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 Triceraton: Loyal to a Fault  from the Teenage Mutant Ninja Turtles: Heroes in a Half Shell set.

W 48 Triceraton, Loyal to a Fault

Ruling – Overcrush Keyword Ability

WizKids Keywords Page:
Overcrush: When attacking, if this character KOs all of its blockers (or they are removed for other reasons), it deals any remaining damage to your opponent.”

An attacking character die must have been blocked by another character die for it to deal its combat damage as ‘Overcrush damage’. If the attacker was not blocked, the damage is not ‘Overcrush damage’. Overcrush damage isn’t a different type of damage, just a different means of how combat damage is being dealt.

If the character dice blocking the attacker are KO’d by the attacker’s combat damage, the remaining damage is dealt to the opponent. For example: If I attack with a level three Triceraton and my opponent blocks with two 1A/1D Sidekick dice, my Triceraton can deal one damage to each Sidekick die to KO them and then deal the remaining three damage to my opponent.

If the blocker(s) are KO’d or removed before the Assign and Resolve Damage portion of the Attack Step, the attacker will deal it’s full attack value in combat damage to the defending player. For example: I attack with my level three Triceraton and my opponent blocks with a 1A/1D Sidekick die. I use the Global on Unstable Canister to deal one damage to the blocking Sidekick die. Because my Triceraton was blocked and it’s blocker is no longer blocking the Triceraton, it deals its full attack value of five to my opponent.

All character dice that are blocking an attacking die with Overcrush must be KO’d or removed in order for the attacker to deal any Overcrush damage to the defending player.

Miscellaneous Card Information

~ Triceraton is a Fist type character card.
~ It has the Villain affiliation.
~ It has a Max Dice of three.
~ This card is a Common and is #48 of 58.

Official Sources

WizKids Official Rules Forum (WORF)

There is not a ruling for this specific card, but you can find some Overcrush rulings here, here, here, here, here, here, here, here, and here.

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

Turn Order Summary Reference

turn-order

Opinion

I really wanted to cover Overcrush again, because I’ve recently heard players saying that the blockers have to be KO’d before you can do Overcrush damage. That’s only partly correct. As long as the blocker(s) is KO’d or removed as a blocker, the attacker gets its Overcrush. Removed blockers usually enable an attacking die with Overcrush to deal their full attack value to the defending player, which is a major benefit of removing those blockers as opposed to letting them get KO’d by the attacker. It really bothers me when folks leave out that part about removing blockers, because it’s part of the ability description.

Overcrush is a nasty and effective ability. I love Overcrush and I build around it when I’m able to do so. I usually try to use characters that have additional abilities or abilities that compliment their Overcrush. Using a character that only has Overcrush, like this Triceraton, is not something I would recommend. I only chose this card for this week so I could focus on Overcrush.

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 Tabaxi Rogue: Greater Lords’ Alliance  from the Dungeons and Dragons: Tomb of Annihilation set.

W Tabaxi Rogue, Greater Lords' Alliance

Ruling – Experience Keyword Ability

WizKids Keywords Page:
Experience: While a character die with Experience is active, if you KO’d an opposing monster (as noted by the black Monster allegiance banner) during your turn, place one Experience Token on this character die’s card at the end of your turn. Each Experience Token provides each of this card’s dice with +1A and +1D (at each level). A card can only gain 1 Experience Token per turn (unless otherwise stated). Multiple cards can each gain an Experience Token during the same turn. An opposing player KOing their own Monster will not generate Experience Tokens.”

Experience is a keyword ability that functions like 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

Experience allows the character(s) with the keyword to gain an Experience Token if at least one opposing Monster (represented by the black Monster Flag) was KO’d during your turn. You can use almost any type of gaming token to represent Experience Tokens. I use a regular die (D6 or D8 usually) but some folks like to use glass beads.

Each Experience Token on a character’s card grants the character dice a +1A and +1D.

KO’ing your own Monsters or Monsters KO’d during your opponent’s turn will not grant you an Experience Token.

You cannot gain more than one Experience Token on any one character card each turn, but multiple characters can each gain an Experience Token.

A character that leaves the Field Zone does not lose their Experience Tokens. Experience Tokens are not removed unless a card or game effect would remove them.

Characters with Experience do not need to be the character that KO’s a Monster; they only need to be active in the Field when the Monster gets KO’d.

Experience Tokens are placed on the characters at the end of turn, so if a character with Experience is KO’d or unblocked, they are no longer active at the end of turn to receive an Experience Token.

Characters with Experience are typically considered Adventurers – though there are several exceptions. Those characters state that they are not Adventurers on their card.

Ruling – Ability

When fielded, move target opposing Trap die from the Field Zone to the Used Pile.”

A When Fielded ability will trigger when the character’s die is fielded by either paying the fielding cost and moving it from your Reserve Pool to the Field Zone, or by using an ability that instructs you to ‘field’ the character die. Abilities that move, swap, or place dice will not trigger a When Fielded ability.

When you field a Tabaxi Rogue die, you will move a target opposing Trap die from the Field Zone and place it into the Used Pile.

WizKids Keywords Page:
Traps: Traps are action dice that move to the Field Zone when used, and stay there until Triggered. When the criteria of the Trap die’s Trigger is met, you must immediately send the die to your Used Pile and use its Effect.”

If fielding the Tabaxi Rogue’s die triggers a trap, the active player resolves the Tabaxi Rogue’s ability, then the Trap will be able to resolve.

Ruling – Equip Icon

The Tabaxi Rogue has the Equip icon, meaning it can be equipped with Gear.

WizKids Keywords Page:
Equip: When this die is fielded, and at the beginning of each turn that this die is active (any player’s turn), you may attach this die to a character with the Equip icon immediately below their alignment icon. You may switch the attachment from one character die to another. If the character die the equipped die leaves the Field Zone, the equipped die remains in the Field Zone (unattached). As with all non-character dice, Gear dice can’t attack or block.”

When a character that has Gear attached to it leaves the Field Zone, the Gear stays in the Field Zone. It will stay unattached until you could attach it to another character.

If a character would lose the Equip Icon, the Gear would become unattached and stay in the Field Zone until such a time you could attach it to a legal target.

Miscellaneous Card Information

~ Tabaxi Rogue is a Mask type character card.
~ It has the Lords’ Alliance affiliation and has a Neutral alignment.
~ It has a Max Dice of four.
~ This card is a Uncommon and is #83 of 136.

Official Sources

WizKids Official Rules Forum (WORF)

There is not a ruling for this specific card but there is a relevant ruling, here.

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

Turn Order Summary Reference

turn-order

Opinion

I absolutely disagree with the ruling on Skeleton Key vs Green Devil Mask. The conditions of using a trap require you to send it to the Used Pile. If it’s already there, it shouldn’t be able to resolve if it’s later in the queue. Sorry – Bad ruling in my opinion. But it’s what WORF says and that’s how it must be ruled.

I still like this version of the Tabaxi Rogue for removing all the silly and obnoxious traps that are out there. But you have to dedicate a slot to the Tabaxi Rogue and that takes up a slot something else could go in. Since Traps are not a huge deal in regular constructed play, I can’t see myself slotting this character in for that. It’s a great card for a limited format that uses the Tomb of Annihilation set and I wouldn’t play without it if that’s the case.

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 the weeks of June 21 and June 28 was a fun economy and city building card game from IDW Games, Machi Koro (with Harbor and Millionaire’s Row expansions).

Machi Koro 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

You CAN build Rome in a day.

Machi Koro is a fast-paced, dice-rolling city builder. in the game, players compete to be the first person to build up their simple village into a sprawling metropolis. Originally designed and released in Japan, Machi Koro has developed a dedicated fan-base around the world. Excited fans have been eagerly anticipating an English translation, and the game has already garnered a “seal of excellence” from The Dice Tower among many other accolades.

Armed only with your trusty die and a dream, you must grow Machi Koro into the largest city in the region. You will need to collect income from developments and build public works, and steal from your neighbors coffers. Just make sure they aren’t doing the same to you! Machi Koro is a fast-paced light-hearted game for you and up to 3 friends. They say you can’t build Rome in a day, but Machi Koro will can be built in under 30 minutes!

I like city building computer/video games, like Sim City, and this beings a city builder to the table. It also brings in the randomness that having other players adds as opposed to the AI of a computer game.

Please keep in mind that this review is covering the base game and two of the expansions.

Rulebooks

Rules

The rules are actually really well written and easy enough to follow. The only confusion I’ve encountered is when we added the expansions and had to differentiate between ‘constructed landmarks’ and ‘landmarks’. The constructed landmarks are the properties that you build in order to win the game. The purple cards and City Hall are landmarks but not constructed landmarks. All the red, blue, and green cards are establishments.

Components

There aren’t many components to this game, but what there is, is plenty! You have a large deck of cards and they’re standard quality card stock. My copy has held up well over time without card sleeves. Sleeves for this game are not easy to track down, so if someone knows what size fits Machi Koro, please feel free to share that in the comments.

There are two plastic dice that are basic plastic board game dice. I got a green and blue one in my game, and I’ve yet to figure out why they included two different colors. The color of dice has no bearing on game play that I know of.

Dice

The coins are standard punch board coins, and over time, they will wear down a little. Several of mine are showing definite wear and tear. If you can, substitute plastic or acrylic coins which is a great solution for worn coins.

Coins

The ‘Renovation’ tokens are standard punch board tokens and probably won’t see a ton of wear and tear because there is only a few cards that use them.

Renovation Tokens

Setup & Clean Up

We played with two expansions and the rules (including set up) are somewhat different when you add in multiple expansions. Set up isn’t too difficult for one person to handle. You shuffle the deck and reveal ten different cards (stacking duplicates). Each player takes a set of starter cards and three coins. Set all the Renovation tokens to the side. Randomly select a first player and begin play!

Game Play

Game play is super simple. You roll one die (or maybe two if you have your Train Station built) and check for cards with that number and follow the instructions on the cards. The cards trigger in a particular order: RedBlue & GreenPurple. Then you build a structure or construct one of your landmarks.

Turn Order
1. Roll Dice
2. Check Red Cards
3. Check Blue and Green Cards
4. Check Purple Cards
5. Build
6. Pass Dice

Super simple, super easy – but there is chaos that can ensue when there are a bazillion different cards on the board. You want to build establishments that help you earn coins to construct landmarks. Once someone has constructed all their landmarks, they win!

Summary

This game was heavily played when I first bought it, but after a while, we did get a little bored with it. It’s only because the game play is very simple and playing this game once a week is still a little too often. But – That doesn’t mean you shouldn’t own it! We play Machi Koro at least once every few months on average and everyone has fun. We just limit how often we play it to avoid burnout.

Overall, it’s a fun and entertaining game, just don’t make it your only game.

What the Players Said

Wednesday – Love the game. It’s a business simulator that’s easy on the brain.

Allie H. – I like that it’s challenging to win sometimes, but not how it can be stressful. I do enjoy playing it though.

Olivia – I like how you need strategy and a variety of cards to win and you can’t just buy all of one card to win.

Buy or Bye?
Buy

This is a game that I’d recommend folks have in their collection, but as I mentioned before, be careful and don’t over play it!

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 Rigorous Training: Sidekick Card from the Sidekick Promo kit.

W RigorousTraining

Ruling – Ability

“All Sidekicks get +1D.”

 

Additional text:

“While this card is on your team, each player gets all of the benefits listed on it. This card takes up one of the spaces for a character or action card when building your team.”

When you add this card to your team, you do not add dice to it. This card is not a Sidekick character card. This card will take up a character card slot on your team. It does not take the place of a Basic Action Card.

This card will affect all dice that are considered Sidekick dice, including yours and your opponent’s.

Ally character dice that are in the Field Zone are considered Sidekick character dice and will get the +1D while those dice are in the Field Zone.

Miscellaneous Card Information

~ Rigorous Training is a non-energy type Sidekick card.
~ It does not have an affiliation.
~ It does not have a Max Dice number.
~ This card is a Promo and does not have a set number.

Official Sources

WizKids Official Rules Forum (WORF)

There is not a ruling for this specific card.

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

Turn Order Summary Reference

turn-order

Opinion

This card is a little more difficult to get than other promo cards because it was a card given out at Sidekick Night events and those are no longer happening in most places. Supplies were very limited as well and I know that my FLGS can no longer get the Sidekick Night kit. I typically don’t feature promo cards, but with all the ‘underground’ community chatter I’ve heard about this card, I thought I should.

This is a great way to keep your Sidekicks alive, but it also keeps your opponent’s Sidekicks alive too. I don’t want to give out any of the ‘secret’ things I’ve heard about team builds, just know that this card has its uses. I leave you all the challenge of finding them.

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!

 

I finally ordered my first ever, sealed case of HeroClix. I couldn’t be happier with the set I chose! I also got the Fast Forces and the Dice & Token Pack for the set as well. Here is a brief review of the Fast Forces and Dice & Token Pack, as well as a breakdown of the case (two Gravity Feeds) for Teenage Mutant Ninja Turtles Unplugged!

You can find my unboxing videos on my YouTube channel, Dice Dice Kitty. My Fast Forces and Dice & Token Pack are in one video, here. My case unboxing is in another video, here.

Dice & Token Pack

The Dice & Token Pack is just like the others that WizKids has made as far as quality. The token images are thematic to the set theme and the dice are not the same color as the ones from the first TMNT dice, but the image is similar. It’s not as large or defined as the image from the first TMNT dice and I would have liked a different image, but the turtle face is okay. I do love that the dice are purple and green, because Donnie is my favorite turtle!

I love the pixel images on the tokens and I also like that they included Bebop and Rocksteady in this D&T Pack instead of Splinter and Shredder again. Each token with a turtle has the turtle’s face and weapon of choice featured on it as well as their signature color as the background color of the token.

Dice and Token

I love this Dice & Token Pack, and since my other TMNT dice and my Star Trek dice don’t roll well for me, I’ll be using this set for a while.

Fast Forces

Fast Forces are a great way to help casual players obtain extra thematic pieces. I don’t ever expect a piece from a Fast Forces to become a meta or competitive piece and this Fast Forces seems to fall in line. Fast Forces typically don’t come with a rulebook, PAC, or maps. You only get the figures and their cards, usually.

This Fast Forces only comes with five figures, which I thought was a little unusual. I’m used to Fast Forces having six figures and the corresponding cards. This Fast Forces has a punch card of six bystander tokens, but for me, that doesn’t make up the difference of a whole character. I would have preferred token bystanders to cardboard ones in place of a sixth character. With the cardboard bystanders, they still could have put a sixth figure in the Fast Forces.

FF.jpeg

Cardboard Bystanders:

FFPogs

Here are the cards for the pieces in the Fast Forces:

Shredder seems kinda fun and so do the turtles, but really only for casual play. I’d be surprised if any of these show up in competitive play. If you’re starting out in HeroClix and you’re looking for some fun pieces to use at your local events, this is a great Fast Forces for that. You can easily build a TMNT Ally theme team with the four turtles and some extra pieces from some boosters. The turtles are 50 points each, so you’d need another 100 points for a 300 point game. That’s easy to do with a handful of boosters or pieces from a previous set. You could forego the theme team probs and build a 300 point Martial Artist theme team straight from the Fast Forces by adding Shredder at his 100 point starting line to the four turtles.

I really feel like this Fast Forces needed one more dude in it. Another villain would have been great to put with Shredder and then you’d be able to play TMNT vs TMNT Villain! Why not Krang?! Missed opportunity.

And before someone says – “But there are bystanders in it that you can add to the team.”

Yes, there are bystanders. But they don’t have keywords and there are only 70 points total between the six bystanders. I guess you could put the turtles against Shredder and the bystanders… Not sure how much fun that will be since bystanders can typically only take one hit.

Mr. DDK brought up a good point about the Laser Drone bystander and its weird trait. He thinks they gave it [PASSENGER]: 0 so it can’t carry anything at all. It has flight, but giving it the [PASSENGER: 0] prevents it from picking up other tiny dudes and carrying them.

Case – Two Gravity Feeds of Boosters
Feed One

Commons
I pulled one of each common, except for 001 and 006, which I pulled two of.

Uncommons
I pulled all of the uncommons except for 017.

Rares and Super Rares
I pulled one of each of the following rares: 019, 024, 027. I pulled one of each of the following super rares: 032 and 033.

Feed Two

Commons
I pulled one of each common, except for 002 and 009, which I pulled two of.

Uncommons
I pulled all of the uncommons except for 014, 016, and 018. I did pull a 017 in this feed, which completed my uncommon set.

Rares, Super Rare, and Chase
I pulled one of each of the following rares: 020, 021, 026, 028. I pulled one super rare: 034 and one chase: 038.

Here are the cards for all the different pieces I pulled in my two feeds:

 

Final Thoughts

I actually cancelled my Batman TAS pre-order so I could get a case of this set. I’m super happy with my case and have no regrets about swapping. I couldn’t be happier with Donatello as my chase piece and I can’t wait to buy more of this set! I love the pixel pieces and I think they’re unique and interesting compared to the rest of the HeroClix pieces out there. Pixels won’t work for every set of TMNT, or even every IP, but it works for this set of TMNT and I think it works very well.

I don’t mind the sculpt reuse at all, especially since there are so many new sculpts in this set. I don’t mind that the reused sculpts are on super rares either. It helps keep costs down a little so the price of our booster packs doesn’t increase. I’d rather keep prices the same and play with pieces that have the same sculpt, instead of having prices go up just to have a different sculpt. I don’t think they should reuse sculpts on OP prizing, unless the sculpt is really awesome, like that War Machine from one of the last WKO’s. His sculpt was a reused one, but it was pretty awesome.

My only real issue is that they Fast Forces has five characters instead of six and in place of the sixth character, there are cardboard bystander tokens. I still feel they should have put actual plastic tokens in the Fast Forces since they left out that sixth character.

Overall, I love the set and I like the Fast Forces and the Dice & Token Pack. This is a great time for me to be a HeroClix player!

What do you think of the new pixel style?
What is your favorite piece?
Did you pull any awesome pieces from your packs?
Leave me a comment here or on Facebook at Dice Dice Kitty and let me know! Thanks for reading and please remember to like, follow, and subscribe!

     LLAP
Live long, and Prob it!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Jay Garrick: The Crimson Comet from the DC Green Arrow and The Flash set.

* Note – There are two other articles that may be beneficial to read prior to this article. One is Dice Masters Confusing Card of the Week #141 – Hal Jordan: Green Lantern’s Light for Crossover character explanation, and the other is Dice Masters Confusing Card of the Week #142 – Free Chimichangas: Delicious for Impulse.

W Jay Garrick, The Crimson Comet

Ruling – Crossover

For a full breakdown of Crossover character dice, see my Confusing Card of the Week article about Hal Jordan: Green Lantern’s Light, here.

Ruling – Keyword Ability: Crosspulse

We’ll discuss this card’s individual Crosspulse ability in the Ruling – Ability section below. This section is focusing on the keyword and not the ability granted by the keyword.

WizKids Keywords Page:

Crosspulse: Crosspulse is a special version of Impulse found only on Crossover Characters. When you only spend the matching type of energy to purchase them, you get to use their Crosspulse ability.

You can read about Impulse, here.

When you purchase a die with the Crosspulse ability, you will be able to activate the bonus listed as the Crosspulse ability. Crosspulse abilities vary from card to card.

All of the energy used to purchase the die must match the energy types of the Crossover die you’re purchasing. You can use Wild energy to purchase a die with Crosspulse and it will count as the required energy and allow you to trigger Crosspulse.

For example: If I were wanting to purchase Jay Garrick, I could purchase him normally with one Bolt, one Shield, and two Fist energy. If I do, his Crosspulse ability will not trigger. If I purchased him with one Bolt, one Shield, and two Wild energy, his Crosspulse will trigger.

You do not need to have a copy of the die active in the Field Zone (which isn’t possible in some cases), you only need to purchase the die to trigger Crosspulse.

You can reduce the purchase cost to the minimum, which would be a Bolt and a Shield energy for Jay Garrick, and still trigger Crosspulse. Crosspulse only requires that you spend specific energy types to purchase the die, not a specific amount.

Ruling – Ability

Crosspulse – When you purchase a Jay Garrick die, all of your character dice in the Field Zone gain Fast (until end of turn). (You can only use a Crosspulse ability if you paid this character’s purchase cost using only their energy types.) (Character dice with Fast deal combat damage before non-Fast characters.)”

When you purchase a Jay Garrick die using only Bolt and Shield energy, his Crosspulse ability will trigger and all of your character dice that are in the Field Zone will gain Fast until the end of the turn. Only your character dice that are in the Field Zone at the time you purchase Jay Garrick will gain Fast. Any character dice you field after purchasing his dice will not benefit from his Crosspulse ability.

Ruling – Keyword Ability: Fast

WizKids Keywords Page:

Fast: Characters with Fast deal combat damage before other characters, all at the same time, instead of at the regular time for combat damage.”

A die with Fast will deal its combat damage before character dice without Fast. If two or more character dice have Fast, they all deal their combat damage simultaneously, but before character dice without Fast.

If an attacker with Fast is blocked by a character die without Fast, the attacker assigns and resolves its damage first and could potentially KO the blocker before it can assign and resolve its combat damage. For example: I’m attacking with a Sidekick die that has Fast from Jay Garrick’s Crosspulse. My opponent blocks my Sidekick with one of their Sidekicks, which doesn’t have Fast. My Sidekick will deal its combat first, which is enough to KO the blocking Sidekick. The blocker was not able to deal damage to my attacking Sidekick because of Fast.

If an attacker with Fast is blocked by a character die with Fast, they assign and resolve their combat damage to each other, like normal, but before the other character dice in that combat.

If an attacker with Fast is blocked by a character die with Fast and another without Fast, it may be possible for the attacker to KO the blocker without Fast before it can deal its combat damage to the attacker. But, the other blocker with Fast would also assign and resolve its combat damage at the same as the attacker.

Miscellaneous Card Information

~ Jay Garrick is a Bolt and a Shield type character card.
~ He has the JSA (Justice Society of America) affiliation.
~ He has a Max Dice of four.
~ This card is a Uncommon and is #62 of 124.

Official Sources

WizKids Official Rules Forum (WORF)

There is not a ruling 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 think Fast is an underappreciated keyword. I love using characters with Fast, and I actually used this Jay Garrick more than a few times. This particular card is a great card for casual play and draft, but he’s not going to see much Golden Age competitive play.

I like that he’s not really expensive to purchase, and you can use Blue-Eyes White Dragon Global to reduce his cost so you only need a Bolt and a Shield to purchase him and still get his Crosspulse trigger. Fast characters are very useful as attackers and blockers, especially since there are Globals that force dice to attack and Globals that force dice to block.

For the next casual event that comes your way, give some consideration to Fast and test play with it – especially if you haven’t before!

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 five figure booster set for HeroClix is going to be the DC Batman The Animated Series set, due out July 18, 2018. You can pre-order this set at your FLGS and I definitely recommend you check it out! This set will also include a Starter with a new type of map, and a Dice and Token Pack! Make sure you check those out as well.

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 – Zatanna (Super Rare)

Zatanna is lacigam and citsyM!

061 Zatana

I can’t wait to see this sculpt in person! She’s going to look amazing! The first thing I noticed was her point values and how many clicks she has. I thought it was a little expensive, until I read her powers and then it all made sense. Her trait is great for Justice League theme teams, and there seem to be more players trying out theme teams lately. Her trait says: At the beginning of your turn, roll a d6. [SIX]: Remove an action token from another friendly character with the Justice League keyword that’s 100 points or less. Seems good to me! The character doesn’t need to be adjacent to Zatanna for her to be able to remove a token from them. She can’t remove the token from herself, because her trait specifies ‘another friendly character’ and not just ‘a friendly character’. It doesn’t cost you an action either to use this trait.

She has a special attack power that says: Penetrating/Psychic Blast, Telekinesis. FREE: Generate a Bat bystander [MAX 2]. Now, Penetrating/ Psychic Blast and Telekinesis are great powers and she has them both at the same time. If that wasn’t good enough, she can also generate Bats that have Sidestep, Enhancement, and Shape Change. You can only have two of them at one time, but that’s still awesome! They’re also Tiny, so Zatanna could pick one up and carry it with her when she moved. Enhancement makes Zatanna’s damage go up and makes her more offensive. But she has more!

Her special damage power gives her access to both Perplex and Probability Control. Having both of those at the same time is so convenient, and makes her worth playing at 75 points.

But if you could only fit her at 50 points, she’s still great. She won’t get her Bat bystanders at 50 points, but she does have her Perplex and Probability Control. Zatanna is a piece I will definitely be trying to track down!

Preview #2 – Inque (Super Rare)

Inque is full of surprises!

062 Inque

Inque is a cool looking piece and she’s from the Batman Beyond series. She cost 75 points and has six clicks on her dial. She also has a trait that says: FREE: Choose one: Stealth, Shape Change, [TINY], -or- Giant Reach: 2. Inque can use the chosen power or ability until your next turn. I think this trait is really awesome! It’s not like a special power that could potentially be lost, and she has options that can’t be Outwitted. Every turn, you have the option of one of the several cool powers/abilities and you can change them on your turn based on the game state. You could hide her in hindering terrain and choose Stealth. If you knew she could be the target of an attack on your opponent’s turn, you could pick Shape Change. You can choose [TINY] so other regular sized characters can carry her around. And Giant Reach: 2 makes it very easy for her to make close combat attacks and not have to worry so much about getting hit back.

Inque also has a special movement power on her first four clicks that says: Hypersonic Speed, Sidestep. If Inque occupies water terrain, she modifies her combat values -1 and she can’t use Hypersonic Speed or Sidestep. She’s able to use Sidestep and Hypersonic Speed on the same clicks, which is so awesome! You only need to keep her out of water.

Her special defense power allows her access to Super Senses and Energy Shield/Deflection on her first three clicks. Inque also has Improved Movement for elevated terrain.

I like this character a lot for her trait and I think she’s going to be a lot of fun to play with!

Preview #3 – Wonder Woman (Chase)

Wonder Woman! Don’t think I need to say anything else, because it’s Wonder Woman!

067 Wonder Woman

Wonder Woman has a really awesome looking sculpt and I can’t wait to see this piece! She has six clicks for 70 points and three clicks for 30 points. She also has two traits, but one of them only applies if you put her on your Sideline. Her first trait says: SIDELINE ACTIVE – Friendly characters have “FREE: If this character critical missed this turn or made the third attack this turn to miss all opposing targets, place a character from your Sideline that can use a Troubalert trait adjacent on its blue starting line.” // At the beginning of your turn, if Wonder Woman started the game due to the Troubalert trait, roll a d6. [FOUR] – [SIX]: Deal Wonder Woman 1 unavoidable damage. This trait is a great way to get an extra character on the map without having to use an ID card. There is a drawback, of course. There is a 50% chance of Wonder Woman being dealt one unavoidable damage at the beginning of each of your turns, but for a free character, that’s worth the risk of giving your opponent 30 points.

Her other trait is a conditional one, depending on what pieces your opponent has on the map. Her second trait says: Characters that can use Telekinesis modify attack +2 when attacking only Wonder Woman. Characters that can use Telekinesis modify defense +2 when Wonder Woman attacks them. There are a few really good Telekinesis pieces out there and as long as you avoid attacking them and don’t get in range of their attacks. This trait is most likely there for balance, but you can still work around it so it’s not a huge drawback.

Wonder Woman has a special movement power, but you have to play her at 70 points to access it because it’s only on her first click. Her special movement power says: Hypersonic Speed, [FLIGHT], [PASSENGER]: 2. Wonder Woman may carry one same size with [SWIM] in addition to any other carried characters. This power’s name made me snicker when I read it. “Giving the Super Friends a ride in the Invisible Jet… even Aquaman.” This power essentially lets her carry three characters, so long as the third one has the Swim icon on their movement.

Wonder Woman has one more special power and it’s on her attack. She has the special attack power on click 1, 2, and 4. Her special attack power says: FREE: Choose an opposing character within 5 squares and line of fire that has a character adjacent to it. Roll a d6 for that character and each character adjacent to it. [FOUR] – [SIX]: Give the character you rolled for an action token. This is like a free, and buffed up Incapacitate! I like Incapacitate, but only if it’s included in another power. Incapacitate printed on the dial is not the way I like using it. Wonder Woman’s power is actually really great to use with a character that can use Telekinesis. The TK piece can move the opposing pices into position and Wonder Woman can use her free power to try and put an action token on them. And because that power is FREE, she can still be given an action token to attack or move!

Wonder Woman has some fun possibilities and I look forward to seeing how folks decide to utilize her.

Preview #4 – Hawkgirl (Chase)

Swooping in to save the day, with Average Birds at her side!

073 Hawkgirl

Hawkgirl looks really pretty and she’s a little cheaper than Wonder Woman on her first dial. Her points are 50 points for six clicks and 30 points for three clicks. She also has two traits. Her first trait says: SIDELINE ACTIVE – Friendly characters have “FREE: If this character critical missed this turn or made the third attack this turn to miss all opposing targets, place a character from your Sideline that can use a Troubalert trait adjacent on its blue starting line.” // At the beginning of your turn, if Hawkgirl started the game due to the Troubalert trait, roll a d6. [FOUR] – [SIX]: Deal Hawkgirl 1 unavoidable damage. This trait is just like the Troubalert trait on Wonder Woman. If you have multiple Troubalert characters and the FREE ability is triggered, you can choose any of those characters to pull in. Wonder Woman and Hawgirl are both close combat characters, so you’d want to pull them in close enough that they could charge in and attack. She also has the condition that Wonder Woman does where you have to roll a the beginning of turn to see if she takes one unavoidable damage.

Hawgirl’s second trait says: Unless Hawgirl’s attack is the first during your turn, characters modify defense +2 when she attacks them. Characters modify attack +2 when attacking Hawkgirl if it is the first attack of their turn. This is another conditional drawback that can be worked around. You have to make sure you attack with her first or you’re going to be giving an opposing character a defensive advantage against Hawgirl. If an opposing character wants to take advantage of the attack bonus, they will have to attack her before your opponent attacks anything else. If your opponent has a particular character that needs to attack first in order to buff their team, you can tempt them into not using that character by sending Hawkgirl after a different opposing character. Your opponent would then need to decide if the +2 to attack Hawkgirl is worth losing whatever bonus they may be getting from their other character.

Hawkgirl has one other special power and it’s on her attack on clicks 1, 2, and 4. Her special attack power says: POWER: Generate an Average Bird bystander. If no other friendly characters are within 4 squares, generate two instead. I like gimmicky powers and abilities, especially ones that let me generate extra characters, regardless of whether or not they’re super powerful. The Average Bird bystanders have an speed of nine and can use Flurry. They only have a nine on their attack, so they won’t be hitting much of anything. And since they’re tiny, you only need a to roll a three to break away from them, so they aren’t great for tying up characters. They can be a huge nuisance though if they roll critical hits against dudes without damage reducers or if they’re adjacent to an opposing character that’s having trouble rolling higher than a one or two for a break away roll.

Final Thoughts

The Batman The Animated Series is shaping up to be a pretty awesome set! I don’t think there’s any particular figure that I don’t like, so far. They all have their own play style that will appeal to players of all different types. Zatanna is definitely my favorite so far, but also like Wonder Woman too. I like the Troubalert ability because it doesn’t cost any points to add those characters to your Sideline and you might be able to get a free character on the map if you happen to be having a bad time with your dice. So far, these two are close combat type characters, but I bet there’s a range centered Troubalert character out there too. I’d be very surprised if there wasn’t.

I also noticed that none of these characters are Indomitable and only Inque has Willpower (and only on two clicks). It’s unlikely you’ll want to push any of these pieces because they will damage for it. Zatanna is the only piece with a Team Ability and it’s one of my favorites – Mystics: Each time this character takes damage from an opposing character’s attack, after resolutions deal the attacker 1 penetrating damage. Uncopyable. Mystics is a nuisance for any piece that doesn’t have Invincible, because Invincible is the only damage reducing power that can reduce penetrating damage.

I can’t wait to see what other pieces are in this set and I can’t wait to see what pieces I pull in our pre-release that’s coming up on July 14! Be sure to check with your local venue to see if they’re hosting a pre-release! And don’t forget – the set releases on July 18, 2018!

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 Dice Fans!

For this week’s confusing card of the week article, we’re going to take a look at Free Chimichangas: Delicious from the Marvel Deadpool set.

W Free Chimicangas, Delicious

Ruling – Non-Basic Action

Free Chimichangas is a non-basic action card with non-basic action dice. Any card that references an action card or die could affect this card or die. If an ability only references basic action cards or dice, this card and its dice are not affected.

This card takes up a character card slot on your team and the dice count towards your 20 dice maximum. You can only purchase non-basic action dice that are on your team. For example: If I have Free Chimichangas on my team, it’s placed in a character card slot and its dice count toward my 20 dice maximum. My opponent can’t purchase my Free Chimichangas dice.

When you use this die on your turn, it goes Out of Play until the Clean Up Step. If you have a any action dice in your Reserve Pool after your Attack Step, those dice are sent to the Used Pile. You can only use action dice on your turn.

Ruling – Keyword Ability: Impulse

We’ll discuss this card’s individual Impulse ability in the Ruling – Ability section below. This section is focusing on the keyword and not the ability granted by the keyword.

WizKids Keywords Page:

Impulse: Impulse abilities happen when you purchase a character die with the Impulse ability.  The character does not need to be already active to use the Impulse ability.”

The description from the WizKids Keywords page is a little dated. It specifically mentions a ‘character die’ with Impulse, but as you can see, other card types can have the Impulse ability.

When you purchase a die with the Impulse ability, you will be able to activate the bonus listed as the Impulse ability. Impulse abilities vary from card to card.

You do not need to have a copy of the die active in the Field Zone (which isn’t possible in some cases), you only need to purchase the die to trigger Impulse.

Ruling – Ability

Impulse – Target character die gets +2D (until end of turn). (Impulse abilities happen when you purchase the character die with Impulse.)

Target character die gets +2D.”

When you trigger the Impulse ability on Free Chimichangas, you target a character die that will get +2D until the end of turn. You must target a character die if there are legal targets available. You can’t trigger the Impulse ability and choose to not use it if there are legal targets. If you don’t have a character die of your own to target, you must target an opposing character die. If there are no character dice to target, you may still purchase a Free Chimichangas die, but the Impulse ability will fizzle.

When you use a Free Chimichangas action die, you target a character die that will get +2D until the end of turn. You must target a character die. If you don’t have a character die of your own to target, you must target an opposing character die. If there are no legal targets for the action die’s ability, you can’t use the action die. Players are not allowed to use an action die for no effect.

Both of these effects give a target character die +2D, until the end of the turn. This is an applied effect. If you were to swap the character’s A and D with another ability, the +2D that was applied will swap to the A.

Miscellaneous Card Information

~ Free Chimichangas is a Mask type non-basic action card.
~ It does not have an affiliation.
~ It has a Max Dice of four.
~ This card is a Common and is #17 of 124.

Official Sources

WizKids Official Rules Forum (WORF)

There is not a ruling for this specific card.

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

Turn Order Summary Reference

turn-order

Opinion

Free Chimichangas is fun in casual and drafts. I don’t think this card would ever have a spot in a competitive meta, which it would only be legal for Golden Age competitive events now.

But for casual play, this is a fun action to use on a team with Ant-Man: Pym Particles from the Uncanny X-Men set. You can use your Free Chimichangas to boost the defense of one of your characters, like any of the Blobs from X-Men First Class, and then swap his attack and defense with Ant-Man’s Global for a super heavy hitting character!

You can use Free Chimichangas to boost the defense of an opposing character so you don’t KO it. If you Polymorph a troublesome character (like Shriek) into the field to prevent your opponent from getting her ability, you don’t want to KO her with a Dragon’s Breath Weapon. Just use Free Chimichangas to boost her defense and an ability to prevent her from blocking, then attack with your dragon!

Free Chimichangas has plenty of uses. It’s really up to each individual player to test it on their various teams or build a team around it to see if the card fits their play style.

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! For this month’s article, I chose a version of one of my newest favorite comic characters, She-Hulk (024) from Avengers Infinity!

She-Hulk 024

Figure Information

Point Value: 50 points
Dial Depth: 5 Clicks
Keywords: Avengers, Lady Liberators, Brute

Team Ability
None

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

Movement
Sidestep: 1-4

Attack
Super Strength: 1-3

Defense
Invulnerability: 1-3
Toughness: 4-5

Damage
Close Combat Expert: 1-3 (part of a special ability), 4-5

Improved Abilities, Traits, and Special Powers
She-Hulk has a special damage power.

Special Damage:
Fierce Litigator:
1-3
Close Combat Expert. When She-Hulk uses it and hits, after resolutions choose one to last until your nest turn: a hit target modifies attack -2 -or- a hit target modifies defense -2.

Opinion and Strategy

I really like She-Hulk as a distraction and utility piece more than a piece you build around. She’s great to run up onto a primarily ranged character because of her Fierce Litigator special ability. You can either reduce their attack or defense by two, making them much easier to hit or making it harder for them to hit you. She’s a great utility piece for a ranged team so the target is easier for them to hit while they’re tied up with She-Hulk. I use a character with Perplex to increase She-Hulk’s defense and I use my Probability Control to force them to reroll their Breakaway in hopes of keeping them adjacent to She-Hulk. If they run, I use Telekinesis to put her adjacent to them or close enough that she can Sidestep up to them. She’s got Super Strength, so she can utilize heavy objects. Her defense powers leave a little to be desired, but Invulnerability and Toughness are better than nothing!

I like that she’s got the Avengers keyword, so I can put her on an Avengers Theme Team as a utility piece. She’s makes it much easier for Thor or Iron Man to hit a target. She’s only 50 points, but I wish she had Impervious on her top click instead of Invulnerability. I also dislike that she doesn’t have Improved Movement of any kind. That’s just a little disappointing, but I can work around it.

She’s a great piece to play in casual settings, which is what I mainly focus on. She’s not meta worthy, but I’ve had fun with her on my Hulk team. I use a variety of Hulk pieces, like the FCBD Hulk, The Mighty Thor starter Hulk, and She-Hulk from Civil War and build according to point values. She’s great with ranged teams, but she’s even more fun with other Hulks!

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 Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Hal Jordan: Green Lantern’s Light  from the DC Green Arrow and The Flash set.

W Hal Jordan, Green Lantern's Light

Ruling – Crossover Cards

Crossover: Crossover characters have two or more types of energy. To purchase them you’ll need to spend at least one of each type of energy they require. You won’t be able to reduce their cost to avoid paying each type of energy to purchase their dice. They count as every type of energy you must spend to purchase their die.

Crossover cards are cards (characters or non-basic actions) that have two or more energy types included in their purchase requirements. Hal Jordan cost a total of two energy to purchase and his energy requirements are one Mask and one Bolt. You can use Wild energy to pay the purchase cost if you don’t have a Mask and/or Bolt. For example: I have two Wild energy in my Reserve Pool. I can spend both Wild energy to purchase one Hal Jordan die.

Some Crossover cards have purchase restrictions on them, such as: “You may not use Wild energy to purchase this die, this text may not be ignored.This only applies to the Crossover cards with the restriction listed in the card’s text box. If this type of restriction is not in the card’s text box, you may use Wild energy to purchase that Crossover die.

Crossover cards are considered to be all energy types listed on their card. A Crossover card with all four energy types is considered to be a Mask, Bolt, Fist, and Shield type character or action card. Hal Jordan is considered to be a Mask character and a Bolt character. Anything that affects a Mask character will effect Hal Jordan. The same is true for Bolt characters, because he is also a Bolt character.

When a Crossover die is on a dual energy face, you may spend one of the energy types and spin the die down to the one generic energy face. Whichever energy type you didn’t use will no longer be available; you will only have the one generic energy remaining. For example: If you have a Hal Jordan die showing a Bolt/Mask energy face, you can spend the Mask energy for the Global on Heimdall and spin your Hal Jordan die to the single generic energy face. You can no longer use the Bolt energy that was previously on the Bolt/Mask face, as a Bolt energy.

If you want to use both energy as their types, you must spend the energy collectively. For example: If you have a Hal Jordan die showing a Bolt/Mask energy face, you can spend the Mask energy for the Global on Heimdall and the Bolt energy for the Global on Unstable Canister, but you must announce that you’re doing that and place both energy Out of Play. You then resolve each Global in the order you announced them and you may not do anything else until you have resolved both Globals.

Miscellaneous Card Information

~ Hal Jordan is a Mask and a Bolt type character card.
~ He has the Green Lantern affiliation.
~ He has a Max Dice of four.
~ This card is a Common and is #20 of 124.

Official Sources

WizKids Official Rules Forum (WORF)

There is not a ruling 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 am literally at the convention hall for Origins at the time this article is posting! I scheduled this article to post so that those who didn’t attend the convention would still have something to read. I get lots of questions about how to purchase Crossover cards and how to use their energy faces. Like the Troll from last week, I wanted to feature a card that focused solely on that aspect without the distraction of an additional ability. What better Crossover card to pick that Hal Jordan?!

I’ve seen that there is still much disagreement over how to use the energy from a Crossover character, but I have always ruled it the way I’ve described in this article and will continue to rule it that way until WORF states otherwise. You are able to collectively spend generic energy from basic action dice to purchase a character die and use a Global, so there is no reason it shouldn’t work for Crossover dice.

Crossover cards can definitely come in handy, but they can be difficult to utilize depending on the card. There are definitely some Crossover cards that are better than others, but there are lots of great cards too that fit better on some teams than others. It really all comes down to how you build your team and what your play style is.

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!

I want to wish much luck to all of the players that are participating in Nationals Qualifiers this year at Origins! I hope everyone has fun and I’m sorry that I won’t be playing Dice Masters with any of you this year, but I have lots of work to do this year at Origins – and I’m probably doing it right now!

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

Roll on, Dice Masters!