Archive for the ‘Rules’ Category

Greetings Fellow Dice Fans!

For this week’s confusing card of the week article, we’re going to take a look at Tyrannosaurus Zombie: Lesser Undead  from the Dungeons and Dragons: Tomb of Annihilation set.

W Tyrannosaurus Zombie, Lesser Undead

Ruling – Ability

When fielded, field all Zombie character dice in your Used Pile at level 2.

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

When you field a Tyrannosaurus Zombie die, you will take all the Zombie character dice from your Used Pile and field them on their level two face. The Zombie dice can only have “Zombie” as their title, and nothing else. You would not be able to field a “Tyrannosaurus Zombie” at level two with this card’s ability, because the title contains an additional word. This card will only check the title of the card that the dice came from, and not the subtitle, affiliation, or any other part of the card.

When you field the Zombie dice from your Used Pile with the Tyrannosaurus Zombie’s ability, each of those Zombie dice will trigger any abilities that check for a character or character die being ‘Fielded’.

Miscellaneous Card Information

~ Tyrannosaurus Zombie is a Fist type character card.
~ It has the Monster affiliation and Neutral alignment.
~ It has a Max Dice of four.
~ This card is a Common and is #47 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

I chose this card because I’ve actually had someone ask about it recently. And also, it’s Halloween! I had to pick a monster, zombie, vampire, or some kind of Halloween themed card.

Okay, so lots of folks (including myself), really wanted this card to function like the Half-Dragon in this ruling, here. But honestly, I knew deep down that it wasn’t going to be like that – regardless of how much I wanted it. They did capitalize the name ‘Zombie’ on the card, so that was what tipped me off that it wasn’t like Half-Dragon.

As much fun as it would be to flood the field with a bunch of level two Zombies, I don’t think this card is worth its cost of six – at least not in a competitive type format. Now, for fun monster theme games, or Halloween theme games, this card is awesome! Luckily, you don’t need to buy all four of the Tyrannosaurus Zombie dice for it to be fun and useful in a casual game. I’d use Tyrannosaurus Zombie with the Zombie: Lesser Undead from the TOA set. He says, “When Zombie KOs an NPC character die, choose one: (1) Field a Zombie character die in your Used Pile at level 2. (2) Spin all of your active Zombie character Dice up 1 level.” You can use a force block ability, or a force attack ability, on a Sidekick and use your level two Zombie to KO it. Then you can choose to spin your Zombies up a level, since they’re probably all in the Field Zone already. I encourage folks to have a Halloween or Monster Mash event and try out some of these cards!

Happy Halloween and Happy Nightmare Night!

happy-nightmare-night

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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 Power Girl: Kara Zor El  from the DC Harley Quinn Team Pack.

W Power Girl, Kara Zor El

Ruling – Ability

“While Power Girl is active, if you control at least one Villain character, at the end of your Main Step, roll an unpurchased Basic Action Die. If it rolls an energy face, Power Girl cannot attack. If it rolls an action face, Power Girl gets +2A and +2D (until end of turn). Return the unpurchased Basic Action Die to its card.”

Power Girl’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

There is another condition to Power Girl’s ability, besides her die needing to be in the Field Zone, and it must be met in order to use her ability. You must also have at least one active Villain character die. The Villain can be from Marvel or DC because the Marvel Hydra Villain logo and the DC Stylized V Villain logo are interchangeable. Evil characters from the D&D sets are not Villains unless otherwise stated.

Once the two conditions are met, you must activate Power Girl’s ability. You must activate it at the end of you Main Step, before your Attack Step. (See the Turn Summary picture below.)

At the end of your Main Step, if you have Power Girl and an active Villain die in the Field Zone, you choose any Basic Action die that’s still on the card and roll it. If it rolls an energy face, that Power Girl die can’t attack. If you rolled and action face (the face with the Pow!), then that Power Girl die will get +2A and +2D until the end of the turn. The Basic Action die is then returned to the card.

This ability is not optional unless you don’t meet the requirements to activate the ability.

Miscellaneous Card Information

~ Power Girl is a Bolt type character card.
~ She has the Team Superman affiliation.
~ She has a Max Dice of four.
~ This card is a Common and is #18 of 24.

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’m not a huge fan of Power Girl as a character and I’m definitely not a fan of the ability on this card. If I’m going to use a character that costs five energy to purchase, it’s going to have an ability that I can benefit from. The best you get out of her ability is a +2/+2 and there are much better ways to get that to happen. There’s a 50/50 chance that your Power Girl is going to get benched that turn too and I don’t like that at all. But, I had some folks ask me about this card so I thought I’d feature her this week. But take my word for it – there are better cards for Team Superman!

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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 Ant-Man: Through the Cracks  from the Marvel Justice Like Lightning Team Pack.

W Ant-Man, Through the Cracks

Ruling – Amplify Keyword Ability

“Amplify: When you use an action die, spin this character up 1 level.”

Amplify will trigger when you use any kind of action die. Using a Continuous action die, a Trap, Gear, or any other action die that remains in the Field Zone or elsewhere in play (ex: Imprisoned) will also trigger Amplify, but only when those dice are moved from the Reserve Pool. Activating a Continuous action die’s ability in the Field Zone is not the same as using the die and it will not trigger the Amplify ability.

Anytime you use an action die, each character die with Amplify in the Field Zone will spin up one level (if able).

If the character die is already at its maximum level, then the character die will not be able to use Amplify and will not be able to spin up. Effects that trigger from a die spinning up will not be triggered if the die does not spin up.

If you use more than one action die in a turn, a character die with Amplify will spin up one level each time. Example: I use Thrown Brick and resolve it’s effect. My level one Ant-Man will spin up to level two. I then use Big Entrance and resolve its effect. My level two Ant-Man now spins to up to level three. Because Ant-Man is now level three, if I use any more action dice, he will not spin up any more.

Miscellaneous Card Information

~ Ant-Man is a Fist type character card.
~ He has the Thunderbolts and Avengers affiliations.
~ He has a Max Dice of four.
~ This card is a Common and is #2 of 24.

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 like the idea of using this Ant-Man with some actions that give him Overcrush or makes him unblockable. He looks like he’d be lots of fun in Golden Age, but not sure if he’s viable yet in Modern Age. Fielding him on level one or two and then spinning him to level three doesn’t seem like a stretch for a fun casual team and his stats aren’t terrible for an attacker. His defense is not good at all, but defense isn’t that important for an attacker, unless you want that attacker to survive being blocked. A character with high attack and low defense is great to give Overcrush to.

This Ant-Man uses the exact same die as the one from Uncanny X-Men, so if your local venue is okay with it, you could substitute the dice or add more without having to purchase another Team Pack. Check with your TO first!

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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 Multiple Man: Duplicitous Nature  from the Marvel Deapool set.

W Multiple Man, Duplicitous Nature

Ruling – Ability and Keyword

Underdog – When fielded, move a Sidekick die from your Used Pile to the Field Zone.

WizKids Keywords Page:
Underdog: This ability can be used when you have fewer character dice fielded than your opponent. Sometimes the character won’t need to be fielded.”

Underdog is a special keyword that checks to see if you have fewer character dice in the Field Zone, counting any newly fielded Underdog die, and then grants you the use of the ability listed on the card. As long as you have fewer character dice (including Sidekicks) in the Field Zone than your opponent has, you can use the Underdog ability on the character card.

Underdog abilities vary from card to card and there could be other conditions that need to met before you can use an Underdog ability. For example: Multiple Man’s Underdog says: When fielded, move a Sidekick die from your Used Pile to the Field Zone. This means, Multiple Man must be fielded in order to use his Underdog ability, and you must still have fewer character dice in the Field Zone than your opponent, including the Multiple Man die that you just fielded.

Multiple Man’s Underdog 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.

When you field a Multiple Man die, if you meet the requirements for Underdog after fielding his die, you must move a Sidekick die from your Used Pile and place it on its character face in the Field Zone.

Moving the Sidekick die with Multiple Man’s Underdog ability is not the same as fielding it. Any abilities that trigger from a Sidekick or a character being fielded, will not trigger when the Sidekick is moved.

His ability is not optional, so if you meet the Underdog requirements and you have a Sidekick die in your Used Pile, you must field a Sidekick die from your Used Pile.

Miscellaneous Card Information

~ Multiple Man is a Mask type character card.
~ He has the X-Men affiliation.
~ He has a Max Dice of four.
~ This card is a Common and is #29 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

Everyone overlooks the common and uncommon Multiple Man, but that’s because the super rare is that much better than the other versions. Honestly, if you’re playing a Golden Age event and you’re using a Multiple Man card, it’s likely going to be the super rare. There are folks that don’t like Swarm though, and those are the folks you’re more likely to see using this version. But, I feel like Underdog is a very under powered ability. There are so many other things that could have been done with this power and it’s another missed opportunity by WizKids. There are some decent Underdog abilities, but it’s a difficult to use ability as well. This is definitely not a card I would use if the super rare, or even the uncommon, is available for use.

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

W 48 Triceraton, Loyal to a Fault

Ruling – Overcrush Keyword Ability

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

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

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

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

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

Miscellaneous Card Information

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

Official Sources

WizKids Official Rules Forum (WORF)

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

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

Turn Order Summary Reference

turn-order

Opinion

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

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

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

W Tabaxi Rogue, Greater Lords' Alliance

Ruling – Experience Keyword Ability

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

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

while-active-light

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

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

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

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

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

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

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

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

Ruling – Ability

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

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

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

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

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

Ruling – Equip Icon

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

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

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

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

Miscellaneous Card Information

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

Official Sources

WizKids Official Rules Forum (WORF)

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

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

Turn Order Summary Reference

turn-order

Opinion

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

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

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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 Rigorous Training: Sidekick Card from the Sidekick Promo kit.

W RigorousTraining

Ruling – Ability

“All Sidekicks get +1D.”

 

Additional text:

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

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

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

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

Miscellaneous Card Information

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

Official Sources

WizKids Official Rules Forum (WORF)

There is not a ruling for this specific card.

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

Turn Order Summary Reference

turn-order

Opinion

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

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

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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 Jay Garrick: The Crimson Comet from the DC Green Arrow and The Flash set.

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

W Jay Garrick, The Crimson Comet

Ruling – Crossover

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

Ruling – Keyword Ability: Crosspulse

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

WizKids Keywords Page:

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

You can read about Impulse, here.

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

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

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

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

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

Ruling – Ability

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

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

Ruling – Keyword Ability: Fast

WizKids Keywords Page:

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

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

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

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

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

Miscellaneous Card Information

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

Official Sources

WizKids Official Rules Forum (WORF)

There is not a ruling for this specific card.

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

Turn Order Summary Reference

turn-order

Opinion

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

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

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

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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 Free Chimichangas: Delicious from the Marvel Deadpool set.

W Free Chimicangas, Delicious

Ruling – Non-Basic Action

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

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

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

Ruling – Keyword Ability: Impulse

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

WizKids Keywords Page:

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

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

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

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

Ruling – Ability

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

Target character die gets +2D.”

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

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

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

Miscellaneous Card Information

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

Official Sources

WizKids Official Rules Forum (WORF)

There is not a ruling for this specific card.

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

Turn Order Summary Reference

turn-order

Opinion

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

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

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

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

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

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

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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 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!