Posts Tagged ‘NECA’

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-active-light

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

turn-order

Opinion

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.

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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).

Movement
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

Attack
Poison: 1, 2, 3, and 4

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

Damage
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 Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Heimdall: The All-Seeing from the Marvel The Mighty Thor set.

W Heimdall, The All-Seeing

Ruling – Immortal Keyword

WizKids Keywords Page does not have Immortal listed yet. The rule insert has the definition as:
Immortal: When a character die with Immortal would go to the Used Pile (except when it is purchased), instead add that character die to its owner’s bag.”

If a character die with Immortal would be placed in the Used Pile, for any reason, it goes to the player’s bag instead. This counts for abilities that swap character dice, like Mutation: Basic Action Card. For example: If I use Mutation to swap my active Heimdall character die in the Field Zone with a Batman character die in my Used Pile, Batman will be placed in the Field Zone on level one and Heimdall will go to my bag instead of my Used Pile.

When a character die with Immortal attacks and is not blocked, it will go Out of Play after damaging the opposing player. But, instead of going to the Used Pile at the end of turn, it will go their owner’s bag instead.

If an ability blanks or removes the Immortal keyword from the character’s card or from the character dice in other areas besides the Field Zone, Immortal will not work.

Immortal is not optional. If a character with Immortal would go to the Used Pile, it will go to the bag instead. You cannot choose to leave it in the Used Pile.

Ruling – Ability

“When fielded, draw a die. If it is a character die with Immortal, field it for free at level 1. Otherwise, Prep it.”

Heimdall has a When Fielded ability. A When Fielded ability will only trigger when the die with the ability is considered to have been Fielded and not swapped, placed, moved, etc. There are abilities on cards that will tell you to Field a character die, and those abilities will trigger When Fielded abilities.

Heimdall’s ability says that when his die is fielded, you draw a die from your bag. If the die that you draw is a character die and it has the Immortal keyword, you field it for free at level one. If it doesn’t have the Immortal keyword, you place it in your Prep Area.

If you attempt to draw a die and there are no dice in your bag, you refill your bag from your Used Pile.

If you draw a die and it’s a character die that has the Immortal keyword on its card, or has the keyword granted to it by an ability, you must field that die for free at level one.

If the die you drew is not a character die with the Immortal keyword, you must place it in your Prep Area.

If draw an Immortal character die and it has a When Fielded ability, it will trigger because Heimdall’s ability says to field that die.

These abilities are not optional. When Heimdall is fielded, you must draw a die. If you draw an Immortal character die, it must be fielded at level one. If you draw a die that’s not an Immortal character die, you must place it in your Prep Area.

Ruling – Global

“Global: Pay MASK. Once per turn, on your turn, you may Prep 2 Sidekick dice from your Used Pile.”

A Global is available for both players to use. There is no inherent ability to prevent a player from using a Global, though you may be able to use the ability on a card to prevent the use of a Global. For a player to use a Global on their opponent’s team, they must meet the proper requirements. Globals cannot be used for no effect.

Heimdall’s Global requires that a player spend one Mask energy. A player may only activate this Global one time on their turn, because the Global places those limits on its use. However, if you and your opponent both have the same Heimdall card on your teams, you can use each Heimdall’s Global one time on your turn. This is because each Heimdall is a different card, and each Global belongs to a different player.

During your turn, if you use Heimdall’s Global, you may move two Sidekick dice from your Used Pile to your Prep Area. You can still use this Global even if you only have one Sidekick die in your Used Pile. You cannot use the Global if you don’t have any Sidekick dice in your Used Pile. If you have two or more Sidekick dice in your Used Pile, you must move two of them. You are not permitted to choose one when there are two available, because the Global specifically says ‘Prep 2 Sidekick dice’ and not ‘Prep up to 2 Sidekick dice’.

Character dice with the Ally keyword are not eligible to be selected as Sidekick dice for this Global ability because Ally character dice are only considered Sidekick dice while in the Field Zone.

Sidekick dice that are spent are not available for Heimdall’s Global on that same turn. Spent dice are Out of Play until the end of turn.

You can only use the Global on your turn, and only once for each Heimdall card.

Miscellaneous Card Information

~ Heimdall is a Mask type character card.
~ He does not have an affiliation.
~ He has a Max Dice of four.
~ This card is an Common and is #24 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

turn-order

Opinion

PXG has returned as HXG! Credit to Andy and Chris (True Mister Six) from the Ministry of Dice for their acronym. Those two have an awesome podcast that I highly recommend. It’s fun and I always enjoy hearing Andy’s new aka.

But, it’s nice to have a form of PXG back in the game. I was never on the ‘Ban PXG’ bandwagon, because I didn’t think he needed to be banned. I felt he needed a hefty errata, but didn’t deserve a ban. HXG is what PXG should have been to begin with. A once per turn, on your turn Global is more than appropriate. The Global is quite useful, though I’m not certain the rest of his common card is all that useful outside of casual events. You could probably build a casual Immortal team using him, but he won’t be played in the competitive scenes for his ability. Players will definitely look at all the rarities of Heimdall, mainly for the Global.

I wanted to feature an Immortal character this week, and I couldn’t resist choosing Heimdall for Immortal and his Global.

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!

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

The Exiles are a group of various time displaced characters that are trying to correct issues that have occurred in the various timelines. I’m not a huge fan of time travel, time displacement, etc, but I like many of the characters associated with the Exiles. I know very little about the affiliation or what those characters have done while part of the Exiles.

Participation Prize – Blink: Warp-Powered Crystals

Participation cards are usually given to all players that participate in the event. I usually give out the participation prizes to all players, even if they received one from the previous OP event. This may be different at each venue based on how many players and kits the store has available.

W Blink, Warp-Powered Crystals

This is a direct reprint of the common card from the X-Men First Class set. Blink: Warp-Powered Crystals is somewhat pricey for what her ability does. Her ability requires you to pay a Mask to use it, which is appropriate. I just wish she had a purchase cost of four instead. If her ability didn’t have a cost associated with it, then the purchase cost of five would feel more appropriate.

Her ability makes her a great blocker, because if she’s KO’d, you can bring her right back. You need to keep a Mask in your Reserve Pool for her ability, but it’s not stretch with all the ways there are to manipulate dice. Having her around could make your opponent think twice about attacking. They could lose their character die while yours comes right back. I think she’s a good Participation Prize and I also think she’s a decent card choice for a newer player to experiment with. I don’t think she has the potential to make her way into any major meta scenes at the moment.

Fellowship Prize – Morph: Exile

The Fellowship Prize is an additional prize for a player, usually one that hasn’t won another prize yet. We used to take votes, but that took way too long. Now, we have each player (except the first place player) roll a D20 in the order of their standings and the player that rolls the highest number, gets the Fellowship card. We also require that players be present to be able to roll for the Fellowship Prize. Some stores give the Fellowship Prize to the player in last place and I’ve even seen stores draw names from a bucket. How you determine the Fellowship player is different for each venue so check with your FLGS to see how they choose their Fellowship player. 

W Morph, Exile

Morph: Exile is a brand new card, and you can find his dice in the X-Men First Class set. This guy is a great way to protect your Mimic: Borrowed Talent dice from being pinged out of the Field! Lots of folks like to use Mimic with their Sidekick dice for ramp, but that means Mimic is a 1A/1D die – making him easy to get rid of. With this Morph, that’s no longer as big an issue! Morph can absorb two or three times as much damage as Mimic if he copied a Sidekick die. Not only is he Mimic’s protector, but he can protect your Blink if you don’t have a Mask to bring her back with.

First Place Prize – Sabretooth: Exile

The first place cards are given to the player that wins the event. These cards are typically new cards and not alternate art or reprint cards.

W Sabretooth, Exile

Sabretooth: Exile is also a brand new card and you can find his dice in the X-Men First Class set. I love that he only cost four to purchase, especially since you need him to boost your other Exiles attack and defense. I have never liked expensive boost characters. I like being able a character like this without needing to ramp up for it. Sabretooth is super awesome because he not only boosts your other Exiles, but he gives the bonus to himself as well! It’s a While Active, so only one Sabretooth die is needed in the Field Zone. But, combine him with a card that gives him Overcrush and you’ve got a heavy hitting dude! You could even use Mimic to copy him and then you’ve got more heavy hitting dudes with Morph to protect them.

Conclusion

These cards are all pretty or cool looking, and they all have decent abilities, especially Morph and Sabretooth for an Exiles team. I’m pretty sure you won’t see these cards much in competitive play, but I think they have the best chance to shine in casual. I want to build an Exiles team with Sabretooth, Morph, Mimic, and Sasquatch! But I have to get my hands on Morph and Sabretooth first.

If you want to play with any of these cards, you should check your FLGS for events! I definitely recommend playing to try and get these cards because they are worth having, especially if you like building fun teams!

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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 Valindra Shadowmantle: Scholarly Wizard from the Dungeons and Dragons: Tomb of Annihilation set.

W Valindra Shadowmantle, Scholarly Wizard

Ruling – Energy Drain Keyword

WizKids Keywords Page:
Energy Drain: After blockers are assigned, spin each character engaged with a character die with Energy Drain down one level. Character dice at level 1 can’t be spun down.”

Energy Drain will trigger after blockers have been assigned, and before the Global portion of the Attack Step.

Attack Step:
~ Assign Attackers
~ Assign Blockers
~ Energy Drain
~ Active player uses actions (if any)
~ Players use Globals
~ Assign and Resolve Damage

The term ‘engaged’ is defined on the WizKids Keywords page as, “a character blocking or being blocked is engaged with the opposing character.” Any character dice that block or are blocked by Valindra Shadowmantle, are considered to be engaged with her. Multiple character dice can be engaged with a single character at one time.

When a character die is engaged with Valindra Shadowmantle, her Energy Drain will trigger and cause that character die to spin down one level. If a character die is already level one, it can’t spin down. If a character die can’t spin down, Energy Drain has no effect on it. For example: Basic Sidekick dice are level one when they’re in the Field Zone on a character face. If a Sidekick die is engaged with Valindra Shadowmantle, Energy Drain has no effect on it.

After a character die is spun down, there is a chance it could be KO’d if it was dealt damage previously in the turn (or an effect is reducing the defense of character dice). If a character die with three defense has two damage on it already, and is spun down to a side with two or less defense, that character die will be KO’d. If that character was blocking, the blocked die is still considered blocked, but won’t deal or be dealt combat damage by the KO’d character die. This is because the KO’d character was KO’d before the Assign and Resolve Damage portion of the Attack Step.

Energy Drain is not optional and it will spin down each character die engaged with Valindra Shadowmantle.

Ruling – Attune Keyword

WizKids Keywords Page:
Attune: While a character you control with Attune is active, when you use an action die, that character deals 1 damage to target player or character die (no matter how many of that character’s dice are active).”

Attune 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

Attune triggers when you use any kind of action die, whether it’s a basic action die or a non-basic action die. Using a Continuous type action die requires you to place the die in the Field Zone from the Reserve Pool. If you activate a Continuous die’s ability from the Field Zone, this is not considered using it. For example, activating a Captain Cold’s Cold Gun: Frozen “Firearm” after it’s in the Field Zone is not considered to be the same as using it. Using it would be placing the Cold Gun die into the Field Zone from the Reserve Pool.

While a character die with Attune is active, when you use an action die, the character die with Attune will deal one damage to a target character die or player. For example, if you have three Valindra Shadowmantle dice in the Field Zone when you use an action die, your Valindra Shadowmantle will deal only one damage total (not three damage) to a target character die or player.

Attune abilities are mandatory and not optional. When you have an active character with Attune and you use an action die, you must deal one damage to target player or character die, even if you would be forced to target one of your character dice or yourself.

Miscellaneous Card Information

~ Valindra Shadowmantle is a Mask type character card.
~ She has the Evil affiliation.
~ She has a Max Dice of four.
~ This card is an Uncommon and is #48 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

turn-order

Opinion

Someone recently asked me how Energy Drain worked, and I had to go look up the keyword. In my local area, it’s not an ability that’s used much. I thought I would feature a recent card with Energy Drain, just in case there are other folks that don’t use it much and need a refresher on how it works. I also noticed the definition for Energy Drain on WizKids Keywords page is missing a word that’s crucial to how the ability functions. It says, “spin each character engaged with a character die” and it should say, “spin each character DIE engaged with a character die“. I hope WizKids updates their definition.

I like this card for drafts and casual play, but she’s not one I’d pick for a major meta team. If she had a purchase cost of four instead of five, then I would say she’d be worth considering. Her Attune can be useful against troublesome characters or be used to deal damage directly to your opponent. After dealing damage to a die, you can use a force block, like Giant Spider: Greater Beast, to spin a die down to a lower level in order to KO it. This character has many uses and is a great way to introduce some advanced strategy to players that are moving beyond the beginner level.

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 look up a card? Be sure to check out DM RetroBox! It’s the best searchable card database I’ve found for when I’m at the computer.

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 The Hellfire Club: Members Only from the Marvel X-Men First Class set.

W The Hellfire Club, Members Only

Ruling – Ability

If you control the character die with the highest A, KO all other character dice

The die for this card is a non-basic action die. Any card that references an action die could affect this die. When you use this die on your turn, it goes Out of Play until the Clean Up Step.

“Character dice” refer to the individual character dice and not the character card. For example: I have two Wolverine dice in the Field Zone, one with an attack of six and the other with an attack of two. When I use the Hellfire Club die, it will look at both of my Wolverine dice as separate character dice.

You can only use this die if you have a character die with the highest attack in the Field Zone. If you do not have a character die that has the highest attack, you will not be able to use this die because it will not have an effect.

If you have multiple character dice that are tied for the highest attack, you can still use the Hellfire Club, but you may only keep one of those dice and KO the rest. For example: If I have two Wolverine dice and Batman die in the Field Zone, all tied for the highest attack, I must choose one of them to remain in the Field Zone and KO the rest.

Miscellaneous Card Information

~ Hellfire Club is a Fist type non-basic action card.
~ It has no affiliation.
~ It has a Max Dice of four.
~ This card is an Uncommon and is #77 of 124.

Official Sources

WizKids Official Rules Forum (WORF)
There is 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 have been trying desperately to get this card to work with Jessica Jones: Ladies’ Night. I’m not sure I’ll be able to get that team running as smooth as I’d like, but it’s definitely a fun team to play on a casual night. The Hellfire Club is devastating when your opponent is trying to keep characters active and it’s amazing to see it go off – when it works. There are plenty of great characters that have a high printed attack that are easy to purchase. I think the Hellfire Club is perfect for casual players that want to find a way around some of those pesky characters like Blob and Shriek. Those characters have low attack stats and they can be easily KO’d with Hellfire Club to allow your team some breathing room.

While I’ve been trying to work this team into a meta build, I don’t believe that it’s possible. I think my Jessica Jones team is still too slow and too vulnerable for it to be effective in any kind of major competitive play. I still would like to see this card find its way onto a competitive team because I believe it has potential. But if it doesn’t, it’s still an awesome card for casual play!

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 look up a card? Be sure to check out DM RetroBox! It’s the best searchable card database I’ve found for when I’m at the computer.

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 Cosmic Cube: Energy of the Beyonders from the Marvel Guardians of the Galaxy set.

W Cosmic Cube, Energy of the Beyonders

Ruling – Ability

Whenever an Action die or character ability deals damage this turn, increase that damage by 2.

The die for this card is a non-basic action die. Any card that references an action die could affect this die. When you use this die on your turn, it goes Out of Play until the Clean Up Step. The effect of the die will remain until end of turn.

The damage boost from Cosmic Cube is applied to each instance of damage. For example, if a character ability allows you to divide ability damage among two character dice, you will increase the damage dealt to each of those dice by two.

Any time an Action die or character ability deals damage, it will be increased by two for each Cosmic Cube die that was used that turn. For example, if two Cosmic Cube dice were used, damage from an Action die or character ability will be increased by a total of four.

The damage boost from Cosmic Cube is added to the damage total first, then the damage is applied to the target of the Action die or character ability. Reducing or preventing the initial damage from the Action die or character ability will not prevent the additional damage from Cosmic Cube.

This ability will also apply to any Action die character ability that your opponent can use on your turn. For example: If you you use one Cosmic Cube die and your opponent has Batgirl: Babs active, when you deal damage to her, she will increase her damage by two. Typically, an opponent will not be able to use an action die on your turn, but if they have a way to do so, damage dealt with that action die will also be increased by two.

Miscellaneous Card Information

~ Cosmic Cube is a Bolt type non-basic action card.
~ It has no affiliation.
~ It has a Max Dice of four.
~ This card is a Rare and is #86 of 124.

Official Sources

WizKids Official Rules Forum (WORF)
There are rulings for this card, here and here.

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

Turn Order Summary Reference

turn-order

Opinion

I don’t have much to say about this card, and not because it’s a bad card. There is no denying that this card is super powerful, especially with the new Attune ability that debuted in the Tomb of Annihilation set. There are plenty of crazy builds around this card, and that makes Bishop: Butterfly Effect from the X-Men First Class set a very important character for your team. He will prevent all of the non-combat damage you would be subjected to, until they Shriek him.

I would not recommend using this card in smaller, local scenes that are mostly casual. This is definitely a powerful and meta worthy card.

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 look up a card? Be sure to check out DM RetroBox! It’s the best searchable card database I’ve found for when I’m at the computer.

Roll on, Dice Masters!

Greetings Fellow Clix Fans!

 

I’ve decided to introduce a new monthly article series called HeroClix Figure Spotlight! In this article series, I want to showcase a figure that I enjoy playing with and think other players might enjoy as well. I want to keep the choices Modern Age, but I might occasionally throw in an older piece here or there. All the showcased figures will be pieces I’ve used multiple times in various types of games, unless stated otherwise. I want to help fellow players and I’m hoping that this article series is helpful for a variety of players!

Welcome to my first article of HeroClix Figure Spotlight! I had a very difficult time choosing the figure I wanted to highlight for this article. I decided to go with a figure from the Star Trek Away Team: The Original Series set, Lt. Uhura!

029

Figure Information

Point Value: 40 points
Dial Depth: 4 Clicks
Keywords: Starfleet

Team Ability
United Federation of Planets:
When this character is given a MOVE action, modify speed +1.

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

Movement
Sidestep: 1, 2, 3, and 4

Defense
Defend: 3 and 4

Damage
Perplex: 4 – Also 1, 2, and 3, but with a special power.

Traits and Special Powers/Abilities
Lt. Uhura has one trait and one special damage power.

Trait:
Communications Officer
At the beginning of the game, you may choose a copyable team ability that an opposing character can use. As long as Lt. Uhura is on the map, adjacent friendly characters and friendly characters with the Starfleet keyword can use that team ability.

Damage Special: 1, 2, and 3
Monitoring All Channels, Captain
Perplex. When Lt. Uhura uses it, she has a range value of 10 and can use [Improved Targeting][Hindering][Blocking][Elevated].

Opinion and Strategy

Back when I did my review of the Star Trek Away Team Starter, I was test playing those pieces against some of the locals and their Modern Age casual teams. The starter plays well on its own, but since the set released, I’ve played several variations of Starfleet themed teams and this Uhura is the usually the first piece I choose. Uhura is only 40 points, which leaves plenty of room on a 300 or 400 point team for plenty of other pieces.

I love using this piece because she can use Perplex with a range of 10 and she can see through almost anything (except characters). She’s easy to keep hidden from the enemy’s line of fire but can still benefit her own team. She has Defend on her last two clicks, which I haven’t found very useful yet. Sidestep is invaluable when trying to move her into a more favorable position.

One of my favorite teams to play using this piece is:
(40) Lt. Uhura (Rare) #29
(100) Captain Kirk (Rare – Title) #26
(45) Dr. McCoy (Uncommon) #20
(15) Nurse Chapel (Common) #9
(50) Mr. Scott (Starter) #103
(50) Lt. Sulu (Chase) #50
(300 points)

I know that some folks think two Support pieces is too many, but I’ve found them to be very useful in my local meta. This is not a team I’d take to a WKO or ROC, but it’s great for our local play. Kirk can pull in Starfleet Security Officers (Common #3) so they can take a KO, or Yeoman Rand (Uncommon #22), whichever I need at the time. I will sometimes substitute Dr. McCoy for Ensign Chekov (Common #7) so I have Probability Control, but it depends on who is playing and what they’re playing. I typically only swap those two if folks say they’re using Prob pieces. I don’t like using Prob when nobody else is in small local games.

Uhura has been invaluable on all my Starfleet builds, because my opponent is usually tied up with Kirk or Sulu or trying to kill my healers and they neglect to pay Uhura any attention. All the while, she’s buffing someone’s combat values and making it that much harder to hit Sulu, or giving that extra bit of damage or attack to Kirk. I’ve even used her to buff McCoy’s speed so he could get in base contact with Kirk, who was one square away from where McCoy would have stopped. I also love that Uhura can use her special Perplex on opposing figures too, because it doesn’t say that she can’t!

She also has the ability to give all your Starfleet dudes a copied opposing Team Ability. That’s pretty handy with ones that give Stealth or Improved Targeting into Hindering terrain, which is really nice to have with Kirk’s first two clicks.

What do you think of this figure?
Do you have a figure you would use in place of this one?
Is there a figure you would like me to Spotlight?
Leave me a comment here or on Facebook at Dice Dice Kitty!

Thanks for reading and remember to like, follow, and sub for more HeroClix content!

 LLAPLive long, and Prob it!

Greetings Fellow Dice Fans!

The Dice Masters world was buzzing yesterday with an announcement from WizKids about new Campaign Boxes and Team Packs coming this year. I went digging for more information on these products and compiled it all into this article. (Information as of January 11, 2018)

I’ve also included my own speculations on these products. Feel free to add your own in the comments! Let’s put our minds together and solve some of these mysteries!

DC Harley Quinn Team Pack

DCDM Harley Quinn TP

Dice Masters is a global hit from WizKids. It uses the same proprietary Dice Building Game platform developed by Mike Elliott and Eric M. Lang! DC Comics Dice Masters: Harley Quinn Team Pack will help you hammer the competition!

The DC Comics Dice Masters: Harley Quinn Team Pack features Power Girl, Batman, Poison Ivy, along with other characters Harley has teamed up with! While it still contains 8 different characters (and their dice), the DC Comics Dice Masters: Harley Quinn Team Pack will also be the first Team Pack to include Basic Action Cards!

The DC Comics Dice Masters: Harley Quinn Team Pack will let players build their own team of heroes or villains! DC Comics Dice Masters: Harley Quinn Team Pack is perfect for the Dice Masters veteran or someone looking to jump into the game fresh! A Team Pack can be paired with any Starter Set to give a player everything they need to build a highly focused team for thematic play!

With 24 cards and 16 dice, this release will be sure to add some crazy fun to your Dice Masters collection!

Tentative Release Date: April 2018
MSRP $9.99

Confirmed Characters:
Power Girl
Batman
Poison Ivy
Harley Quinn
Harley’s Hyena
The Joker

Speculation of Characters Based Off Dice Images:
Catwoman
Deadshot

Pack Content Speculation
There are typically three versions of each character in a Team Pack. However, the packaging image says 24 cards, which could mean there are fewer versions of each character in order to accommodate the addition of the Basic Action Cards. The description say this:

While it still contains 8 different characters (and their dice), the DC Comics Dice Masters: Harley Quinn Team Pack will also be the first Team Pack to include Basic Action Cards!

Also:

With 24 cards and 16 dice, this release will be sure to add some crazy fun to your Dice Masters collection!

 

So, unless I’m reading this completely wrong, it doesn’t look like we’ll have three versions of each character.

Visible Card Text

The front display card, Harley Quinn, has some text that is barely visible. You can almost make out the second line, and context clues reveal most (if not all) of the third line:

W
active character dice, KO any that roll
energy faces.

It’s too difficult to decipher the first line of text with so few clues, but it could be a When Fielded ability for her or one that triggers while she’s active and The Joker is fielded.

Max Dice

The front card has mostly visible text showing Harley Quinn has a Max: 4 for her dice. If this is accurate, many of the cards will likely have Max: 4, meaning you’ll still need two Team Packs in order to have max dice for the characters – or at least for Harley Quinn.

Dice Speculation

If the die images are correct in the solicit image, these are the previous sets these dice appeared in. There is one new die.

Harley Quinn – Recolor of the die from the Batman set.
Catwoman – Recolor of the dice from the Justice League and World’s Finest sets.
Batman – Recolor of the die from the Batman set.
The Joker – Recolor of the dice from the Justice League and Batman sets.
Deadshot – Recolor of the die from the Green Arrow and the Flash set.
Poison Ivy – Recolor of the die from World’s Finest.
Power Girl – Recolor of the die from World’s Finest.

New Dice!

Harley’s Hyena – New die. The die is brown with white accents and the die icon looks like the spiked collar that Harley typically has on her pet hyenas.

Marvel Kree Invasion Team Pack

MDM Kree Invasion TP

Dice Masters is a global hit from WizKids that uses the proprietary Dice Building Game platform developed by Mike Elliott and Eric M. Lang. The Marvel Dice Masters: Kree Invasion Team Pack is ready to invade your collection!

The Marvel Dice Masters: Kree Invasion Team Pack features both the iconic Kree and the Guardians of the Galaxy, including Kree Soldiers, Drax, and the Supreme Intelligence! These dice will bring a battle spanning galaxies to your tabletop!

The Marvel Dice Masters: Kree Invasion Team Pack will let players build their own team of heroes or villains! The Marvel Dice Masters: Kree Invasion Team Pack is perfect for the Dice Masters veteran or someone looking to jump into the game fresh! A Team Pack can be paired with any Box Set to give a player everything they need to build a highly focused team for thematic play!

With 24 cards and 16 dice, this release will bring the Kree Empire directly to your Dice Masters games!

Tentative Release Date: May 2018
MSRP $9.99

Confirmed Characters:
Kree Soldiers
Drax
Supreme Intelligence

Speculation of Characters Based Off Dice Images:
Mantis
Rocket Raccoon
Groot
Thanos
~ One Unknown – Possibly a Nova Corps officer or some military related character. The die is purple with yellow/orange accents and the icon appears to be a military medal, or ranking medal of some kind. But it may not be that at all.

Pack Content Speculation

This team pack doesn’t seem to have basic actions included, based off the solicit text. If that’s the case, we should see three versions of all eight characters. WizKids could always surprise us and change it up with four versions of one character and two versions of another, but I don’t think this is likely.

The Supreme Intelligence card on the front of the package is not easy to read, but you can see that it has an ability as well as a Global.

Max Dice

Just like the Harley Quinn Team Pack, the front display card shows a Max: 4, meaning you’ll need two team packs to use max dice for the characters, or at least Supreme Intelligence.

Dice Speculation

If the dice are correct in the solicit image, these are the previous sets these dice appeared in. There are three new dice.

Drax – Recolor of the dice from The Amazing Spider-Man and Guardians of the Galaxy sets.
Mantis – Recolor of the die from the Guardians of the Galaxy set.
Rocket Raccoon – Recolor of the dice from the Age of Ultron and Guardians of the Galaxy sets.
Groot – Recolor of the dice from the Age of Ultron and Guardians of the Galaxy sets.
Thanos – Recolor of the dice from the Age of Ultron and Guardians of the Galaxy sets.

New Dice!

Kree Soldier – The Kree have been seen in white and green uniforms that don a Saturn looking planet on the chest. The green die with the white Saturn looking icon is most likely the die associated with this card.
Supreme Intelligence – From the card shown on the front of the package, it’s easy to tell that the Supreme Intelligence die is a green die with yellow accents. There is only one die with these colors and it’s the one with the face-like image that has three wiggles extending from it.
Unknown Die – The purple die with yellow/orange accents has a die icon that is unfamiliar to me. It looks like a military medal, but it could be something completely different.

Marvel Justice Like Lightning Team Pack

MDM Justice Like Lightning TP

Dice Masters is a global hit from WizKids that uses the proprietary Dice Building Game platform developed by Mike Elliott and Eric M. Lang. The Marvel Dice Masters: Justice Like Lightning Team Pack will be the most wanted part of your collection!

The Marvel Dice Masters: Justice Like Lightning Team Pack features the most recognizable members of the Thunderbolts roster, including Citizen V, Songbird, and Techno! These dice will help bring your team from zeroes to heroes!

The Marvel Dice Masters: Justice Like Lightning Team Pack will let players build their own team of heroes or villains! The Marvel Dice Masters: Justice Like Lightning Team Pack is perfect for the Dice Masters veteran or someone looking to jump into the game fresh! A Team Pack can be paired with any Box Set to give a player everything they need to build a highly focused team for thematic play!

With 24 cards and 16 dice, this release is perfect when your Dice Masters collection needs Justice, Like Lightning!

Tentative Release Date: May 2018
MSRP $9.99

Confirmed Characters:
Citizen V
Songbird
Techno

Speculation of Characters Based Off Dice Images:
Ant-Man (version one)
Ant-Man (version two)
Hawkeye
MACH – Not sure which version.
Meteorite

Pack Content Speculation

Just like the Kree Invasion Team Pack, this team pack doesn’t seem to have basic actions included, based off the solicit text. If that’s the case, we should see three versions of all eight characters.

The text on the front card is not readable, but one of the folks that follows me on Facebook pointed out that Citizen V has a Flip ability. You can see the Flip Icon on the left of the card, between the text box and the card art. Thanks Jake H. – nice catch!

Max Dice

The front card has mostly visible text showing Citizen V has a Max: 4 for his dice. If this is accurate, many of the cards will likely have Max: 4, meaning you’ll still need two Team Packs in order to have max dice for the characters.

Dice Speculation

If the dice are correct in the solicit image, these are the previous sets these dice appeared in. There are six new dice.

Ant-Man (Version One) – Recolor of the die from Uncanny X-Men.
Hawkeye – Recolor of the die from Avengers vs X-Men.

New Dice!

Citizen V – The blue die with the white accents is probably Citizen V’s die. The die icon is stars and stripes, which is part of Citizen V’s outfit. You can also see a blue die with white accents on the Citizen V card in the front of the package. This is the only blue and white die in the team pack.
Songbird – The pink die with white accents is the most likely candidate for Songbird’s die. The die icon is similar to the icon seen on one of Songbird’s outfits. Songbird has been in a previous set, but this die is not the same as the die from that set.
Techno – The black die with the red accents is likely Techno’s die. The icon looks like hair tied up with a bandana, which is one of Techno’s hairstyles.
MACH – The black die with blue accents is the best candidate as MACH’s die. The die icon looks like MACH’s face. My knowledge of the Thunderbolts is very limited, so I have no clue which version of MACH this could be. It’s very possible the card art and the die icon won’t match. This happened with the Turtles in one of the TMNT boxes, where art resembling the cartoon was used on the cards, but the dice have silhouettes of the four brothers from the 2012 series.
Meteorite – The red/orange die with the yellow accents is most likely Meteorite, also known as Moonstone. The icon looks like the mask that’s usually worn by Meteorite and not Moonstone.
Ant-Man (Version Two) – The blue die with yellow accents might be a version of Ant-Man. The icon looks like Ant-Man’s chest plate, but because of my limited knowledge of the Thunderbolts, it could be a different character all together.

Marvel Avengers Infinity Campaign Box

MDM Avengers Infinity CB

The Marvel Dice Masters: Avengers Infinity Campaign Box is the latest Dice Masters launch to roll into your FLGS. Quarriors! and Dice Masters are global hits from WizKids using the same proprietary Dice Building Game platform developed by Mike Elliott and Eric M. Lang.

Avengers Infinity features iconic characters from the Avengers and Guardians of the Galaxy like Captain America, Gamora, and Rocket Raccoon! With multiple versions of each, select the one that fits your team the best – there are thousands of possibilities!

Players can pit heroes against villains or mix them together. Whether players are interested in a game or two before the latest superhero blockbuster or building the perfect team, this is a release that can’t be missed!

This release is perfect for beginners and Dice Masters veterans alike. Even if you’ve never read Avengers comics, this is an exciting entry point to the adventures of Earth’s Mightiest Heroes!

Featuring more than a dozen characters (and their dice!), the Marvel Dice Masters: Avengers Infinity Campaign Box will be sure to deliver an epic experience!

What’s a Campaign Box? A Campaign Box is fixed content in a large box, and has everything 2 players need to start playing Dice Masters like Sidekick dice, Basic Action Dice, rules, and dice bags.

Tentative Release Date: May 2018
MSRP $39.99

Confirmed Characters:
Captain America
Gamora

Rocket Raccoon – This character may not actually be in the Campaign Box. The solicit could have a potential typo.

Speculation of Characters Based Off Dice Images:
Black Widow
Hulk
Wasp
Iron Man
Star Lord
Loki
Black Panther
Vision
Doctor Strange
Thor
Red Skull
Dormammu
~ Plus two unidentified dice

Box Content Speculation

The side of the box clearly says, “92 Custom Dice Included”. We’ve learned, in the past, they include Sidekicks and Basic Action Dice in that total. If there is enough for two folks to play out of this box, that means there are at least 16 Sidekicks and 12 Basic Action dice. That brings the total down from 92 to 64 for character dice.

Based off the announcement linked above, there are likely going to be ten Basic Action Cards in this Campaign Box.

A Campaign Box has 48 different character cards that could be used to build hundreds of different teams for head-to-head thematic play right out of the box. Layer in 10 Basic Action Cards and the replayability seems limitless.

When they say “48 different character cards”, they are most likely counting multiples of the same character and not individual characters.

I counted 17 different characters/dice. If Rocket Raccoon is the unidentified die, then there are only 16 different characters. If there are 16 different characters, each could have four dice since there are 64 remaining dice (after subtracting the Sidekicks and Basic Action dice). If there are 17 or more characters, then there could be a variety of Max Dice across the character cards. But, if there are 17 or more characters and they all have a max of four, one Campaign Box is not going to give you the maximum number of dice for each character.

Max Dice

It is currently unknown if the Campaign Boxes will include the maximum number of dice for each character. The following statement can be found in the Campaign Boxes announcement linked above.

There are plenty of characters that are powerful enough to be included on tournament teams without ever being used at 4 copies of that die. In some previous non-blind releases, cards had a maximum number of dice based on the configuration. This potentially held back some cards from seeing their maximum potential in tournament play even if it had no effect on others. Cards in Campaign Boxes are going to have the Max dice based on the game play, just like cards from boosters would.

This statement is still confusing to me. I think they’re saying that they’ve adjusted the Max Dice number on cards in the Campaign Boxes to fit the Campaign Box format. But I’m still not completely sure what they meant to say with this statement. Sometimes, being as clear and simple as possible is best.

Dice Speculation

If the dice are correct in the solicit image, these are the previous sets these dice appeared in. There are two new dice that can be seen on the box art.

Captain America – Recolor of the dice from the Avengers vs X-Men and Uncanny X-Men sets.
Gamora – Recolor of the dice from the Age of Ultron and Guardians of the Galaxy sets.
Black Widow – Recolor of the die from the Avengers vs X-Men set.
Hulk – Recolor of the dice from the Age of Ultron set and the Defenders Team Pack.
Wasp – Recolor of the die from the Age of Ultron set.
Iron Man – Recolor of the dice from the Avengers vs X-Men and Uncanny X-Men sets.
Star-Lord – Recolor of the die from the Age of Ultron set.
Loki – Recolor of the die from the Avengers vs X-Men set.
Black Panther – Recolor of the die from the Uncanny X-Men set.
Vision – Recolor of the die from the Uncanny X-Men set.
Doctor Strange – Recolor of the die from the Avengers vs X-Men set.
Thor – Recolor of the die from the Civil War set.
Red Skull – Recolor of the die from the Age of Ultron set.
Dormammu – Recolor of the die from the Doctor Strange Team Pack.

New Dice!

~ An action die with an Avengers logo “A” on it can also be seen. It could be the Avenger’s Tower or some other location or item directly connected to the Avengers.
~ There is a strange icon that I can’t place at all mixed into the lot. On the left, between Black Widow and Hulk, you can see a grey die with dark accents. The icon almost looks like a shield with a five pointed burst that has dots at the ends of the lines, radiating from a single center dot. I have no clue who this could be.

Unknown Dice

Rocket Raccoon – His dice are not pictured (unless he’s the unknown die), but he is mentioned in the solicits.

Warhammer 40,000 Dice Masters

This is a brand new IP coming to Dice Masters!

My knowledge of Warhammer 40K is non-existent. The most I can give you on these next few items is what was put in the solicits.

Warhammer 40,000 Orks WAAAGH! Team Pack

WH40K Orks Waaagh TPOrks TP Card

The Warhammer 40,000 Dice Masters: Orks – WAAAGH! Team Pack is 100% compatible with Dice Masters. Quarriors! and Dice Masters are global hits from WizKids using the same proprietary Dice Building Game platform developed by Michael Elliott and Eric M. Lang. Warhammer 40,000 Dice Masters: Orks – WAAAGH! Team Pack will make games go FAST!

The Warhammer 40,000 Dice Masters: Orks – WAAAGH! Team Pack features iconic Orks like Ghazghkull Thraka and can’t-be-missed swarms like the Ork Boyz and Warbikers.

The Warhammer 40,000 Dice Masters: Orks – WAAAGH! Team Pack will let players build their own team of Orks! This team pack is perfect for the Dice Masters veteran or someone looking to jump into the game fresh! This team pack can be paired with the Warhammer 40,000 Dice Masters: Battle for Ultramar Campaign Box to give a player everything they need to build a highly focused team for thematic play! With 3 different versions of each character, there are HUNDREDS of team building combinations!

With 24 cards and 16 dice, this release will be sure to add some crazy fun to your Warhammer 40,000 Dice Masters collection!

Retailers: Please note – Expansion Packs can stand on their own or use their hang tabs.

Tentative Release Date: July 2018
MSRP $12.99

Warhammer 40,000 Space Wolves – Sons of Russ Team Pack

WH40K Space Wolves TPSpace Wolves TP Card

The Warhammer 40,000 Dice Masters: Space Wolves – Sons of Russ Team Pack is 100% compatible with Dice Masters. Quarriors! and Dice Masters are global hits from WizKids using the same proprietary Dice Building Game platform developed by Michael Elliott and Eric M. Lang. Warhammer 40,000 Dice Masters: Space Wolves – Sons of Russ Team Pack will leave you howling!

The Warhammer 40,000 Dice Masters: Space Wolves – Sons of Russ Team Pack features iconic Space Wolves like Logan Grimnar and recognizable army-building pieces like the venerable dreadnought.

The Warhammer 40,000 Dice Masters: Space Wolves – Sons of Russ Team Pack will let players build their own team of Space Wolves! This team pack is perfect for the Dice Masters veteran or someone looking to jump into the game fresh! This team pack can be paired with the Warhammer 40,000 Dice Masters: Battle for Ultramar Campaign Box to give a player everything they need to build a highly focused team for thematic play! With 3 different versions of each character, there are HUNDREDS of team building combinations!

With 24 cards and 16 dice, this release will be sure to add some crazy fun to your Warhammer 40,000 Dice Game collection!

Retailers: Please note – Expansion Packs can stand on their own or use their hang tabs.

Tentative Release Date: July 2018
MSRP $12.99

Warhammer 40,000 Battle for Ultramar Campaign Box

WH40K Battle for Ultamar CBCB Cards

Warhammer 40,000 Dice Masters: Battle for Ultramar Campaign Box is the latest Dice Masters launch to roll into your FLGS. Quarriors! and Dice Masters are global hits from WizKids using the same proprietary Dice Building Game platform developed by Mike Elliott and Eric M. Lang.

Battle for Ultramar features iconic characters from the Imperium and Chaos like Roboute Guilliman, Chief Librarian Tigurius, Typhus, and Mortarion! With multiple versions of each, select the one that fits your team the best!

Players can pit the Ultramarines against the Deathguard or mix them together. Whether players are interested in a game or two between Warhammer skirmishes or building the perfect team, this is a release that can’t be missed!

This release is perfect for new and seasoned gamers alike. Even if you’ve never played Warhammer 40,000, this is an exciting entry point to a dystopian militaristic science-fantasy world that’s been enjoyed by the fans the world over for 30 years!

Featuring more than a dozen characters (and their dice!), the Warhammer 40,000 Dice Masters: Battle for Ultramar Campaign Box will be sure to deliver an epic experience!

What’s a Campaign Box? A Campaign Box is fixed content in a large box, and has everything 2 players need to start playing Dice Masters like Sidekick dice, Basic Action Dice, rules, and dice bags.

Tentative Release Date: July 2018
MSRP $39.99

This release is likely to have 16 Sidekicks and 12 Basic Action dice, which are typically included in the dice totals on the boxes.

This solicit does not mention Basic Action Cards. It’s unknown at this time if there will be any, but I suspect there will be because the information above says that the Campaign Box “has everything 2 players need to start playing Dice Masters…”. One would assume that would include BACs since they’re a required part of a team.

Final Thoughts

I was happy to see new product being listed, but looking closer at the Solicits page, it was very obvious that they had removed all blind product from the upcoming releases. It is still unknown at this time if WizKids will continue to product and release any form of blind product, whether it be booster packs, draft packs, or something yet to be revealed.

That has made many folks wonder, what about drafts? Obviously, you can draft with older product, but what about new product? Attack Wing had Blind Boxes that added a sort of randomness to Fleet builds, so I could see WizKids continuing Draft Packs for a very few small, collectible sets each year.

While the future of the collectible side of Dice Masters is unclear, I personally believe the game will go heavily in the direction of fixed boxes and packs. There are successful games out there that follow this design and I see no reason why Dice Masters can’t be successful as well. Dice Masters has a community of players that love the game and love fellow players. I believe that the community that’s developed and grown over the years will continue to help this game grow and thrive and with the new fixed design, it will bring new players that would otherwise not consider Dice Masters because of its collectible nature.

I look forward to what the future holds and as long as I’m able, I’ll be right here – bringing articles and content about a game I love, to a community that I love!

What do you think about the new product/release design?
Who or what do you think some of these mysterious dice are?
Do you still want them to product collectible/blind products, even if minimal?

Let me know in the comments or on Facebook at Dice Dice Kitty! As always, thanks for reading!

Roll on, Dice Masters!

 

Greetings Fellow Dice Fans!

 

There has been an errata!

“When you field a character die from your Reserve Pool, you may field target character die in your Used Pile on the same level for free. (The Bifrost doesn’t trigger itself.)”

I will strikeout text that does not follow this errata and make any corrections needed. The corrections will be in red.

For this week’s confusing card of the week article, we’re going to take a look at The Bifrost: Bridge Between Realms from the Marvel The Mighty Thor set.

W The Bifrost, Bridge Between Realms

Ruling – Ability

“When you field a character die, you may field target character die in your Used Pile on the same level for free.”

“When you field a character die from your Reserve Pool, you may field target character die in your Used Pile on the same level for free. (The Bifrost doesn’t trigger itself.)”

When you use this action die, it will go out of play, but the effect will remain until the end of your turn.

Fielding a character die is when you pay the fielding cost and move a character from your Reserve Pool into the Field Zone. Characters can also be fielded by other means, such as character abilities or action dice, but they are only considered ‘fielded’ if the wording on the card specifically says to ‘field’ the character die.

When you field a character die while this effect is active, you have the option of fielding a character die from your Used Pile. You will be able to field the character die from your Used Pile for free, meaning you will not have to pay the fielding cost associated with the character’s level. For example, if the character die you field is level three, the character die you field from your Used Pile will also be fielded at level three and not cost any energy to field.

Fielding a Sidekick will allow you to field a character die from your Used Pile at level one, because Sidekicks only have one level. However, you cannot field a Sidekick from your Used Pile with this ability because Sidekick dice are not character dice while in the Used Pile.

Fielding a character from your Used Pile with The Bifrost’s ability will trigger any When Fielded abilities, including this ability. The Bifrost’s ability will only trigger from character dice that you field from your Reserve Pool. This ability is optional because the card uses the word ‘may’. Even if the ability is triggered, you are not required to activate the ability.

Ruling – Global Ability

The Bifrost has a Global ability on its card that says:
“Global: Pay 0. Once per turn on your turn, spin one of your Sidekick character dice to its [SHIELD] face.”

This Global does not cost anything to activate. You only need to state that you are using the Global.

When you activate this Global, you choose one of your Sidekick dice in your Field Zone or Reserve Pool that’s showing a Sidekick character face, and then spin that die to its Shield energy face.

You can spin an Ally character to a single Shield energy face. The Ally character die must have a Shield energy face and also be in the Field Zone. Unlike Sidekick dice in the Reserve Pool, an Ally is only considered a Sidekick character while in the Field Zone.

This Global does not target.

Miscellaneous Card Information

~ The Bifrost is a Shield type non-basic action card.
~ It has no affiliation.
~ It has a max dice of four.
~ This card is an Rare and is #124 of 136.

Official Sources

WizKids Official Rules Forum (WORF)
There isn’t a ruling for this specific card.

There is a ruling for a Global similar to The Bifrost’s Global, and you can find it, here.
There is a ruling about spinning Ally character dice to energy faces, here.
There is an errata for this card and you can find it, here.

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

Turn Order Summary Reference

turn-order

Opinion

I know lots of folks are going completely bonkers for this card and many believe this card is very over powered. I do not believe this card is the meta buster that lots of folks think it is.  If the goal is to use The Bifrost for the When Fielded abilities on characters being fielded from the Used Pile, then Wonder Woman: Reflections is a solid counter. The Bifrost is a four cost non-basic action, and most of the meta worthy When Fielded type cards are three or four to purchase as well, which means you can cycle those dice before ever buying The Bifrost. I know some folks in the groups have mentioned using it with a Guy Rush type build, but I believe The Bifrost is not necessary for those builds. I think it would clunk up the bag too much and slow the team down.

There are lots of folks calling for an errata but it really doesn’t need it. In practice, this card works well when you happen to have lots of characters in your Used Pile. But the setup to get those dice in position is no easy feat. I think we’ll see this card in major competitive scenes as folks try their hardest to break it and exploit it. This card is fun in draft and likely going to be fun in casual play as well. I think it might become a nuisance in Golden Age play if used with the right cards, but I don’t think it’s powerful enough that it needs an errata or a ban – yet. There could be another perfect storm, like Bard Blitz, waiting for its time to shine, but only time will tell.

If you have a build that you think is perfect for this card, I’d love to see it and try it! This card seems like it would be lots of fun to use with the right team, but I don’t plan to build around it myself. But I’m definitely open to seeing builds and trying them out. I’d also love to see what others think about this card, so please, leave me a comment!

~ If an errata or ruling should happen, I’ll most definitely add it to this article!

And – the errata happened. I believe it only happened because the ability wasn’t functioning the way they truly intended it. Now, the card is definitely not a meta-buster. I don’t think we’ll see this card much, if at all, in major competitive play now.

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