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 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 or on my official blog Facebook page, here.


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!


Greetings Readers and Fellow Convention Fans!


We just had our second annual Dyersburg Comic and Pop Culture Convention, and it was another successful event! I was running my FLGS’s booth at the convention, as well as doing demos for Dice Masters, HeroClix, and board games. Our local convention is a smaller convention, but it has a huge heart! We had an increase in attendance, more cosplayers, more vendors, bigger guests, and lots more fun this year! I was so busy, I didn’t get a chance to meet all the vendors or do the interviews I wanted to do. I didn’t even get all the pictures I wanted. I promise to do better next year!


The cosplay contest saw more entries than last year, and also bigger cosplays! I wish I could have gotten pictures of everyone, but I did manage to snap a few. You can see them in the slideshow below.

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We had lots of returning artists, like John Lucas, Kelly Williams, and Larry Cathey of Heycat Comics. Kelly Williams did this amazing commission for me of The Shadow and Doctor Strange! I would absolutely love to see a team-up series with The Shadow and Doctor Strange done by Kelly Williams. I’m looking at you, Marvel and Dynamite!

Kelly Williams art

There was a new guest artist this year, Mike Norton. His current work can be seen in the pages of the DC comic, Mystik U. Mike Norton is the co-creator of Revival and also the creator of Battlepug, which has five volumes. Mr. Norton was a pleasure to talk to and I’m super excited to have his signature on two of my Mystik U issues. The third and final issue is due out soon, so I’ll have to catch him at another convention to get that last signature!

Norton Signatures

There were lots of new vendors and artists and I sincerely regret that I can’t feature all of them, but I was able to stop by two vendors that were new this year and get some info on their work.

D Whitaker Ink

This man has some really cool and unique art. He spray paints all of his work! I regret missing all the demos he did Saturday, but I was able to catch a glimpse through the window while doing some demos of my own at the gaming tables. He’s very entertaining to watch. You can see a sample of his work in the slideshow below.

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You can find D Whitaker on Facebook at  D Whitaker Ink and on Instagram at derek.whitaker.31 and I highly recommend that everyone go follow his pages! He also has much better pictures of his art on his pages than the ones I took from my video.

Oller’s Odditties

This artist has a variety of items that are super cool to see in person. Pictures do not do these items justice, and my pictures from my video are not even close to showing how cool these items are. You can see some of the awesome horror dolls below, but he has framed artwork and prop weapons as well. Be sure to check out Oller’s Odditties on Facebook!


I wish I had been able to get all of the content I wanted, but being a vendor at the convention with demo tables too will keep anyone busy! I promise to do a better job of covering this convention next year. I’ve already heard that attendance was up from last year and every vendor I had a chance to speak with said that they had a good time. I heard lots of cosplayers remarking on how polite the other attendees were when asking for pictures and interacting with them. That’s always a good thing to hear, especially when other conventions have had so many issues with disrespectful con-goers being inappropriate with cosplayers. I enjoy running the booth for my FLGS because I have a chance to meet so many different people. I spoke to an attendee that drove from over seven hours away to come see some of the guests at our convention. That is a big deal for a convention of this size and only in its second year!

I can’t wait to see how much the convention grows next year! I hope that all the attendees, vendors, and guests had a good time and enjoyed their visit to Dyersburg. If you weren’t here this year, you missed out! Better start planning for next year!

Thanks for reading! Remember, you can follow me on Instagram, Twitter, and Facebook for Dice Masters, HeroClix, Board Games, and various other awesome content!

Greetings Fellow Dice Fans!


For this week’s confusing card of the week article, we’re going to take a look at Polaris: Polar Opposites  from the Marvel X-Men First Class set.


Ruling – Ability

While Polaris is active, when an opponent uses a Global Ability or Action die, your character dice gain +2D (until end of turn).

Polaris’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.


Regardless of how many of her dice are in the field, when her triggering condition is met, the effect from her ability will give your character dice +2D. The While Active on her card is there to show that you would not get +2D for each of her dice in the Field Zone, only that she needs to be active for her ability to work.

When your opponent uses an Action die or a Global, while Polaris is in the Field Zone, your character dice will get +2D until the end of the turn. For example: If your opponent uses an Action die or Global, your active character dice will get +2D until the end of turn. If your opponent uses another Action die or a Global in that same turn, your active character dice will get another +2D. This effect will end at the end of the turn that it was applied.

Character dice that enter the Field Zone after Polaris’s ability has been triggered will not gain the +2D. The character dice must already be in the Field Zone to gain the defense boost.

Polaris’s ability will only trigger if your opponent uses an Action die or Global.

Polaris’s ability will also give her +2D because her ability does specify ‘other’ character dice.

If your opponent uses a Action die or Global ability that would KO one of your character dice, that die could be KO’d, but only if the damage was enough to KO the character die after Polaris’s effect is applied. For example: Your opponent uses the Global on Unstable Canister: Basic Action Card and targets one of your Sidekick dice that has 1D. Polaris’s ability will trigger and grant that Sidekick +2D. If Polaris is KO’d by an Action die or Global, her ability is still in the queue, meaning your other character dice will get the +2D.

If an Action or Global effect, like the one on the non-Basic Action Prismatic Spray: Lesser Spell is used, Polaris will not be able to trigger her ability. Again, this is because the ability on the Action die must fully resolve first. Polaris’s ability would be up next, but because her card text has been lost or blanked, she no longer has an ability to resolve.

Polaris’s ability is not optional. If her ability is triggered (and not blanked), your character dice will be given +2D.

Miscellaneous Card Information

~ Polaris is a Shield type character card.
~ She has the X-Men affiliation.
~ She has a Max Dice of four.
~ This card is an Common and is #25 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



I would like this ability if there was a more reliable trigger. Her ability is way too easy to play around and her fielding costs are too expensive. Her stats are not bad at all, but her fielding costs are not in line with her stats. I really like Polaris as a character, but this version of her is not all that amazing.

In a draft, this card is not terrible. I’ve played with her before and she’s really handy to have when your opponent is using Action dice on their turn and they forget she’s in the field. Her ability boosts the defense of your character dice, making them great blockers. But outside of sealed or limited events, I don’t see her getting much play. Her ability is very conditional and even though Cosmic Cube is a big deal, boosting defense on character dice is not going help against those type of teams. I don’t think she’s got a place in the current competitive meta scene.

I saw some folks asking about this card recently and some of my locals had questions about her ability when we were drafting this set. I thought I should go ahead and feature her card since she’s been turning up in conversations lately.

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 WizKids Fans!


There was an article dropped on WizKids, HERE, that has prizing and one event location announcement. Yes, you heard that right – ONE location announcement. Most of us that play Dice Masters and HeroClix had assumed Nationals and Worlds would be held at Origins Game Fair again this year. The reports I’ve seen have said good things about the improvement of operations each year and so one would expect the trend to continue.

Here is what the announcement says:

2018 WizKids National & World Championships!

WizKids is pleased to announce their plans for the upcoming 2018 WizKids National Championships and 2018 WizKids World Championships! This year, there will be numerous National Championships around the globe where players can win limited edition prizes, purchase Convention Exclusives figures, and qualify for the 2018 WizKids World Championships, to be held at an east coast convention this Fall.

Players can prepare for some of the biggest WizKids gaming events of the year by attending a WizKids Open Regional Championship and earning a National Championship Qualification in HeroClix or Dice Masters.  More details on specific dates and locations of upcoming championships will be added soon, so keep a look out for more information on the WizKids Info Network.

For all players that qualify for the U.S. Nationals, WizKids will be hosting the U.S. National Championships at Origins Game Fair, June 13-17, 2018, in Columbus, Ohio.

WizKids is thrilled to announce the 2018 HeroClix Convention Exclusives and For Sale Con LEs to be available at the U.S. National Championships below!

For the first time ever, HeroClix players will have the opportunity to win:

  • Marvel HeroClix: Daredevil Prize Figure*
  • DC HeroClix: Kingdom Come Orion Prize Figure*
  • DC HeroClix: Bombshells Hawlgirl Prize Figure*
  • Marvel HeroClix: Banshee ID Card*
  • Marvel HeroClix: Psylocke ID Card*
  • DC Comics HeroClix: Mr. Freeze ID Card*
  • DC Comics HeroClix: Poison Ivy ID Card*

On top of that, HeroClix players will now be able to purchase:

  •  Marvel HeroClix: The Blackbird For Sale Set*
  • DC HeroClix: Batman Commissioner Gordon For Sale Figure*
  • Star Trek HeroClix Away Team: Kirk and Uhura For Sale Figure*

* product availability subject to change and limited in quantity.

The 2018 WizKids National Championships will be the first time where Dice Masters players can win:

 Marvel Dice Masters Multiple Man: Pile On! Foil Card

  • DC Dice Masters Batgirl: Babs Foil Card
  • Marvel Dice Masters Shriek: Dark Empathy Foil Card
  • Marvel Dice Masters Wolverine: Patch Foil Card
  • Marvel Dice Masters M.O.D.O.K.: Most Powerful Brain Alive Foil Card
  • Marvel Dice Masters Dormmamu: Burning Ambition Foil Card
  • DC Dice Masters Bane: Venom Enchanced Foil Card
  • DC Dice Masters Clayface: The Clayface of Tragedy Foil Card
  • DC Dice Masters Superman: Symbol of Hope Foil Card
  • TMNT Dice Masters Momentum: Basic Action Card Foil Card

– The WizKids Team

So, at first, all I saw were the shiny new exclusives! But then, I re-read the announcement and was instantly sad. I have already booked and planned my trip to Origins. I booked for the entirety of the event because I believed (like many others) that Nationals and Worlds would both be at Origins. I’m not all that certain that this move is good for the health of the Dice Masters game. They’ve already stated that they want to move more toward the casual level play, and splitting these events up between conventions does not seem like a good idea. I feel like a minority in the DM community with this view, but only time and attendance will tell if I’m right or not.

There are some other negatives to this announcement in regards to the Worlds move. Those that could or would travel to both, now have to adjust any travel plans that are currently in place. Those that would like to go to both, may not be able to if they’ve committed all their resources to Origins – like myself. Many may not be able to take off work that many days to attend both. All these could affect attendance numbers at both events for both HeroClix and Dice Masters. Since they won’t tell us where Worlds is being held, this could potentially mess up the travel plans of some players to the extent that they cancel their plans for Origins. Some players won’t bother going to Origins if they think the trip for Worlds will be too far or too expensive. WizKids really should have announced that location in this announcement – or two months ago.

Having Nationals and Worlds at two different events does have a positive note. The volunteers and employees in charge of the events will have less to worry about at each separate convention with only one major event being run.

While I feel WizKids has made the wrong decision to split these events between conventions, there are some positive things in that announcement. For Dice Masters, a Foil Babs and Foil Momentum is super cool! The rest are just kinda cool and not super cool. I would love to have both my TMNT boxes done up in the foil treatment. The older cards that didn’t have foil treatments are definitely more desirable for me than cards you can already get in foil – even if the prizes are alternate art too.

Now, the HeroClix items are what I’m most excited about! I really want a Bombshells Hawkgirl prize figure and I have to get the Kirk and Uhura Convention Exclusive!!! There are definitely other awesome things on this list, like the Blackbird Convention Exclusive and all the ID Card prizes! I’m going to have to get a Blackbird too and some of those ID Cards, if I’m able to. I’m anxious to see what Mr. Freeze will be in the Batman TAS set, as well as Poison Ivy. I don’t imagine those two would be left out of that set since they were really big characters in TAS. I’m very happy to see some villain themed ID Cards.

In conclusion, I’m really sad, almost depressed about the Worlds move. Actually, I think it ruined my day today. But there is always a silver lining. That silver lining comes in the form of Star Trek HeroClix Con Exclusives that I can put my hands on at Origins. Many of my other plans for Origins will remain unchanged, but if I would have known sooner, I would be doing my travel plans a little different. I hope to see you all at Origins for ‘five full days of gaming!’

Are you happy they moved Worlds?
Does this upset your travel plans this year?
Is this a good thing for either game?
Leave me a comment here or on Facebook at Dice Dice Kitty and let me know what you think!

Roll on, Dice Masters!

HeroClix, live long and Prob it!


Greetings Fellow Dice Fans!


For this week’s confusing card of the week article, we’re going to take a look at Scorching Ray: Basic Action Card from the Dungeons and Dragons: Tomb of Annihilation set.

scorching ray

Ruling – Ability

Draw a die from your bag. Deal damage to target character die or player equal to its purchase cost. Return the die to your bag.

Scorching Ray is a Basic Action. Anything that can affect an Action could effect Scorching Ray. If a card specifically states that it affects a Basic Action, then it could affect Scorching Ray.

Scorching Ray does not have the Continuous keyword. When this die is used, it goes immediately Out of Play and never enters the Field Zone in any way. This is important for cards with abilities like Blob: Appetite for Destruction. Blob’s ability would prevent the purchase of Scorching Ray, but not the use of the die.

When you use this action die, you draw one die from your bag. If your bag is empty, you refill your bag from your Used Pile. If there are no dice in your Used Pile to refill your bag with, you will not be able to use this action die because it will not have an effect. You can’t use an action die for no effect.

After you draw the die, you target a character die or a player and deal damage to that target equal to the purchase cost of the die you drew. You can target one of your character dice, an opponent’s character die, yourself, or your opponent with this ability. Sidekick dice have a purchase cost of zero, so you would deal zero damage to the target if you drew a Sidekick die.

You must be able to target the character die or player to be able to use this action die. If there are no legal targets, you can’t use the action die.

To determine the amount of damage, you will look at the die you drew and determine what its purchase cost is. The drawn die does not need to be a specific type of die, like a character die or action die. Any die you draw will work for this ability.

After you deal damage (or zero damage) to the target, the die you drew will be returned to its bag.

This ability is not optional. If you use the action die, you must deal the damage (or deal zero damage) to a target character die or player, even if the only legal target is one of your character dice or yourself.

If you choose to not use an action die, it will go to your Used Pile at the end of the turn. Action dice do not remain in your Reserve Pool beyond your turn.

Miscellaneous Card Information

~ Scorching Ray is a Basic Action Card with no energy type.
~ It has the Neutral affiliation.
~ It has Use: 3, instead of Max: 3 because you must use three dice with this card.
~ This card is an Common and is #12 of 136.

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



Scorching Ray is fun to play with, but only on a casual level. The timing for a competitive team is much more difficult to pull off and there are far more effective ways to deal direct damage to character dice or your opponent.

This is a great card for limited and sealed events. It cost four energy to purchase, but if you’ve got several three or four cost dice in your dice pool, you might gain from this card. The addition of Heimdall and his Global to the team helps to minimize your chances of drawing a Sidekick die. Unfortunately, you won’t have access to Heimdall in a D&D sealed event. Using the Global on the Create Food and Water: Basic Action Card could help thin your bag by a die before you try using Scorching Ray.

There are plenty of ways to build around this card is a casual setting, but I’m not sure Scorching Ray has a spot in the competitive meta with cards like Yuan-Ti and Cosmic Cube floating around.

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!


The featured game for this week is easily one of my favorite games. We played 7 Wonders from Repos Production and Asmodee.

7 Wonders 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.

7 Wonders Stock Photo

I have seen the hanging gardens, and the Colossus of the Helios, the great man-made mountains of the lofty Pyramids, and the gigantic tomb of Mausolus; but when I saw the sacred house of Artemis that towers to the clouds, the others were placed in the shade.
–Antipater of Sidon, 140 BC

Two millennia ago, great cities were vying to dominate the eastern Mediterranean. Just outside of Cairo lay massive, enduring feats of engineering: the Pyramids and Great Sphinx of Giza. At Halikarnassós a Persian king erected his own palatial tomb, the Mausoleum, and deep in the Persian Empire’s deserts flourished the Hanging Gardens of Babylon. Soon Greece began to construct giant temples and statues in cities from Éphesos to Olympía to Alexandria, where the Ptolemies built a towering lighthouse that shone out across the sea.

In 7 Wonders, a card game for two to seven players, you guide an ancient city from its first foundations to its greatest achievements. Your goal is to surpass your neighbors by developing better technologies, creating a richer culture, conquering in war, and constructing magnificent architectural marvels. Across three Ages you will expand and advance your city, and at the end of each Age you will take up arms against your opponents. The player with the most victory points wins.

Designed by Antoine Bauza, 7 Wonders is one of the most award-winning board games of all time. It has received the 2011 Kennerspiel des Jahres and Deutscher Spielpreis, the Dice Tower awards for 2010 Best Game of the Year and Best Game Artwork, and the 2011 Golden Geek Award from Board Game Geek, among numerous others.

7 Wonders is a drafting game, where you try to draft cards that help give your civilization the edge over your opponents. Some players try to balance their structures between the different types while others might attempt to become a military powerhouse or a scientific hub. Others just try to acquire massive amounts of money by drafting as many resources as possible, so their neighbors are forced to buy any materials they need from them.

At the end of the day, it’s all about having the most victory points, regardless of the method you use to acquire them. This game is for two to seven people, but it plays best with three or more. The two player version is not covered in this review because it plays a little different.


The rulebook is very thorough and covers everything you need to know. I can’t think of anything that needs to be added or changed in the rulebook. I would definitely recommend that you read over it before you begin a game. Familiarize yourself with everything that’s in the rulebook because it will help the game flow smoother. You will likely need to refer back to the rules for your first few games.

There is a key on the back of the rulebook that helps explain the various symbols on the cards. There is also an additional insert that has a key. The keys are invaluable and usually get passed around the table throughout the game.


There are several different components to 7 Wonders. One of the big ones, in size and relevance, is your Wonder!

WondersWonder Cards

In 7 Wonders, the goal is achieve more victory points than anyone else. Wonders can help you do that, depending on the Wonder you get. Wonders are supposed to be randomized at the beginning of the game with the corresponding Wonders cards. You shuffle the seven cards and deal one to each person and that’s the Wonder they get for the game. Each Wonder has two sides, Side A and Side B. Side A is simpler and each Wonder has victory points on this side. Side B has more complex abilities and not all the Wonders have victory points on this side. The rules recommend starting on Side A, but players can generally choose their starting side. The Wonders are made of thick cardboard and will likely hold up well over time with standard use.


Next, you’ve got three decks with various types of cards. Each deck represent a different ‘Age’ of development. Each deck has a different color back with the Age in Roman numerals as well as a directional reminder for which way each deck should be passed during the draft. There are ten Guild cards that can be added to the Age III deck. You won’t have all ten at once though. The number of players will determine how many Guilds you add to the Age III deck. The Guild cards are randomly selected and kept secret so you won’t know what Guilds are in the Age III deck until you get to that Age. This adds another level of variety to game play and makes each game a little different than the last.

7 Wonders Sleeves

This game is a card game that requires lots of shuffling and handling of the cards. I would absolutely recommend using sleeves to protect the cards. That was the first thing I did before playing my copy – sleeved all the cards! The cards are not standard size, which means the sleeves from the previous articles are not going to fit the cards in 7 Wonder. Fear not! I can direct you to the correct size! Ultra Pro makes sleeves that fit nicely, and you can find them, HERE. The dimensions are 65 mm x 100 mm. You’ll need a minimum of 148 sleeves for all three of the decks. If you want to sleeve the Wonder cards, you’ll need seven more, which would come out to four of those Ultra Pro packs. That leaves you with plenty of extras to replace any sleeves that get damaged or start to show wear. But if you don’t sleeve the Wonder cards, you’ll only need three packs of sleeves.

Conflict Tokens

Conflict tokens are given to players at the end of each Age, depending on how their resolution of military conflicts went. Losing to a neighboring city will give you a -1 token in any Age. If you’re the victor in Age I, you get the token with one victory point for each neighbor you defeat. In Age II, the victor gets the token with three victory points for each defeated neighbor. In Age III, the victor gets the token with five victory points for each defeated neighbor. In a single game, if you defeat both neighbors at the end of each Age, you would end up with 18 victory points: two points from Age I, six points from Age II, and ten points from Age III.


What game would be complete without small cardboard coins? I’ve been wanting to upgrade to metal coins, but the cardboard ones have actually held up rather well for how much they’ve been used. Same goes for the conflict tokens, but those are handled much less than the coins.

Score Sheet

You also get a small score pad, which I go into detail more below. Each column is for a single player and all the sections that can earn points are in their own row. It’s easiest to score each row first because you can have each player count up their score for that particular row and you only need to record it and then tally the total at the end. There are lots of sheets on the score pad, but if you play enough, you will run out. There are apps available for tablets and smart phones which can replace the score pad.

Setup & Clean Up

Setup can take a little time depending on how many people are playing. Each deck has certain cards that need to be removed or added, which is indicated by a tiny #+ at the bottom of the card. So a card with 4+ means you should add those cards to their respective decks for games with four or more players, and remove them for games with three players.

After you’ve got your decks ready, you randomly assign a Wonder to each player. The corresponding Wonders deck helps with this. Each player also gets three single coins to start with.

You then shuffle the first deck and deal seven cards to each player. This is repeated for each age, but only after you finish an age.

Clean up can take some time as well as you collect all the coins, conflict tokens, sort cards by age, and remove or add cards to the Age decks.

Game Play

The overall game play isn’t complicated. The complexity comes in when you start drafting and you have to be sure you aren’t drafting a duplicate of a card you’ve already built, or that you have enough materials or money to buy materials, or that you don’t have a previous Age structure that lets you build something for free, and so on. The game itself is easy enough to understand, it’s the choices of cards in your hands and the cards on the table that make it more difficult to play. That’s definitely not a bad thing! It makes for an engaging game.

You start with seven cards in your hand for each Age. The cards should correspond with the current Age, so you won’t be drafting Age I cards in Age II. You only have one material that you can use from your Wonder and two neighbors to buy other materials from at the start of Age I.

In Age I, you want to draft cards that help you gain access to various types of materials so you can build structures in the other Ages without using up all your money. When you begin the draft in Age I, you will select a single card from your hand to build, then pass the remaining cards to the player on your left. The player on your right will be passing their remaining cards to you after they have made their selection. Everyone reveals the structure they’re constructing and allocates the appropriate about of money, if necessary, to neighbors or the bank. Then each player picks up the new hand of cards they were passed, which should be six cards total from the player on their right. Each player selects a new card to build, then passes the remaining five cards to the player on their left, just like before. Everyone reveals their new card and allocates the appropriate amount of money, if necessary, to neighbors or the bank. This cycle continues until each player has two cards in their hand. When the players have only two cards left, they will select one as their draft pick, and then discard the last card. Everyone reveals their structure like before, but now there are no more Age I cards to pass. This is the end of the Age and also where military conflicts happen.

At the end of each Age, you go into military conflicts with both of your neighbors. Each player counts the number of shield symbols they have on their red cards (if any) and/or on their Wonder. Mostly, players will only have shields on their red cards if they built those type of structures. You need more shield symbols than a neighbor to defeat them and gain victory points. If you tie for shield symbols, nothing happens. If you have less shield symbols, then you get a negative conflict token which causes you the lose victory points. You can only get two -1 conflict tokens in a single Age, because you only have two neighbors. If you decide to be a peaceful civilization, you won’t be penalized that much. But your military neighbors could rack up some points off of you!

Age II begins just like Age I, with each player looking over their hand of seven cards from the Age II deck. Each player chooses a card, passing the remain cards to their neighbor. This time, instead of passing cards to the left, you pass them to the right. There are directional reminders on the back of the cards to help players remember which way they should pass cards. Aside from that one difference, game play is the same in Age II as Age I. There are a few differences within the cards, like fewer resources and more structures, but the concept is similar – draft cards that further your goals! There will likely be more commerce happening in this Age than in Age I, because players will end up realizing that they need more materials than before. The game continues just like in Age I, until there are only two cards in each player’s hand. Players will draft one of those cards and discard the remaining card, just like before. After the drafting for Age II is complete, there is another military conflict, which happens just like the one in Age I. The only difference is that victors of conflicts in Age II earn a higher point victory token, worth three points instead of one point.

After the Age II military conflicts are resolved, Age III begins – just like the previous Ages. Each player starts with their seven cards, and drafts one card. Just like in Age I, players pass the remaining cards to the left. In Age III, players will notice that there are a serious lack of resource cards. In this Age, you’re polishing your civilization with grand structures and Guilds. The start up days are done and if you didn’t draft enough resource cards in Age I or Age II, you’re going to have a difficult time building anything in Age III. Sure, you can buy all your materials, if you have the money for it. If not, you’ll be discarding cards for three coins each turn. Be sure to prepare your civilization for Age III by drafting plenty of resources and other inexpensive structures that will allow you to build other structures for free. Age III ends the same way Age I and Age II did, with a military conflict. The victors of these conflicts will get a conflict token worth five points, but those that fall beneath their military might will still only receive a single -1 token. Military can rack up some points for you, but it won’t devastate those that don’t go for the military cards.

Once the military conflicts are resolved for Age III, the point tallying begins! I used to be intimidated by this final stage of the game, but after playing so many times, it’s almost second nature now. I want to mention that there are companion apps out there that help with this stage and if you play with five or more folks on a regular basis, it’s worth having.

Score Sheet

I start by announcing what I want everyone to add up first, which is military. It’s easy enough for each player to count their conflict tokens, but some players get confused and think they’re supposed to add the shields. Make sure everyone understands that these points are only on the conflict tokens and that some players could have zero or even negative points here.

Military is the only score section that I’ve seen a negative number in. Many of the other sections could have zero if the player doesn’t have a card that grants them victory points in that color. For example, many yellow cards give you benefits during the game, but they don’t grant you victory points at the end.

After the military points, I have everyone add up their points for their coins. For every three coins, a player will earn one victory point. It’s easiest for players if they exchange their singles for the coins with the three on them, then count how many of those they have.

After scoring the coins, I tell each player to check their Wonder for victory points. They only receive victory points if they built their Wonder into stages that grant victory points. You don’t get victory points for your Wonder unless it says you do on the Wonder.

After the Wonder, I tell everyone to look at their Civilian cards, which are the blue cards. These cards grant lots of victory points and it’s no uncommon to see 30 or more victory points from one player if they drafted lots of these.

After Civilian structures, we move onto the Commercial structures, which are yellow. Not all of these structures grant victory points. Most of them only grant bonuses or abilities during the game and not during the scoring part. There are some though that grant victory points, so always double check when adding these up.

After Commercial structures are the Guilds, which are purple. These are somewhat more complex at times because many of them look at what your neighbors have and not what you have. For example, the Strategists Guild looks at the individual -1 conflict tokens that your neighbors have and grants you one victory point for each one. If you’re not a military powerhouse, this is not going to benefit you at all. The only benefit to drafting and building this structure is to keep your military neighbor from drafting it and building it.

After the Guild scoring, comes the Scientific structures. This is the most confusing part of the entire scoring process, and the sole reason I suggest getting the app. The Scientific structures grant you additional bonuses for drafting multiples of each symbol, as well as a bonus for having a set of all three symbols – or two sets if you’re that fortunate. The easiest way to remember the scoring calculations is that each group of the same symbols will net you that many points, squared. For example, if I have three of the cog symbols, I get nine victory points. If I have four of them, I get sixteen victory points. But don’t forget to add victory points in for each set of three different symbols! If you have a full set of the three different scientific symbols, that’s seven points in addition to the points for multiple symbols. Page 6 of the rulebook has plenty of examples and explanation.

Once you’ve finished writing down all the scores for each section, you add each column up for that player’s total points. The player with the most points is the winner!


This is a fantastic game and a great way to introduce players to the concept of drafting. I play collectible games that have draft formats and this game is a great way to introduce newer players to drafts. Aside from that, I love how different the game plays each time you play. Sure, there are similarities, but I’ve never ended a game with the same card combination. I like games that have a high amount of replay. The different Wonders add variety as well. I love to draft military, but if I have the Babylon Wonder, I’m going to change my strategy to Science. And while the Science cards can be confusing to some folks, the rulebook thoroughly explains how to score it. *Science!*

I recommend using the random method outlined in the rulebook to determine which Wonder each player gets. If you let players choose their own, it could lead to some bickering over particular Wonders. It also forces players to change up their strategy and try something new. If we play multiple games in a night, I try to make sure each player gets a different Wonder each game.

What the Players Said

Paul – I like the drafting play style and I really like the game overall. I can’t think of anything I don’t like about it.

Katie – I’ve only played twice and I was really confused at first because the first time you play, there is a really steep learning curve. There is a lot to remember, but it looks like a lot of fun the more you play it. I absolutely love the art on the cards.

Ryan – If you’re a regular board gamer, this game needs to be in your inventory. The only drawback is the math at the end, unless you use an app. Get the app.

John H. – Eh.
(I couldn’t get anything else out of him.)

Buy or Bye?

My game collection would be seriously lacking without this game. While it takes some setup and explanation, once players get an idea of what’s going on, it’s lots of fun and has a high amount of replay. I try to warn new players that there is definitely a steep learning curve and you’re not likely to do very well on your first play through. Play the game several times to give it a fair shake!

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

Greetings Fellow Dice Fans!


For this week’s confusing card of the week article, we’re going to take a look at Punisher: Bringing Down The Exchange from the Marvel The Mighty Thor set.

W Punisher, Bringing Down The Exchange

Ruling – Ability

While Punisher is active, each time a character die you control is damaged during an opponent’s turn, deal 1 damage to target opponent.

Punisher’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.


Punisher’s ability will only trigger while she’s active during an opponent’s turn and only when a friendly character die is dealt damage. For example: I have two Punisher dice and two Sidekick dice active in the Field Zone on my opponent’s turn. My opponent uses a Global ability to deal two damage to one of my Sidekick dice. My opponent will be dealt one damage.

Punisher’s ability will trigger for each instance of damage to each character die, not necessarily for each point of damage. For example: My opponent has a Force Beam basic action die with a burst. They use it on their turn to deal two damage to all three of my character dice. I have an active Punisher die and three character dice that are damaged. Punisher will deal three damage to my opponent. If my opponent had used Force Beam without the burst, the damage that Punisher would deal would still have been three damage.

Even if Punisher is KO’d by damage, her ability will still trigger. This is because she was still active when her ability was triggered.

Punisher’s ability is not optional and will trigger each time one of your character dice are dealt damage during an opponent’s turn.

Miscellaneous Card Information

~ Punisher is a Bolt type character card.
~ She does not have an affiliation.
~ She has a Max Dice of four.
~ This card is an Rare and is #119 of 136.

Official Sources

WizKids Official Rules Forum (WORF)
There is not a ruling for this specific card.

Ruling about abilities triggering when the character is KO’d, here.

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

Turn Order Summary Reference



Pairing this card with Cosmic Cube: Energy of the Beyonders could be a very nasty combo. But, I don’t think this particular combo will see any kind of competitive play because Cube teams usually work much, much faster. Punisher’s purchase cost is the biggest drawback for competitive play. I wouldn’t be surprised if it popped up in some local scenes though. I also would not be surprised to see folks using Punisher as a Cube-deterrent card either. Why would I want to use my Cube while my opponent has an active Punisher, just to help kill myself?! You aren’t really relying on your opponent to damage your characters with that type of strategy. You would want to save energy for Globals that deal damage to target character dice, and damage your own characters during the turn your opponent used a Cube or two.

If Babs or Hulk: Green Goliath were still major contenders in the competitive scene, I’d say Punisher might have a place. Most major competitive scenes have drifted towards direct damage to the player instead of going for the character dice. Punisher’s defense leaves something to be desired for a character that has a While Active ability because she can be very easily KO’d. She’s also an easy target for DWiz, Cold Gun, Shriek, and even Blob.

Most casual scenes don’t see those crazy blanking cards, so Punisher definitely has a chance to see some play in those areas. Give her a try some time on a casual team!

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!


For this week’s confusing card of the week article, we’re going to take a look at Thor: A God Amongst Men from the Marvel The Mighty Thor set.

W Thor, A God Amongst Men

Ruling – Ability

While Thor is active, when you would take damage, redirect that damage to Thor.

Thor’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 you have at least one Thor die in the Field Zone, when you would take damage, you must redirect that damage to Thor. Redirecting damage changes the intended target of the damage to Thor, but it does not change the source of the damage. For example: My opponent uses a Get Thee Hence action die and targets me. I would take one damage, but it is instead redirected to one of my Thor dice instead.

If you have more than one Thor die in the Field Zone and a source would deal more than one damage to you, you would choose one Thor die to redirect that source’s damage to. You can’t split a source’s damage unless an ability or effect specifically tells you that you can.

If there are multiple sources dealing damage to you simultaneously, such as from unblocked attackers, you would redirect all of that damage to your Thor die. If you had multiple Thor dice in the Field Zone, you can choose a different Thor die for a different source. For example: My opponent is attacking me with a Hulk (7A), another Hulk (6A), and a Sidekick (1A). I have two Thor dice in the Field Zone on level one (6D) and level two (8D). I do not block so that all of the attackers would deal damage to me. I now redirect that damage from each source to whichever Thor die I choose for that source’s damage. I redirect the seven damage from one Hulk to the level one Thor die. I redirect the six damage from the other Hulk to my level two Thor die. I then redirect the one damage from the Sidekick to my level one Thor die. Now that I have redirected the damage, it resolves simultaneously. My level one Thor die will take eight damage and be KO’d, and my level two Thor die will take six damage but not be KO’d. I could have redirected all three sources of damage to one Thor die, or redirected the damage to both Thor dice in such a way that they would both be KO’d.

When you redirect damage from an attacker that’s not blocked, it does not become blocked. The attacker is still unblocked and will go Out of Play when the damage is resolved, then to the Used Pile during Clean Up.

Attacking characters that are not blocked will not take damage from Thor because he’s not blocking those characters. The damage is being moved from the player to Thor.

Thor can redirect any type of damage, but he can’t redirect loss of life. Losing life and paying life are not considered damage.

Thor’s ability is not optional. When you take damage – any damage – it is redirected to a Thor die. Thor’s ability would have the word ‘may’ in it if it were optional to use.

Ruling – Global

Global: Pay [Bolt] [Bolt]. Once per turn, deal 1 damage to target character die.”

Thor’s Global is only able to be used once per turn, per Thor card. If you and your opponent both have the same Thor card, you may use each Global once.

To use this Global, you must spend two Bolt energy. You may spend one die showing two Bolts or two dice showing any combination of Bolt and Wild energy. Energy spent for this Global on your turn will go Out of Play. Energy spent for this Global on your opponent’s turn will go to your Used Pile.

Thor’s Global can only target a character die, unless an effect says otherwise. This Global does target, so if an ability prevents a character die from being targeted, you can not target that character die. If there are no legal targets, you can’t use Thor’s Global, because you can’t use a Global for no effect.

Thor’s Global will deal one damage to a target character die. If the character’s defense is one, then the die is KO’d when it’s damaged by this Global.

This Global can be used by either player during the Main Step or during the Actions and Globals portion of the Attack Step.

Miscellaneous Card Information

~ Thor is a Bolt type character card.
~ He has the Avengers affiliation.
~ He has a Max Dice of four.
~ This card is an Uncommon and is #87 of 136.

Official Sources

WizKids Official Rules Forum (WORF)
There is not a ruling for this specific card.

Relevant Rulebook Text on Redirecting:
“Other powers redirect a game effect (usually damage). When an effect is redirected, the target of the effect changes from its original target to the new one as described in the game text…”

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

Turn Order Summary Reference



This is a whopper of character and I thought he’d be a great feature this week since I’ve seen some discussion about him recently. His Global is a little lack luster when compared to other Globals that deal direct damage to characters, because his has a ‘once per turn’ limitation and it cost two Bolt energy. Unstable Canister outshines his Global, so it’s safe to say that we won’t be seeing him on teams for that reason – unless he’s the only option for that type of Global.

But that ability of his is just silly. His ability is like a supercharged Ronin: Between Employers. Ronin can only redirect one source per turn, but he is much cheaper at a cost of three versus Thor’s seven. Thor’s purchase cost is appropriate for his ability, but it’s still a little expensive for competitive play. If you have a way to effectively ramp up to seven energy to buy Thor, I would have to wonder why you’re buying him and not a win condition. If you’re playing casual settings, you may see some folks playing this card. I highly doubt we’ll be seeing him outside of the casual scene, even though he’s got an ability worthy of a Norse God.

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!


Some recent changes within the community left players without their go-to information hub. A group of stellar individuals have answered the call and created an information hub that caters to players of all skill levels and play styles. The Dice Coalition is live and ready for your browsing! This site provides a variety of original content as well as easy access to other content creators and their work.

You can find them on Facebook and Twitter too!

Team Builder

Remember DM RetroBox? Well, they basically have the same thing. You can do everything on TDC’s Team Builder that you could on RetroBox. I’ll be linking TDC’s Team Builder in my Confusing Card of the Week articles from now on.

If you’re not familiar with the Team Builder, you should definitely check it out. It’s a great place to save team builds and look for cards. You can enter a variety of search parameters (for example: affiliation, text, name, etc) to help you find the right card for your team. It’s a great tool for all players.

New Player Resources

There is a drop down menu that offers several great resources for new players. You can find links to all the previous rulebooks as well as the current one, guides for online play, links to local scenes, and much more! I recommend new players start here.


The Wiki will be a highly useful tool for all players. You can find practically any information you need in the Wiki from Keyword definitions to set lists.

Articles and Blogs

One of the things I love about this site is that the site collects the links of other Dice Masters content and adds it into a feed. That feed will send viewers to the original content. I’m not sure if folks realize this or not, but as a content creator myself, this is awesome! But you don’t have to have your own site to have content on The Dice Coalition. They have a blog section where folks can create content directly on the site. This type of feed puts all kinds of information at the tips of your fingers – and all in one place.


Under the Community drop down menu, you can find links to all kinds of resources. Everything from links to Facebook groups, local scenes, blogs, events, rulings, and so much more can be found here.


Everything mentioned has been in the top bar of the Homepage. There are easy access blocks or boxes on the Homepage as well as a rotating carousel that has featured items like podcast episodes, articles, news, etc.

Below the carousel are four main info blocks that you can scroll through. One is for News which features breaking news.

The info block next to News is for articles and blogs from various sites, including The Dice Coalition. The most recently published content is close to the top, but you can scroll down for older content. Clicking one of these links will take you directly to the content creator. For example, if you click my most recent Confusing Card of the Week link in that block, it will bring here, to my site!

Below the News block is the Media block. You can find podcasts and videos here. I can’t express to you just how convenient it is for me to have these separate from articles. Sometimes I want to watch a video or listen to a podcast, but I don’t want to sift through a dozen article links to find a video. This is a much easier way to find a specific type of content.

Next to the Media block is the Rulings block. If WizKids publishes a ruling on WORF, it’s gonna pop up here too! The most recent rulings will be towards the top, but you can scroll down for other rulings too.

Final Thoughts

If you’re not convinced to at least check it out, then I truly don’t know what will convince you. The site is easy to navigate as well, which is something I’m fairly particular about. If I have trouble navigating a site or finding content, I’m less likely to continue using it.

One feature you will see missing from this site is a Forum. With social media and platforms like Reddit, forums are not as useful as they once were for website – especially with the upkeep. Social media sites and even Reddit are much easier for folks to access on the go than a typical forum. I’m not disappointed at all that TDC chose to exclude a forum. They compensated for the lack of a forum by adding links that direct players to those other platforms for discussions.

It’s an awesome site for content creators, like myself, to be able to write an article or make a video or podcast, and not have to duplicate it on another site. I tried duplicating my content on The Reserve Pool’s blog for a long time, but it took too much work to format a single article twice. I eventually stopped putting my content up on their blog. With the way The Dice Coalition is set up, I don’t have to duplicate my content. They are doing a great service to content creators and players alike, and I appreciate all their hard work.

If you want to easily find a variety of Dice Masters content, I recommend going to this site. The Dice Coalition is THE information hub for Dice Masters!

* I am not affiliated with The Dice Coalition. *
If you would like to contact them, they can links on their site, or you can contact them through Facebook or Twitter.

Thanks for reading! Please remember to like, follow, and subscribe – and don’t forget to show some love to The Dice Coalition as well!

Roll on, Dice Masters!

Greetings Fellow Clix Fans!


Welcome to the next installment of of HeroClix Figure Spotlight! I decided to go with one of my favorite figures from the Teenage Mutant Ninja Turtles: Heroes in a Half Shell set, Rat King!

Rat King

Figure Information

Point Value: 100 points
Dial Depth: 6 Clicks
Keywords: TMNT Villain, Animal, Deity, Monster, Mystical

Team Ability
MYSTICS: Each time this character takes damage from an opposing character’s attack, after resolutions deal the attacker 1 penetrating damage. Uncopyable.

Standard Powers/Abilities
They will be listed as Power: Click Number(s).

Stealth: 1, 2, and 3 (listed with the special power)
Mind Control: 1, 2, and 3 (not standard ability use, see special abilities below)
Phasing/Teleport: 4, 5, and 6

Poison: 1, 2, 3, and 4

Super Senses: 1, 2, 3, and 4
Regeneration: 5 and 6

Perplex: 1 and 2
Probability Control: 1 and 2
Outwit: 3 and 4
Shape Change: 5 and 6

Improved Abilities, Traits, and Special Powers
Rat King has one Trait, one Improved Ability, one special movement power, and one special damage power.

Improved Ability: Improved Movement [Hindering]

Trait: Rats Everywhere… I Am Everywhere
Give Rat King a free action if he occupies hindering terrain. Place him in another square of hindering terrain within 6 squares.

(Movement Special)
Pawns In My Game: 1, 2, and 3

Rat King can use Stealth. He can use Mind Control as if he had a range value of 6 and when he does, he can use [Improved Targeting][Elevated][Hindering][Blocking][Characters].

(Damage Special)
Game of the World: 1 and 2
Rat King can use Perplex and Probability Control.

Opinion and Strategy

Rat King’s ability to use Mind Control is not the same as the standard Mind Control ability. Rat King’s range for Mind Control is six instead of four, and he can target characters without having to worry about line of fire through blocking, hindering, elevated terrain, and even characters. I love using Mind Control and Rat King is my favorite piece for it. Not only is he a great MC piece, but he’s got some of the best mobility for a figure like him, provided there is enough hindering terrain on the map. If the map doesn’t have a lot of hindering terrain, there are plenty of characters that can make use of Smoke Cloud to help Rat King get around the map.

He also has Perplex and Probability Control on his first two clicks. That gives you two really powerful abilities, at once. I can’t tell you how many times his special damage ability has come in handy. If he’s damaged off of his special, he gets Outwit, which is also incredibly useful. If he gets damaged off of his Outwit clicks, he has Shape Change which is just as good as Super Senses. Once he reaches Shape Change, he has also has Regeneration as his defense power. He can potentially heal back up to his more powerful abilities, if the roll is high enough.

While Phasing/Teleport is useful, I’ve only ever used it to help Rat King run away so he can attempt to use Regeneration. I also love Poison, but it has a weakness to damage reducing abilities. Rat King has Outwit on click three and four, so he could Outwit those defensive powers, but I tend to keep Rat King out of close combat.

If Rat King is damaged by on opposing character, they’re likely going to take damage from his Mystics team ability. One damage could be all that’s needed to set your characters on a course to victory.

I enjoy Monster theme teams, even if I don’t get the use of Theme Team Probability Control. One of my favorite teams to play using this piece is:
(100) Rat King (Rare) TMNT2 #24
(75) Batgirl (Rare) HQ #37
(100) Horta (Rare) TrekOS #35
(125) Monsterex (Rare) TMNT1 #22
(400 points)

Rat King has so many tricks up his sleeve that’s he can be difficult for an opposing player to deal with. If you’re able to reduce his mobility and do enough damage to him, he becomes much easier to deal with. You can’t use Outwit on him if he’s in hindering terrain, thanks to his Stealth. You have to get through his Super Senses and hopefully deal five or six damage with one attack to eliminate this threat. He may not be a major meta piece, but he’s definitely worth having and playing on occasion.

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!

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 LLAPLive long, and Prob it!

Greetings Fellow Board Gamers!


This week, we had two featured games. The first one was Lotus by Renegade Game Studios (here) and the second was Love Letter: Batman from Cryptozoic and Alderac Entertainment Group.

Love Letter: Batman 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.


Stock Photo from Cryptozoic

Take back the streets of Gotham City!

The most notorious villains in Gotham City have escaped Arkham Asylum and it’s up to the Dark Knight to round them up and return them to their padded cells. Love Letter: Batman Edition is a game of risk, deduction, and luck. Earn Batman Tokens by eliminating opponents and by winning each round for a new spin on the classic Love Letter!

Love Letter: Batman Edition is a joint release from Cryptozoic Entertainment and Alderac Entertainment Group!


The rulebook is much thicker than what one would expect for such a simple game. They not only cover the basics, but they added a FAQ for specific card interactions. For example, what happens if a player uses Bane and the two players are tied? Nothing! Kudos to them for the detailed FAQ.

Love Letter: Batman is designed for two to four players, but we rarely play with four or less. The game changes drastically from a strategic game to a game of luck when you play with more than the recommended number of players.


The components for this game are extremely minimal, which is perfect for a game that’s supposed to play super fast!

Bag Tokens Card Lists

I love the bag, but I wish it was just a little bigger so sleeved cards wouldn’t fit so tightly in it. The Batman tokens are cute and a fun way of tracking points from round to round. The card list is extremely handy so you don’t have to memorize how many of each card are in the deck. It’s also a great quick reference for card abilities.


The art is very pretty on all the cards and each character is represented appropriately. However, the quality of the cards is not the best, but they aren’t the worst either. They’re fairly mediocre and can be damaged easily if not handled with care. I put sleeves on mine after only a few plays because I noticed they had a little wear on them in that short of a time frame.

With the Batman version, I also noticed some of the cards were slightly misprinted or miss-cut. This gives other players an unfair advantage if they notice a particular error on the backs of certain cards that are not on others. In this set, the Joker is super easy to pick out and that’s way unfair! I believe this is an error on Cryptozoic’s end and not AEG. I’ve got other games, like the Naruto Deckbuilding Game from Cryptozoic that has a similar error on the card backs. The error is only visible on the back and not on the fronts of the cards, so sleeves with a solid color back will easily solve this issue.

Standard Size Double Sided Clear

Because this game is solely a card game, I would highly recommend using sleeves to protect the cards. You could use any standard size sleeves with any kind of backing, or clear ones like the ones in the picture above if you like looking at the card backs.

Setup & Clean Up

Setup doesn’t get much easier than this. You shuffle the deck, remove the top card and place it in the pouch, then deal one card to each player.

Clean up is super fast too. You collect the Batman tokens and the cards and return them to the pouch.

Everything needed to play is contained in a small pouch that has the Batman logo embroidered on it. You can fit this game in the pocket of a backpack, in your pants pocket, a purse, a glove box or center console, or even above the sun visor in your car!

Game Play

Game play is very simple. Each player has a card in their hand. They draw a card, giving them two cards. They pick a card (or the game leaves them with only one optimal choice in some cases), then they use the card or discard it if instructed to do so. If they played the card, they follow the instructions on the card. Play then goes to the next player and they do the same, draw and play. This continues until there is one person left or the deck has been depleted. If the deck has been depleted, the remaining players compare their final cards and the one with the highest number wins for that round.

The game is played in multiple rounds until someone has collected seven Batman tokens. You can also get a Batman token if you use the Batman card and correctly guess the target’s card, unless it was a Robin. You can’t get a Batman token for taking Robin out!


Our group plays this game so much, and we’ve made our own variants of how we determine winners. For example, we might play until someone collects three Batman tokens or we may decide on five tokens. We’ve even ignored the Batman tokens and just played round after round until we decided to stop. We’ve even picked the random card in random ways, like from middle after dealing cards, or from the top before dealing cards. We also don’t stick to the player limit. We’ve had a game with seven players at one time and it was a totally different game!

This game is great for small spaces like hotel rooms on road trips, or when you’re sitting in a restaurant waiting on food!

On the Cryptozoic photo that I have featured above, it says ‘5 Minute Fun’ on it. That’s not a lie! Rounds of Love Letter go very fast, sometimes ending before a player can get a turn!

What the Players Said

Paul – I really like it.

Wednesday – It’s hectic and crazy, kinda like real life!

Katie – It’s really easy to learn and it’s a great game for people who are new to board gaming. It gets better the more you play it.

Jessica – I fell in love with Love Letter! You can too!

Ryan – I like Batman Love Letter more than the original, because it’s awesome!

North – It’s a simple game with easy to learn gameplay, quick rounds, and it’s very portable. It’s also a great gateway game for a new player.

Buy or Bye?

A friend gave me my copy of Love Letter: Batman, which I am eternally grateful for. I’ve played the regular version of Love Letter and I enjoyed it very much. I’m a comic book fan, so this version appealed to me more than the regular version. There is even a Munchkin Loot Letter version! Pick your favorite or add them all to your collection!

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