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 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!

Greetings Fellow Dice Fans!

For this week’s confusing card of the week article, we’re going to take a look at Troll: Minion Humanoid  from the Dungeons and Dragons Battle for Faerûn set.

W 19 Troll, Minion Humanoid

Ruling – Keyword Ability

Regenerate (reroll when knocked out)”

WizKids Keywords Page:

Regenerate: If this character would be KO’d, roll it. If you roll a character face, return it to the field on the rolled face (but not the Attack Zone). Otherwise, move the die to your Prep Area.”

Regenerate is considered to be a KO replacement effect. This means that if a character would be KO’d and you roll a character face, it is not KO’d and returns to the Field Zone on the face that was rolled, and all damage is cleared from that die. If the character fails to Regenerate because it rolled onto an energy face, the die is considered to be KO’d and placed in the Prep Area.

If an ability would require you to KO a character die as part of a cost, such as Fabricate or Enlistment, you may select a character die with Regenerate as part of the cost. The first ability must fully resolve before you can roll your character die with Regenerate.

For example: I want to KO my Troll that has Regenerate and another character die to purchase one of my Flash Golem dice using its Fabricate. Fabricate: Characters with Fabricate will have 2 numbers (X-Y).  If you KO X characters with total purchase cost Y or more, you can purchase the die with Fabricate X-Y for free.” I would select my two character dice for Fabricate and purchase my Flesh Golem (placing the Flesh Golem die in the Used Pile). Once I have completed the Fabricate ability, I can then resolve the Regenerate on my Troll die. If the Troll successfully Regenerates, it returns to the Field on the rolled level. If it does not, it continues to the Prep Area. A successful Regenerate does not affect the use of Fabricate.

If a character die with Regenerate is KO’d while blocking, it will not return to the Attack Zone if it successfully Regenerates. It is placed in the Field Zone and is no longer blocking. If the attacking character has Overcrush, it will still apply the difference in damage to the defending player. You compare the difference between the attacker’s attack value the blocker’s defense value before it Regenerates, not after.

If an effect is placed on a die, if that die successfully Regenerates, it would retain the affects of that effect. For example: I use a Global to give my Troll the Villain affiliation until the end of the turn. In the same turn, my Troll die would be KO’d, but it instead Regenerates. The Troll keeps the Villain affiliation. This is because the die was never KO’d.

Regenerate is not an optional ability. If one of your dice with Regenerate would be KO’d, you must roll it to see if it returns as a character or is placed in the Prep Area.

Miscellaneous Card Information

~ Troll is a Fist type character card.
~ It has the Monster affiliation and Evil alignment.
~ It has the Equip icon.
~ It has a Max Dice of four.
~ This card is a Common and is #19 of 138.

Official Sources

WizKids Official Rules Forum (WORF)

There is not a ruling for this specific card, but you can find clarifications on Regenerate, here and here.

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

Turn Order Summary Reference

turn-order

Opinion

I like the Regenerate ability, but I’m not a huge fan of this card. I chose this particular card because it only has Regenerate and no other abilities, and I wanted to focus this article on the Regenerate keyword. Tarrasque: Epic Aberration, Troll: Apprentice Humanoid, Black Adam: Teth Adam, Lady Deadpool: Deadpool Family Values, and Zombie: Greater Undead all have fun and useful abilities that either work with Regenerate or they benefit from having Regenerate.

If you want your character dice to stay in the Field, finding a way to give them Regenerate could be highly beneficial. It’s not a guarantee that the die will return to the Field, but you don’t lose anything if they don’t because they still go to the Prep Area if they fail to Regenerate. I don’t feel like Regenerate is used near as much as it could be. That could be due to the lack of competitive cards with the keyword, or maybe folks just haven’t realized that it’s worth playing with from time to time.

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 May 24 and May 31 is a great family co-op game from Fireside Games, Castle Panic.

Castle Panic 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.

Castle Panic Box Art

Castle Panic is a cooperative tower defense board game for 1 to 6 players. The co-op element makes Castle Panic a great family game, and the perfect kick-off for your weekly game night.

You must work together to defend your Castle, in the center of the board, from Monsters that attack out of the forest, at the edges of the board. Trade cards, hit and slay Monsters, and plan strategies together to keep your Castle towers intact.

Win or lose as a team, but only the player with the most victory points is declared the Master Slayer. Players must balance the survival of the group with their own desire to win.

This game is all about cooperation in order to protect the towers of the castle. While you can rebuild walls and fortify them, you aren’t going to be so lucky with the towers. Once a tower is gone, it’s gone for good, and you have to defeat all the monsters before your last tower is destroyed.

Rules

I found the rulebook easy to read and follow. It’s easy to find what you need to know while playing and just about everything you could think of is covered in the rules. There are great player aid cards included in the game as well as reminder text on the board for Boss Monster abilities.

Components

The board is well made and sturdy with bright colors and easy to see markings and text. As many times as this game has been played, it’s in excellent shape. I use my copy for conventions and various events at my FLGS, so it’s seen its fair share of play. I don’t have any major damage anywhere on the board.

Board

I absolutely love the reminders on the board. They’re in opposite corners of the board and each reminder box explains the special tokens and the boss tokens. This is invaluable while playing – we never need to pull the rulebook out! There are Order of Play reminders in the other two corners, but with the player aid cards, these aren’t needed. They do add a visual balance to the board though.

Player Aid on Board

The castle towers and walls are standard punch board material and they each fit into a small plastic stand. The stands are not too tight so they don’t cause pealing and don’t leave any dents on the castle pieces, but the pieces don’t fall out of the stands either. This prolongs the life of the pieces.

Towers and Walls

The monster tokens have taken a beating over the years, but they’re holding strong! They’re made of standard punch board material with thematic art on the front and back. The special tokens are easy to understand and the boss monster tokens are easy to pick out from the basic monster tokens while on the board.

Monster Tokens

I haven’t looked into sleeves for Castle Panic, but as soon as I do, I’ll update this article with the information. The cards are easy to read and have great thematic art with bright colors. While the cards say what color and what ring you can target, I wish they had made the colored gems different shapes. Color blind players don’t have the benefit of glancing across the table at your cards’ colors. They usually have to ask because the text is too small to read from across the table.

The player aid card has the turn order listed on it, which is such a great tool to have. Even though I’ve played this game a bazillion times, I still need a reminder for the turn order until we get a few turns in. I can’t express enough gratitude to Fireside for this detail.

Deck and Player Aid

The die isn’t anything fancy or special – just a white, plastic D6 with black numbers. I’m glad it has numbers and not pips, since the board displays numbers for the pie sections. The tar token and Fortify tokens are standard punch board and have held up better than expected over time. The Fortify tokens look great and fit perfectly on the wall sections.

Dice and Tokens

Setup & Clean Up

Castle Panic is easy to set up, and it only takes a few minutes. Clean up doesn’t take long because it’s just gathering cards and monster tokens from other players and putting all the pieces in their bags. It’s easier to set up and clean up if the other players help.

Game Play

Game play is very simple. Hand size and trading capabilities depend on the number of players. That’s the one thing I would have asked that they added to the board in place of the turn order – the player chart. Checking that is literally the only reason I pull out the rulebook.

The turn order is very strict and once you proceed beyond an optional step, you can’t back up! Each player takes their turn individually in a clockwise order, following the turn order.

1. Draw Up – Each player begins their turn by drawing cards until they have reached their hand size. Again, the hand size depends on the number of players you have. The more players, the smaller the hand size.

2. Discard and Draw 1 Card (Optional) – Once the turn player has drawn up to their hand size, they then have the option to discard one card in order to draw a new card. This is a once per your turn type of thing. It’s handy if you have a blue card and there aren’t any monsters in either blue arc. You can discard it to draw a new card in hopes of something more useful.

3. Trade Cards (Optional) – Once the turn player has used or passed their option to Discard and Draw, they now have an opportunity to trade one card with another player. This is also a once per your turn thing, but you can make a second trade in a six player game. The other players don’t have to trade with the turn player if they don’t want to. You also can’t give cards to other players – you literally have to trade.

4. Play Cards – Once the turn player has completed their trade(s), they get to play those cards in their hand! Each card tells you which color and ring they can be used it. There are plenty of special cards, like Tar and Missing, and they’re card text is pretty easy to understand. You can reference the back of rulebook for any specifics you might need to know.

5. Move Monsters – Once the turn player is done playing cards, all the monsters that are currently on board will advance one space forward, or one space clockwise in the castle ring. If a monster hits a wall, they take one damage and remain in the Swordsman ring if they didn’t die. If a monster moves into the castle and takes out a tower doing so, it moves into that space where the tower was – after taking a point of damage.

6. Draw 2 New Monsters – After the monsters on the board move, the turn player gets to add more chaos and panic to the game by drawing two new tokens from what we call, “The Bag ‘O’ Death”. The turn player draws the first token and if it’s a monster or boulder, they roll the die and place the monster in the forest ring or advance the boulder through the arc (killing all monsters and the first wall, tower, or fortify it hits). Boulders are nasty in arcs that don’t have a wall or tower because they advance into the arc directly across from the one it started in. All the other tokens trigger effects like plagues or forced movement for monsters on the board. There are even tokens that increase the number of tokens you draw for the turn! This is why the token bag is called “The Bag ‘O’ Death” by me and my locals.

After the new monsters are drawn and resolved, the next player begins their turn. This continues until either the players win or the game wins. Players win when all the monster tokens are removed from the board AND the bag is empty. The game wins when the last tower has fallen to the monsters… or a boulder.

Summary

This has been a favorite alongside King of Tokyo during both years of the Dyersburg Comic and Pop Culture Convention. I’ve taught several groups of new and experienced players how to play Castle Panic and I’ve never heard a player say they didn’t like the game. I’ve heard more family groups have gotten the greatest benefit from the game because it’s a co-op game, meaning those siblings that like to compete with each other have to work together now! It cultivates a different gaming atmosphere when you play a co-op vs competitive game. Castle Panic still has its ‘competitive’ side with each player collecting their slain monsters, but it also creates a dilemma of sorts. “Do I trade this card and let them kill the Troll that gives them three points, or keep the card and hope we don’t lose.”

This is a great game with a small learning curve. Younger players can play this game, even if they aren’t reading age yet. They only need to remember the pictures and what those pictures mean the card does. I’ve seen kids as young as seven play this game with no trouble, but the age limit is 10, so please inspect the game to be sure you’re okay with your younglings playing it.

There is one glaring problem, or at least with older copies – can’t speak for newer prints, and that’s the lack of a bag for the tokens. I had to purchase a dice bag for us to use for the monster tokens. I’m not sure why they didn’t include this in the base game. Check the box contents and see if it includes a bag before you purchase it. At least then you’ll know if you need to pick one up before heading home.

What the Players Said

Wednesday – 90% panic, 5% castle, and 5% “Why’d you draw all the wrong tokens?!” – but 100% family fun game. I love the co-op mechanic to this game.

John H. – I like everything about this game.

Sean – I like that it’s simple to play and that it has player aid cards and reminders on the board too for the monster token abilities. A game is always great when you don’t have to pull the rulebook out while playing. I also like how everything can go wrong or seem to be going bad, but you still have a chance to turn the game around and win.

Olivia – I like that there is panic and how a real struggle can ensue but in the end, regardless of whether you lose or win, everyone is still friends.

Buy or Bye?
Buy!

This game is probably the second most played game in my collection. It’s easy to learn and easy to play, making it a favorite among my fellow board gamers and also a favorite for gaming tables at conventions.

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 Absorbing Man: Harold’s Ice Cream from the Marvel The Mighty Thor set.

W Absorbing Man, Harold's Ice Cream

Ruling – Ability

“While Absorbing Man is active, when a “when KO’d” effect is used, you may use a copy of that effect.”

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

while-active-light

While Absorbing Man is active, if a “When KO’d” effect is used, he may use a copy of that effect. This ability is optional and not mandatory, and you only get one copy of a ‘When KO’d’ ability, regardless of how many Absorbing Man dice in the Field Zone. If a second copy of a character die is KO’d that turn, you can copy that ability again, but only once regardless of the number of Absorbing Man dice in the Field Zone.

If you copy a “When KO’d” ability from another character, Absorbing Man does not have to be KO’d for you to copy that effect.

You can copy the “When KO’d” effect from one of your characters or one of your opponent’s characters, but the ability must be used for you to be able to copy it. If the ‘When KO’d’ ability is optional and they do not use it, you can’t copy it.

Miscellaneous Card Information

~ Absorbing Man is a Mask type character card.
~ He has the Villain affiliation.
~ He has a Max Dice of four.
~ This card is a Uncommon and is #53 of 136.

Official Sources

WizKids Official Rules Forum (WORF)

You can find a ruling for this card, here.

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

Turn Order Summary Reference

turn-order

Opinion

Absorbing Man has a pretty cool ability that you can easily build around. In Golden Age, this guy is loads of fun for casual events. I think he may be a little more difficult to build around in Modern Age. In Golden Age, there are lots of different ‘When KO’d’ abilities that would be great to copy, especially when you have Blue-Eyes White Dragon’s Global to KO your own character dice. But, you aren’t limited to your own dice abilities. You can copy opposing ‘When KO’d’ abilities which adds to his usefulness in Golden Age.

I like that Absorbing Man is not expensive to purchase, so you can keep several in the Field. His stats are not terrible, but he’s manageable if you’re trying to get around him.

I saw the question pop up on WORF about this card and the rare version of Absorbing Man and I thought this would be a good one to cover this week. Newer and inexperienced players don’t realize that you can use his ability to copy an opposing character’s ‘When KO’d‘ ability. As regular players, and a more experienced players, we sometimes forget that these abilities aren’t as obvious to other players of different skill levels. I like when WORF answers questions like this because it helps me choose CCW cards that would be more appealing to the newer players – which are my target audience.

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?
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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 Doppelganger: Lesser Monstrosity from the Dungeons and Dragons: Tomb of Annihilation set.

*Note*

There are contradictory and conflicting rulings on WORF in regards to how this character card is supposed to work. I’ve decided to put an article out showing how I believe the card should be ruled. Please, check with your TO before any event to see how they’re ruling it. This is not how a ruling should be handled for any competitive game. There should be a definitive and unquestionable ruling for any effect or card that causes confusion. WizKids and WORF are falling short in this area and have since the game began.

W Doppelganger, Lesser Monstrosity

Ruling – Ability

When fielded, you may select a target character die you control. If you do, your Doppelganger character dice become copies of that target character die. (The copy has all of the names, subtitles, affiliations, abilities, and stats of the original in place of its own.) They remain copies until another character die is selected or you no longer have any active Doppelganger character dice.

The first part of Doppelganger’s ability is a When Fielded ability. 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.

Doppelganger’s When Fielded ability is not a mandatory ability. It says that when you field a Doppelganger die, you ‘may’ select a target character die that you control. You are not required to activate this ability when it’s triggered.

The second part of Doppelganger’s ability is a While Active type of ability. It doesn’t say ‘While Doppelganger is active’ on the card, but the ability works the same way as a While Active ability. The ability states that all of your Doppelganger dice will remain copies of the target die as long as you have a Doppelganger active in the Field Zone, or until you select a different target. The only way to select another target character die is to field another Doppelganger die and select another of your character dice to be the target.

Doppelganger will copy and replace its own name, subtitle, affiliations, and stats with the corresponding text of the copied die’s card. Doppelganger character dice retain their original text and abilities as well as any additional text or abilities in the copied die’s text box on its card. If you copy a die that has text that’s being ignored, your copy would not have any text either. If the text of the original is ignored after Doppelganger copies it, the copies will retain the text.

If Doppelganger is fielded and copies the text of a character with a When Fielded ability, it will not trigger that same turn. This is because the Doppelganger is already in the field when it copies that character’s ability. Any Doppelganger dice fielded after the first one will be able to use the When Fielded ability.

When Doppelganger copies another die, it copies the fielding cost as well. You will not need to pay the new fielding cost for the first Doppelganger die, because the Doppelganger die is already in the field when it copies the stats. Any copied dice that you field after the first would reference the new fielding cost.

After Doppelganger has copied a die, you refer to it’s printed purchase cost and energy requirement to purchase more Doppelganger character dice.

Doppelganger will retain all three of its Mask energy faces. Copying a die does not change the energy faces of a die.

Note – Doppelganger from the Dungeons and Dragons set can not be on the same team as Doppelganger from the Maximum Carnage Team Pack. Even though these two characters are not remotely close to be being the same character (and in different IPs), their names on their cards are identical. Based on team building rules, you can not have two character cards with the same name on one team.

WORF Specifics

So, now that the easy part is out of the way, let’s take a look at some more specific questions and the way they were addressed on WORF (WizKids Official Rules Forum). I’ll then give my input on whether or not I agree and how they should be ruled if I disagree with them. All of these are taken from the rulings listed below in the Official Sources section of my article.

Stats Question from the Guide: If Doppelganger: Lesser Monstrosity is fielded on its own level 3 face, and targets a level 2 Wolverine: Formerly Weapon Ten character die, does it take the stats of a level 3 Wolverine? If so, the stats will change if I spin the Doppelganger up, or down?
WORF Answer: Your Doppelganger would use its own level to reference the level displayed on the card of the die it is copying. As your Doppelganger die spins up or down, it continues to reference back to the card of the die it is copying. If the die it is copying changes, all Doppelganger dice in your Field Zone immediately reference the die stats of the new die (including burst symbols).
Stats Question from Doppelganger Post: If I field a level 1 Doppelganger and copy a level 3 character die, then I field a level 3 Doppelganger, which level’s stats do my Doppelganger dice have (and what level are they considered)?
WORF Answer 2: The level 1 Doppelganger die would have the stats of a level 1 Gold Dragon, and the level 3 Doppelganger die would have the stats of a level 3 Gold Dragon. A Doppelganger die copying a Sidekick die would only have level 1 stats at all times, but could still spin up and down.
Morph Stats Question from the Guide: I have a Morph: Kevin Sidney character die in the field on a burst face. I field a White Tiger: Mystical Amulet character die on Level 3 (4A,5D) and sacrifice a sidekick so she becomes 5A, 6D with Overcrush. Which stats (and abilities) does Morph end up copying?
Morph text for reference: Whenever a non-Sidekick character die is fielded, Morph becomes a copy of that character die but retains this ability (until end of turn).
WORF Answer: Your Morph would have 4 A, 5 D, and White Tiger’s “when fielded” ability, but it would not have Overcrush.
WORF Blanket Answer from the Guide: When an ability copies a “character die” or “character card,” it copies the copied die’s stats, abilities, and everything else printed on the copied die’s card, such as title/name, subtitle, purchase cost, energy type, affiliation, alignment, equip ability, and Global Abilities. As to stats, this die references the card that is copying (so on level 1 it has level 1 stats of the die/card it is copying).
DDK: Okay, so this one has me a bit confused. “If the die it is copying changes, all Doppelganger dice in your Field Zone immediately reference the die stats of the new die (including burst symbols).” So does that mean it gets any bonuses that the copied die gets? Not sure what they mean by this, because it doesn’t make sense unless Doppelganger was only copying the die’s face and not the levels as they state it does. If it copies bonuses, then I’m not sure how Morph is any different from Doppelganger in regards to what they copy, so why wouldn’t Morph be a 5A/6D (assuming Morph is level three as well)? Inconsistent and unclear! Two of the questions and answers are in the exact same rules post! I don’t like that WizKids has said that there is a distinct difference in terminology between Character Die and Character Card and are now throwing that out the window for copying, yet contradicting their contradiction at the same time. So how would I rule this? I guess I’ll have to back the majority ruling on this, even though I strongly disagree with it. So based off their rulings, Doppelganger and Morph would copy the die’s card which includes dice levels. I disagree with copying bonuses applied to the die being copied and I would rule that any bonuses applied before or after copying will not be copied (because you’re copying the card, not the die and bonuses are applied to dice in most cases).

Swarm Question from the Guide: If I copy a character die with Swarm, do Doppelganger: Lesser Monstrosity dice drawn from my bag now have Swarm?
WORF Answer: Yes, but the dice in your bag would only trigger Doppelganger’s Swarm. So Kobold and Doppelganger could each trigger Swarm off of their own dice, but not off of each other’s. The rationale is that if each of these character dice had the same “While active,” ability, you would get 2 copies of it. Thus, for the sake of Swarm, they shouldn’t count one another.
Swarm Question from Doppelganger Post: If I have an active character with Swarm and I copy that die with a Doppelganger, do other Doppelganger dice Swarm?
WORF Answer: If Doppelganger copies a die with Swarm, even though it has the names, subtitles, affiliations, abilities, and stats of the original die in place of its own, it doesn’t work with Swarm, since it’s ultimately not a copy of that die.
DDK: Wait… what?! So this is a complete contradiction. How can one post say that it works and another post say that it doesn’t? Well, folks, this isn’t the first time this has happened and won’t be the last. At least the last ‘accident’ had years between the posts. This was literally a month apart and only five posts apart. Come on WORF! Get it together! I was listening to Double Burst as they discussed these rulings and I agree with them on most of what they said – especially this. This is ridiculous and unacceptable. “If Doppelganger copies a die… …it’s ultimately not a copy of that die.” Folks, that’s the first part and last part of the exact same sentence. There is no basis for the second ruling. It sounds like someone that doesn’t understand the game at all wrote that ruling. I mean, sorry if I hurt your feelings, WORF person (because I’m confident there’s only one person on it), but this is garbage. If a Doppelganger is copying a Kobold with Swarm, it has its own Swarm. They won’t Swarm off each other, but they Swarm off their own dice. It would work the same way as a Kobold and a Goblin. They don’t Swarm off each other, only their own dice. Doppelganger, which is basically Kobold(b) that copied Kobold(a), has the Swarm keyword. If I pull a Doppelganger die, which is now Kobold(b), I will get a Swarm trigger.  Doppelganger dice are copies in all zones/areas, not just the Field Zone (so long as you keep that one Doppelganger in the Field Zone). My official stance is that Doppelganger will Swarm off itself if it has the Keyword – and that’s how it’ll be ruled locally until WORF comes up with a REALLY good reason as to why I’m wrong.

Sidekick Question from Doppelganger Post: If I copy a sidekick die with Doppelganger, can I use Professor X Global to field another Doppelganger die from my used pile?
Global for Reference: Global: Pay mask. Once per turn, field target Sidekick die in your Used Pile.
WORF Answer: Doppelganger can copy a Sidekick die, but doesn’t work with Professor X Global (either, both flavors are great). Doppelganger is treated as if it’s a die with the name “Sidekick” and not a die that is a Sidekick Die for the rules of the game.
DDK: I fully agree with this ruling. Sidekick is not really a ‘name’, it’s a type of die. From page six of the Superman Wonder Woman Rulebook: Sidekick Dice are special dice that each player begins the game with. They can provide any of the energy types, or Wild energy. They’re called Sidekick Dice because of their character face (which displays fielding cost, attack, and defense values). When in the Field Zone as a character die, they can be targeted just like character dice. Unlike Character Dice, Sidekick Dice don’t count as Character Dice in other places. Ally is a keyword that says: Character dice with the Ally ability count as Sidekicks while in the Field Zone in addition to their other designations. They don’t count as Sidekick Dice while in the bag, Prep Area, Used Pile, or anywhere else. If Doppelganger is copying a Sidekick, it’s copying it in name only, not dice type. If Doppelganger is copying a Sidekick die, it’s doesn’t gain the Ally keyword. It would need to copy a die that’s already got the Ally keyword, and even then, it’s still not a Sidekick die unless it’s in the Field Zone. All of this reinforces this ruling and so I’m completely behind WORF on this one. It doesn’t even seem like the same person that wrote this ruling, wrote the first ruling from the Doppelganger post.

Die Name Question from Doppelganger Post: If I copy a dragon die with Doppelganger, can I use Ring of Winter to move another Doppelganger die from my Used Pile to the Field Zone?
WORF Answer: Assuming Doppelganger copies Gold Dragon, it would count as a Dragon for Ring of Winter, since it has the name.
DDK: This ruling is in line with how Doppelganger works. Doppelganger copies the name in place of its own name. So if it copied a Gold Dragon, then it would also be a Gold Dragon. If you look up the ruling about Dragons from a long, long time ago, then it supports the ruling for this as well.

Miscellaneous Card Information

~ Doppelganger is a Mask type character card.
~ It has the Monster affiliation and the Neutral Alignment.
~ It has a Max Dice of four.
~ This card is a Common and is #24 of 136.

Official Sources

WizKids Official Rules Forum (WORF)

You can find the “A Guide On Copying”HERE.

You can find rulings specific to Doppelganger in the “A Guide On Copying” as well as: here.

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

Turn Order Summary Reference

turn-order

Opinion

I already know that there is a lot of disagreement as to how this card is supposed to work and I know there are likely going to be lots of comments about how I’m wrong. But let me explain this – this is my interpretation and my opinion on how the card should work or what rulings are most accurate or should be followed. Your opinion may be different, and that’s fine. I rarely speak out against WizKids, unless they’re just blatantly wrong. There have been a few too many of those instances lately and we won’t go into all that here.

As for Doppelganger, I’m not a fan of the card anyway – even if it’s super clear and easy to understand. I’m not a fan of copying dice or copying cards. I think it’s a mechanic that muddles any game and causes too much confusion when not done properly. But if you’re going to use Doppelganger, he’s a versatile in that you can use him to copy anything you need that’s already on your team and in the Field. He’s a great way to get an additional Swarm dude or more of your win condition. Use him if you must, but always check with your TO in advance for their ruling. And TO’s – Don’t worry about getting this ruling ‘wrong’. You’re the TO and your ruling stands until you find out different from WORF.

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 May 10 and May 17 is a betting and wagering game from IDW Games, Jungle Joust.

Jungle Joust 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

Jungle Joust takes players through the roller coaster world of underground gambling. Designers Adrian Adamescu and Daryl Andrews have teamed up again to bring to life the fantasy world of Rhino Riding Jousting. 2-6 Players will place bets on different aspects of the two competing Jousters. Players will play cards to move either Jouster and grant special boosts that may help or hurt competing Jousters. Control the market and bet wisely and you may walk away the richest in all the land.

This is a unique and fun game with a style that might not fit every group.

Rules

I have yet to read an IDW Games rule book that was reader friendly. I read this rule book five or six times before playing the game and none of the scoring made any sense to me or the other players until we played our first game. The rule book isn’t wrong or misleading – it just doesn’t make sense until you play the game. Rule books from IDW are the only ones I’ve ever had this issue with.

The rule book is accurate, but confusing until you do a play through or a mock up game. I highly suggest doing a mock up game with your self before breaking this game out for your group. The confusion could lead to lots of frustration and give players a distaste for the game before you ever play.

Components

The board seems to be your average quality card board game board. The colors are bright and images are clear, for the most part. The bonus favors that are marked on the board are easy to forget or accidentally skip over because of the artwork on the board around them.

board.jpeg

The jousters and the fence are the same quality as any other card board punch out. Over time, these pieces could see lots of wear and tear from being assembled and disassembled multiple times. There is no way to prevent this other than being gentle with the pieces. I noticed that one of the riders has his arm printed backward on the inside of his shield. It doesn’t affect the game at all, just thought it was funny. The design is cool and the colors are bright and vibrant, making these pieces the highlight of the game.

Riders with Fence

The game includes a deck of cards with special symbols on the bottom of the card. This is how you determine certain scores for the wagering aspects of the game. The symbols are easy to read and the colors are bold and bright. The artwork is cool, but doesn’t affect game play at all. The cards use standard size sleeves and you don’t need to see the back of the card for any relevant game play, so solid color backs would be fine on your sleeves.

Deck

There are sixteen favor tokens, eight red and eight black. These are wooden tokens painted to match the two riders. These get handled quite a bit during the game and I’m glad they’re wood and not card board.

Favor Tokens

There are six allegiance tokens made from standard quality punch out card board. They are double sided and the designs are crisp and the colors are bold. These get handled more than the favor tokens so they could see some wear and tear over time.

Allegiance Token

The betting chits are standard punch out card board pieces that can send your gaming group into a frenzy of puns. When enunciating the word ‘chit’, you may want to be sure you do it clearly – especially in a family friendly environment. If you don’t, the chit could hit the fan! (Thanks to John H. for letting me steal that one.)

The symbols on each chit represent one of the many aspects you can bet on for each rider. Each symbol and color is easy to distinguish as are the payouts in the top corner. Luckily, if you lose the bet with one of the chits, you only lose one coin and not two or three coins.

Betting Chits

The coins and debt tokens are also standard quality punch out card board. The coin denominations are all easily distinguishable from one another because they’re all different in size and color scheme, aside from having the number printed on them as well. The debt tokens are neat and thematic to the game. If you don’t have any coins, you acquire debt tokens if you would have to pay due to losing money.

Setup & Clean Up

Setup takes some time, and so does clean up. There’s no way around it that I am aware of. The other players can assist in setup and clean up to help decrease the time, but it’s still going to take several minutes. All the components fit nicely into the game’s insert, unless the cards have sleeves on them. I still think game inserts should accommodate for sleeved cards.

Game Play

Game play really isn’t very difficult, it’s the intimidating scoring at the end that’s a bugger for some folks. I seem to have a knack for picking these type of games.

The game is played in three rounds. A round begins with the first player and continues until the riders clash, meaning their little burst symbols on the front of their bases are in the same row. Each player gets to do a few things on their turn. The first thing they MUST do is play at least one card to a rider’s tilt. After they’ve done that, they can then take one betting chit or place a bet on a rider. After they’ve chosen none, one, or both of those actions, the player then draws one card from the Tableau or two cards from the deck.

There are a couple of things that can happen during a player’s turn that can affect the game state. If a player plays a card to a rider’s tilt and there are three consecutive symbols (same color and type), they activate the favor for that symbol. When a player plays a card to a rider’s tilt, if it causes a clash, then the round is over immediately and the game advances to the scoring portion.

After the riders clash, players proceed to the scoring portion of the round. I’m not going to go into the details of scoring, because it doesn’t make a lot of sense until you do it, but I’ll touch on it a little. First you have to determine the victor. It’s not always the rider that crosses the middle line! It all comes down to the amount of favors a rider has and what tilt the favors are on. After determining the victor, there are three scoring phases: Allegiances, Betting Chits, and Card Bets. After scoring is complete, everything is collected and redistributed for the new round, except for the coins. The player with the most coins after three rounds is the winner.

Summary

I do like the game, but because of the group I play with, it’s a game that won’t see much play. I don’t mind the scoring so much, as it’s not really any more complicated than 7 Wonders. What I really don’t like is the lack of a player aid card. I had to leave the rule book out so everyone could see what order they were supposed to do things in and what all they could do on their turn. The back of the rule book has a scoring cheat sheet. But if I’m going to break out the rule book, then I’ll look in the book itself and not at the cheat sheet on the back. A small reference card or scoring aid card would be perfect.

The game is well made and plays well, so I don’t really have any complaints other than the rule book and lack of aid cards. Seriously – accurate player aid cards make a huge difference.

What the Players Said

Paul – All of the components are cool and the game play is fun. I don’t like how over complicated the scoring is.

John H. – I like the design and how simple and fun the game play is. I don’t think the scoring needs to be so complex for the game to work.

Katie R. – The pieces are cool and the 3D board is great. I like that the symbols on the cards are easy to distinguish and that the game is easy to learn and play. It feels like it’s missing something, but I can’t put my finger on it.

J. North – It’s a good game but it’s not really for me. I’d play it if the group wants to play it, but it’s not a game I’d pick to play. I do like the jousting part, but I’m not very good at betting and wagering.

Buy or Bye?
Buy – Eventually

I would most likely buy this game with every intention of playing it, but I don’t think it would get much table time. It’s still one I’d like to have for my collection, but it’s not high on the priority list at the moment.

Have strategies or tips for this game? Leave them in a comment!
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Board out and game on!

Greetings Fellow Clix Fans!

 

Welcome to the next installment of my HeroClix Figure Spotlight series! For this month’s article, I chose one of the Bombshells, Batgirl (037) from Harley Quinn and the Gotham Girls!

Batgirl 037

Figure Information

Point Value: 75 points
Dial Depth: 6 Clicks
Keywords: Bombshells, Suicide Squad, Monster

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
Charge: 1-2
Hypersonic Speed: 3-6

Attack
Blades/Claws/Fangs: 1-2
Precision Strike: 3-6

Defense
Impervious: 1-2
Super Senses: 4-6 (part of a special ability)

Damage
Exploit Weakness: 1-2
Perplex: 5-6

Improved Abilities, Traits, and Special Powers
Batgirl has two Traits.

Trait:
Bombshell
When Batgirl makes an attack targeting an opposing character, give her a Bombshell token. FREE: If she has two action tokens, remove two Bombshell tokens, then make a close attack.

Trait:
Bloody Belle of the Bog
Steal Energy, Stealth. Batgirl starts the game on click #3. When Batgirl uses Steal Energy, she may heal past her starting line.

Special Defense Power:
WWI Flying Ace: 3-6
Super Senses. When attacked by a character with [FLIGHT], modify Batgirl’s defense +3.

Opinion and Strategy

Batgirl is a fun and powerful Bombshell character. She’s always the first character I choose when putting together a 300 or 400 point Bombshell team. Zatanna is usually my second choice, and then I fill out the rest of the team around those two. Batgirl is not Indomitable, but I think she’d be a little too powerful if she was. You have to play her with caution until you get her past her starting line, because as great as Super Senses is, it doesn’t always roll! Once she reaches her second click after healing, she can charge in, and use Exploit Weakness to hit them for a whopping four damage! She also has Blades/Claws/Fangs, but with a printed damage of four, I don’t usually go with BCF unless they’ve used Outwit to get rid of her Exploit Weakness. When they try to hit her, they have to get around her Impervious on her top two clicks. She can be a very formidable opponent once she’s healed into click one or two.

I also like using her with a generic Monster team. One of my all time favorite builds for 400 points is:

(75) Batgirl
(100) Rat King #24 Rare TMNT2
(80) Death #16 Rare Undead
(125) Monsterex #22 Rare TMNT1
(5) Professor X ID for Professor X #37a Xavier’s School (75 point call in)
Total: 385

I know I’m playing 15 points under, but I like the team and it plays well for me in a casual setting. I also can’t find a 15 point Monster that I like. Rat King helps me beat on their own team while Batgirl is trying to heal up into her top two clicks. Monsterex makes for a terrific, versatile distraction. Death has helped me KO characters in the past with his Trait: Harbinger of Death. It’s handy when you’re one damage shy of KO’ing a dude. He’s also got traited Blades/Claws/Fangs with Giant Reach of 2.

When I play a 300 point Monster team, I like using this build:

(75) Batgirl
(100) Horta #35 Rare ST:TOS
(125) Monsterex #22 Rare TMNT1
Total: 300

I’m a sucker for a full point Horta and I love Monsterex’s versatility. This team really depends on map choice and if I win, I typically choose the Horta’s home turf – Underground Cavern (ST:TOS). This map gives my Horta an advantage and also helps Batgirl and Monsterex position themselves safely. With cavern walls as cover, this team can be lethal if you’re not paying attention and Batgirl is the deadliest!

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 Clix Fans!

 

Some exciting news broke a few days ago. It was discovered by another member of the HeroClix community that WizKids had added solicits for a new set, tentatively due out in November of this year. Much to my surprise and excitement, it was a solicit for Star Trek Away Team: The Next Generation!!!

TNG logo

Booster Packs

Star Trek HeroClix Away Team returns to the tabletop, this time with fan-favorite characters from the Starfleet Crew in Star Trek: The Next Generation!

Star Trek HeroClix Away Team: The Next Generation Booster Brick includes some of the most iconic characters and creatures from Star Trek: The Next Generation. The crew of the U.S.S. Enterprise-D including Captain Jean-Luc Picard, Riker, Data, Geordi, Worf, Deanna Troi, and more are joined by classic adversaries Romulans, Klingons, Borg, and the omnipotent Q in this brand-new HeroClix 5-figure booster release!

The Star Trek HeroClix Away Team: The Next Generation Booster Brick has 73 new figures to collect:

  • 18 Common figures including one Prime
  • 18 Uncommon figures including one Prime
  • 18 Rare figures including one Prime
  • 13 Super Rare figures including one Prime
  • 6 Chase figures

Wow! This set is going to have six chases instead of four, as well as Primes in each rarity! This is not a colossal set, so it’s safe to assume they’ll be the same size as previous five figure booster sets. There doesn’t appear to be a price increase, or if there is one, it’s minimal. This is good news since many were worried that WizKids would just adopt the new colossal booster price for non-colossal sets.

Primes – There are numerous opportunities for primes in this set. Every prominent character in the show would frequent the holodeck dressed in a variety of roles from history or literature. There are also characters like Lore, which is Data’s ‘twin’ of sorts. Doctor Soong was also portrayed by Brent Spiner (Data/Lore), and that presents an opportunity to see Soong as well! Picard was assimilated by the Borg for a time, so I wouldn’t be surprised at all if we see a Locutus of Borg figure. We might even be graced by the presence of a Thomas Riker!

I really need to know, which outfit is Deana Troi going to be wearing?! Any or all (Primes!) of the following are okay with me! She’s had loads of other outfits over the span of seven seasons and four movies, but these are my favorite and most memorable.

TNG Troi 1.jpg

There are a few things that I really hope WizKids puts on character cards as their ability flavor text. For Picard, he needs Outwit and it needs to be called “Shut up, Wesley.” You can watch a clip, here. Another is for Reginald Barclay, and they need to incorporate his nickname, Lt. Broccoli, either on his card or Wesley’s card.

There is an enormous and rich universe for WizKids to pull from, so there is only speculation about what we could potentially see, until spoilers begin. There’s enough content in the Star Trek universe, as a whole, that WizKids could make a set every year for the rest of their existence! I can’t wait to see who they chose to include in this set. We do know that we’ll likely see the entire main cast crew and some very notable secondary crew. Some of the villainous characters have been confirmed in the solicits as well. We’ll be seeing Q, Gul Madred, and the Borg Queen. I imagine we’ll see generic Klingons, Romulans, Borg, and Starfleet officers in this set as well. It would be a lost opportunity to exclude them.

Starter Set

Star Trek HeroClix Away Team: The Next Generation Starter Set includes six of the most iconic crewmembers of the U.S.S. Enterprise-D with all-new dials! This Starter Set features Captain Jean-Luc Picard, Commander William T. Riker, Lt. Commander Data, Lt. Worf, Dr. Beverly Crusher, and Lt. Commander Geordi La Forge coming together to explore strange new worlds, to seek out new life and new civilizations, to boldly go where no man has gone before! Other Starfleet members, like Reginald Barclay and Ro Laren, can join with the rest of the crew of the Enterprise to take on fearsome adversaries such as Gul Madred or the Borg Queen, all four of which can be found in the Star Trek HeroClix Away Team: The Next Generation Booster Brick!

Starter Sets are excellent products for new players to learn and play HeroClix!

Includes everything a player needs to play HeroClix: figures, one double-sided map, Rulebook, Powers and Abilities Card (PAC), Object and Terrain tokens, Dice, and Character cards.

MSRP: $24.99

We have a confirmed roster for the starter:

  • Captain Jean-Luc Picard
  • Commander William T. Riker
  • Lt. Commander Data
  • Lt. Worf
  • Dr. Beverly Crusher
  • Lt. Commander Geordi La Forge

You’ll see that Tasha Yar, Wesley Crusher, and Deanna Troi are missing from that notable list. Troi is already listed in the booster solicit, but it’s safe to assume that we’ll see Yar and Wesley in the set too, unless Denise Crosby and Wil Wheaton have something weird going on with licensing their likeness.

I think they chose a great line up for the starter. Since this is a starter, it’ll have a rulebook, PAC, dice, a double sided map, and object/terrain tokens. I’d like to see something Star Trek related on my object tokens – like a console for a heavy object and med pack for a light object. I think I’m asking for too much though, even though it’s just pictures printed on cardboard.

Dice and Token Pack

Star Trek HeroClix Away Team: The Next Generation Dice and Token Pack contains two (2) custom dice featuring the Starfleet icon and six (6) custom action tokens featuring images of the crew of the U.S.S. Enterprise-D.

The Star Trek HeroClix Away Team: The Original Series Dice & Token Pack is a great way for players to enhance their HeroClix experience!

MSRP: $9.99

Obvious cut/paste typo in this solicit – “The Star Trek HeroClix Away Team: The Original Series Dice & Token Pack is a great way for players to enhance their HeroClix experience!” This solicit is definitely for TNG Dice and Tokens and not the TOS set. Now, the question is, who is going to be on these? Will we see crew or aliens?

The TOS pack had all the crew members from the starter, which was awesome! I’m hoping they do the same for TNG. If they do, these are the faces we’ll have on the tokens:

  • Captain Jean-Luc Picard
  • Commander William T. Riker
  • Lt. Commander Data
  • Lt. Worf
  • Dr. Beverly Crusher
  • Lt. Commander Geordi La Forge

I’m also very curious about the dice. We had gorgeous dice from the TOS pack, so are they going to reuse those dice or make new ones?

Dice

Personally, I’d like the TNG communicator badge symbol, even if the color scheme is the same as the TOS dice.

TNG Badge

They could even do a silhouette of the Enterprise-D, or use the standard Klingon badge symbol. As long as it’s TNG related, I don’t care what they use!

Organized Play Release Kit

The Star Trek HeroClix Away Team: The Next Generation OP Kit includes*:

  • Three (3) Samuel Clemens Limited Edition Prize Figures
  • Five (5) copies of a double-sided 24” x 36” HeroClix map
  • Release Day Instruction Sheet with Tournament Format

Release Day Organized Play (OP) Kits –

HeroClix Release Day OP Kits contain everything a retailer needs to bring HeroClix players into their store to celebrate the release of a new HeroClix set including new limited edition figures or game elements not found anywhere else! Each Release Day OP Kit ships with the new set so stores can run events on release day. Stores should schedule their HeroClix release day events in the WizKids Info Network (win.wizkids.com).

Each Release Day OP Kit includes prizes to host a release day event, with a prize for 1st place, a Fellowship award and a Flex Award (Flex Awards are used at the store’s discretion so long as the use is within the context of the WKPPLA for the expressed purpose of supporting in-store play).

Stores are not required to have a volunteer or judge present to run an event; store owners may ultimately determine how events in their store will run and how the kits are used so long as they are used to support in-store play.

RETAILERS PLEASE NOTE: Star Trek HeroClix Away Team: The Next Generation OP Kits are only available while supplies last!

Star Trek HeroClix Away Team: The Next Generation OP Kit is covered by the WizKids Promotional Product Licensing Agreement and is marked “NOT FOR RESALE.”

Exemptions are determined based on a store’s demonstrated player base size as indicated in their event history in the WizKids Information Network. If you wish to request additional OP kits, please speak with your sales representative.

Maximum 3 OP Kits per store unless store requests and receives exemption based on their WizKids Info Network history and product order history.

*Kit contents subject to change

Oh my goodness – Mark Twain himself as a prize piece! It was a great episode where time travel happened a few times and Samuel Clemens had a chance to tour the Enterprise-D. Seeing Samuel Clemens makes me believe that Guinan will be in the booster set or maybe a future LE.

I really dislike time travel shows, but the times that Star Trek incorporates it in the show are well written and feel like they have purpose, even the ‘accidental’ incidents. The only time I have ever truly enjoyed time travel content is in Star Trek.

Thoughts

I don’t think I can express just how excited I am for this set! This series was a very big part of adolescent years and this is THE dream set for me. I know several folks had their dream set with Star Trek: The Original Series, or maybe one of the other various comic related sets, but this set is something I didn’t think I’d ever see. I may love Ninja Turtles and Batman: TAS (coming soon and can’t wait!), but in my heart, I’m a Trekkie. I’m very attached to all versions of Star Trek, but TNG is special to me, as I’m sure it is to many other folks for various reasons.

Star Trek is a franchise that highlights diversity and unity and while I believe some of the series are better at representing this than others, they’re all great in their own way. I would like to see WizKids continue this trend and bring all the series to life on my HeroClix map. Not only are there TV series and movies, but there is also an animated series, novels, and comics that WizKids could use. These sets allow me to connect with players that have no interest in super heroes but like to play HeroClix because of the Star Trek characters. WizKids makes Star Trek: Attack Wing, which is another great Star Trek game, but there’s something super special about commanding an away team of your favorite characters. I want to field a team of TNG Klingons to take on Thanos or battle against a Bat-Family! They may be defeated, but they will die in glorious battle and earn their place in Sto’Vo’Kor! Qapla’!

What are you hoping to see in an upcoming set?
Is your ‘dream’ set already a reality?
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 Madame Masque: Nefaria’s Schemes  from the Marvel Guardians of the Galaxy set.

W Madame Masque, Nefaria's Schemes

Ruling – Ability

While Madame Masque is active, your opponent’s “When fielded” abilities do not trigger.”

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

while-active-light

 

You must have at least one Madame Masque character die in the Field Zone to gain the benefits of her ability. Having more than one will not affect how her ability functions.

While you have a Madame Masque die in the Field Zone, your opponent can’t use any abilities that say ‘When Fielded’. This does not apply to keywords that function like a When Fielded ability. For example: Intimidate acts like a When Fielded ability, but Madame Masque won’t stop it because the character’s ability does not say When Fielded. Reminder text in parentheses is not considered to be the character’s actual ability, only a reminder of how the ability works.

If your opponent has a Madame Masque character die in the Field Zone, and you try to borrow one of their characters (via an ability like the one on Collector: Tanaleer Tivan) with a When Fielded ability, you will not get to use that ability. When you borrow the die, it’s temporarily yours for game effects.

Madame Masque’s ability is not optional. You can’t pick and chose which ability is ignored and which isn’t.

Miscellaneous Card Information

~ Madame Mask is a Mask type character card.
~ She has the Villain affiliation.
~ She has a Max Dice of four.
~ This card is a Uncommon and is #59 of 124.

Official Sources

WizKids Official Rules Forum (WORF)

You can find a ruling for Madame Masque, here.

You can find a ruling about ‘When Fielded’ abilities being ignored, here.

You can find a ruling about Keyword abilities vs ‘When Fielded’ abilities here.

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

Turn Order Summary Reference

turn-order

Opinion

I totally understand the confusion with this card, especially for newer players. I’ve gotten a few questions about her ability vs Keywords as well as the Collector question. Before they ruled on her officially, I was using the Global ruling as a basis for my ruling – which they used as well. When you use a Global on an opponent’s card, it’s not your opponent’s Global when you use it – you are the one using it. Same applies to borrowing character dice.

I’ve heard lots of argument on both sides for using Madame Masque over Wonder Woman: Reflections. There are lots of pros and cons and each player should weigh them individually for their own team and play style. Wonder Woman costs one more to purchase, but she also shuts down When Attacks abilities, like the nasty Bard and Guy Gardner. Wonder Woman has better stats, but does cost one more to field on level three. They’re both Mask characters. Madame Masque is a Villain and there are plenty of anti Villain cards. Wonder Woman has the Justice League affiliation, which really doesn’t matter in Modern Age, but you could loosely build around it in Golden Age.

Personally, I prefer Wonder Woman over Madame Masque, but each player should look at both of them and decide for themselves which they prefer. Madame Masque has her uses. She could be invaluable for a Villain only event!

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!

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Roll on, Dice Masters!