Greetings Fellow Dice Fans!

If you’re here, it’s because of Dice Masters – or you accidentally stumbled upon my ramblings. If you read my first blog post then you know this blog is going to be about all things Dice Masters: strategies, competitive team builds, fun team builds, dealing with RNG, accessories, spoilers (if I can find them), confusing rulings, and more!

You might also be here because I’ve branched out into casual HeroClix play and you’re looking for my tournament articles.

I welcome all gamers of all kinds to check out my articles and thanks for finding me!

Helpful 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 Rules Forum 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 (or 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.
The Reserve Pool
TRP has several different podcasts and is a wonderful resource site for any player.
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!
DM Retrobox
This site is great for team building and researching cards.
Pro Dice Circuit
These folks are super cool. There are PDC State Championships and team lists on their site. You can see what the meta is in other parts of the country compared to where you live.
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!

If you find a useful link, leave a comment here or in the Facebook group and I’ll add it to the list here. If any of the links here are not working, please let me know so I can adjust the post accordingly.

Sellers of Nifty Accessories

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

Litko Game Accessories
For all of dice tower and token needs!
Turn One Gaming Supplies
For all your sleeves and other accessories needs! If you want a Roll Master Mat, they have them.
PlaymatMasters on Etsy
Want an awesome playmat design? Check this out!
Inked Gaming
Have a playmat design but need it printed? This is who I use.

About this Blog

This blog is for my opinions on Dice Masters cards, abilities, dice stats, etc. My opinion is not an absolute – it’s a different view point that may help you decide on whether or not to use one card over another. I’m also human, so mistakes will be made. I make calls on cards based on the knowledge I have of Dice Masters and WizKids, but sometimes, WizKids will make a ruling in a different direction. I fully support and enforce all WizKids rulings. I’ve linked a few sites above that also give their opinions. Always do your research and weigh all your options.

I also go over my team builds for the HeroClix tournaments that I play in. I do not currently play competitive HeroClix, yet. I hope to one day be able to move into the competitive scene and look forward to meeting lots of new friends in the Clix Community!


I encourage all players in our area to use good sportsmanship. Treat your opponents with respect, be honest, and above all – have fun! Games are meant to be fun and not taken too serious. I understand that if you pay an entry fee you want to win, but that doesn’t mean you have to be hateful to your opponent if they defeat you.

Lately, I’ve seen an increase in what veteran gamers call elitism, and most of this attitude is centered around which rules questions that WORF chooses to answer. When a player asks for a ruling on a card that you think is simple or obvious, keep in mind that not all players have the same gaming experience or gaming knowledge that you may have. There are also potential language barriers for players to overcome as well. Please be kind and try to be helpful, and if you feel you can’t, then don’t say anything at all. It’s very destructive and damaging to make fun of a person for not knowing what you may consider to be something simple. It’s also very hurtful to criticize WORF for answering a ‘stupid’ question. The person that asked that question because they needed to ask it. Imagine if they saw your hurtful comment and then took it personally. No question is stupid or unimportant if asked in sincerity. I will not tolerate any hateful comments on my articles, or on any of my social media sites – they will be removed.


In some of the posts, specifically in my Confusing Card of the Week posts, I use two different rating systems. One rating is how well the card fits into the constructed format for Competitive Play, and the other is for Casual Play. I use two different systems because one card that’s amazing for a competitive team may be horrible for casual because it’s just too good. Cards that are good in casual are not usually good in competitive play.

Competitive Play Ratings

Golden Age, Modern Age, and PDC Prime

For competitive play, you want a team that’s fast, effective, and lethal. The competitive scene is about taking home the prize, especially if you pay an entry fee to play. I will do my best to rate cards effectively based on information I’ve gotten from competitive events, through personal experience, and reports. These ratings are for constructed formats only – not competitive draft formats. If you disagree with a rating, that’s fine – leave a comment with your opinion!

Zero out of five stars – Cards with this rating are normally not seen at all on top competitive teams. These cards are not recommended for competitive play.
0 Stars

One out of five stars – Cards with this rating are usually not seen on top competitive teams. These cards may have a useful ability but are dependent on a combo or something else for you to get the full benefit of the card. Cards with this rating are not recommended for competitive play.
1 Star

Two out of five stars – Cards with this rating might see some competitive play, but are very difficult to use. These cards may have a useful ability that’s difficult to utilize, but has a huge benefit if you can get it to work. These cards usually require big combo set ups that typically won’t go off until the last minute and aren’t always enough to earn you a victory. These cards are not recommended for competitive play, but are sometimes worth revisiting when each new set comes out.
2 Stars

Three out of five stars – This is the rogue category, not to be confused with Rogue from the X-Men, or Star Wars: Rogue One. A rogue team is one that consists of cards not typically seen in the meta, but can catch the meta off guard and defeat it. You generally only see three or four rogue cards in a top eight list. These cards are usually paired with others, but they can also be solo cards. These cards are recommended for consideration and should always be revisited with each new set.
3 Stars

Four out of five stars – These cards are seen on most competitive team builds, or have the potential to be meta cards. They are powerful on their own or in combos. These could also be important characters for a team mechanic or have an important utility ability or Global. These cards are highly recommended for competitive play and should always be revisited with each new set.
4 Stars

Five out of five stars – Not many cards will get a rating this high. These cards are seen on almost every competitive team build. They are extremely useful and do not require any other cards to be useful. These cards are typically the ones that fuel teams and make other cards playable.
5 Stars

Casual Play Ratings

Casual play should be fun and educational for beginning players. This is not the platform you should bring that new tournament team you want to test to. When you beat down a new player, they many times will not come back because they’ve been discouraged or they think they have to have the best to play for fun. Even more experienced players can become discouraged. These ratings are based mainly on personal experience and observation from our casual group. This type of setting should be strictly fun and entertaining and not where you go to beat down folks with the best teams.

Zero out of five stars – Cards with this rating are ones that are either too powerful for casual play, or they have abilities that are too difficult to use. If they’re overpowered, they will get zero stars because overpowered cards can ruin the game for casual players. I don’t recommend playing these cards in casual settings at all.
0 Stars

One out of five stars – Cards with this rating are usually too complicated or difficult for casual teams. They typically require a more focused team and generally are not fun to play. These cards could also be very powerful for competitive teams but not much fun for your opponents. Some of these cards can still be played for Globals or abilities, but it is recommended that these cards be used with care.
1 Star

Two out of five stars – These cards are ones that have difficult abilities, but can be fun to play when paired with the right cards. They are typically not one of the overpowered cards that ruin games for casual players. These dice usually need to be bought at the right time or need other cards to be effective. These cards are not usually recommended for beginners, but can be used by more skilled players.
2 Stars

Three out of five stars – These are cards that are recommended for beginners. They’re average cards with average abilities. They have easy to understand abilities, or abilities that can be explained easily.
3 Stars

Four out of five stars – These cards are excellent to play in casual. They have Globals or abilities that need little assistance and make for an entertaining game. Cards with this rating can enhance other cards on your team as well. These cards can sometimes have a more complex ability or Global, but they make for great teaching tools against beginners. These cards are highly recommended for casual play.
4 Stars

Five out of five stars – Cards with this rating are some of the best for casual play. The abilities and Globals on these cards can make the game fun and even boost the team they’re added to. These cards can work by themselves or with additional cards without any major complications. These cards are the most recommended for any player of any skill level, especially a beginner.
5 Stars

Half-Star Rating
I will rarely give any card a half of any star. If I do, it’s because it’s too good for the lower star but not quite good enough for the next star. So if I rate a competitive card at four and a half out of five stars, it’s because it may be used on a number of teams, but only because it’s part of a specific combo. It could also be that they’re better than other four star cards, but not quite worth five stars. Cards that get five stars are typically solo cards that do not need other cards, but enhance other cards. So, half-stars are going to be rare, but possible.
4.5 Stars


I’m always open for Confusing Card of Week suggestions, so don’t be shy! If you ask a question in sincerity, then there isn’t such a thing as a stupid or unimportant question. Feel free to leave a comment and ask anything Dice Masters related and I hope you find my articles helpful and enjoyable!

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!

Greetings Fellow Dice Fans!


For this week’s confusing card of the week article, we’re going to take a look at Hawkgirl: Princess of Thanagar from the DC Batman set.

W Hawkgirl, Princess of Thanagar

Ruling – Ability

Hawkgirl has multiple parts to her ability. The first part of Hawkgirl’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.


The second part of Hawkgirl’s ability will only apply to characters that are not Villains, and only when they attack. While Hawkgirl is active, when a non-Villain character die attacks (yours or your opponent’s), you may to spin that character die up one level.

This is an optional ability because it says may. This means you do not have to spin your opponent’s non-Villain character die up a level, but you could if you wanted to.

Hawkgirl does not have to attack for you to use her ability on other characters. So long as she’s active, and the attacking character is not a Villain, you can spin that die up one level. You can spin Hawkgirl dice up one level when they attack because her ability says non-Villain character dice, and she’s not a Villain.

If you can remove the Villain affiliation (Ra’s al Ghul Global), you must do so before you attack. Once the character is already assigned to attack, the window to use Hawkgirl’s ability has passed.

Miscellaneous Card Information

~ Hawkgirl is a Mask type character card.
~ She has the Justice League affiliation.
~ She has a max dice of four.
~ This card is a Rare and is #96 of 124.


These examples are for information purposes only, to show what would happen in certain scenarios. I am not suggesting that these examples are the best outcomes for each scenario and each example only features relevant parts of the turn, not the entire turn.

Example One:
How Hawkgirl’s ability triggers.

Game State
I have one level two Hawkgirl die, one level two Conner Kent: Project Cadmus (3A/3D) dice, and one level one Krypto: Super Dog (2A/2D) die in the Field Zone.
~ It’s the beginning of my Attack Step.
(Attack Step – Assign Attackers)
~ I assign Conner Kent and Krypto to attack, moving them into the Attack Zone.
~ Hawgirl’s ability will trigger and check both dice for the Villain affiliation. Since neither of them are Villains, I may spin each die up one level. Conner Kent spins to level three (5A/5D) and Krypto spins to level two (3A/3D).
~ The rest of the turn proceeds as normal.

Example Two:
Removing the Villain affiliation before attacking.

Game State
I have one level two Hawkgirl die, one level two Conner Kent: Project Cadmus (3A/3D) dice, and one level one The Riddler: Prince of Puzzles (1A/5D) die in the Field Zone.
~ I also have one Mask energy in my Reserve Pool and Ra’s al Ghul: Mystery and Power is on my team, but he is not active.
~ It’s during my Main Step.
(Main Step)
~ I spend the Mask, moving it Out of Play, to pay for Ra’s al Ghul’s Global and target my Riddler die. His Villain affiliation is now gone until the end of turn.
~ I pass priority to my opponent and they do not use any Globals. They pass priority back and we move into the Attack Step.
(Attack Step – Assign Attackers)
~ I assign Conner Kent and The Riddler to attack, moving them into the Attack Zone.
~ Hawgirl’s ability will trigger and check both dice for the Villain affiliation. Since neither of them are Villains, they will each get to spin up one level. Conner Kent spins to level three (5A/5D) and The Riddler spins to level two (2A/6D).
~ The Riddler’s ability will also trigger and his attack and defense values are now swapped, making him a 6A and 2D.
~ The rest of the turn proceeds as normal.

Official Sources

WizKids Official Rules Forum (WORF)
You can find a relevant ruling that applies to the wording of Hawkgirl’s ability, here.

Basic Information

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

Turn Order Summary Reference


Opinion and Strategy

What I wouldn’t have given to have this card with my Colossus during the WKO this year in Owensboro! Using her and Blink – Transmutation with Colossus is like a dream team, and that also makes room for a different BAC in place of Polymorph/Mutation. I love Mutation, but there were other BACs I could have used for that particular event.

In a draft, this card is a beast! Using her with Batgirl + Ace, Conner Kent, The Riddler or any other beefy attacker is great, but she is a rare. The chances of getting her are not high, but if you open her, take her and build around her!

For Modern Age, I think she has some potential, especially with the aggressive teams that are shaping the current meta. She’s definitely affordable at a cost of three, and she’s a Mask character which she should fit nicely on some of those more aggressive Mask Ring teams. Her TFC of two isn’t bad at all, and her attack and defense stats are about what you’d expect. She’s a really good card to consider for a competitive team.

I really like her for casual play too. She’s not too overpowered and she’s got stats that are appropriate. She also has the Justice League affiliation which means she can beef up those Golden Age JL teams!

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!

Special thanks to The Reserve Pool for the use of their site.

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 Rip Hunter: Navigate the Sands of Time  from the DC Batman set.

Rip Hunter, Navigate the Sands of Time


Ruling – Ability

Rip Hunter’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.


Rip Hunter’s ability can only be used once during your turn and only during the Clear and Draw Step. Rip Hunter must be active at the start of your turn to be able to use his ability that same turn. To use Rip Hunter’s ability, you draw dice for your Clear and Draw Step, and then you can send any number of those dice to the Used Pile and draw that many dice. You may choose any number of the dice you’ve drawn to go the Used Pile. You do not have to send them all.

The dice that you send to the Used Pile, go directly to the Used Pile and not Out of Play. This is because those dice have not entered the Reserve Pool.

If a card ability would allow you to draw extra dice during the Clear and Draw Step, you can use Rip Hunter’s ability for those dice as well. For example, if you have a Swarm trigger that allowed you to draw an extra die, for a total of five dice, you can send all five dice to the Used Pile and then draw five more dice using Rip Hunter’s ability. If any of those dice have the Swarm keyword and match an active character of the same name, you get to trigger Swarm again.

Miscellaneous Card Information

~ Rip Hunter is a Shield type character card.
~ He does not have any affiliation.
~ He has a max dice of four.
~ This card is a Common and is #30 of 124.


These examples are for information purposes only, to show what would happen in certain scenarios. I am not suggesting that these examples are the best outcomes for each scenario and each example only features relevant parts of the turn, not the entire turn.

Example One:
Using Rip Hunter’s ability.

Game State
I have two Rip Hunter dice and a Sidekick die active. I have seven Sidekick dice and one Batman die in my bag.
~ It’s the beginning of my turn.
(Clear and Draw)
~ I don’t have any dice to clear.
~ I draw four Sidekick dice.
~ I use Rip Hunter’s ability, sending three of my Sidekick dice to the Used Pile and I draw three more dice.
~ I draw two Sidekick dice and my Batman die.

Example Two:
Rip Hunter’s ability with Swarm.

Game State
~ I have one Multiple Man: Pile On! die, one Goblin: Lesser Humanoid die, and two Sidekick dice active in the Field Zone.
~ I have a Goblin, Multiple Man, and four Sidekick dice in my bag, and two Sidekick dice in my Use Pile.
~ It’s the beginning of my turn.
(Clear and Draw)
~ I draw four dice: one Multiple Man, one Goblin, two Sidekick dice.
~ I trigger the Swarm ability on Multiple Man and Goblin and draw two more dice: two Sidekicks.
~ I use Rip Hunter’s ability and send Multiple Man and Goblin to the Used Pile.
~ I now draw two more dice, but my bag is empty, so I refill it with the Used Pile (two Sidekicks, Multiple Man, and Goblin). I draw a Goblin and a Sidekick.
~ I trigger Swarm on the Goblin die, drawing one more die – Multiple Man.
~ I trigger Swarm on the Multiple Man die and draw my last die, which is a Sidekick.
(Roll and Reroll)
~ I roll all eight dice and proceed with the rest of my turn.


Official Sources

WizKids Official Rules Forum (WORF)
You can find the official ruling, here.

Basic Information

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

Turn Order Summary Reference


Opinion and Strategy

I will continue to stand by my opinion that the dice moved by Rip Hunter need to go Out of Play. I’ve seen Ultraman abuse this to devastating results, as well as Parademon Swarm Burn. However, I will never rule against anything that’s been officially ruled on by WORF and I completely understand the reasoning behind their ruling. I just think it’s absolutely silly.

That being said, Parademon’s Burning Swarm is a team that Mr. DDK and I have been discussing since before they officially ruled Rip Hunter. I really want to use Darkseid: Force of Entropy with Parademon: Strength in Numbers and a cheap Swarm dude, like Multiple Man: Pile On!, because that’s just too silly. Rip Hunter’s ability can make a team like that more lethal. I’ve already played against someone that’s headed that direction with their team anyway, and the Parademon with Goblin Swarm is bad enough.

Rip Hunter has his benefits outside of breaking things. He’s exceptionally handy in drafts and he makes for a great addition to many teams that are desperately missing their PXG Global. He’s obviously not as good as PXG, but it’s totally better than nothing! I’ve been using the Uncommon Rip Hunter with my New Gods, but I might have to swap him for this version, unless I can speed the team up some other way.

I think that Rip Hunter is a good card in the competitive scene, but he does cost four to purchase. It’s not too much, but it could be too slow to use against some teams. Be sure you’re not adding him to your team as a necessary purchase, because if you’re buying him, you’re not buying your win condition (unless he contributes to that win condition). Your team shouldn’t be relying on him to function. If you’re using the rare Dwarf Wizard, this is probably going to be the character you want to target, unless of course there is a much larger threat at the time. But using DWiz to slow their churn is a really good idea early in the game.

If you’re playing casual, he’s a great addition and I don’t think he should be overlooked. He could help some of those casual teams churn through their dice a little faster to get to the good stuff!

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!

Special thanks to The Reserve Pool for the use of their site.

Roll on, Dice Masters!

Greetings Fellow WizKids Fans!


I know that many of the HeroClix and Dice Masters players out there are also fans of the superheroes that are represented in those two amazing games. If you’re following me on Twitter, Instagram, or both, then you’ll see lots of crossover content; everything from my weekly comic book haul and cosplay pictures all the way up to celebrity meet and greet photos. On occasion, I find the need to write an article about my experiences whether they’re good, bad, or both.

This past weekend was the 39th annual Superman Celebration in Metropolis, Illinois.

Program Cover

2017 marks the 45th year that Metropolis, IL has been designated as the adopted “Home of Superman.”About Us on the Superman Celebration website.

Metropolis is almost two hours from my home in Tennessee, and since we knew we couldn’t attend Origins this year, we thought we’d take a one day road trip to visit Metropolis to experience the celebration, and hopefully get to meet Dean Cain (best Superman in history – in my opinion). There was a nice line up of artists that were scheduled to attend, as well as a few other big stars of Superman related media, such as Margot Kidder (Lois Lane) and Sarah Douglas (Ursa) from the classic Christopher Reeve Superman movies.

The Superman Celebration allows for free entry into the celebration, but many of the attractions will cost you a little bit. The Superman Museum has a $5 entry fee, which I didn’t do this year due to time constraints. I want to be able to look at everything and enjoy all of the museum and not rush through it. I have plans to venture into it next year!

There are lots of food trucks that line the streets along with many outdoor vendors. I saw several of the shops that are located on Market Street had their doors open and signs on to attract some of the celebration attendees. There are plenty of things to do besides shops and food. There were lots of free panels with the artists and celebrity guests that you could attend. There were costume contests, inflatable playgrounds, and so much more! There was even a fair offsite that was there for the celebration.

But our day started out long before any of the vendors or attractions were open. We left home at 3:00 am, because there were going to be free tickets to meet Dean Cain handed out at 7:00 am. We really wanted to be sure we gave ourselves a good chance to get at least one ticket. Leaving that early got us there at 5:00 am, and put us in line behind roughly 50 other folks. We were very fortunate to have gotten there when we did, because shortly after, lots of folks started rolling in. At 7:00 am, they started handing out the tickets and all five of us got into the same session time!


Once the tickets were acquired, we took Market Street to browse the booths! But none were open… I think that’s my only complaint. They scheduled a ticket handout at 7:00 am and nothing was opening until 9:00 or 10:00 am. We all just sat around together for about two hours, taking a few pictures of the local scenery, until the gift shop opened up.

The street began to bustle with cosplayers and celebration-goers somewhere around 9:00 am. Hannah and I were darting off at every opportunity to snap pictures of cosplayers. Not all of the pictures below were taken early in the morning, but these were most of the cosplayers that I had a chance to see. A few pictures were taken by North or Hannah – which I’ll note.

This slideshow requires JavaScript.

Once we were able to grab some of that awesome carnival style food, we headed to Artist Alley around 10:00 am. The artists were happy to sign the program book for free and many artists were signing several books for free too. I even saw a few giving out some quick sketches!

Artists 1Artists 2

And speaking of sketches, I knew that Mr. Todd Aaron Smith didn’t work on Batman Beyond, but I still wanted him to do a sketch on my blank Terry McGinnis card.

Todd Aaron Smith Sketch

I’ve heard more than my fair share of artists say that these cards are not easy to sketch on. I hate asking for sketches knowing the difficulty they face with the gloss finish on the cards. WizKids – this definitely needs to be fixed so that the artists can do sketches they’re proud of. I love that he was able to get some pencil work on the card and I love that he did the Bat shadow. It feels like he’s watching over Terry!

There was a large building that they called the ‘Super Con’ on Market Street, around the corner from Artist Alley and down from Thor’s Gym (yes, there is a gym there called Thor’s Gym). There were lots of vendors with lots of awesome goodies for sale. There were comics, collectibles, toys, Pops, memorabilia, gaming items, and so much more! It was such a great place to browse and I didn’t get to spend near as much time in there as I wanted to.

The official Superman of Metropolis had just finished with his photos at the statue around 11:00 am, but I was lucky enough to catch him for a quick shot before he left.

Metropolis Official SupermanMetropolis Superman

Around 11:15 am, Dean Cain was going to be at the Superman statue for folks to take pictures. This was one of the many free events taking place. We rushed over a little before 11:00 am, just to be sure we got a good spot. There were some timing issues, from what I was told and Dean Cain didn’t make it to the statue until about 11:45 am. Thankfully, the temperature wasn’t too high, but being in the sun without shade was brutal. But he made it up to the statue and posed and chatted with fans for a few minutes before heading to his Q&A.

We walked around for a little while longer, trying to see as much as we could, take what photos we could, and just taking in everything before we needed to head over to the Dean Cain signing. We ventured back to Artist Alley to finish collecting some of the autographs that I showed earlier, and found ourselves in some pretty long lines. I had planned to talk to Gwenda Bond again and purchase some books, but I was only able to get those few autographs I still needed before we needed to head down to the Baymont Theater to meet Dean Cain.

I searched all over north west Tennessee for a copy – any copy – of her Lois Lane books. Since I began writing my blog, I’ve become more appreciative of the character, Lois Lane. I used to not like her at all, but that was before I truly understood her. Many of us are lucky to have an role model or idol fall into our laps at an early age. I had Helen Slater as Supergirl and Lynda Carter as Wonder Woman to admire and idolize. They helped me grow into the person I am today. But since I found a side of myself that I didn’t know was there in journalistic type writing,  I wanted something else – and I found it in Lois Lane. But because I wasn’t able to make it back to see Gwenda Bond again, I had to take my search to Amazon. I did secure a paperback copy of Fallout, the first in the Lois Lane series, and I patiently await its arrival.

It’s definitely a good thing that we left early for the Baymont. It’s was an offsite location for Dean Cain and James Marsters to do their signing and table photos in a large, air conditioned atmosphere. There were already folks there lining up at 1:45 pm. The line moved rather quickly, even though he was taking time to talk to folks and interact with them in a personal fashion. I’ve been to several celebrity signings in my day, and hiss appreciation of his fans shows. We paid for our autograph and we got to choose a print from the huge selection that was available. I even got to snap a photo with one of his assistant folks that was dressed as Supergirl.

Cosplay Evil Supergirl and Supergirl

When we approached the table, Dean Cain was very outgoing and polite. He asked our names instead of just reading them off of the paper they handed him, and made quick, but meaningful conversation with us. I apologized for the little one being asleep and that I wish she hadn’t passed out so quick. I got to tell him how I always ‘knew’ when it was time for Lois and Clark to come on the TV (no DVR back then!) and I would make a break for the living room to watch it. And now my little one, no matter where she is in the house, if she hears the theme music start up, she comes running for the TV. He thought that was incredible and told us to take a picture of them together. He signed our print and then knelt down next to her stroller and gave us a picture for her to see later.

Dean Cain AutographDean Cain with the little one

I asked for a hug and when he gave me a hug, I couldn’t hold back the waterworks. I started crying! I had done so well until that point, too. I cried my eyes out when I met my hero, Robert Englund. I didn’t cry when I met Robin Lord Taylor, Sean Pertwee, David Mazouz, John de Lancie, or Rory McCann. I did cry when I spoke to Michael Cudlitz about my friend that I was getting his autograph for, but that’s a special circumstance. I also cried when I met artist Ed Beard Jr. but it’s because of his art that I’m a gamer.

But I thought I would hold it together better, but when I meet someone who helped shape my childhood and some of my best memories, I tend to get a little emotional. He hugged me again when he saw I started crying and didn’t let me walk off until he knew I was okay. This will go down as one of the best moments in my celebrity greeting memories.

After our adventure with one of the greatest Superman actors of my lifetime, we headed to the vehicle and began the trek home. If we weren’t so exhausted from having to leave so early, we probably would have stayed longer. I think we’re going to try for VIP tickets next year, depending on who the guests are of course. I want to spend more time there next year as well. It was so worth the trip and I can’t wait for next year! We also get to go to Origins the week after the Superman Celebration next year (hopefully!).

The trip cost us a half tank of gas, $50 for an autograph, $5 for some cute buttons, and $8 in food. Not bad for so many memories if you ask me!

Taken any cool trips recently?
Have you met any actors/artists/writers/etc?
Leave me a comment and let me know about your experiences!

As always, thanks for reading and remember to like/follow my social media!

Roll on, Dice Masters!

Greetings Fellow Dice Fans!


WizKids is about to release its annual DC Starter and I’m super excited about the characters that it brings back as well as the new characters it introduces! Be sure to check with your friendly local game store and reserve your copy today. The Monthly Solicits page currently shows a release date of July 12, 2017.

You can find my review video with Mr. DDK on YouTube, here.

Starter Box


Box Contents

~ Superman Wonder Woman Rulebook
~ 2 Dice Bags
~ 12 Basic Action Dice
~ 16 Sidekick Dice
~ 16 Character Dice
~ 24 Character Cards
~ 10 Basic Action Cards
~ 4 Action Reminder Cards
~ 1 Rules Insert Card


This is the first time we’re getting the first turn rule change detailed in a rulebook. It was announced on November 7, 2016 and you can find it on page 2 and 8.

RulebookRules Change Noted 1

Rules Insert Card

Rules Insert

The rules reminder card is a great quick reference tool for all the affiliations and keywords in the set. This particular rules insert details the first turn rule change.

Rules Insert Back

The back of the rules insert card has a bump for tournaments, which is a great promo piece.


You will not find any bold text keywords in this starter. There are plenty of character abilities and a few Globals between the Basic Actions and Characters.

WizKids has a comprehensive list of Keywords on their site. You can also find expanded descriptions for all the keywords on The Reserve Pool‘s site.


We don’t have any new affiliations in this starter, but there are some returning ones.

Justice League
Team Superman



I’m thrilled to see an Amazon, even if she’s from a different tribe than Diana, she’s still an Amazon. I hope WizKids will eventually add an Amazon affiliation along with many of the other notable Amazon characters. I think all of the versions of Artemis are interesting. Her two When Fielded abilities are very manageable with her TFC (Total Fielding Cost) of two. She’s got really good stats as well, and a purchase cost of five isn’t totally out of reach. I think my favorite version is Renouncing Olympus. I don’t build teams that are centered on keeping Sidekicks in the Field, and this is a great way to keep my opponent from building up a wall. Did I mention that I love having another recognizable Amazon character in the game?

Cheetah is one of my favorite Wonder Woman villains. I love all of her abilities and they all fit the character. She’s not an expensive character to purchase and her TFC is three with a fielding cost of one on all levels. She only has one When Fielded ability, but I don’t think her fielding costs are an issue at all, especially when you factor in her stats as well. I think I want to try using Goddess of the Hunt on a new Villain team I’m brewing. She seems like she would fit best with that build. But each version can easily find a place on a team somewhere!


I’m super thrilled to see another Wonder Woman villain in the starter! Even though she isn’t my favorite Wonder Woman villain, I do like her in the comics. I didn’t like her versions from the Green Arrow and The Flash set, so I was glad to see her back again. Her abilities are very thematic for her character and I like them all, but Standing Tall is definitely my favorite! It just so happens that Standing Tall is the only character card with a Global in the starter. Her Global fits with her ability perfectly! You can give her Overcrush with Upgrade – Proton Cannon from the Iron Man and War Machine starter to help her punch through your opponent’s defenses. Her dice stats are the same as her previous set. She’s got really good stats and her fielding costs are great too! My villain team is going to end up having a bunch of Wonder Woman villains on it!

Jimmy Olsen

This is Jimmy Olsen’s debut! Signal Watch and Superman’s Pal are both good for any team that uses Superman or Supergirl. It just depends on your team build and play style. Seeing Is Believing is definitely interesting… but I’m not believing in him. It stops him from being targeted by opponent’s Globals, and stops damage from non-targeting Globals which is cool, but it only prevents Jimmy from taking the damage. And it only works while Superman or Supergirl is active. I just feel like the ability is over complicated and probably not worth using. At least I can build a decent Team Superman team now that we have Conner Kent in the Batman set and Jimmy Olsen! I have too many teams to build and not enough time to build them.

Steve Trevor
Steve Trevor, ally and love interest of Wonder Woman, is making his debut! I like all three cards. Bachelor in a Bind doesn’t have ability text, but did you see those attack stats and fielding cost?! He only cost two to purchase making him a fantastic card for lots of teams that need those cheaper dudes. The Man from A.R.G.U.S. is actually really cool. Steve Trevor has a defense of one on all sides, but he has a 2/3/4 attack line. If you have Wonder Woman active and way to give Steve Trevor Overcrush, he becomes an instant threat. Themysciran Liason is fantastic! You can purchase Wonder Woman for three less when he’s KO’d. With that defense line of 1/1/1, it’s not hard to KO him. His ability will allow you to purchase Wonder Woman outside of your Main Step, and then you get to Prep her too! Perfect!

Finally! A Supergirl I can get behind! Her dice at the exact same model as her World’s Finest dice, but a reversed color scheme. I definitely prefer these dice and this card art to the WF versions. All in the Family feels like it should have been a Flip card. I like her ability, but I wouldn’t want to put her on a team and then not face off against a Villain team. I like Guarding National City, but I hate having a TFC 5 or higher on characters that have a When Fielded ability. Aside from that, she cost seven… I Have All Your Powers! has to be my favorite Supergirl card and ability. I like to give dice Overcrush or make them unblockable. She’s the perfect card for me!

Faster than a speeding bullet, more powerful than a locomotive, able to leap tall buildings in a single bound, it’s Superman! Superman’s die is the same model as his World’s Finest die, but not the same color style. I prefer the other color style, but I like his stats which are the exact same as Supergirl. Superman has abilities similar to Supergirl’s on some of his cards. Phone Booth also feels like it needed a Flip side and Symbol of Hope does not have an ability that appeals to me for the cost of the character. Living in a World of Cardboard seems kinda cool, but he needs Overcrush or to be unblockable. Sounds like a job for me! Oh, and he’s Justice League – not Team Superman. Guess I need to start looking at Justice League characters now too.

Wonder Woman
Wonder Woman is the epitome of awesome and now we have some Dice Masters cards to reflect that. With Child of Clay, you can use Unstable Canister on your team and no longer fear it being used against your characters. She’s easy to purchase, but you don’t want her leaving the Field if you can help it. She has a TFC of three which is isn’t horrible, but most of the time I end up rolling the highest level face when I don’t want it. Her fielding costs fit for the stats she has on each level. Ambassador of Peace is another Global stifling ability that stops both players from using Globals on their character cards. This would be better if it just stopped your opponent and not you too. It doesn’t stop either player from using the Globals on Rip Hunter’s Chalkboard or S.T.A.R. Labs, but it stops a player from using Parallax’s Global if it’s on their team. Reflections is probably the most powerful of all three cards. She stops one of the biggest meta cards – Lantern Ring: Limited Only By Imagination. She does cost five, but if I see Ring across the table, I’m going for Wonder Woman first.

Character Thoughts

There are plenty of great beginner character cards in this starter. There are cards that work very well with other cards in the starter, and then you have other cards that make for great additions to existing teams or good starting points for new players to begin building a team with.

There are at least two character cards that I see potentially making it into the Modern Age meta. One of those is Wonder Woman: Reflections for her amazing Lantern Ring stopping ability, and the other is Steve Trevor: Themysciran Liason for his ability to help you get Wonder Woman easier. I’m not totally sure about Steve Trevor, but he is definitely handy. There is a third character that very possibly could find a foothold in Modern Age meta, and that’s Giganta: Standing Tall. With the upcoming X-Men First Class set, she could come in handy.

Team Superman definitely got a needed boost in this starter. For all those folks out there that are struggling to make a Team Superman team function, you’re definitely going to want Jimmy Olsen. I believe that with the addition of Conner Kent from Batman and Jimmy Olsen from this starter, those casual Team Superman builds are going to be running a lot smoother.

Basic Action Cards

Now it’s time to take a look at all ten of the Basic Actions cards that you’ll find in the Superman Wonder Woman starter. Five of these cards are revamped cards, and five are completely new cards, though some of them have similarities to previously released Basic Actions.

W Dimension Door, BAC

This is a revamp of Dimension Door from the Dungeons and Dragons: Battle for Faerûn set. I mentioned this in the video and I’ll say it again; this card should have been called “Boom Tube” to fit with the theme. I know they make references to ‘dimensional doors’ in various media, but I really want this card to be Boom Tube. The art is Booster Gold and Blue Beetle (I think) jumping through a Boom Tube, so at least there’s that.

But as for the card ability – I love it. I don’t like the purchase cost, but if it was any less, it’d be too good. I want to pair this card with that awesome Giganta and just make her totally unblockable. This card also pairs well with the Supergirl: I Have All Your Powers! in the starter.

W Misdirection, BAC

Misdirection is a new Basic Action as far as I can tell, but it has similarities to Teleport. I definitely prefer Misdirection over Teleport for tons of reasons. With a purchase cost of two, this a great card to add to your team if you don’t like Mutation. The additional Prep ability on the burst and double burst is absolutely great! We have definitely been missing those additional dice in the Prep Area. I could totally see using this with some Back For More cards because of that prepping ability. I really like this card and it very possibly could see some Modern Age meta play.

W Plot Twist, BAC

Plot Twist is a new Basic Action, with a really unusual ability. So, WORF, I’m totally going to be asking you about this card. Do I draw from my opponent’s bag, or do they? Can I look in my opponent’s bag before drawing or does that still go against the general rule that you can’t? Do they roll the character dice or do I?

My assumption is that you draw the dice from their bag and roll the characters. I don’t think you would be allowed to look in the bag before you draw because it’s not your bag.

Personally, I don’t like the idea of someone taking my dice bag from me and drawing from it. It just doesn’t feel right… I don’t feel comfortable drawing from my opponent’s bag either. It’s like a safe zone that you know you’re opponent can never violate… until now! This is not a card that I will ever play. I would totally be okay with my opponent drawing the dice, letting me roll the characters, and then fielding any characters I roll for free. Since the card doesn’t specify, I believe that any energy you roll would go to your Reserve Pool, which you could use at your discretion until end of turn.

This is a very powerful card and I’m glad it cost five to purchase. Potentially denying your opponent the chance to draw those two character dice on their next turn could be devastating.

W Resurrection, BAC

This is a revamp of Resurrection from the Dungeons and Dragons: Battle for Faerûn set. You have no idea how happy I am to see this card back. The next one I want back is Nasty Plot, which was a highly underrated card. But for now, I’ll be content with Resurrection. While most use it for its Global, the action ability is not without its benefits. It does cost four to purchase, so it’s a die I don’t buy unless I’m in desperate need of a boost.

W Save Civilians, BAC

This is a revamp of Save Civilians from the DC Justice League set. I have never liked this card. It cost too much for what it does. You have to field a Sidekick to get the ability to trigger – after you use the action die. It works for each Sidekick and that you field, and an Ally will trigger this ability. That’s the only saving grace for this card. Sure, it gets you dice in your Prep Area, but you have to roll this die and roll Sidekicks (or Allies) on the same turn. I feel like it’s too much work for not enough pay off.

W Small Step For Man, BAC

Small Step For Man is a new Basic Action that can be punishing for both players, unless you’re planning ahead for the X-Men First Class set… and using Giganta. I didn’t make the connection with how good this card can potentially be in the future until after we filmed the review video. I’m now looking forward to using this card later! This ability is not a targeting type ability either. There are very few abilities in the current Modern Age meta that don’t target. This is a great way to get those troublesome characters onto a lower, more manageable level.

W Take Cover, BAC

This is a revamp of Take Cover from the Marvel Avengers vs X-Men set. This card is all about the defense. If you’re worried about your characters getting KO’d, then you better be looking at Take Cover. If the die is rolled on a burst or double burst, you can give a character a total of +5D. If that’s not enough, just pay as much Shield energy as you have and they get even more defense! This card pairs well with those other cards that swap the attack and defense of a character.

W Team Up, BAC

Read carefully! This is not a revamp of Teamwork. Team Up is a new Basic Action. There are a few abilities and Globals that give affiliations to characters that could potentially make this a huge nuisance to play against. Team Up only cost four to purchase and if you’re already using three of four different affiliations, you could beef up each of your characters for some massive damage. Now imagine this card paired up with a card like Gorilla Grodd: Force of Mind where all those attacking characters have Overcrush and an additional +1A. I think I just found a new Basic Action for my Grodd team!

W The Outsider, BAC

This is a revamp of The Outsider OP card, with updated wording. In the video, we were discussing the Prep part of the ability. If you draw a die that isn’t a Villain, it goes to your Used Pile. If that die was a Sidekick, the Sidekick goes to you Used Pile and The Outsider action die goes to your Prep Area. That’s such a confusing and complex ability that I don’t want to buy the die and use it, just to save me from having to explain how it works… But I’ll be happy to use that Global! It goes really well with my Two-Face: Double Deal, or a Hit-MonkeyHe’s A Hitman. Who’s a Monkey. turned Villain!

W Truce, BAC

Truce is a new Basic Action that could become very useful against those characters that can’t be targeted, like Raven: Azarath, Metrion, Zinthos! You would want to use characters with a When KO’d ability like Alfred Pennyworth: MI-5 or even Steve Trevor: Themysciran Liason from this starter. This ability does not target your opponent’s characters, so it gets around that Raven ability. Truce is only a purchase cost of three, which is very affordable. And you don’t necessarily need characters with abilities, because your plain Sidekicks will work for either end of this ability.

BAC Overview

Half of the Basic Actions in this starter are revamped cards with updated wording. Most  of those revamped cards are ones that needed to be brought back into Modern Age for various reasons. The only BAC that I don’t like seeing revamped is Save Civilians, but maybe there’s something coming down the pipeline that I don’t know about that makes this card more fun. With only two Starters each year, there need to be mostly good BACs and none of those silly ones.

I really like most of the new BACs as well. I cringe at Plot Twist every time I read it. It makes my soul ache. The idea of some strange hand reaching into my dice bag is just too much for me to take! That may sound silly to many of you, but for someone like me that suffers from varying degrees of social anxiety, it’s a big deal. I surely don’t want to stick my hand in a strange bag either. That card is very unsettling to me.

But overall – the Basic Actions are really good and well worth investing in the Modern Age copies of the revamps.

Action Reminder Cards

Action Reminder Cards

There’s nothing super special about the reminder cards. They’re Blue, Purple, Orange, and Red.

Dice Bags


I most definitely like the artwork bags more than the plain colored bags. I like to collect these bags too.

Starter Dice
Sidekick and Action Dice

Sidekicks and BA Dice
You get a standard assortment of Sidekick Dice and Action Dice.

Character Dice

You only get two of each character die in the starter. If you’re wanting to put three or four dice on a particular character, you will need to buy a second starter (or trade, exchange, etc.). It’s never a bad thing to have duplicates of the character cards and BACs.

Character Dice

Giganta’s dice are not easy to see because of her icon color. I love Jimmy Olsen’s camera as his dice icon, but I wish his die wasn’t such a flat green. Wonder Woman and Steve Trevor have the best looking dice out of all of them.

Final Thoughts

We haven’t had a starter that was this awesome since World’s Finest. It works within itself, but can also be easily integrated with current teams. Many of these cards can be the corner stone for a completely new team! The characters are all thematic in choice and abilities. The card art is beautiful on all the cards and the dice are pretty, overall.

I also think there are several must haves for the Modern Age meta, one of them being Wonder Woman: Reflections for her Lantern Ring stifling ability. That ability is just too good and I plan to use three or four of her dice for a particular build I’m thinking about. Steve Trevor and Jimmy Olsen are also great characters and purchasing two of these starters for max dice is probably not a bad idea. I also think Misdirection and Truce have their own places in Modern Age. If you’re not interested in the characters, the Basic Actions alone are worth the purchase.

This is definitely the starter to buy if you’re new to the game, and totally a worthwhile purchase for veteran players as well. WizKids has done a great job with this starter and I can’t wait to get my hands on another one!

What are your favorite cards?
What cards do you think will make it into the various metas?
Leave me a comment here or message me on Facebook at Dice Dice Kitty and thanks for reading!

Special thanks to WizKids and The Reserve Pool for the use of their sites. And a very special thanks to WizKids for sending me this starter to review and discuss with all of you!

Roll on, Dice Masters!


Greetings Fellow Dice Fans!


I’ve been dying for a My Little Pony Dice Masters set. It’s an IP that I’m fairly certain WizKids won’t ever use for Dice Masters, though I could be wrong (I hope I’m wrong). I would love to see WizKids acquire the licensing to do a set based off the new Friendship is Magic series as well as the Equestria Girls movies. Believe it or not – those movies are canon and actually really good.

But since I’m almost completely certain that there will never be an official MLP:FiM Dice Masters set, I decided to make my own. I sat down with my TMNT Donnie notebook, pencil in one hand, Netflix controller in the other and started up the first episode. I began writing character names, subtitles, ideas for abilities, energy types, etc as fast I could. By the end of my season one binge, I had a huge list of characters and not enough room in a Box Set – so it became a full collectible set with 124 cards, 10 of which are Basic Action Cards.

My next order of business was to flesh out the character abilities for each version of all the characters. I had to carefully balance certain buffing abilities with keywords, while trying to stay true to each character thematically. Once I had the abilities rough draft worked out, I began working up the stats for each character. That was the easy part! I even created several new affiliations, and threw in Villains for good measure.

Affiliation Guide.png

After all my pen and paper work was done, I hopped on my laptop and opened that fresh Excel spreadsheet and began charting my set on tables. Throughout the entire process, abilities were changes, removed, tweaked, and checked for language and typos.

As soon as I felt like my spreadsheet was done, it was time to find card images! I went to my desktop, jump drive in hand, and pulled up Netflix again. I made my folder for character images and then took a screen shot of everything that looked like it would make for a good card image.

Once the card images were done, I began work on the dice icons. This was the hardest and most time consuming of the whole project, at least for me. I’m more of a writer than an artist. I paint pictures with my words, not with a paint brush in my hands. I did the best job I could with a program that I had never heard of until I started this project. GIMP is a user friendly program that my friend Lauren showed me. (Hi Lauren!) But I still needed to put the cards together, in a template of some kind.

If you haven’t seen this awesome gadget that the folks from DM Retrobox have made, you have to check it out! It’s a Card Generator! Paul (PK2317) from The Reserve Pool showed this glorious creation to me. I have to give him huge thanks for that, because if he hadn’t pointed me in that direction, I would still be trying to photoshop some of these cards. I also have to give super huge thanks to the folks at Retrobox for making that beautiful tool.

It saved me loads of time, but I did have to go in a create my own Crossover dice and purchase cost images because they don’t have that option on the generator yet. The affiliations would show up square through the generator too, so I photoshopped all of the affiliations onto the cards that have one. Such a little price to pay for all the time I saved. I am definitely not complaining!

When it was all said and done, from that first stroke of my pencil to the very last click of the save button, 71 hours worth of work was complete. I don’t think I’ve ever felt more proud or accomplished. I took the files to my local printing shop where a buddy of mine works, and had him print up two sets. My original plan was give a set to someone from WizKids while at Origins, as a token of my appreciation for all the work they do on Dice Masters. It was a labor of love that I wanted to share with them. But as bad luck would have it – I am no longer able to attend Origins.

So, I decided to go ahead and share my set on my Facebook, in hopes that they would someday see it and see how much I love this game! I love it so much that I spent 71 hours of my life creating a set that I will not profit from or gain anything from – other than joy.

This is definitely something I want to make clear, for legal reasons – I do not own My Little Pony (Hasbro does) and I most certainly do not own Dice Masters (WizKids/NECA). This is a tribute, proxy, fan made set and it is not legal for play in any official tournament. I had no collaboration with Hasbro or WizKids.

I also want to put this out there, for legal reasons – WizKids, if you find any part of any of these cards that you like and want to use, please do so without worry! I’d love to see a rare Frightening Cockatrice ability in Dice Masters – anywhere!

PK read through my set after I put it on my Facebook page, and gave me the best feedback ever (thanks again)! He was helping me improve the set by catching things I didn’t see, like wording on certain cards and typos that slid by me. There were only a couple of cards that needed some adjustment to their abilities, which tickled me Pinkie Pie to know the abilities were mostly okay across the whole set. I hope that everyone out there realizes that it takes a team of folks to do something like this. The set still isn’t perfect, but at least it’s awesome!

I want everyone out there that enjoys MLP and/or Dice Masters as much as I do to play with these cards and enjoy this set. I hope to make a set for each season and all the movies. Once I’m done with that, I might incorporate the comics, because they are canon to the MLP universe as well.

I’ve grouped the cards below by character for easier comparison viewing. Just click the thumbnail and you should be able to see a larger image.

My Little Pony: Friendship is Magic Season One


I can’t thank everyone enough for the support and love that everyone has shown me. I wish I could return it ten times over. I hope that others are inspired by this to make their own favorite IPs into a set – or if not a set, just a few cards. Thanks to Retrobox, we can live our IP Dice Masters dreams!

I’ve never loved a game enough to make a custom set and I’ve never loved a gaming community enough to share something like this with.

Friendship truly is magic.

Roll on, Dice Masters!

Greetings Fellow Dice Fans!


I wanted to post the show notes here so everyone could see what we were referencing in the round table video. You can find that video, here.


Batman Round Table Show Notes


Segment One – General Stats (Aaron and North)
  1. Purchase Costs
    a. Commons (40)
    (2) 11     (3) 9     (4) 10     (5) 9     (6)
    b. Uncommons (40)
    (2) 5 (3) 10     (4) 14     (5) 6     (6) 5
    c. Rares (36)
    (1) 1 (2) 2     (3) 12     (4) 8     (5) 7     (6) 4     (7) 2
    d. Super Rares (8)
    (2) 5 (3) 10     (4) 14     (5) 6     (6) 5
  2. Energy Type Totals
    • Shield 10/10/8
    • Bolt 10/10/9
    • Fist 10/10/10
    • Mask 10/10/9
    • Crossover 4
    • Non-Crossover Super Rares – Two Shields, One Bolt, One Mask

3. Fielding Cost
(1) 11 (2) 6     (3) 6     (4) 10     (5) 2     (6) 1     NBA – 4
~ Catwoman and Robin have the same fielding costs of 0/0/2.

4. Character Stats
~ White Lantern Dove on level 3, she’s a 4/10, with a purchase of 4.
~ Conner Kent, cheap Team Superman character with good stats.

Segment Two – Cosmetics (Hannah)
  • Art
    • Batgirl – gorgeous
    • Batwoman – gorgeous
    • Classic art is great for a few cards, like The Riddler and Ace.
    • The Penguin – super creepy in a cool creepy way.
  • Foils
    • Catwoman – Diamonds
    • The Joker – Crazy Eyes
    • White Lantern Dove – gorgeous
    • Firefly – well done and very pretty
  • Dice
    • White Lantern dice are a different color from previous White Lantern dice, but the Black Lanterns are all the same.
    • Cool Dice – Batwoman, Mr. Freeze, Owlman, Dove, Utility Belt
Segment Three – Abilities and Globals (Jamie and North)
  • Jervis and his confusing wording.
  • Batwoman (u) and Ra’s Global (c) – Kat
  • Bat Signal (r) and The Riddler (r) – North
  • Red Hood (c) (for Hannah) and Rip Hunter (c) – Travis
  • Parademon (u) – Jamie
  • Darksied (sr) – North
Segment Four – Highlights (Aaron and Jamie)
  • The Flip mechanic is really fun in casual games and could be better than folks give it credit for in a more competitive setting.
  • Drafting – can be difficult if your plan goes awry, but it’s still really fun.
  • There are plenty of cheaper characters that have decent abilities, or just good stats, that can help existing affiliations.
  • The synergy between the character abilities in set is really good, and it blends well with already existing character abilities.
Card Scans

All of these cards were ones we talked about from the Batman set. These first two scans are not mine. I borrowed them from Google.

DarkseidTeh Riddler

These are my scans.

Ace the Bat Hound, Taking a Bite Out of CrimeBatgirl, Carrying the MantleCatwoman, Slippery Allegiance aCatwoman, Slippery Allegiance bConner Kent, Project CadmusFirefly, Ted Carson_0001Ra's al Ghul, Mystery and PowerRip Hunter, Navigate the Sands of TimeThe Penguin, Iceberg LoungeBatwoman, Code of Honor aBatwoman, Code of Honor bParademon, Strength in NumbersBat-Signal, Out of the DarknessZ The Joker, One Bad Day aZ The Joker, One Bad Day bZz White Lantern Dove, The Awareness to Live

Thanks for checking out the show notes and watching our second episode of DDK’s Round Table!

Roll on, Dice Masters!


Greeting Fellow Dice Fans!


We’ve been playing a lot of Modern Age lately, even before the official rotation date. Our locals absolutely love the Modern Age format.

I have the videos of the featured matches on my Dice Dice Kitty YouTube channel, in the June 3, 2017 playlist. Please remember to subscribe!

My Team

My Team

I was very excited to see Orion and Big Barda in the Batman set. Even though my overall knowledge of the DC universe is limited, I knew exactly who they were and I wanted to build a team with them. I wanted to use the uncommon Orion because his ability is cool and different. I love the idea of paying an energy to get him into my Prep instead of going to the Used Pile after he damages my opponent. Since I was using that particular Orion, I had to use the Big Barda with the static buff that increases the attack and defense of other New Gods. Now I just needed a way to either give him Overcrush or make him unblockable. I like him being unblockable, so I went with Silver Sable to help him with that. I didn’t know who Mister Miracle was exactly, but he’s a cheap New God that makes for an awesome blocker, so why not? I thought Rip Hunter would be great to guarantee my Orion on level three – but it only works if I draw him. I think he’s better used for Silver Sable to guarantee that cheaper fielding side since I’m just gonna sacrifice her anyway. Cold Gun, Rip’s Chalkboard, and S.T.A.R. Labs are all there for their utility. I decided to go with Haymaker for the attack buff Global, and also to purchase if I need the Overcrush. I knew I’d need a way to decrease the cost of some of my characters, so I decided to use Big Entrance as my second Basic Action.

Round One
Hannah N.

Hannah 1

I always have trouble defeating Hannah – doesn’t matter which team I’m using! Tonight was no different. Hannah has become a very good player for her age. She loves her burn team with Canister and Storm and that’s exactly how I lost. I couldn’t get enough damage through to defeat her. Red Hood was a great addition to her team. She didn’t have to rely mostly on ability damage because she could throw several characters at me as well as a beefy Red Hood. I tried to keep her Field thinned out by using her Canister Global against her characters, but it was to no avail! Hannah went on to win the event with a 3-0-0 record.

Round Two
Jess E.

Jess 1

Jess is a returning player that hasn’t played in over a year. It’s always nice to have players return with new and exciting teams – like his Firefly Parademon team! Even though he felt like he was out of practice, he still defeated me in round two. Firefly is a beast! And the cheap Rockets are a perfect pair for him. The Swarming Parademons are good too. It was a fast team that my New Gods couldn’t keep up with.

Round Three


Popcorn throwing time! I got the bye in round three – which is fine with me. I get to watch everyone else play while causing a huge distraction! Just kidding! I do enjoy being able to watch other matches when I can’t play because of a bye. And hey – I got a free win!

Results – 1/2/0
Final Standing – 7th Place

The Other Teams
Travis F. (Mr. DDK)

Travis 1

J. North
North 1
Joey C.
Joey 1
Jamie T.
Jamie 1
Final Thoughts

I really love Orion and Silver Sable. As much as I like Barda, I don’t think I can keep her. I think I need to replace her with a card that can help me get to Orion faster – and maybe an energy fixer. There were times that I had a Shield and something else, or a Bolt and something else, and I really wanted to use the S.T.A.R. Labs Global, but couldn’t. I like Mister Miracle on the team, but I’d rather use Multiple Man: Pile On! in his place. I plan on adjusting this team for future events, but for now, I want to try my Teen Titans.

Do you have a suggestion to bolster the team?
Have you tried a team like this?
Let me know in the comments or on my Facebook page at Dice Dice Kitty!

Thank you for reading! You can find more Dice Masters, HeroClix, and board game related content on my Instagram and Twitter! Every like and follow matters to me!

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 Dove: Danger!  from the DC Batman set.

Dove, Danger


Ruling – Ability

Dove has a special ability that does not require her to be active to use. Dove’s ability says that if she’s in your Used Pile and you take damage, you move her die to your Prep Area. Most of the abilities in the game require that the character be active to use their abilities, but her ability does not say While Active.

Dove’s ability is not optional. If you take damage, you must move Dove to your Prep Area.

Dove’s ability will trigger from any kind of damage, like ability or combat. Any ability or effect that makes you lose a life or pay life will not trigger her ability.

Ruling – Global

To use the Global on a card, you only need to pay the cost. The die does not need to be active to use the Global, unless it specifically says so.

Dove’s Global says that an attacking character die will get -1A when you pay a Shield. You can pay for her Global as many times as you have the energy to do so. Each time that you use her Global, the target attacking character die will get a -1 to their attack.

You do not have to target the same character die if you use her Global more than once.

You cannot use her Global during the Main Step, because there aren’t any attacking characters to target.   Her Global can only be used during the Actions and Globals portion of the Attack Step, and only to target an attacking character die. A character that is not attacking cannot be targeted.

Miscellaneous Card Information

~ Dove is a Shield type character card.
~ She has the Teen Titans affiliation.
~ She has a max dice of four.
~ This card is a Uncommon and is #53 of 124.


These examples are for information purposes only, to show what would happen in certain scenarios. I am not suggesting that these examples are the best outcomes for each scenario and each example only features relevant parts of the turn, not the entire turn.

Example One:
Dove’s ability used during the Attack Step.

Game State
I have one Dove die in my Used Pile and no character dice in the Field Zone.
My opponent has a Sidekick in the Field Zone.
(Attack Step – Assign Attackers)
~ My opponent assigns their Sidekick die to attack, moving it into the Attack Zone.
(Attack Step – Assign Blockers)
~ I do not have any character dice to assign as blockers.
(Attack Step – Actions and Globals)
~ My opponent does not use any Actions or Globals.
~ I do not use any Globals.
(Attack Step – Assign and Resolve Damage)
~ Because the Sidekick is unblocked, it deals one damage to me and goes Out of Play.
~ Dove’s ability will trigger, allowing me to move her die from the Used Pile to the Prep Area.

Example Two:
Dove’s ability used during the Main Step.

Game State
~ I have one Dove die in my Used Pile, a Fist energy in my Reserve Pool, and Luke Cage: Bulletproof is on my opponent’s team.
~ It’s during my Main Step.
(Main Step)
~ I pay a Fist energy (placing it Out of Play) to use Luke Cage’s Global, dealing one damage to both players.
~ Dove’s ability triggers, allowing me to move her die from the Used Pile to the Prep Area.

Example Three:
Dove’s Global Timing.

Game State
~ I have a Sidekick in the Field Zone. I have Dove: Danger! on my team, but have not purchased any of her dice yet.
~ My opponent has a Sidekick in the Field Zone and a Shield energy in their Reserve Pool.
~ It’s my turn and we’re headed into the Attack Step.
(Attack Step – Assign Attackers)
~ I assign my Sidekick to attack, moving it into the Attack Zone.
(Attack Step – Assign Blockers)
~ My opponent assigns their Sidekick to block, moving it into the Attack Zone and placing it in front of my Sidekick.
(Attack Step – Actions and Globals)
~ I do not use any Actions or Globals.
~ My opponent spends their Shield energy (moving it to their Used Pile) to pay for Dove’s Global and targets my Sidekick. My Sidekick now has a -1 to its attack, making its attack a 0.

Official Sources

WizKids Official Rules Forum (WORF)
You can find the official ruling, here.

Basic Information

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

Turn Order Summary Reference


Opinion and Strategy

So, I’m brewing a new Teen Titans team and this is one of the Dove cards that I’m considering. I want to pair her with Hawk: Might Makes Right. My only concern in using this particular version of Dove is that my opponent can use her Global against me when I attack with Hawk. I’ve been thinking about adding Raven: Azrath, Metrion, Zinthos! to the team to protect my Teen Titans from Dove’s Global, but I’m not completely sure if want another character that I need to purchase on the team. Using this Dove won’t backfire on me that much though, because my main damage is done during the Main Step – with Hawk’s ability. I use Dove and a Sidekick to Fabricate a Golem and because Dove is KO’d for the Fabricate ability, Hawk’s ability triggers. Dove’s Global is only usable during the Attack Step, and even if it wasn’t, my opponent would still have to wait for me to pass them priority.

I’m just so torn between this Dove and the rare version of her. I like being able to spin her up, but I think I like being able to move her from my Used Pile to my Prep Area better. That makes my opponent think a little harder about swinging with a Sidekick while I have Dove in my Used Pile.

I’m also thinking about ways to utilize her ability that won’t necessarily be accessible to my opponent. For example, Luke Cage is not the character I want to use. I don’t want my opponent having access to a Global like that. I’ve thought about Rocket Raccoon: Not a Raccoon. I think he might be more useful and help me control when I trigger her ability without giving my opponent full access to a burn Global.

I like this Dove and the more I think about it, the more I like her. I don’t think she’ll see much play in the major competitive metas, but for casual play, she’s definitely a great Teen Titan to consider. I can’t wait to finish brewing this team and put it together!

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!

Special thanks to The Reserve Pool for the use of their site.

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 Jessica Jones: Ladies’ Night  from the Marvel Defenders Team Pack.

17 Jessica Jones, Ladies' Night

Ruling – Ability

Although her ability doesn’t say it, it acts as a While Active ability. You can find that ruling here. 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.


Jessica Jones says that whenever one of your character dice are targeted by a Global or character ability, she will get +1A and +1D. Her ability is not limited to opposing Globals and character abilities. If you target one of your own character dice, including a Jessica Jones die, her ability will trigger. Her ability does not target, so she would not get additional bonuses from her ability triggering.

Her ability will trigger each time one of your character dice are targeted by a Global or character ability, and not just once in a turn.

When Jessica Jones’s ability is triggered, it will apply to each of her dice that are active at the time it was triggered.

Action dice abilities can affect Jessica Jones and characters friendly to her without triggering her ability. Targeting her, or a character friendly to her, with a Global on an Action card will trigger her ability.

Miscellaneous Card Information

~ Jessica Jones is a Fist type character card.
~ She has the Defenders affiliation.
~ She has a max dice of four.
~ This card is a Common and is #17 of 24.


These examples are for information purposes only, to show what would happen in certain scenarios. I am not suggesting that these examples are the best outcomes for each scenario and each example only features relevant parts of the turn, not the entire turn.

Example One:
Jessica Jones and a friendly character targeted during my opponent’s Main Step.

Game State
I have a level three Jessica Jones die and a Sidekick die in the Field Zone.
~ My opponent has a level one Shredder: Dining on Turtle Soup in their Reserve Pool and two Bolt energy.
~ It’s during their Main Step.
(Main Step)
~ My opponent pays one energy, sending it Out of Play, to field Shredder.
~ They use Shredder’s ability and target my Sidekick, which is now KO’d and placed in the Prep Area and I lose one life.
~ Because a character die I control was targeted by a character ability, Jessica Jones gets a +1A/+1D.
~ My opponent spends their last Bolt energy, moving it Out of Play, for the Global on my Unstable Canister Basic Action Card. They target my Jessica Jones die.
~ My Jessica Jones die takes one damage from the Global ability, but because a character die that I control was targeted by a Global ability, Jessica Jones gets a +1A/+1D.
~ My Jessica Jones die now has a +2A/+2D, making her attack an 8 and her defense a 5. But because that die has taken one damage this turn, she can only take 4 more damage before she’s KO’d.
~ My opponent passes priority to me, but I choose to not use any Globals. I return priority and we move into the Attack Step.
(Attack Step – Assign Attackers)
~ My opponent assigns Shredder to attack, moving his die to the Attack Zone.
(Attack Step – Assign Blockers)
~ I assign Jessica Jones to block Shredder, moving her die to the Attack Zone in front of Shredder.
(Attack Step – Actions and Globals)
~ My opponent does not use any actions or Globals.
~ I do not use any Globals.
(Attack Step – Assign and Resolve Damage)
~ Shredder assigns his four damage to Jessica Jones’s remaining defense of four.
~ Jessica Jones assigns her eight damage to Shredder’s defense of four.
~ Both characters are KO’d.
(Clean Up Step)
~ Character dice that were KO’d during the Assign and Resolve Damage portion of the Attack Step are moved to the Prep Area.
~ All dice Out of Play are moved to the Used Pile.
~ All damage on character dice is cleared.
~ All effects end unless otherwise stated.

Example Two:
Jessica Jones die targeted during the Attack Step.

Game State
I have a level three Jessica Jones die and a Sidekick die in the Field Zone. I also have one Fist energy and one Bolt energy in my Reserve Pool.
~ My opponent doesn’t have any characters in the Field Zone and no energy in the Reserve Pool.
~ None of my characters stats have been altered.
~ We’re moving into my Attack Step.
(Attack Step – Assign Attackers)
~ I assign my Jessica Jones die and my Sidekick die to attack, moving both of them into the Attack Zone.
(Attack Step – Assign Blockers)
~ My opponent does not assign any blockers.
(Attack Step – Actions and Globals)
~ I spend one Bolt energy, moving it Out of Play, to use the Global on my Unstable Canister Basic Action Card and target my Jessica Jones die.
~ Jessica Jones takes one damage and her ability triggers because one of my character dice was the target of Global ability. My Jessica Jones die gets a +1A/+1D.
~ I spend my Fist energy, moving it Out of Play, to use the Global on my opponent’s Haymaker Basic Action Card and target my Jessica Jones die.
~ Jessica Jones gets a +1A from the Haymaker Global and her ability triggers because one of my character dice was the target of a Global ability. My Jessica Jones die gets a +1A/+1D.
~ My Jessica Jones die now has a +3A/+2D making her attack a 9 and her defense a 5.
~ My opponent does not use any actions or Globals.
(Attack Step – Assign and Resolve Damage)
~ Both of my character dice are unblocked. They each deal their attack directly to my opponent.
~ My opponent is dealt 10 damage and both of my character dice are immediately placed Out of Play.
(Clean Up Step)
~ Character dice that were KO’d during the Assign and Resolve Damage portion of the Attack Step are moved to the Prep Area.
~ All dice Out of Play are moved to the Used Pile.
~ All damage on character dice is cleared.
~ All effects end unless otherwise stated.

Official Sources

WizKids Official Rules Forum (WORF) does not have an official ruling for this specific card.

Ruling about abilities that need the character to be active, but the card doesn’t say While Active, here.

Basic Information

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

Turn Order Summary Reference


Opinion and Strategy

Out of all the cards in the Defenders Team Pack, this Jessica Jones and Iron Fist: Holding Back the Storm are the only cards I like. I went straight for Iron Fist instead of test playing Jessica Jones because I loved his ability. But after playing with him a little and trying to make him work, I think Jessica Jones is the route I need to go.

When playing a card like this, you want to bring Globals that tempt your opponent into using them on your dudes, like Unstable Canister. They can target Jessica Jones as much as they want, but unless they have some other way to deal her damage, she won’t get KO’d by Canister Global strikes alone. Using Haymaker isn’t a bad idea either – or Goliath if you want to use a different Basic Action besides Haymaker. You don’t have to rely on your opponent to use Globals/character abilities on your characters. You could just pump her up on your own and then give her Overcrush for those potential blockers. You could make her unblockable with an ability like the on Silver Sable: Hero for Hire. And because it targets, it buffs her stats too.

For the competitive scenes, I think she might fall just short of being a top tier card. It’s not her purchase cost that’s the issue – I think it’s very reasonable for her ability and stats. There is way too many Cold Guns out there that can take her out. Her ability doesn’t trigger off of Action abilities, just Globals and character abilities. But even if it did trigger off of Action abilities, a Cold Gun shuts her down before she attacks. You would need to put pressure on your opponent with multiple Jessica Jones dice, which can be difficult since she cost five to purchase.

I don’t think she’s too overpowered on her own for a casual setting, but I would be mindful of what your other locals are playing.

I like this card and I think she’s probably the best card in the Team Pack. I can’t wait to give her a go this week! I might even pair her with some of this crazy new Batman stuff. And just because I don’t think she’s good enough for meta competitive play, doesn’t mean I won’t try her!

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!

Special thanks to The Reserve Pool for the use of their site.

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

I’ve been super excited about drafting this new Batman set and I was not disappointed.

You can check out our featured matches from this event on my YouTube channel, Dice Dice Kitty.

You can find the videos for the featured matches in the May 27, 2017 Batman Dice Masters Draft playlist. The footage from round one was somehow corrupted by my editing software.

I did a live stream on my Facebook page of my draft picks. You can find the video, here.

My Team


I started with what I thought was solid strategy, but ended up having to change it after seeing the spread of dice on the table. I never intended to draft any Parademon cards, but I opened a total of three! I got the uncommon in the first pile of packs and two commons in the second pile. I knew I could guarantee myself two Parademon dice and I didn’t want to let someone else grab them.

I really wanted to try the common Batgirl. I thought she might be decent for a draft, but I forgot all about grabbing another Batman Family character. I waited way too late in the draft picks to start grabbing Ace cards, leaving me with fewer dice than I liked. I’m glad I got at least two dice for Ace because I didn’t want to rely on the Trusted Friend Global to make Batman Family characters.

I really wanted to get more Red Hood dice, but there were only three total. I couldn’t let him get slide by me because someone would certainly take him. Even if I wasn’t going to use him, I didn’t want him used against me – especially if the other Red Hood cards weren’t commons. There was only one Rip Hunter in our five person pod, so when I saw the opportunity to take him, I did. Hawk, Firefly, and Two-Face’s Coin were all picked because I wanted to try them or I didn’t want someone else to have too many of those dice.

I only used Rip Hunter’s ability twice in the entire event, but I like him for drafts. He’s a great way to speed up a team – you just need to buy him and use him. I never bought him in my first match, forgot about his ability almost every turn in my second match, and never fielded him in my third match. I only used Firefly and Two-Face’s coin one time each and only bought them in my second match.

For my Basic Action Cards, I chose Cloudkill and Haymaker. I knew I would need a way to help my Batgirl and Ace dice get past any defenses my opponent had and the Haymaker Global would help boost their attacks.

Round One

In my first match, Batgirl and Ace were definitely my MVPs. I was a little worried when I saw Catwoman (Common), Batgirl (Common), and Nightwing (Rare) all on the same team across the table from me. That’s a ton of cheap characters with mostly decent stats for a draft. I purchased both Ace dice and all three of my Batgirl dice in hopes of racing my opponent. I purchased a Cloudkill as well to help my chances of getting those characters through. Parademon actually came in handy a few times, giving me that one extra die a few times. My opponent would blast him out of the Field when she had a chance to keep me from getting the full benefit from him.

Round Two

My opponent was using the common Rip Hunter with Unstable Canister, in hopes of taking his opponents out with direct damage. If he had rolled his Canisters on Action faces every time he rolled them, I would have lost the match really, really fast. I got extremely lucky in that he only rolled them a third of the time.

Hawk helped me win my second match before he burned me down. His seven attack on level three with the addition of attack boosters is just nasty when your opponent can’t block. Hawk softened up my opponent and then I went in for lethal damage with a field of Batgirl and Ace dice.

Round Three

In round three, I lost rather quickly to the uncommon Hawkgirl (spins up a level when a Sidekick attacks) and common Ace the Bat Hound (Ally) combo. My opponent used the Globals on his Invulnerability and Anger Issues to increase their attack stats and deal lots of damage, rather quickly. I made the mistake of going for Rip Hunter first when I should have been going for Batgirl and my Ace. I didn’t have time to fix it before he got lethal damage in.

Final Thoughts

I ended the night with a record of 2-1-0, which is not bad at all. My Strength of Schedule (SOS), or tiebreakers as they’re often called, boosted me to second place. My only loss was to Joey, who took first place. His Hawkgirl and Ace combo was just too fast to deal with!

While I was drafting, I was looking at the cards and trying to decide if I wanted a card to use it, or wanted it so someone else couldn’t use it against me. This set is a really good draft set. It forces players to make difficult decisions on the fly, without having all the information they want.

“Do I take this character with beefy stats, or do I take the character with weaker stats but decent ability and try to build off of it?”

“This card has a really good ability but doesn’t go with my current strategy. Do I pass it to someone else that can potentially use it against me, or do I take it just so they can’t?”

“I don’t see anymore cards for my current strategy and we’re almost done with the first pack. Can I afford to swap to something else?”

“I really want this rare/foil for my set, but I think I could use this common that I already have ten of. Which do I take?”

In the gravity feed that Mr. DDK and I opened, we actually pulled a foil rare Big Barda. I really wanted to draft the foil rare Big Barda that I saw, but I couldn’t bring myself to do it. She could have been a great addition instead of Two-Face’s Coin. I just couldn’t take her. If you watch the draft video, I think it shows where I almost take her, but I chose a different card. I didn’t think it would be fair to the other players to take a card I knew I wouldn’t need for my collection even though I fully intended on using her for my draft team. Even though she would have been better for my team, she wouldn’t have changed the outcome of the one match I lost.

I will sometimes draft for my collection (rare/foil-drafting) and sometimes I draft to win. I don’t have any issues with other players rare-drafting or foil-drafting, even if that’s what I’m doing in the same pod. In this particular draft, I wanted to win because there were additional packs as prizes and I wanted to win some of those!

The feedback I got from all the players in our draft was that they love the set for all levels of play and they all had a lot of fun drafting. I can easily echo their feedback. I’m really digging this set and I can’t wait to draft it more!

How do you draft – Aggro, Control, etc?
Do you like to draft to win, or draft to collect?
Leave me a comment here or on Facebook at Dice Dice Kitty and thanks for reading!

You can find videos from this event and many other events on my YouTube channel.

Roll on, Dice Masters!