covers all kinds of games, not just Dice Masters. Tom Vasel is the dude that covers all the Dice Masters reviews and I’ve seen much of his other work – he’s an inspiration when it comes to the video part of my work! Be sure to give their channel a peek.

Dice Dice Kitty Links

Dice Masters Dyersburg
This is a link to the group for my FLGS. If you’re in the area, stop on in for a few games!
Dice Dice Kitty Facebook
This is the link to my official Dice Dice Kitty Facebook page!
Dice Dice Kitty Instagram
This is the link to my official Dice Dice Kitty Instagram!
Dice Dice Kitty Twitter
This is the link to my official Dice Dice Kitty Twitter!
Dice Dice Kitty YouTube Channel
This is the link to my official Dice Dice Kitty YouTube Channel!

Sellers of Nifty Accessories

These are folks that I have ordered accessories from and have reviews up for their products.

The 3D Geekery
They have a lots of 3D printed goodies for Dice Masters and Board Games too! They even do custom orders that are non-game related. Check them out! Their Dice Masters storage units are amazing! You can also type in the3dgeekery.com and it will take you straight to their Facebook page.
Litko Game Accessories
Dice towers and tokens galore!
Turn One Gaming Supplies
Seller of awesome sleeves and if you want a Roll Master Mat, they have them.
PlaymatMasters on Etsy
Want an awesome custom playmat design? Check this dude out!
Inked Gaming
Have a playmat design but need it printed? This is who I use.

Archived Sites

The Reserve Pool
TRP was the go-to place. As far as I can tell, you can still view old content, but they are not producing new content on this site.

About Me and My Blog

The first time I ever did an ‘article’ was on July 18, 2015 in our local Dice Masters group on Facebook about Captain Cold: Leonard Wynters. It didn’t take long for me to realize that Facebook wasn’t the best place for publishing articles. I dug up an old WordPress site I’d started and hadn’t done anything with and began transferring my previous articles. My Dice Dice Kitty persona was born at that moment on November 8, 2015 and has spread to Facebook, Twitter, Instagram, and YouTube.

My blog is primarily about Dice Masters, but I’ve grown it to include HeroClix, Board Games, and other various superhero related material. I’m also a huge fan of My Little Pony and Teenage Mutant Ninja Turtles, so you’ll see I use lots of screen shots from those IPs for article pictures and other various things. If I go to a convention and take cosplay pictures, you’ll likely see them in the sidebar from Instagram or Twitter.

I try to focus my articles and videos on reviews, unboxings, rules help, strategies, and accessory ideas but I’m always open to suggestions! I am always looking for Confusing Card of the Week suggestions, so don’t be shy – drop me a line! I know some folks are worried that they’ll be made fun of or laughed at because they don’t understand how something works. I do not promote those elitist type attitudes and I do not tolerate others that make those types of remarks. This is a safe place to ask sincere questions. We’re all here to learn and we’re all on different levels of understanding in regards to how things work in Dice Masters. I want to help each player elevate their understanding of the game in any way that I can.

I hope folks find my reviews helpful and informational. When it comes to my reviews, I do not play favorites with companies and I always give my honest opinion. My opinion is not fact, of course, but it is at least another perspective to take into consideration when it comes to products that folks want to spend their hard earned money on. I encourage everyone to seek out multiple reviews for a product so that they have as much information and perspective as possible!

Basic Rules

I keep my private life out of my blog, so you won’t see articles about politics or religion. This is not the place for it, so I do not condone any political or religious related content – regardless of any good intentions.

I do not approve of anything obscene, vulgar, or offensive being posted in comments on any of the sites I host from.

I don’t like folks being mean to each other. There is enough cruelty in the world and I don’t want it on any of my content. Please, express your negativity in a more constructive way and don’t direct it at anyone.

Please, do not spread rumors about other players or WizKids. Even if you have proof of a player being less than honorable, I am not the person to speak to. I do not ‘call out‘ folks on any of my social media outlets. I also do not allow players to bash WizKids on my outlets. We all get frustrated, but being rude doesn’t get anything accomplished.

Contacting Me

While I have folks from the community on my private Facebook page, I do not share my private social media pages with everyone. I have a Facebook page (Kitty Masters) that I use to share my content on Facebook. If you message Kitty Masters, you will not get a response. You can contact me through email at dicedicekitty@gmail.com or on my official blog Facebook page, here.

Closing

I hope that you find at least one thing you enjoy or that is of interest to you in my content. I’m so thankful that you visited my site and I appreciate all the likes, followers, and subscribers for taking that extra step and hitting those buttons. The bigger my sites get, the better variety of content I can provide!

If you’re looking for my old rating system, you can find it in my original intro article, here. I have retired that rating system and now do an Opinion and Strategy section instead.

Have an idea for a team?
Have a card you’re confused about?
Want to see an article about something?
Leave me a comment here or message me on Facebook at Dice Dice Kitty.

 

Roll on, Dice Masters!

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Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Jarnborn: And My Axe  from the Marvel The Mighty Thor set.

W Jarnborn, And My Axe

Ruling Using Action Dice

Jarnborn is a Non-Basic Action Card and it’s dice are Non-Basic Action Dice. If an ability or game text refers to an Action Card or an Action Die, then it could affect Jarnborn. If the text refers to a Basic Action Card or Basic Action Die, it will not affect Jarnborn. Non-Basic Action dice can not be purchased by an opponent, unlike Basic Action dice.

There are two main ways to use an action die. The first is when the die is in your Reserve Pool, you use the ability that’s on the card and then place the die Out of Play. The second is to move the action die from the Reserve Pool to the Field Zone, but those dice can only be fielded if they have the Continuous keyword, they’re considered to be Gear, or the ability tells you to attach that die to another die that’s in the Field Zone.

Action dice can be used during two different steps, but only on our turn. You can use an action die at any time during your Main Step, or after blockers have been assigned during the Attack Step (referred to as the Actions and Globals portion of the Attack Step).

Action dice cannot be used for no effect. This means, if you can’t legally use the ability of the action die, then you can’t use the die and it remains in your Reserve Pool until the end of your turn. If you do not use an action die, it will go into your Used Pile at the end of your turn.

Ruling – Ability

“Replace target character die’s A with double its printed A (until end of turn).”

In order to use Jarnborn, you must be able to target a character die that’s active in the Field. If there are no legal targets, you can’t use Jarnborn.

When you use Jarnborn, you can target a character die that belongs to either player.

When used, Jarnborn’s ability will replace the targeted character die’s current attack value with a value equal to double its printed attack value. If a character has applied bonuses to its attack value, those will not be added and will be lost. Static bonuses will still apply. For example, if I have a character in the Field Zone with a printed attack of 4, when I use Jarnborn, that character’s attack value will now be 8 until the end of my turn.

This effect will last until the end of your turn. Jarnborn does not alter the character die’s printed attack value.

You can use this die during your Main Step or wait until after your opponent assigns blockers and then use it during the Actions and Globals portion of the Attack Step. You can use the die for one of your characters that are blocked or one that is unblocked. You can even use this die on one of your opponent’s dice, whether they’re blocking or not.

If you use a second Jarnborn on the same character die, it will replace that character die’s current attack value with double its printed attack value. Even if the value is unchanged, the effect still happens.

Miscellaneous Card Information

~ Jarnborn is a Fist type Non-Basic Action Card.
~ It does not have an affiliation.
~ It has a Max Dice of 4.
~ This card is a Common and is #30 of 136.

Official Sources

WizKids Official Rules Forum (WORF)

There are no rulings for this specific card.

You can find more info about specific Keywords on the WizKids Keywords page.

Turn Order Summary Reference

turn-order

Opinion

I noticed a few players asking about non-basic actions so I thought I’d pick one that I think is a fantastic tactical card. You can wait and use until the Attack Step, after blockers are assigned, to try and maximize your damage against your opponent. Or you can use it on a character die during the Main Step to entice your opponent to block a particular character. You could even use it to help your opponent’s blocker KO one of your attackers with a When KO’d ability.

I love the versatility of this card and I can’t wait to use it more. I’ve been toying around with a few teams and this is a card that might fit nicely on to some of them. One team in particular has the super rare Mister Miracle on it. While he’s active, your action dice gain the Boomerang keyword. I want to use him, Jarnborn, and a heavy hitter or two and I can’t wait to finish that team!

I also love that my opponent can’t buy it, because it’s not a Basic Action. I can bring this card and know that I’m safe from them using it against me – unless they bring it too.

Opinions on this card? Leave a comment!
Is there a card your confused on?

Is there a combo that seems too good to be true?
Leave me a comment here or message me on Facebook at Dice Dice Kitty and thanks for reading!

Need to find a card? Check out The Dice Coalition‘s Team Builder!

Roll on, Dice Masters!

Greetings Fellow Board Gamers!

Our next featured game for these two weeks (April 12 and 19) is a game from one of my favorite publishers. We played King of Tokyo from IELLO. We played both the original version and the 2016 version. This review features the images from the 2016 edition.

King of Tokyo on Board Game Geek – here.

* Note – This is not a ‘How to Play’ or tutorial type article. This is a review of the game components and brief review of game play.

1 Box Art

Play mutant monsters, gigantic robots and other monstrous creatures, rampaging the city and vying for position as the one and only King of Tokyo!

Combine your dice to gather energy, heal your monster or just slap the other monsters down! Spend your energy to trigger permanent or one-shot special powers: a second head, body armor, nova death ray…

Stop at nothing to become the King of Tokyo… but that’s when the real trouble begins for you!

This is a great family game for two to six players. The game plays well with two players as well as six players. The recommended age is 8+ but we’ve had players younger than eight play the game with little trouble. There is some reading involved with the text on the cards, but younger players that can’t read can still play as long as someone helps them with the cards.

The play time for the game is around 30 minutes. Some games are over in as few as ten minutes, and some games can last up to 45 minutes. It depends on the types of cards that come up and how the dice roll!

Rules

The rulebook is probably a little more complicated than it needs to be, but this is another Richard Garfield game, so I’m not surprised. Don’t be intimidated by the wall of text you come across. The game is much simpler than the rulebook makes it seem.

Components

The board is sturdy and holds up well over time. The colors are bright and the art is really cool looking. Tokyo Bay confuses some players, even though it has a 5-6 player label on it. That’s more of a player fault than a design fault, just wanted to mention it because it happens a lot. There are also a few other reminders reminders on the baord for victory points and the ‘no healing off of dice’ rule for being in Tokyo. This is handy to have there because I forget about the victory points ALL the time.

Board

The dice are much larger than a standard size D6. They are opaque black with neon green accents. Younger players or folks with small hands will likely have trouble rolling all of them at one time. Players can roll however many they are comfortable with at one time, just be sure you keep track of what’s being rolled and what’s already rolled. All six of the dice are identical, with six different sides: 1, 2, 3, Energy (bolt symbol), Smash or Punchy as we like to call it (the clawed hand symbol), and Heal (heart symbol). The opaque green dice with the black accents is for an upgrade card that gives the player an extra die to roll. We usually leave the green dice in the box until a player buys that upgrade card, because these dice are used for anything else.

Dice

Each monster figure is very different in type and theme. The figures are all made from sturdy cardboard, and there are plastic bases for each monster as well. As long as you are not super rough with the monsters, they shouldn’t take too much wear and tear from being put together and taken apart a lot. Each monster comes with a matching monster board. The  boards have two spinning trackers on them, one for tracking health and the other for tracking victory points. The trackers are two different colors and labeled differently for easy identification. The art on each monster board is really cool and matches the monster figure.

3 All Characters

The energy cubes are cute, and look like tiny translucent green plastic Jello cubes. These can be easily lost and I’m sure I’m missing some, but I haven’t counted them. Many players substitute these for after-market energy tokens.

Energy

The cards are standard size cards, and I highly recommend sleeving them. Mine have never been sleeved and they need it. The newer copies of the game have different card backs than previous version (and corresponding expansions) and the promo cards. It’s never been a serious issue before, but I would prefer my cards be sleeved. The cards feel thin and flimsy, but they’ve actually held up very well over hundreds of shuffles. The edges are looking a little grimy and that’s the biggest reason I want to sleeve them. The cards will not fit into their spot in the insert if you sleeve them, so you’ll need or want an after-market insert or a deck box. That seems to be a common issue with board games that have cards as components.

Cards

There are a few different cards that produce different tokens. The tokens are standard cardboard punch out tokens and you’re not likely going to see them in play in every game of King of Tokyo that you play. We don’t even pull them out of the box until someone buys the upgrade card that needs the tokens.

Tokens

Setup & Clean Up

Setup is super easy. Each player picks a monster and the matching board. You place the Tokyo board in the middle of the table and the energy cubes next to it. Shuffle the deck, placing it next to the board and then reveal the top three cards. Place those cards near the board so all players can see them. These are the current upgrades that players are able to buy with their energy. As soon as one is purchased, it’s replaced with the next card from the deck.

Clean up isn’t difficult and doesn’t take too long if the players help by putting their upgrade cards with the deck and energy cubes back in the pile. From there, it’s just putting stuff back in the box. The most difficult thing is putting the monster figures and monster boards back in the box so they fit right. We’ve found that they fit best with all the monster figures on the bottom and the monster boards on the top.

Game Play

Game play is not complicated at all. You need to remember certain things, which is harder to do if you’ve never played the game before. For instance, players often forget to gain a victory point when they go into Tokyo or they forget to gain two victory points if they start their turn in Tokyo. That’s probably the most forgotten thing in the game with my play group. The board has player reminders on it, which are definitely useful. Players also forget that they can reset the three available upgrade cards by paying two energy.

Each player begins their turn by rolling the six dice. They can reroll any dice they want in an effort to get different results. If they still don’t like what they have, they can reroll any of their dice again, but this is the last time. In total, players get three rolls to try and get the results they want.

After they finish rolling, players activate the dice in the order they choose. Each side does something different:

  • The Bolt gives a player one energy cube for each Bolt face showing.
  • The numbers give players victory points, but only if they have three of more of the same number.
  • The Heal allows players to regain one health for each Heart face showing.
  • The Smash (or Punchy) punches opposing monsters based on where the active player’s monster is located. Monsters inside Tokyo punch monsters outside of Tokyo and monsters outside of Tokyo punch monsters inside of Tokyo.

Players can use their energy on their turn to buy any upgrade cards that are face up on the table, so long as they have the amount of energy required. The card goes next to their monster board if it’s a KEEP card or it gets discarded if it’s a DISCARD card (after they activate the ability on it).

If a player was dealt damage from a Smash (Punchy) while inside Tokyo, they can yield Tokyo and the active player (the one that punched them) will take their place in Tokyo at the end of their turn.

The complexity of the game increases when you get more and more upgrades on monsters. Some upgrades can make interactions very complicated, but most players have no trouble figuring it out.

Conclusion

My copy of King of Tokyo is about two years old and has been played probably 100 times or more. It was played an average of six to ten times each weekend for weeks on end, so this copy has seen plenty of table time. One of my friends has been called the Queen of Tokyo, because she’s just so good at the game!

The simplicity of the game play combined the complexity that the upgrades can add and the randomness of the dice rolls, makes for a rocking good time with friends and family. King of Tokyo is my most played board game that I own and I even own a copy of Cards Against Humanity and Munchkin. I never get tired of playing King of Tokyo. The expansions add different cards and monsters that enhance play even more. I wouldn’t suggest playing with the expansions until you feel you’ve got the core game down. Power Up cards are a new feature all together that are in the Power Up expansion. They have a set of rules that applies only to them. The Halloween expansion adds some new upgrades called Costumes, and those have a set of rules all to themselves. The Halloween expansion also comes with Power Up cards for the two monsters in that expansion.

I have both versions of the game, but I like the revised edition more, because I love Space Penguin and Cyber Kitty. Those two characters replaced Kraken and Cyber Bunny, respectively. I haven’t seen Space Penguin and Cyber Kitty’s Power Up cards in the revised Power Up expansion, so I’m not sure how different they are from Kraken and Cyber Bunny’s Power Up cards.

If you like King of Tokyo, I would suggest checking out King of New York as well. I own a copy of it as well, but it’s only been played about five times. King of New York has more complex game play, which is fun, but it’s no King of Tokyo!

What the Players Said

Paul – I like the base game a lot, but I love the game when you add in the expansions.

Katie – I love playing this game. I could do without the expansions, but they’re still fun.

Michelle – The game plays best with three or more players, and is a lot of fun. It’s still fun with two players, but feels a little limited.

Buy or Bye?
Definitely a Buy!

My game collection would be seriously lacking without King of Tokyo. It’s a great game that’s easy to learn and easy to teach.

Have strategies or tips for this game? Leave them in a comment!
Have cool accessories or custom pieces? Show them off!
Thanks for reading and be sure to like, follow, and subscribe for more Dice Masters, HeroClix, and Board Game related content!

Board out and game on!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Crush Card Virus: Basic Action Card  from the Yu-Gi-Oh! Starter set.

W Crush Card Virus, BAC

Ruling – Ability

Knock out one of your monsters in the field to knock out an opponent’s monster up to 1 level higher than yours.

Cards from the Yu-Gi-Oh! set use the term monster instead of character. Monster from Yu-Gi-Oh! and character are synonymous.

When you use this action die, you must be able to target an opponent’s character die that is the same level or one level higher than your character die that you KO. If you can’t target an opponent’s character die or there isn’t an opposing character die to KO, you can’t use this action die. You can’t use an action die for no effect.

When you KO one of your character dice to use this ability, it is considered to be part of the cost to using this action die. If you are not able to use the action die, you will not be able to KO one of your character dice. If you don’t have a character die to KO, you can’t use this action die.

When you use this action die, if the character die you KO has a When KO’d ability or a keyword that triggers when the character die is KO’d, those abilities will trigger. If you KO an opponent’s die that has a When KO’d ability or a keyword that triggers when the character die is KO’d, those abilities will trigger as well.

Sidekick dice are considered level one character dice. If you KO a Sidekick as part of the cost to play Crush Card Virus, you can target an opposing character die of level one or level two.

Special note about Regenerate – This is a KO replacement effect. If you attempt to use Crush Card Virus and choose one of your character dice with Regenerate and it regenerates successfully, you will not be able to choose an opposing character die to KO. This is because the additional cost of KO’ing a character die was not paid. The action die would be placed Out of Play and not back into your Reserve Pool, because you attempted to activate it and it ‘fizzled’ due to a replacement effect. There isn’t an official ruling for this.

Miscellaneous Card Information

~ Crush Card Virus is a Basic Action Card and does not have an energy type.
~ It does not have an affiliation.
~ It does not have a Max Dice number, instead it says Use: 3 which means you must use exactly three dice for this card.
~ This card is an Common and is #112 of 120.

Official Sources

WizKids Official Rules Forum (WORF)

You can find a ruling about Crush Card Virus, here.

You can find the Cross-IP Compatibility Wording information, here.

You can find more info about specific Keywords on the WizKids Keywords page.

Turn Order Summary Reference

turn-order

Opinion

I remember back in the good old days, we would use this card on teams with big When KO’d abilities that we didn’t want to use Blue-Eyes White Dragon on. Bringing BEWD meant we were potentially helping our opponent with the discount Global. Sure, BEWD was way more convenient, but this card could easily tip the scales against players that didn’t bring BEWD but hoped their opponents did.

In the current card pool for Golden Age, I’m not sure if this card would still hold it’s shine against something like BEWD. It possibly could, especially if you’re also using Mister Miracle: Show Must Go On. While he’s active, he gives your action dice the Boomerang keyword, which is really handy at times! It would depend on what other action dice you were using. If you’re using lots of Gear or Continuous action dice, then Mister Miracle probably is not a good idea.

I think it still has some playablility on particular teams, but I believe they need to be specific builds. Also, BEWD Global is still great in Golden Age for its cost reduction and it tends to pull the attention away from these other, more gimmicky type cards. But don’t count Crush Card Virus out completely! If you want a card that can KO your dudes for a When KO’d ability, see if this one works for you.

Opinions on this card? Leave a comment!
Is there a card your confused on?

Is there a combo that seems too good to be true?
Leave me a comment here or message me on Facebook at Dice Dice Kitty and thanks for reading!

Need to find a card? Check out The Dice Coalition‘s Team Builder!

Roll on, Dice Masters!

Greetings Fellow Clix Fans!

 

The newest set for HeroClix is going to be the Avengers Infinity set, due out May 16, 2018. You can pre-order this set at your FLGS and I definitely recommend you check it out!

WizKids sent me some spoilers to preview and share. Thank you, WizKids! You are super awesome for allowing me to share these powerful and cute new pieces with the Clix community!

I try to cover the awesome Traits and special powers in this article and not focus so much on the standard abilities printed on the dial. If you need to see what a particular power does, you should totally check out the Power and Ability card on WizKids site (if you don’t have one already). You can find it, here.

Preview #1 – Devil Dinosaur & Moon Boy (Rare)

This is a rare opportunity for me to spoil a colossal dude!

G016 Devil Dinosaur & Moon Boy

So, this Colossal piece has three different starting lines, and I like all of them! There aren’t that many differences between them except that his defense powers are appropriately diminished with each starting line and so are his stat numbers. He has an Improved Movement that allows him to move around and through opposing pieces. His Trait, Moon Boy, gives you a FREE range attack, which is also nice to have. Since it’s a FREE action, you can move his speed to get within at least four squares of an opposing piece and then make that range attack against them! I absolutely love his special movement power, Thunder Lizard, because it grants him Charge and Sidestep for the last three clicks all three dial sets. I’m a huge fan of move and attack abilities like Charge.  But that’s not all Thunder Lizard does. Along with Charge and Sidestep, when Devil Dinosaur and Moon Boy damage one or more opposing characters with a close attack, you remove an action token from him! That happens after actions resolve, which means you could remove the action token he just got! That’s crazy good, especially since he has Quake at the same time as Thunder Lizard! And because he has Colossal Stamina, you can reach opposing pieces from three squares away, without having to get right next to them where they can punch you back! This guy has lots of standard powers on his dial that make him a great piece to play in sealed or constructed formats!

Preview #2 – Cosmo (Super Rare)

Cosmo is super cute!

039 Cosmo

Cosmo is soooo cute! I love his Origin: Before the Guardians trait! If he’s on a Guardians of the Galaxy theme team, he’s protected from Outwit, and if he’s not, his attack and defense get modified by +1 for the entire game! That’s really good, especially since he already has a 10 attack and 18 defense on his top click. But I love playing theme teams and having a piece that’s protected from Outwit is nice to have. But at least I know I can play him with other teams and he still gets a boost. His special movement, I Am Cosmo. I Am In Brain., is absolutely bananas! He can use Mind Control, and when he targets more than one character with it, his attack gets modified by +1. He can target two characters with a range of six, and he has Improved Targeting, allowing him to see through hindering terrain. He has his I Am Cosmo. I Am In Brain. power on four of his five clicks, which is just awesome! His special damage power, You Have Loud Brain, is even more awesome! It’s a FREE action to use it and you choose an opposing character that’s within range (doesn’t have to be in Cosmo’s line of fire!) and they can’t be given POWER actions until your next turn! That means the chosen piece wouldn’t be able to use anything that requires a POWER action to use, like: Charge, Hypersonic Speed, Running Shot, and lots of other really good abilities that you don’t want used against you! Cosmo has lots of other great abilities right on the dial, but these special powers are just awesome and they’re on more than one of his clicks!

Preview #3 – Tigra (Chase)

I’d chase after this unique Tigra. She’s a Cosmic beauty!

047 Tigra

First off, that Cosmic Entity Trait is awesome. There are lots of abilities that target more than one character for an attack. One of the favorites at my FLGS is Quake. Cosmic Entity would prevent her from being targeted by that type of attack, so long as they were targeting more than one character. And if that wasn’t good enough, her other Trait is even more amazing! The 3rd Virtue of Life: Tenacity grants her Flurry as well as an additional ability. Once per turn, when her attack roll has a three on one die face, friendly characters can use Charge and Blades/Claws/Fangs for that turn. Tigra is a character you want to attack with first, in hopes of getting a three on one of the die faces during one of her Flurry attacks. If you do, after her attacks are finished, your friendly characters can use Charge and Blades/Claws/Fangs! You can activate Blades/Claws/Fangs after you Charge and hit an opposing character, which is one reason I absolutely love this ability! Powers that let a character move and attack are among my favorite kinds of powers, and this power gives you a chance to do massive damage with Blades/Claws/Fangs. On her last click, she has a special Defense power called, Life’s Last Hope. This is what’s called a STOP click. A STOP click will stop the character from taking any remaining damage from a single attack. For example, if Tigra is on click three and is hit for four damage from an attack, she will only take one click of damage because her STOP click is revealed. This special ability also grants her Mastermind. This helps her survive another attack by letting an adjacent friendly character take the hit for her, so long as they aren’t already a target and they’re less points than her or share a keyword with her. Tigra has other great abilities on her dial that enhance her playability. She’s out of this world!

Final Thoughts

The first thing I noticed about these card previews, was how bright the dial colors are on the cards. I like that many of the colors appear to be more distinguishable now. I hope the colors turn out in print as pretty as they are in the files.

I also noticed that all of these pieces have the Animal keyword. I know there have been decent Animal pieces in the past, and I’m hoping these pieces will increase the amount of Animal theme teams. Animal theme teams won’t give you Theme Team Probability Control because it’s a generic keyword, but it could help you get map choice. Being able to choose your battlefield is a huge advantage! Cosmo and Tigra both have the generic keyword, Cosmic. There are definitely lots of great Cosmic pieces for that generic theme team and these pieces could be added to the list.

I had to zoom in on Tigra’s picture, and I’m not really sure if I’m seeing this right or not, but it looks like you can see her tail through her ‘cosmic’ leg. If the sparkly/starry parts are actually semi-translucent, any piece with this treatment is going to be absolutely gorgeous!

Tigra Zoom In.png

As a casual player, I typically only play certain pieces because I’m familiar with the characters or I really like their abilities. But I’ve suddenly fallen for all three of these pieces! I love Mind Control and Cosmo is adorable, so I need him. Tigra is a character I don’t know much about, but now want to research her because she looks like a great character, with or without her cosmic treatment. Devil Dinosaur and Moon Boy is a really awesome colossal dude that I just want to have because his abilities are really cool. I can’t wait for May to get here so I can try to get my hands on some of these awesome new figures!

Which figure are you most looking forward to?
What do you think of the abilities on these figures?
Let me know in a comment here or on Facebook at Dice Dice Kitty!

Thanks again to WizKids! And thank you, to all of you who are reading and sharing this article. I appreciate it very much and would also be very grateful if you remember to like, follow, and subscribe to my pages.

     LLAP
Live long, and Prob it!

Greetings Fellow Board Gamers!

The featured game for the last two weeks is a game from one of my favorite publishers. We played Bunny Kingdom from IELLO.

Bunny Kingdom on Board Game Geek – here.

* Note – This is not a ‘How to Play’ or tutorial type article. This is a review of the game components and brief review of game play.

Box Art.png

Play as Rabbit Lords conquering a new world on behalf of the Bunny King.

Take control of vast Territories across the New World, build Cities, and farm Resources to make your Fiefs prosper and harvest precious Golden Carrots. Don’t forget to satisfy the King by accomplishing missions on behalf of his Majesty.

Each choice can bring you closer to victory, but only one of you will be named “Big Ears” by the Bunny King…

Will you be worthy?

This game is for two to four players, but plays differently for two players than it does for three or four players. We did not play this with two players. We played with three and four players.

Rules

The rulebook is very intimidating. The first time I opened it, I thought I was looking at a technical manual of some kind. I had to set up the game and play against myself in order to work through how to play the game, and even then, I still had things wrong. We were constructing things after drafting our two cards and the construction part of the round happens after all the drafting for the round is complete. I only just now realized this. We also played the Trading Post incorrectly. We were counting it as all three resources instead of just one. If the rulebook was put together in a more ‘user-friendly’ fashion, I may not have made those errors. The rulebook could definitely be simplified and organized a bit better.

Components

Aside from this being a drafting game (which I’m a huge fan of), the components are probably the biggest draw for me.

I love when a game has a decent insert built into the box. The cards in the picture are not sleeved, but you can fit all the cards in the box – with sleeves. There is plenty of space to put the components in the box without them being crammed in or packed in too tightly.

Insert.png

The board is very colorful and also sturdy. I definitely don’t like having a flimsy board for my board games. I love the land layout and all the artwork on it. What I dislike is that the score tracker is attached to the game part of the board. I would much rather these be two separate pieces. Having the score tracker separated would cut down on accidental bumps of the score bunnies and also make it easier for players on the tracker’s side of the table to see the actual board.

Board

The deck is HUGE! I think the actual number of cards is 182 if I read the contents list right… I didn’t count them. This game has enough math involved. The artwork is super cute and each card is easy to read. The coordinates and any pertinent information is in the top left corner, making it very easy to see what you have in your hand at a glance. I also like that each different type of land is color coded on the coordinates of the cards, making it much easier to locate that particular plot on the map while in the midst of drafting. I do not like how flimsy the cards feel. I’m constantly scared I’m going to bend them. The cards are standard size, so you can use any standard size sleeve, but be sure you use all of the same color sleeves or clear sleeves.

Deck.png

The player aid cards are… okay. They should have put a turn reference on them too. We never used the multiplication table on the back, because we always forgot about it. Not really handy when you forget it’s there.

Player Aid Cards.png

The tokens are the perfect size for the corner of a map square. They have a concave to accommodate a bunny on the same square or the corner of a city. They’re also very thick, which makes them much easier to spot on the map during clean up. Being easier to spot means they’ll be less likely to be forgotten or left behind when you’ve packed up the game. Thin tokens or thin cardboard coins are usually lost very easily.

The cities are made of plastic and they’re actually very detailed. Their towers are shaped like carrots, so that makes them super cute too. They feel sturdy, but I’m paranoid that I’m going to break a tower off at some point. If you like to paint your components, these would be absolutely adorable all painted up.

City Tokens

I saved the bunnies for last. These are so cute and adorable, but they are vicious as well! Don’t let those ears fool you – they’re sturdier than you think. I was leaning over the table to help a group of players with their game of Bunny Kingdom, and I was repositioning my hands when I put my hand down onto a cluster of these devils (all standing upright and ears at the ready!). Let me tell you… The words that I didn’t say are a testament to my willpower. I didn’t break a single ear either, but I probably would have been bleeding if I’d have stepped on them instead landing a hand. I’ve stepped on Lego blocks and even D4’s… but these adorable evil bunnies with their needle-ears… Don’t leave them laying about! You could end up with one sticking out of your foot!

Bunny Tokens

Bunny vs Foot

Setup & Clean Up

Setting up the board isn’t super complicated. You need to put a single tower city on each of the squares that has the picture of a city in it. Each player chooses one of the bunny colors and takes one from their stash, placing it on the giant score tracker. Then you shuffle the enormous deck of cards (which is even more difficult to shuffle if it’s sleeved), and deal each player the correct amount of cards, based on the number of players. That’s about all there is to setup, it just takes a little time to shuffle the massive deck.

Clean up is not as quick. There are buildings, bunnies, and tokens – everywhere… It’s best to have the players help with the clean up to make it go quicker. It’s not difficult, it just takes some time.

Game Play

The game play is not overly complicated. You have your hand of cards and you pick two of them, then pass the remaining cards to the player next to you. You reveal the two cards you selected and place your bunnies on the coordinates and collect your tokens and cities. Then you take the hand that the player sitting next to you passes to you, and you draft two more cards, reveal them, place bunnies and collect your tokens and cities. The direction you pass your hand is determined by the round. Round 1 and 3 are passed to the left and round 2 and 4 are passed to the right.

After all the cards are drafted, you get to build your cities and place your tokens on the map. There isn’t an initiative except for Camps, which causes a little bit of chaos during the game and even leads to some bumped score tracking bunnies. I would advise play groups to form an initiative of some sort, just for the construction part (that doesn’t apply to Camps since they have their own, of course), to help keep the chaos at a minimum.

After players have constructed what they want to build, you score the round – called Harvesting. I will not go into detail about that here. If you need help with scoring, you can email me or message me on Facebook and I’ll help the best I can.

After the round has been scored, you move into the next round and do exactly what you did in the previous round. The only real differences between the rounds are the direction the hands are passed during drafting, the presence each player has on the board, and how many points you score. You should be scoring more points each round if you’re drafting cards that will benefit your fiefs. You will never see a set of coordinates more than once, so if you see coordinates you need, better take them!

At the end of the fourth round, you harvest as normal, but instead of going into a fifth round, you score all Parchment cards you collected. Again, I won’t go into detail about how to score those here. The basics are, you score the number of points the Treasure cards give you and you see if you completed any of the other Parchment cards to score their Golden Carrots (points).

When all the crazy math calculations are completed and score bunnies are adjusted, the player with the most Golden Carrots is the winner.

Conclusion

This game was a blast to play, until the Parchment card scoring at the end of the game. Once we hit that particular portion of the game, I saw Richard Garfield’s style in all its complicated glory. Even though I shouldn’t have been surprised (since he is one of the creators of Magic: The Gathering), I guess I expected the game to be a game and not a multiplication teaching tool for pre-teens and adults. My players got up from the table and left me alone to calculate the totals on all the players’ Parchment cards. That’s NOT fun at all. We tried to take the non-Treasure Parchment cards out and deal out two less cards to the players, and that worked great. But it felt like we needed a few extra cards. We tried to select a few Parchment cards that were not super crazy to deal with, and it didn’t work as well. We filled up every single plot on the board. If I were to ever play this again, I would take out all the non-Treasure Parchment cards and deal two less cards to each player – and I would never feel guilty for doing it. I’d rather go score a dozen games of Fantasy Realms, alone in the dark, than score a regular game of Bunny Kingdom – ever – again.

But aside from the atrocious scoring, it was a fun drafting game with a very cute theme. This game is most definitely not for younger gamers, which is appropriately displayed on the box (14+). Even though it’s simple enough to play, the multiplying is overwhelming for anyone under 14 or anyone with a short attention span.

And the play time on the box is a lie, just like the cake. This game is not a minimum or average of 45 minutes. We played our shortest game at about an hour and fifteen minutes, which was the same game where we took the non-Treasure Parchment cards out of the deck. The rest of the games were roughly an hour and a half.

What the Players Said

Paul – I don’t like the Parchment cards, but I do like the bunnies. They are really cute.

Katie – I love the board, and the art, and all the pieces – especially the pokey bunnies. The game is really fun and really cute. It’s really easy to play too, until you get to the end of the game and have to score the Parchment cards.

John H. – Drafting is a lot of fun. There’s too much math, but it’s an acceptable game.

Olivia W. – The math wasn’t a huge problem for me, but the Parchment cards are definitely overwhelming. The Treasure Parchment cards are fine though. The art is awesome all over the game!

Buy or Bye?
Bye – Maybe?

So, I don’t think I’d actually buy this game for myself unless it was super discounted or if someone gifted it to me, I would totally take it. I would make my own house rules for it and adjust it to play better for my local players.

Have strategies or tips for this game? Leave them in a comment!
Have cool accessories or custom pieces? Show them off!
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Board out and game on!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Captain America: Superhero  from the Marvel Uncanny X-Men set.

W Captain America, Superhero

Ruling – Keyword

Heroic: When fielded, Captain America may pair up with a different Heroic character until the start of your next turn.”

WizKids Keywords Page:
Heroic: Dice with Heroic can pair up with other dice (different character) that you control that have the Heroic ability. Place paired up dice side by side. Heroic takes place at the same time a character is fielded. Dice may only be paired up with one other die (the new partner replaces the old one). They attack and block separately. 

Heroic acts as a When Fielded ability. When you field a character die with the Heroic keyword, you get to use that ability. Characters can be fielded by paying their fielding cost and moving them from the Reserve Pool to the Field Zone, or by an ability that uses the term ‘field’ instead of swap, move, place, etc.

When you field a Captain America die, you may choose a different character die you control to be paired up with Captain America. The chosen die must also have the Heroic keyword.

If a character die is already paired with a different Heroic character die, the new pairing replaces the previous one, ending any static abilities from the previous pairing.

Each paired die may choose to attack or block and does not require the other die to attack or block (unless the ability would state otherwise).

The Heroic ability will only apply to the two character dice that paired up. Other copies of the same character dice in the Field Zone will not be affected when you use the Heroic ability on a different die. For example: I have two Storm dice with Heroic in the Field Zone. When I field a Captain America die, he can choose one of the Storm dice to pair up with. The Storm die that was not chosen will not get the benefit of being paired.

If one of the paired dice leave the Field Zone, the other die looses any static bonus for being paired up because the paired die is no longer in the Field Zone. Any applied effects would remain.

Unless otherwise stated, the Heroic pairing lasts until the start of your next turn. Using the Heroic keyword is optional.

Ruling – Ability (From Being Paired)

While Captain America is paired up, he and his partner each gain +4A and +4D.

When you field Captain America and choose to pair him with another Heroic character, each of those two dice will have +4A and +4D until your next turn begins. For example: I have a level one Storm die (2A/1D) with Heroic in the Field Zone. I field a level two Captain America (5A/4D) and pair his die with my Storm die. They both gain +4A and +4D until the start of my next turn.

This Heroic bonus is a static bonus. If one of the paired dice leave the Field Zone before the effect ends, the bonus will end.

Miscellaneous Card Information

~ Captain America is a Shield type character card.
~ He has the Avengers affiliation.
~ He has a Max Dice of four.
~ This card is an Rare and is #100 of 126.

Official Sources

WizKids Official Rules Forum (WORF)

You can find a rulings for Heroic, here and here.

You can find more info about specific Keywords on the WizKids Keywords page.

Turn Order Summary Reference

turn-order

Opinion

I went old-school this week, back to Golden Age stuff! Interesting facts – there are only 13 characters with the Heroic keyword in the entire game and they’re all from Uncanny X-Men.

I realized I had never featured a Heroic character… there’s a reason for that. I know there are folks out there that have tried their hardest to make Heroic work. It’s an ability that sounds awesome on paper but is so very terrible in execution. I wanted Heroic to be cool and I tried so hard… but it’s not good for constructed casual events and certainly not for any Golden Age competitive formats. It’s not even good in an Uncanny X-Men sealed event. But, I’ve had some newer players ask about some older cards and Heroic popped up.

Out of all the 13 Heroic dudes out there, Captain America and Storm are probably the better ones. And for all my trying with Heroic, back in the Uncanny X-Men days, it was never fun to use. This keyword caused me so much frustration and irritation. It didn’t feel worth it to try and make it work because of all the frustration.

But everyone has to try at least once. Go ahead and check out all 13 Heroic dudes and find at least two that you like (because you literally have to have two of them and at least one in the Field to even kick-start this ability). Give them a go and let me know how it turns out!

Opinions on this card? Leave a comment!
Is there a card your confused on?

Is there a combo that seems too good to be true?
Leave me a comment here or message me on Facebook at Dice Dice Kitty and thanks for reading!

Need to find a card? Check out The Dice Coalition‘s Team Builder!

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Wrecker: Enchanted Crowbar  from the Marvel The Mighty Thor set.

W Wrecker, Enchanted Crowbar

Ruling – Ability

“While Wrecker is active, players can only use the Global Abilities of active characters.”

Wrecker’s ability is a While Active ability. A While Active ability is one that works regardless of how many of the character’s dice are in the Field Zone. While Active abilities are like a light – it’s either on, or it’s off.

while-active-light

While there is at least one Wrecker die in the Field Zone, players can’t use any Global unless it’s on a character that’s active in the Field Zone.

This ability applies to all players, and is not an optional ability. If a Wrecker die is active, his ability is in effect and applies to all players.

Players can not use the Global abilities on Actions. Wrecker specifically states that players can only use the Globals on active ‘characters’. Continuous action dice are not characters.

Miscellaneous Card Information

~ Wrecker is a Fist type character card.
~ He has the Villain affiliation.
~ He has a Max Dice of four.
~ This card is an Rare and is #128 of 136.

Official Sources

WizKids Official Rules Forum (WORF)

You can find a ruling for Wrecker, here.

You can find more info about specific Keywords on the WizKids Keywords page.

Turn Order Summary Reference

turn-order

Opinion

I understand why folks may have been confused about Wrecker’s ability, given WizKids track record. For example – The Bifrost. I had been putting off featuring Wrecker because I thought they might errata him, and it wasn’t until Mr. DDK brought him up again that I decided to go ahead and feature him – potential errata or no. Luckily for me, WizKids answered a question about him earlier in the week that matches my initial ruling for Wrecker. Now I’m kicking myself for not posting the article sooner.

Wrecker has a really great ability that someone can easily build around. There are lots of popular Globals on actions that would be rendered useless when he hits the Field. Rip Hunter’s Chalkboard, True Believer, Unstable Canister, Villainous Pact, and Resurrection to name a few. Even with rotation that was just announced, most of those are still Modern Age legal, with the exception of True Believer. There is a similar Global on Odin’s Fury. And now, if someone brought Heimdall or Ra’s al Ghul only for their Globals, they’re gonna have to buy those dice and get the characters active in order to use them.

In Golden Age formats, this guy is a beast. He stops BEWD, Red Dragon, PXG, and all those utility type Globals on characters unless the player buys those dice. Wrecker is gonna wreck someone’s day if they aren’t prepared to deal with him. He can be easily dealt with, with a Shriek or DWiz. But, if someone is wasting a control resource on him, they aren’t using it on something more important – like a win condition.

Wrecker’s purchase cost is only four energy, he has a fielding cost of one on all levels, and his lowest defense is three. That’s actually really good for he does and I wouldn’t be surprised to see him pop up in a competitive event somewhere. He may not fit every team, but there are teams that he can work well on. And don’t be surprised to see him in casual events either. He’s a great card that’s not getting the love he deserves.

Opinions on this card? Leave a comment!
Is there a card your confused on?

Is there a combo that seems too good to be true?
Leave me a comment here or message me on Facebook at Dice Dice Kitty and thanks for reading!

Need to find a card? Check out The Dice Coalition‘s Team Builder!

Roll on, Dice Masters!

Greetings Fellow Clix Fans!

 

Welcome to the next installment of my HeroClix Figure Spotlight series! I decided to choose a figure that I’ve recently come to adore from the X-Men Xavier’s School set, Professor X!

Professor X

Figure Information

Point Value: 75/50 points
Dial Depth: 5 Clicks, 1-5 for 75 points and 3-5 for 50 points
Keywords: X-Men

Team Ability
X-MEN: POWER: Choose an adjacent friendly character that can use this team ability and heal that character 1 click and roll a d6. [1] – [4]: This character is dealt 1 unavoidable damage.

Standard Powers/Abilities
They will be listed as Power: Click Number(s). This list does not include traited powers and abilities.

Movement
Mind Control: 1, 2, and 3 (listed with the special power)
Mind Control: 4 and 5

Attack
Incapacitate: 1 and 2

Defense
Defend: 1, 2, 3, and 4

Damage
Outwit: 1, 2, and 3

Improved Abilities, Traits, and Special Powers
Professor X has one Trait, one Improved Ability, and one special movement power.

Improved Ability: Improved Targeting when adjacent to opposing characters.

Trait:
Headmaster: X-Men
Leadership. Perplex, but only to target another friendly character with the X-Men keyword. During force construction, you may include one STUDENT ID card on your force without adding its cost.

(Movement Special)
I Will Not Harm Another If I Can Help It: 1, 2, and 3

Mind Control. When Professor X uses it as a RANGE action, he targets all opposing characters within range, regardless of line of fire, and hit targets can’t make attacks during this action.

Opinion and Strategy

I’ve played with this piece and against this piece in several different formats. In a Battle Royale, it took three players to take down the player with Professor X. He used him and a piece with Telekinesis to move his Professor X around while Professor X just messed up all of our placement and strategy. I’ve played against him in a 300 point sealed event as well, and he was wrecking everyone’s ability to strategical place their pieces. Playing against him in a constructed 300 or 400 point game is just bananas when he’s put on a solid team. He’s a nasty little surprise off of an ID Card too, which I’ve used and had used against me.

Professor X doesn’t need line of fire when he uses his Mind Control as a range action and he has a range of eight. He’s great as a ID call in for competitive games. He’s still good on your main force for a more competitive game, because you can Sideline a free Leech Student ID. If you have the points to add him to your main force, he could be worth it for the assisted strategical placement of your opponent’s pieces.

His trait isn’t bad either since it’s Leadership. If you’re playing other X-Men keyword pieces, you can use his Perplex on them, which makes an X-Men theme team appealing.

Professor X is Indomitable as well, meaning he can mess up someone’s world two turns in a row without taking push damage. He has that cool Mind Control on both starting clicks. At 75 points, he starts with Outwit, Defend with an 18 defense, and Incapacitate with an attack of 12. At 50 points, he starts with Outwit (but only has it on one click), Defend with a 17 defense, and an attack of 11. I don’t have a favorite team build for him because I’ve played him on so many different teams. I can usually fit him in as an ID call in, if he’s not on my main force at his full 75 points.

There are lots of uses for this piece and with me being such a big fan of Mind Control, this Professor X is the piece for me!

What do you think of this figure?
Do you have a figure you would use in place of this one?
Is there a figure you would like me to Spotlight?
Leave me a comment here or on Facebook at Dice Dice Kitty!

Thanks for reading and remember to like, follow, and sub for more HeroClix content!

     LLAPLive long, and Prob it!

Greetings Fellow Board Gamers!

The featured game for the last two weeks is a super cute game with lots of cute components. We played Korrigans from Ilopeli and Asmodee.

Korrigans on Board Game Geek – here.

* Note – This is not a ‘How to Play’ or tutorial type article. This is a review of the game components and brief review of game play.

Box Art

The legends of Brittany claim that a cauldron full of gold appears at the foot of each rainbow, and tries of Korrigans compete to find it first. Lead your own tribe in Korrigans, a board game of fun and mischief for two to five players! Each turn, you’ll move one of your Korrigans to a new field with the help of your animal Companions. Once you arrive, you can claim one of the tokens there, either giving you more gold or a new animal Companion who can help you move differently. Sooner or later, the cauldron of gold appears at the foot of the rainbow, and at that point, it’s an all-out race to get your Korrigans to the cauldron. Enter a fairy-tale world, and make your tribe of Korrigans richer than any other.

This is an adorable game of area movement and item collection for practically the whole family! This game is for two to five players. Korrigans are supposed to be fairies or sprites, despite how much they resemble leprechauns in the game.

Rules

The rules sheet is short, but to the point. It explains everything as plain as possible, but because some of the aspects are so unique, it took playing it out to fully understand them. Most of the game play and mechanics are simple enough. It was drawing the Rainbow pawns and the cauldron appearance that had me confused until I set it up and played it out on my own. But once you’ve played it out once or twice, it becomes much easier to understand.

My one complaint about the rules sheet are the typos. I understand that the game is translated to English, but there is a whole section of example text on the English rules sheet that’s not in English. The minor grammatical typos aren’t a huge issue, but for the price of the game and how short the rules are, I would expect them to be free of errors.

Components

This game has a lot of unique components and they all serve a purpose. I’ve played several games of Korrigans and there have been games where none of the side components were used, and other games where almost all of them came into play.

The board has two sides. Both sides are almost identical, except that one side has companion reminders on it as well as marked starting places, and the other side doesn’t. The reminders are there to help players with which companion can be used at a particular location. The side without the reminders also lets you place your Korrigans different at the beginning of the game. Instead of having to place your Korrigan in a particular numbered field, you can place them in any field. This changes things up a little and a player can even nab a Menhir before the game really starts. The board itself is very sturdy and we are still having trouble flattening it out. There were a few cracks in the bends of the board that were there when we first took it out of the box. They don’t affect game play at all, but I don’t like when something is damaged (even somewhat superficially) right out of the box. This could be because the copy we have is a older copy. The production quality of a newer copy is not something I can comment on, because we don’t have a newer copy for comparison.

Map 1Map 2

The player screens come in five different colors with different artwork on the front of each screen. The backs on the screens are all the same artwork, just different colors to match the color on the front of the screen. These are made of regular card stock and the images are bright and clear. There are bend guides on both sides to show where the screens need to be bent so that they stand up on their own. They flatten back out without too much trouble and bending them multiple times, for multiple games, hasn’t caused any unnecessary wear on them.

Screens

Each player gets two Korrigans of their chosen color. Something that I think is really awesome about all the Korrigan pieces is that each Korrigan is different. None of them are the same, even if they’re the same color. I like that each player gets two unique Korrigans that are different from all the other players’ Korrigans too. This small detail makes the game more desirable for me. There’s nothing wrong with Meeples, but sometimes, I want special pieces. The pot of gold, or cauldron, is really cute and I’m happy that it’s an actual plastic cauldron piece and not just another cardboard token.

Korrigans and Cauldron

The clover tokens are standard cardboard punch out tokens. There are a variety of companions and coins that are randomly placed in the fields at the beginning of the game. The tokens with the yellow ring are only used if there are four or five players. It was brought to my attention by a player, that the companions have something in their image that corresponds to how they help your Korrigan move. The hare lets you hop from field to field, the Squirrel has a gate in the background, the frog is near a dock, the mouse has a bridge in the background, and the mole is in a molehill. The bird is not as clear, but that’s probably because it lets you fly from one field to another field of the same color, and that’s difficult to illustrate. The bird is not on the reminder side of the board either, but it’s easy to remember what it does.

Clover Tokens

Each field, aside from the town square, will get a pointy rock thing. These are called Menhirs and each one has a symbol or a sticker on the bottom. When you collect one, you reveal it and gain the bonus or ability showing on the bottom. There are two of each different symbol.

Menhir

In the picture below, the troll token, which is the one with the stand, is brought into play or moved when you find the Menhir with his symbol on it. The giant hare and squirrel companion tokens are backup companions for players that need one of those companions because they can’t move with the companions they have. You have to discard a token to get one and you can only have one. You also have to choose which side you want and can’t change it later, so you either get a hare or a squirrel – not both. The cute little leprechaun with the pot of gold is the first player token, which never leaves the player chosen as the first player throughout the entire game.

The green tokens that go on the base of a Korrigan are Elves, which are found on the bottom of a Menhir. When you find the Elf, you place the token on your Korrigan and the Elf will give you two coins at the end of the game. You can lose this token if someone enters the field you’re in! The Goblin is the red one and works similar to the Elf. You can only get rid of the Goblin by moving your Korrigan into a field with a different Korrigan. The Goblin steals two of your coins at the end of the game, so you don’t want to keep him!

Misc Tokens 0

To make the cauldron appear and trigger the end of the game, you must have a rainbow! Every round, before the first player’s turn, whoever has the bag will draw a rainbow pawn. New colors are placed on the Sun markers on the board, and duplicate colors are placed on the Cloud markers. The rainbow pawns are made of wood an painted in seven different colors. My only complaint about the rainbow pawns is that the shade of the yellow and orange are too close in color. The orange needs to be a little darker. The picture actually makes the orange look darker than it is in person. This picture makes the blue and violet look too similar in shade, but in person, they’re definitely different. The bag is made from a thin black cotton like material, but it’s definitely big enough for folks with larger hands to reach in and draw a rainbow pawn easily. It has a one sided drawstring on it to keep the rainbow pawns from falling out.

Rainbow Pawns

Setup & Clean Up

The setup for Korrigans will take a little time, but it’s simple enough. Each player picks a color and takes the player screen and the two matching Korrigans.

Each field is marked with a four leaf clover and a number which tells you how many clover tokens to place in that field. Each field also gets a Menhir, except for the Town Square. The Town Square does get clover tokens, though. If you’re playing with four or five people, each field gets one extra clover token from the ones with the yellow rings around their pictures. This helps to ensure that players find enough companions and coins and so one player doesn’t get an unfair advantage over another.

After the fields are set up, each player places one of their Korrigans in the field that matches their player number. For example, the first player puts one of their Korrigans in one of the two fields marked with a number one. Then that player looks at all the tokens and chooses one to keep. They place that token behind their screen and put the remainder of the tokens back in the field, face down. The next player, to the left of player one, is player two. They place of their Korrigans in a field labeled with a number two and does the same thing, choosing one of the clover tokens. This continues until all players have placed their first Korrigan. Then it starts over with player one, who places their second Korrigan in the remaining field marked with a number one and chooses a clover token from that field. The same steps are repeated until all players have placed their second Korrigan. It’s good to grab at least one companion from a field during this setup.

If you’re using the side without the companion reminders or the field numbers, you can place your Korrigans in any field. There aren’t any field numbers on the side without the companion reminders. You can even put your Korrigan in the same field as another Korrigan. This is an easy way to grab a Menhir before the game actually starts, though I wouldn’t advise doing this. This limits the chances of finding a companion token which means you’ll have to discard a clover token for a back up companion.

All the Menhir tokens (Elves, Goblins, Troll) and the backup companions are placed to the side of the board with the cauldron.

After all Korrigans are placed, the first player draws a rainbow pawn and places on one of the Sun markers of their choosing. Any row or column marked with a rainbow pawn will potentially eliminate that field from being selected as one for the cauldron appearance. Since most of the fields are present in more than one grid section, you’d need to eliminate several rows or columns to prevent the cauldron from being placed in a particular field.

Game Play

Game play is not difficult and moves fairly smooth throughout the game. Each player, on their turn, moves one of their Korrigans and collects a clover token from the field they moved into. If it’s the last clover token, they get to collect the Menhir too. If a player picks up a Menhir, they reveal what it is on the bottom and get to do whatever the Menhir says. If it’s gold on the bottom of the Menhir, the player places it behind their screen after revealing it.

The only way to move your Korrigans are with the companion tokens. If you don’t have a companion token, or you don’t have the one you need to move, you must discard a clover token from behind your player screen and choose either the hare or squirrel backup companion. You can only have one, so choose wisely! The bird companion is the only one that’s not on the reminder side of the board. That’s because the bird can fly your Korrigan from its current field, to another field of that same color. That’s not easy to add in without causing a huge mess, but it’s definitely easy enough to remember.

Before the first player takes their turn each round, the player that has the bag of rainbow pawns will draw one and place it on either a Sun or Cloud marker of their choice, depending on the color drawn. If the color drawn was a new color, it has to be placed on a Sun marker. If the color was a color already on a Sun marker, it must be placed on a Cloud marker.

When the seventh color of the rainbow is drawn for the Sun markers, the rainbow pawn isn’t placed. Instead, the player takes the cauldron and finds all the available intersections under the Sun and Cloud markers that do not have a rainbow pawn and chooses a field. The chosen field can’t have one of that player’s Korrigans in it (if possible). Once the field is chosen, that player places the cauldron in that field and the end of the game begins. The exception to this is if the fifth color is drawn and placed on a the Cloud markers. Game play is paused and the bag is passed to the next player who will draw a rainbow pawn and place it. This continues until the seventh color is drawn, and when that happens, players move on to the cauldron appearance.

Once the conditions are favorable and the rainbow has triggered the cauldron’s appearance, the game will continue for one final round. Players will use their companions in an effort to reach the field with the cauldron. There is a special condition with the companions during this last round. You can only use each companion token one time. It’s a good idea to collect more than one of some companions, that way you can increase your chances of reaching the cauldron. Players that have one Korrigan in the cauldron’s field will receive ten coins, and players that have both Korrigans in the field will receive fifteen coins at the end of the game.

Once each player has taken their final turn and tried to reach the cauldron, all players count up the coins behind their screens, including coins on Menhirs that they may have collected, and then they add in their cauldron bonus if they have one. The player with the richest Korrigan clan is the winner!

Conclusion

This game is so much fun! It’s a great family game and it’s great for children because there isn’t any reading involved. Younger children sometimes lose interest quickly if there are too many components that require a lot of reading, like card based games. But don’t let the cute exterior fool you. This game actually has a lot of strategy to it, which surprised me!

I love the movement mechanic, and how it changes slightly when the cauldron appears. I also like that you can have a rough start, but still come back and do well or even win. I also really like the way that the cauldron appearance works. You never know who is gonna trigger the appearance or where they may put the cauldron. If you’ve got lots of rainbow pawns out, it’s easier to maneuver your Korrigans based on the companions you have. But, if the cauldron is triggered before lots of Cloud markers are covered, there are lots of places the cauldron could end up!

It really is a fun game and the game can be over in as quick as 20 minutes or as long as an hour or more. The random mechanics are what dictates the length of the game, for the most part, and it’s easy to get several games done in one evening.

What the Players Said

Paul – This game is really fun and I like it overall. I can’t think of anything that I don’t like about it.

Katie – I love it! It’s so, so cute and so easy to learn. I love all the cute little pieces. The player screens kind of feel pointless.

Sam J. – It was fun and my favorite things are the rocks and the randomness in the game.

John H. – I really liked it. It’s easy to play and learn and there isn’t anything I dislike about it.

Buy or Bye?
Buy!

This is a very cute game that was fun for my diverse group of players. Each of my fellow players seemed to really like the game and they stayed engaged during the other players’ turns. It’s a game that I definitely need to add to my collection, and soon!

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Board out and game on!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Spidey’s Last Stand: Basic Action Card  from the Marvel Amazing Spider-Man Starter set.

Spidey's last stand BAC

Ruling – Ability

“Sacrifice a character to draw and roll 2 dice (sacrificed characters are placed in the Used Pile).”

WizKids Keywords Page:

Sacrifice: Sacrificed characters are moved from the Field Zone to the Used Pile (often as a cost or penalty).”

When you use this action die, you must sacrifice a character die as part of the cost to using the die. If you can’t sacrifice a character die, you can’t use the action die because you wouldn’t be able to pay the cost to use it. You can’t redirect the cost to a different character die.

When you use this die, you sacrifice a character die, then you draw two dice from your bag and roll them. Those dice are then placed into your Reserve Pool. Dice drawn from this ability are not considered to be drawn during your Roll and Reroll Step, even if you use this action die directly after your Roll and Reroll Step. You do not get to reroll the dice rolled from this ability. Dice are used normally after they’re placed in the Reserve Pool.

If you cannot draw two dice for this ability, you draw as many as you can, then refill your bag and finish drawing until you have drawn two dice.

An ability like Back for More would not trigger if the dice you roll from this ability have the Keyword. The dice drawn and rolled from this ability never enter the Prep Area.

If you have more than one die of the same character in the Field Zone, you do not have to sacrifice all copies of that character. You only need to sacrifice one character die.

When you sacrifice a character die, that die will go to the Used Pile instead of the Prep Area. Sacrificed character dice are not considered to be KO’d and will not trigger When KO’d abilities. If you sacrifice a character die during your turn, that die will go Out of Play first, then to Used Pile during the Clean Up Step.

Miscellaneous Card Information

~ Spidey’s Last Stand is a Basic Action Card.
~ It does not have an affiliation.
~ It says Use: 3 instead of Max: 3 because you are required to use exactly three Basic Action Dice for this card.
~ This card is an Common and is #31 of 142.

Official Sources

WizKids Official Rules Forum (WORF)

Spidey’s Last Stand and Storm: Weather Witch Ruling

There are a few additional Sacrifice rulings:
Used vs Out of Play
Sacrifice for No Effect
Sacrifice and KO Abilities

You can find more info about specific Keywords on the WizKids Keywords page.

Turn Order Summary Reference

turn-order

Opinion

Well, this card is not terrible, but it’s not good either. I featured it because I’ve seen and heard lots of players asking how the Sacrifice ability works. I had a message about this specific card as well because it says character and not character die. This is one of those older cards with wonky wording is all. No, you don’t have to blow up all five of your Sidekick dice in the Field Zone, just to draw and roll two dice. I say it’s not a good card only because it’s not good for meta play – and it’ll be rotating soon too.

The reason that I say this isn’t a terrible card is because it’s a useful card for a more casual setting or a limited format. I wish it only cost two to buy though. I think I would actually use this card a lot if it only cost two. It’s easy to get a few Sidekicks in the Field that you can use as fodder for this card. And you’re opponent is less likely to buy this die. This card may not see competitive play, but there are plenty of casual options and fun options!

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Roll on, Dice Masters!