Posts Tagged ‘Review’

Greetings Fellow Board Gamers!

The featured game for the last two weeks is a game from one of my favorite publishers. We played Bunny Kingdom from IELLO.

Bunny Kingdom on Board Game Geek – here.

* Note – This is not a ‘How to Play’ or tutorial type article. This is a review of the game components and brief review of game play.

Box Art.png

Play as Rabbit Lords conquering a new world on behalf of the Bunny King.

Take control of vast Territories across the New World, build Cities, and farm Resources to make your Fiefs prosper and harvest precious Golden Carrots. Don’t forget to satisfy the King by accomplishing missions on behalf of his Majesty.

Each choice can bring you closer to victory, but only one of you will be named “Big Ears” by the Bunny King…

Will you be worthy?

This game is for two to four players, but plays differently for two players than it does for three or four players. We did not play this with two players. We played with three and four players.


The rulebook is very intimidating. The first time I opened it, I thought I was looking at a technical manual of some kind. I had to set up the game and play against myself in order to work through how to play the game, and even then, I still had things wrong. We were constructing things after drafting our two cards and the construction part of the round happens after all the drafting for the round is complete. I only just now realized this. We also played the Trading Post incorrectly. We were counting it as all three resources instead of just one. If the rulebook was put together in a more ‘user-friendly’ fashion, I may not have made those errors. The rulebook could definitely be simplified and organized a bit better.


Aside from this being a drafting game (which I’m a huge fan of), the components are probably the biggest draw for me.

I love when a game has a decent insert built into the box. The cards in the picture are not sleeved, but you can fit all the cards in the box – with sleeves. There is plenty of space to put the components in the box without them being crammed in or packed in too tightly.


The board is very colorful and also sturdy. I definitely don’t like having a flimsy board for my board games. I love the land layout and all the artwork on it. What I dislike is that the score tracker is attached to the game part of the board. I would much rather these be two separate pieces. Having the score tracker separated would cut down on accidental bumps of the score bunnies and also make it easier for players on the tracker’s side of the table to see the actual board.


The deck is HUGE! I think the actual number of cards is 182 if I read the contents list right… I didn’t count them. This game has enough math involved. The artwork is super cute and each card is easy to read. The coordinates and any pertinent information is in the top left corner, making it very easy to see what you have in your hand at a glance. I also like that each different type of land is color coded on the coordinates of the cards, making it much easier to locate that particular plot on the map while in the midst of drafting. I do not like how flimsy the cards feel. I’m constantly scared I’m going to bend them. The cards are standard size, so you can use any standard size sleeve, but be sure you use all of the same color sleeves or clear sleeves.


The player aid cards are… okay. They should have put a turn reference on them too. We never used the multiplication table on the back, because we always forgot about it. Not really handy when you forget it’s there.

Player Aid Cards.png

The tokens are the perfect size for the corner of a map square. They have a concave to accommodate a bunny on the same square or the corner of a city. They’re also very thick, which makes them much easier to spot on the map during clean up. Being easier to spot means they’ll be less likely to be forgotten or left behind when you’ve packed up the game. Thin tokens or thin cardboard coins are usually lost very easily.

The cities are made of plastic and they’re actually very detailed. Their towers are shaped like carrots, so that makes them super cute too. They feel sturdy, but I’m paranoid that I’m going to break a tower off at some point. If you like to paint your components, these would be absolutely adorable all painted up.

City Tokens

I saved the bunnies for last. These are so cute and adorable, but they are vicious as well! Don’t let those ears fool you – they’re sturdier than you think. I was leaning over the table to help a group of players with their game of Bunny Kingdom, and I was repositioning my hands when I put my hand down onto a cluster of these devils (all standing upright and ears at the ready!). Let me tell you… The words that I didn’t say are a testament to my willpower. I didn’t break a single ear either, but I probably would have been bleeding if I’d have stepped on them instead landing a hand. I’ve stepped on Lego blocks and even D4’s… but these adorable evil bunnies with their needle-ears… Don’t leave them laying about! You could end up with one sticking out of your foot!

Bunny Tokens

Bunny vs Foot

Setup & Clean Up

Setting up the board isn’t super complicated. You need to put a single tower city on each of the squares that has the picture of a city in it. Each player chooses one of the bunny colors and takes one from their stash, placing it on the giant score tracker. Then you shuffle the enormous deck of cards (which is even more difficult to shuffle if it’s sleeved), and deal each player the correct amount of cards, based on the number of players. That’s about all there is to setup, it just takes a little time to shuffle the massive deck.

Clean up is not as quick. There are buildings, bunnies, and tokens – everywhere… It’s best to have the players help with the clean up to make it go quicker. It’s not difficult, it just takes some time.

Game Play

The game play is not overly complicated. You have your hand of cards and you pick two of them, then pass the remaining cards to the player next to you. You reveal the two cards you selected and place your bunnies on the coordinates and collect your tokens and cities. Then you take the hand that the player sitting next to you passes to you, and you draft two more cards, reveal them, place bunnies and collect your tokens and cities. The direction you pass your hand is determined by the round. Round 1 and 3 are passed to the left and round 2 and 4 are passed to the right.

After all the cards are drafted, you get to build your cities and place your tokens on the map. There isn’t an initiative except for Camps, which causes a little bit of chaos during the game and even leads to some bumped score tracking bunnies. I would advise play groups to form an initiative of some sort, just for the construction part (that doesn’t apply to Camps since they have their own, of course), to help keep the chaos at a minimum.

After players have constructed what they want to build, you score the round – called Harvesting. I will not go into detail about that here. If you need help with scoring, you can email me or message me on Facebook and I’ll help the best I can.

After the round has been scored, you move into the next round and do exactly what you did in the previous round. The only real differences between the rounds are the direction the hands are passed during drafting, the presence each player has on the board, and how many points you score. You should be scoring more points each round if you’re drafting cards that will benefit your fiefs. You will never see a set of coordinates more than once, so if you see coordinates you need, better take them!

At the end of the fourth round, you harvest as normal, but instead of going into a fifth round, you score all Parchment cards you collected. Again, I won’t go into detail about how to score those here. The basics are, you score the number of points the Treasure cards give you and you see if you completed any of the other Parchment cards to score their Golden Carrots (points).

When all the crazy math calculations are completed and score bunnies are adjusted, the player with the most Golden Carrots is the winner.


This game was a blast to play, until the Parchment card scoring at the end of the game. Once we hit that particular portion of the game, I saw Richard Garfield’s style in all its complicated glory. Even though I shouldn’t have been surprised (since he is one of the creators of Magic: The Gathering), I guess I expected the game to be a game and not a multiplication teaching tool for pre-teens and adults. My players got up from the table and left me alone to calculate the totals on all the players’ Parchment cards. That’s NOT fun at all. We tried to take the non-Treasure Parchment cards out and deal out two less cards to the players, and that worked great. But it felt like we needed a few extra cards. We tried to select a few Parchment cards that were not super crazy to deal with, and it didn’t work as well. We filled up every single plot on the board. If I were to ever play this again, I would take out all the non-Treasure Parchment cards and deal two less cards to each player – and I would never feel guilty for doing it. I’d rather go score a dozen games of Fantasy Realms, alone in the dark, than score a regular game of Bunny Kingdom – ever – again.

But aside from the atrocious scoring, it was a fun drafting game with a very cute theme. This game is most definitely not for younger gamers, which is appropriately displayed on the box (14+). Even though it’s simple enough to play, the multiplying is overwhelming for anyone under 14 or anyone with a short attention span.

And the play time on the box is a lie, just like the cake. This game is not a minimum or average of 45 minutes. We played our shortest game at about an hour and fifteen minutes, which was the same game where we took the non-Treasure Parchment cards out of the deck. The rest of the games were roughly an hour and a half.

What the Players Said

Paul – I don’t like the Parchment cards, but I do like the bunnies. They are really cute.

Katie – I love the board, and the art, and all the pieces – especially the pokey bunnies. The game is really fun and really cute. It’s really easy to play too, until you get to the end of the game and have to score the Parchment cards.

John H. – Drafting is a lot of fun. There’s too much math, but it’s an acceptable game.

Olivia W. – The math wasn’t a huge problem for me, but the Parchment cards are definitely overwhelming. The Treasure Parchment cards are fine though. The art is awesome all over the game!

Buy or Bye?
Bye – Maybe?

So, I don’t think I’d actually buy this game for myself unless it was super discounted or if someone gifted it to me, I would totally take it. I would make my own house rules for it and adjust it to play better for my local players.

Have strategies or tips for this game? Leave them in a comment!
Have cool accessories or custom pieces? Show them off!
Thanks for reading and be sure to like, follow, and subscribe for more Dice Masters, HeroClix, and Board Game related content!

Board out and game on!


Greetings Fellow Board Gamers!

The featured game for the last two weeks is a super cute game with lots of cute components. We played Korrigans from Ilopeli and Asmodee.

Korrigans on Board Game Geek – here.

* Note – This is not a ‘How to Play’ or tutorial type article. This is a review of the game components and brief review of game play.

Box Art

The legends of Brittany claim that a cauldron full of gold appears at the foot of each rainbow, and tries of Korrigans compete to find it first. Lead your own tribe in Korrigans, a board game of fun and mischief for two to five players! Each turn, you’ll move one of your Korrigans to a new field with the help of your animal Companions. Once you arrive, you can claim one of the tokens there, either giving you more gold or a new animal Companion who can help you move differently. Sooner or later, the cauldron of gold appears at the foot of the rainbow, and at that point, it’s an all-out race to get your Korrigans to the cauldron. Enter a fairy-tale world, and make your tribe of Korrigans richer than any other.

This is an adorable game of area movement and item collection for practically the whole family! This game is for two to five players. Korrigans are supposed to be fairies or sprites, despite how much they resemble leprechauns in the game.


The rules sheet is short, but to the point. It explains everything as plain as possible, but because some of the aspects are so unique, it took playing it out to fully understand them. Most of the game play and mechanics are simple enough. It was drawing the Rainbow pawns and the cauldron appearance that had me confused until I set it up and played it out on my own. But once you’ve played it out once or twice, it becomes much easier to understand.

My one complaint about the rules sheet are the typos. I understand that the game is translated to English, but there is a whole section of example text on the English rules sheet that’s not in English. The minor grammatical typos aren’t a huge issue, but for the price of the game and how short the rules are, I would expect them to be free of errors.


This game has a lot of unique components and they all serve a purpose. I’ve played several games of Korrigans and there have been games where none of the side components were used, and other games where almost all of them came into play.

The board has two sides. Both sides are almost identical, except that one side has companion reminders on it as well as marked starting places, and the other side doesn’t. The reminders are there to help players with which companion can be used at a particular location. The side without the reminders also lets you place your Korrigans different at the beginning of the game. Instead of having to place your Korrigan in a particular numbered field, you can place them in any field. This changes things up a little and a player can even nab a Menhir before the game really starts. The board itself is very sturdy and we are still having trouble flattening it out. There were a few cracks in the bends of the board that were there when we first took it out of the box. They don’t affect game play at all, but I don’t like when something is damaged (even somewhat superficially) right out of the box. This could be because the copy we have is a older copy. The production quality of a newer copy is not something I can comment on, because we don’t have a newer copy for comparison.

Map 1Map 2

The player screens come in five different colors with different artwork on the front of each screen. The backs on the screens are all the same artwork, just different colors to match the color on the front of the screen. These are made of regular card stock and the images are bright and clear. There are bend guides on both sides to show where the screens need to be bent so that they stand up on their own. They flatten back out without too much trouble and bending them multiple times, for multiple games, hasn’t caused any unnecessary wear on them.


Each player gets two Korrigans of their chosen color. Something that I think is really awesome about all the Korrigan pieces is that each Korrigan is different. None of them are the same, even if they’re the same color. I like that each player gets two unique Korrigans that are different from all the other players’ Korrigans too. This small detail makes the game more desirable for me. There’s nothing wrong with Meeples, but sometimes, I want special pieces. The pot of gold, or cauldron, is really cute and I’m happy that it’s an actual plastic cauldron piece and not just another cardboard token.

Korrigans and Cauldron

The clover tokens are standard cardboard punch out tokens. There are a variety of companions and coins that are randomly placed in the fields at the beginning of the game. The tokens with the yellow ring are only used if there are four or five players. It was brought to my attention by a player, that the companions have something in their image that corresponds to how they help your Korrigan move. The hare lets you hop from field to field, the Squirrel has a gate in the background, the frog is near a dock, the mouse has a bridge in the background, and the mole is in a molehill. The bird is not as clear, but that’s probably because it lets you fly from one field to another field of the same color, and that’s difficult to illustrate. The bird is not on the reminder side of the board either, but it’s easy to remember what it does.

Clover Tokens

Each field, aside from the town square, will get a pointy rock thing. These are called Menhirs and each one has a symbol or a sticker on the bottom. When you collect one, you reveal it and gain the bonus or ability showing on the bottom. There are two of each different symbol.


In the picture below, the troll token, which is the one with the stand, is brought into play or moved when you find the Menhir with his symbol on it. The giant hare and squirrel companion tokens are backup companions for players that need one of those companions because they can’t move with the companions they have. You have to discard a token to get one and you can only have one. You also have to choose which side you want and can’t change it later, so you either get a hare or a squirrel – not both. The cute little leprechaun with the pot of gold is the first player token, which never leaves the player chosen as the first player throughout the entire game.

The green tokens that go on the base of a Korrigan are Elves, which are found on the bottom of a Menhir. When you find the Elf, you place the token on your Korrigan and the Elf will give you two coins at the end of the game. You can lose this token if someone enters the field you’re in! The Goblin is the red one and works similar to the Elf. You can only get rid of the Goblin by moving your Korrigan into a field with a different Korrigan. The Goblin steals two of your coins at the end of the game, so you don’t want to keep him!

Misc Tokens 0

To make the cauldron appear and trigger the end of the game, you must have a rainbow! Every round, before the first player’s turn, whoever has the bag will draw a rainbow pawn. New colors are placed on the Sun markers on the board, and duplicate colors are placed on the Cloud markers. The rainbow pawns are made of wood an painted in seven different colors. My only complaint about the rainbow pawns is that the shade of the yellow and orange are too close in color. The orange needs to be a little darker. The picture actually makes the orange look darker than it is in person. This picture makes the blue and violet look too similar in shade, but in person, they’re definitely different. The bag is made from a thin black cotton like material, but it’s definitely big enough for folks with larger hands to reach in and draw a rainbow pawn easily. It has a one sided drawstring on it to keep the rainbow pawns from falling out.

Rainbow Pawns

Setup & Clean Up

The setup for Korrigans will take a little time, but it’s simple enough. Each player picks a color and takes the player screen and the two matching Korrigans.

Each field is marked with a four leaf clover and a number which tells you how many clover tokens to place in that field. Each field also gets a Menhir, except for the Town Square. The Town Square does get clover tokens, though. If you’re playing with four or five people, each field gets one extra clover token from the ones with the yellow rings around their pictures. This helps to ensure that players find enough companions and coins and so one player doesn’t get an unfair advantage over another.

After the fields are set up, each player places one of their Korrigans in the field that matches their player number. For example, the first player puts one of their Korrigans in one of the two fields marked with a number one. Then that player looks at all the tokens and chooses one to keep. They place that token behind their screen and put the remainder of the tokens back in the field, face down. The next player, to the left of player one, is player two. They place of their Korrigans in a field labeled with a number two and does the same thing, choosing one of the clover tokens. This continues until all players have placed their first Korrigan. Then it starts over with player one, who places their second Korrigan in the remaining field marked with a number one and chooses a clover token from that field. The same steps are repeated until all players have placed their second Korrigan. It’s good to grab at least one companion from a field during this setup.

If you’re using the side without the companion reminders or the field numbers, you can place your Korrigans in any field. There aren’t any field numbers on the side without the companion reminders. You can even put your Korrigan in the same field as another Korrigan. This is an easy way to grab a Menhir before the game actually starts, though I wouldn’t advise doing this. This limits the chances of finding a companion token which means you’ll have to discard a clover token for a back up companion.

All the Menhir tokens (Elves, Goblins, Troll) and the backup companions are placed to the side of the board with the cauldron.

After all Korrigans are placed, the first player draws a rainbow pawn and places on one of the Sun markers of their choosing. Any row or column marked with a rainbow pawn will potentially eliminate that field from being selected as one for the cauldron appearance. Since most of the fields are present in more than one grid section, you’d need to eliminate several rows or columns to prevent the cauldron from being placed in a particular field.

Game Play

Game play is not difficult and moves fairly smooth throughout the game. Each player, on their turn, moves one of their Korrigans and collects a clover token from the field they moved into. If it’s the last clover token, they get to collect the Menhir too. If a player picks up a Menhir, they reveal what it is on the bottom and get to do whatever the Menhir says. If it’s gold on the bottom of the Menhir, the player places it behind their screen after revealing it.

The only way to move your Korrigans are with the companion tokens. If you don’t have a companion token, or you don’t have the one you need to move, you must discard a clover token from behind your player screen and choose either the hare or squirrel backup companion. You can only have one, so choose wisely! The bird companion is the only one that’s not on the reminder side of the board. That’s because the bird can fly your Korrigan from its current field, to another field of that same color. That’s not easy to add in without causing a huge mess, but it’s definitely easy enough to remember.

Before the first player takes their turn each round, the player that has the bag of rainbow pawns will draw one and place it on either a Sun or Cloud marker of their choice, depending on the color drawn. If the color drawn was a new color, it has to be placed on a Sun marker. If the color was a color already on a Sun marker, it must be placed on a Cloud marker.

When the seventh color of the rainbow is drawn for the Sun markers, the rainbow pawn isn’t placed. Instead, the player takes the cauldron and finds all the available intersections under the Sun and Cloud markers that do not have a rainbow pawn and chooses a field. The chosen field can’t have one of that player’s Korrigans in it (if possible). Once the field is chosen, that player places the cauldron in that field and the end of the game begins. The exception to this is if the fifth color is drawn and placed on a the Cloud markers. Game play is paused and the bag is passed to the next player who will draw a rainbow pawn and place it. This continues until the seventh color is drawn, and when that happens, players move on to the cauldron appearance.

Once the conditions are favorable and the rainbow has triggered the cauldron’s appearance, the game will continue for one final round. Players will use their companions in an effort to reach the field with the cauldron. There is a special condition with the companions during this last round. You can only use each companion token one time. It’s a good idea to collect more than one of some companions, that way you can increase your chances of reaching the cauldron. Players that have one Korrigan in the cauldron’s field will receive ten coins, and players that have both Korrigans in the field will receive fifteen coins at the end of the game.

Once each player has taken their final turn and tried to reach the cauldron, all players count up the coins behind their screens, including coins on Menhirs that they may have collected, and then they add in their cauldron bonus if they have one. The player with the richest Korrigan clan is the winner!


This game is so much fun! It’s a great family game and it’s great for children because there isn’t any reading involved. Younger children sometimes lose interest quickly if there are too many components that require a lot of reading, like card based games. But don’t let the cute exterior fool you. This game actually has a lot of strategy to it, which surprised me!

I love the movement mechanic, and how it changes slightly when the cauldron appears. I also like that you can have a rough start, but still come back and do well or even win. I also really like the way that the cauldron appearance works. You never know who is gonna trigger the appearance or where they may put the cauldron. If you’ve got lots of rainbow pawns out, it’s easier to maneuver your Korrigans based on the companions you have. But, if the cauldron is triggered before lots of Cloud markers are covered, there are lots of places the cauldron could end up!

It really is a fun game and the game can be over in as quick as 20 minutes or as long as an hour or more. The random mechanics are what dictates the length of the game, for the most part, and it’s easy to get several games done in one evening.

What the Players Said

Paul – This game is really fun and I like it overall. I can’t think of anything that I don’t like about it.

Katie – I love it! It’s so, so cute and so easy to learn. I love all the cute little pieces. The player screens kind of feel pointless.

Sam J. – It was fun and my favorite things are the rocks and the randomness in the game.

John H. – I really liked it. It’s easy to play and learn and there isn’t anything I dislike about it.

Buy or Bye?

This is a very cute game that was fun for my diverse group of players. Each of my fellow players seemed to really like the game and they stayed engaged during the other players’ turns. It’s a game that I definitely need to add to my collection, and soon!

Have strategies or tips for this game? Leave them in a comment!
Have cool accessories or custom pieces? Show them off!
Thanks for reading and be sure to like, follow, and subscribe for more Dice Masters, HeroClix, and Board Game related content!

Board out and game on!

Greetings Fellow Board Gamers!


The featured game for this article is Forbidden Island from Gamewright. This is a cooperative game where players work together instead of against each other. This game is meant for 2 to 4 players.

Forbidden Island on Board Game Geek – here.

* Note – This is not a ‘How to Play’ or tutorial type article. This is a review of the game components and brief review of game play.

Forbidden Island

Forbidden Island was the secluded retreat of the ancient mystical empire known as the Archeans. Legend has it that the Archeans possessed the ability to control the Earth’s core elements – fire, wind, water, and earth – through four sacred treasures: The Crystal of Fire, The Statue of Wind, The Ocean’s Chalice, and The Earth Stone. Because of their potential to cause catastrophic damage if they fell into enemy hands, the Archeans kept the treasures secretly hidden on Forbidden Island and designed it to sink if intruders ever attempted to claim them. In the centuries since the mysterious collapse of their empire, Forbidden Island remained undiscovered … until now.

Will your team be the first to breach its borders, capture the treasures, and make it out alive?


The rule book for Forbidden Island is well written and covers lots of different situations. The book is eight pages and full of visual examples to assist with learning the game. It’s fairly easy to find information in a timely manner if a question arises in the middle of game play.

The only issues I had with the rule book were minor ones that can be easily figured out. One of the issues I have with the rules are in the setup section. I do not care for the explanation of how the island tiles are to be setup, but based off of the picture displayed, it’s simple enough to figure it out. The other issue was over the water level on the water meter. There were a few questions brought up over what the water level indication was represented by. Some players believed it was designated by the numbers, as they appear to be next to a particular line. Others believed the water level was designated by the color breaks, which seems more plausible and is how we ultimately played it.

Both of those are extremely minor issues and do not impact the game in a way that would cause too much confusion. As long as the water level breaks are clearly explained at the beginning of each game, there should be no issues at all with reading the water meter.



Each player is randomly assigned an Adventurer card. Each Adventurer has a different color and an ability unique to them. Since the game only suggests up to four players at once, you won’t have access to all six Adventurers in a single game. This helps to change up the variations in game play each time you play, and since selection is random, you never know who you’ll be on your next visit to Forbidden Island.

Flood Deck and Island Tiles

The Flood Deck contains 24 different cards, which match the 24 different tiles that make up Forbidden Island. Every time a tile’s card is flipped, that tile is is either flooded (flipped to the blue tinted side of the tile) or sinks (removed from the game with its card). The illustrations are beautiful and correspond to the names of each island location. During setup, the tiles are randomly placed to form Forbidden Island, which is another aspect that makes each game different from the last. You’re not likely to set foot on the same Forbidden Island!

Treasure Deck

The Treasure Deck consists of five of each different Treasure card to match the four Forbidden Island Treasures, three Waters Rise! cards, three Helicopter Lift cards, and two Sandbag cards. In order to capture a Treasure, you need to be at one of the two locations and have four of that Treasure’s cards. For example: To capture the Ocean’s Chalice, you need to have four of the Ocean’s Chalice cards and have your Adventurer pawn placed on one of the Ocean’s Chalice locations (Tidal Palace or Coral Palace). You use one of your three actions to capture the Treasure, which will also require you to discard the four Treasure cards.


These are the four Treasures: The Earth Stone, The Statue of the Wind, The Ocean’s Chalice, and The Crystal of Fire. Each one is made of plastic and they’re super cute. Everyone enjoys having a tangible item to hold on to, rather than a cardboard token or a card. The addition of actual ‘Treasures’ was a great design choice. Other than being captured, the Treasures don’t have any other function in the game.

Water Meter

I like the Water Meter, but as I mentioned under the rule book section, I would like for the Water Level indication to be made more clear in the rule book. The only issue I have with the actual Water Meter itself, is that it’s cardboard and very susceptible to wear and tear over multiple uses. The plastic level indicator clamps on very tight, which is good but also bad. Clamps that are too tight, like this one, can cause damage. Luckily, this Water Meter has not been damaged over the course of its use. I can confirm that this copy of Forbidden Island has been played more than 20 times and all the components have held up with minimal evidence of wear.

Standard Size Double Sided Clear

All of the decks will require shuffling and will wear over time and multiple uses. I would highly recommend using protective sleeves that are clear on both sides to sleeve all the cards. All of the cards in this are what they call ‘standard’ size. These Ultra Pro sleeves are perfect for all the cards in Forbidden Island.

Setup & Clean Up

There are multiple aspects to the setup of the game. There are two different decks that need to be shuffled, tiles to be shuffled and formed into an island, and Adventurers to be shuffled and randomly dealt out. I would recommend that the each player assist with the setup to decrease the amount of time it takes. Otherwise, you’ll be waiting on one person to set up the entire game, which could take five minutes or more.

The clean up takes significantly less time. The cards from the two decks won’t be mixed during game play, so it’s very easy to collect both decks, the tiles, and other components quickly.

The box for Forbidden Island is a metal tin with a plastic insert. All the components have their own compartment, including individual spots for each of the Treasures. Sleeved cards will fit in the designated spot where the cards go, but the corners of the sleeves could bend slightly in the tight fit.

Game Play

Each player gets three actions on their turn: Move, Shore Up, Give a Treasure Card, or Capture a Treasure. Each space a player moves takes up an action, so moving three spaces will use all three actions. The same applies to Shore Up and Give a Treasure Card. You will only ever be able to Capture a Treasure one time in a turn, due to the hand size limit.

Once a player has completed up to three actions, they then draw two treasure cards. This could give them Treasure cards, Special Action cards (Sandbags or Helicopter Lift), or Waters Rise!. Drawing Waters Rise! will cause the water level to increase, making the island sink faster.

After a player has drawn their two Treasure cards, that player then reveals a number of Flood cards equal to the water level as indicated on the Water Meter. Each card revealed will indicate which tile becomes flooded or sinks. If the tile is already flooded (the blue side is showing), it sinks and is removed from the game with the corresponding Flood card.

Game play continues with the next player until either the players win by escaping the island, or the island defeats the players. The only way for the players to win is to capture all four Treasures and escape the island via Fools’ Landing (the helicopter pad). Players need to have at least one Helicopter Lift card among them and all pawns on Fools’ Landing, at the same time, to escape.

Forbidden Island can defeat the players several different ways. If both of the tiles corresponding to a treasure sink before the treasure is captured, the players are defeated. If Fools’ Landing sinks, the players are defeated. If a player’s pawn is on a tile when it sinks and they can’t swim to an adjacent tile, the players are defeated. If the water level reaches the skull and crossbones on the Water Meter, the players are defeated. There are a lot of things for the players to keep track of and stay aware of, which makes this game engaging.

Forbidden Island is tactical fun and each player will want to participate in the debate on what everyone should do on their turn. Full cooperation between all players is key if players want a chance at winning. One wrong move and all could be lost.


This game is probably one of my favorite co-op games. It’s a difficult game on the Novice level, but near impossible on any other level. I do not go into any game of Forbidden Island thinking we’ll win easily, if at all. It almost feels like we shouldn’t win, based off of the game backstory. I feel like a villain, plundering an island for treasures that are too powerful for any small group of people to wield. Then again, maybe we’re archeologist, studying ancient relics and trying to preserve the Archeans history. Either way, the task of retrieving the Treasures and making it off the island is extremely difficult.

The difficulty level of this game is caused mostly by the random layout of the island, the randomness of the Treasure Deck and Flood Deck, and the random selection of the Adventurers. Some Adventurers are more useful in certain games, but because of the randomness, you may not have drawn that one super useful one. The difficulty level of the game is also one of its appealing factors. I tire quickly of co-op games that victory can be easily or frequently achieved.

This game is not for the faint of heart! It can be stressful at times, but not in a bad way that would make me not want to play.

What the Players Said

The players that played the game tonight all had a great time and they all agreed that the game is stressful, but in a fun and exciting way! We played several different games on different levels, but we only won one on the Novice level.

Buy or Bye?

I’ve borrowed this particular copy from a fellow tabletop gamer. I most definitely have to purchase this game for myself as it’s becoming a favorite with the locals!

Have strategies or tips for this game? Leave them in a comment!
Have cool accessories or custom pieces? Show them off!
Thanks for reading and be sure to like, follow, and subscribe for more Dice Masters, HeroClix, and Board Game related content!

Board out and game on!

Greetings Fellow Board Gamers!


If this is your first time visiting my blog, then I greet you with a big smile and a warm hug! Most of my blog is dedicated to Dice Masters and HeroClix, but I’m a board gamer as well. I felt like it was time to expand my reviews into the board game world and get to know a whole new community of awesome folks!

My FLGS has started a new ‘featured game of the week’ event where we encourage folks to come in and play the featured game. We decided to crack open a copy of IDW‘s Mine All Mines to start this new event series, as well as kick off my board game review articles!

Mine All Mines on Board Game Geek – here.

* Note – This is not a ‘How to Play’ or tutorial type article. This is a review of the game components and brief review of game play.

Box Art


Every game has them and every game needs them. They can be as simple as the rules in Fluxx or as complex as a Warhammer rulebook, but all games need rules! The rulebook for Mine All Mines is not overly complex and it’s easy enough to follow. You still will likely need a dedicated individual to sit down and study the few pages of rules and go over potential scenarios in their head before playing, that way there will be minimal down time.

My one complaint about the rulebook is that it doesn’t cover various scenarios that could potentially pop up. This leaves players to come up with house rules on the fly which could make someone feel they’re getting a bad deal if the scenario is house ruled against them. This is why I suggest having one person study the rules and do a play through with someone that will help raise questions about certain interactions. This will not cover everything that could come up, so be prepared to house rule on the fly.

I’m hoping that IDW releases an updated PDF with answers to all the questions we have about game play, but until then, there is a user submitted rulebook on BGG. You can find it here. I found it incredibly useful while trying to nail down some of the odd rules questions that came up. *Nice work on that rulebook!*


Who doesn’t love colorful pieces of plastic!? The gems/gold are really cute and add a bit of that 3D feel to the game. It wouldn’t be near as fun if the gems were represented by cards. Someone said that they wished the gems looked like the cut versions of the gems they’re meant to represent, but I like the raw look much better. And they have a gem pouch for storage!

Bag and Gems

I like the cardboard punches for the mines and that they have the plastic bases, but I do not believe the bases are necessary. They could have just as easily made the mines from cards, which would have given you a labeled place to put the gem/gold stashes. I almost wish they would have done a tray of some sort and fashioned it to look like a pile of stones. It would have helped to keep the tiny plastic pieces in place so they don’t get scattered easily. But the cardboard punches are fine and serve their purpose! I don’t like the plastic bases though, because they could damage the cardboard mines over time and multiple uses.

Mines and Stands

There are three different decks and five different “Dwarf” decks. Each deck is easily distinguished from the others by their card backs, making it very easy to separate and pack away.

Main Decks

Dwarf Decks

The artwork on the cards is colorful and very pretty. I also love that the Jewelry pieces actually have mostly unique and accurate pictures on them and not just a generic jewelry related picture. The Dwarf cards are each unique and very easy to distinguish from one another.

Dwarf Deck Cards

Each type of Dwarf has the same image, just with a different colored nameplate to tell you who the manager (or owner) of that Dwarf card is.

Gold Dwarves

All of the decks will require shuffling and will wear over time. I would highly recommend using protective sleeves that are clear on both sides to sleeve all the cards. All of the cards in this are what they call ‘standard’ size. These Ultra Pro sleeves are perfect for Mine All Mines.

Standard Size Double Sided Clear

The Marketplace looks like it’s supposed to be a stone table with plates on it. It’s sturdy enough and since it only stays in place for the game, there should be next to no wear on it for the life of the game. The first player tile is a pick axe, which is thematic and cute. It’s also made from the same cardboard stock as the other pieces and I’d expect the life of the piece to be the same as the Marketplace.

Marketplace and Pick Axe

There is one component that the game is missing that I wish it had and that’s a place to keep your gem stash. We’ve been keeping our stash on top of the two cards you have to discard from your player deck, but it really could have used a stash tray of some kind. I’ll eventually find or make my own component for that.

Setup & Clean Up

Both the setup and clean up for Mine All Mines is quick and easy. It doesn’t look like it would take up much space with the limited amount of components, but don’t let that fool you. I think that’s my only real complaint about the game itself – it’s awkward in it’s setup. We tried to find a way to accommodate the awkwardness and it’s not the setup that the rulebook suggests to do it. We put the Marketplace and the two rows of cards on one end of the table, and the mines at the other end of the table – instead of all of it being on one the same end.

As far as clean up goes, I think the game cleans up faster than the setup. You only need to flip the cards over and match the backs up. The gems all go into the pouch and the punches and plastic stands go easily into the box insert. I’m sure there are custom inserts for Mine All Mines and if you sleeve your cards, you’ll need a different insert to accommodate the sleeved cards without damaging or marking the sleeves.

Game Play

Each player needs to accumulate gems and gold to buy Jewelry or Support cards. When you buy those cards, they usually give you victory points that help you win the game. You can also acquire an achievement card if you meet the requirements for it, which gives you additional victory points.

In order to get the gems and gold, you have to use the cards in your hand to mine and dig for them. If you play a Dwarf as a friend to another Dwarf that’s already in a mine, you get additional gems/gold. If you play a Dwarf as an enemy to one that’s already in a mine, you get to steal a gem or gold from the player that manages that Dwarf.

It’s fairly simple – as that’s really all there is to it. The complexity comes in when you’re trying to decide if you want to play a Dwarf as an friend or foe to other Dwarves. What Jewelry you purchase also plays into your decisions. You could buy that one bracelet to stop another player from getting it and completing an achievement, but is that new card going to be a bracelet too? Mine All Mines is easy to learn and easy to play, but difficult to master.

There is a fair amount of luck involved too. Each player’s deck of seven cards is identical, but when you begin the round, you have to randomly discard two cards. Each player could have very different cards, or very similar cards which changes what you could or would play. The randomness of Jewelry cards also plays into things, as do the random achievement cards and support cards. You might have all necklaces showing but the necklace achievement isn’t an option for that game. The Marketplace also adds some randomness as you never know what someone will swap with the aid of the Dealer card.

Each round moves fairly quickly, even if someone is taking their time trying to decide which card to play and where to play it. There isn’t a ton of down time between plays and everyone seems to stay engaged in what’s going on. There isn’t hours of game play either. For two players, there are four rounds which gives both players the opportunity to start two rounds. For three, four, and five players, the rounds are equal to number of players. Each player gets a chance to go first and then the game is done and points are tallied.


This is a great game! It’s visual pleasing, fun to play, and engaging. It’s a great game to play in gaming store with your friends or around the kitchen table with your family! It’s family friendly and the art is appropriate for all ages. The box recommends ages 10+ and that’s likely due to the complexity of some of the card wording as well as the difficult decision making on plays. I haven’t seen anything controversial, such as religious or political references in the cards or card text. If you don’t want your child to play a game that involves a mechanic where you ‘steal’ from other players, then I would not suggest this game. Taking gems or gold from a foe is a major part of the game play. You could reword it so that the Dwarf dropped the gem and they found it, just to avoid the stealing part.

I also wouldn’t recommend this game as a gateway game, only because experienced board gamers could easily overcome a brand new player and discourage them from playing again or even playing anything else. I would recommend this for a group of inexperienced players with a experienced player overseeing the game. Keep in mind that everyone is different so be sure to use your best judgement with brand new players.

I really do love playing this game, even with the lack of necessary rules in the rulebook. I could easily recommend this game for groups that are still new to board gaming as well as experienced groups that are looking for a quick and easy game that’s still fun and tactical.

What the Players Said

The players that played the game tonight all had great input about the game.

John H.
The game is fun and easy to learn. I think it needs a better setup on the table because it’s hard to see when it’s all at one end.

Olivia W.
I think it’s a fun game, but it has a really weird setup. I think the Support Cards need larger text for people that can’t see that well. I think it’d be cool to have something like a mini mine cart to keep my gem stash in after I dig them up. Not to mention, it’d be super cute.

Katie R.
Love it. I love all the pieces and the art on the cards. It was a little confusing at first because I couldn’t see all the cards until we moved them to opposite ends of the table. It’s a fun game and easy to pick up on once you start playing.

J. North
It’s fun and easy for inexperienced board gamers to learn and play. It’s also easy enough and fun for players of various ages. It definitely needs a better setup. The size of the cards in the Dwarf decks could be made a little smaller to help reduce the amount of table space they take up. But the best of the game is the plastic gem pieces.

Buy or Bye?

Buy – most definitely!

IDW Games shows that they’re out of stock, but you should be able to score a copy for MSRP or cheaper at your FLGS (or online, if you must). I always an advocate for players to support their FLGS!

Have strategies or tips for Mine All Mines? Leave them in a comment!
Have cool accessories or custom pieces? Show them off!
Thanks for reading and be sure to like, follow, and subscribe for more Dice Masters, HeroClix, and Board Game related content!

Board out and game on!

Greetings Fellow Dice Fans!


I have a ‘mighty’ cool treat for you today, courtesy of WizKids! In celebration of the release of The Mighty Thor set, they’ve sent me a few ‘worthy’ card scans to share! And before you start wondering when you can get your hands on this set, it’s available right now! You can find foil booster packs and draft packs at your friendly local game store.

Preview #1 – Beta Ray Bill: A Worthy Opponent

First up, we’ve got a Guardians of the Galaxy affiliated character, Beta Ray Bill: A Worthy Opponent.

MDM9 Cards Reg95

This is a whopper of a character! He’s got some huge defense stats and his attack is sure to pack a punch! As an added bonus to his glorious stats, when Beta Ray Bill attacks, he can KO a Bolt character die that’s the same level or lower as his die. If you have multiple Beta Ray Bill dice to attack with, each one gets to KO a Bolt character that’s equal or lower level than their level. I know his purchase cost is high, but there are plenty of ways to lower that purchase cost a little. One way is to use Big Entrance: Basic Action Card. Using that action die will reduce his cost by one and also put him in your bag when you buy him. You could get lucky and find a Big Entrance card in one of The Mighty Thor draft packs!

Preview #2 – Enchantress: Fatal Attraction

Next up, we have an addition to the Mystics affiliation, Enchantress: Fatal Attraction.

MDM9 Cards Reg102

If simple brute force isn’t what you want, Enchantress is a card you might want to look at. She’s got a high purchase cost, but just like Beta Ray Bill, you can reduce it with cards like Big Entrance. Her ability is a really good one if she’s on your side! She’s got the ability to tax your opponents when they try to use a Global Ability or an action die. Her ability doesn’t say basic action die, which means she forces them to pay that one extra energy for ANY action die they try to use! She also taxes the Global Abilities they try to use too, which could give you an advantage if your opponent is relying heavily on Globals or action dice. If your opponent isn’t using a lot of Globals or action dice, Enchantress can still deal a decent amount of damage to them with her high attack stats. She’s got the wit and the muscle!

Preview #3 – Hela: Even in Death…

Next up is a very menacing looking Villain, Hela: Even in Death….

MDM9 Cards Reg105

Hela is a super tough character with her huge stats, so it makes perfect sense for her to have a While Active ability. She’s a really useful character if your opponent is using Immortal characters.

Immortal: Except when purchased, when this die would go to the Used Pile, instead add it your bag.”

When an opposing character with the Immortal keyword is KO’d, you get to Prep a die from your bag. It’s usually beneficial to roll more than four dice at the start of your turn, because this gives you more opportunities to purchase crucial elements of your win condition or it can provide the energy you need for a super important Global Ability, like Hela’s. Hela’s Global is a double edged sword though. You need a loophole to prevent your dice from being chosen by your opponent. One way is be sure all of the dice you don’t want back on their cards are in your bag or Reserve Pool before using her Global. Another is with the Global on True Believer: Basic Action Card from the Amazing Spider-Man Starter. This will only help one of your character dice in the Field Zone, but that may be all you need!

W True Believer, BAC

Preview #4 – Pepper Potts: Behind Every Great Man

With this next card, we see the return of the Stark Industries affiliation. I’m super excited about this because it’s the first set we’re seeing it in, outside of the Iron Man and War Machine Starter! Thank you, Pepper Potts: Behind Every Great Man, you are my hero today!

MDM9 Cards Reg118

Rescue: Resilient and Rescue: Catching a Jet needed a new Pepper Potts and I’m so glad we’re getting her! This Pepper Potts is particularly handy while you have Iron Man active. Her stats get a nice boost as long as Iron Man is also in the Field Zone. She’ll become a 4A/4D on level one, 4A/6D on level two, and 5A/5D on level three – all with a zero fielding cost! You just need to be sure to bring an Iron Man – in case your opponent didn’t bring Iron Man to the battle. I like Iron Man: Secretary of Defense because his Enlistment ability puts your opponent in a tough spot!

W Iron Man, Secretary of Defense


While I’m not a fan of the more expensive characters, I totally have my eye on that Enchantress and Hela for her Global! I’m a control player and they’re both my type of cards. My favorite of all four of these cards is most definitely Pepper Potts! I can’t wait to get my hands on one and build a team with her, Iron Man, and Rescue. Now, we need a new Iron Man! I’m super excited to see what I get from my draft pack display that I’ll be picking up from FLGS later today. I’ll be posting an article with my pulls and an unboxing video soon! Keep an eye on my YouTube channel for it.

Huge thanks go to WizKids for allowing me to bring you these previews and I hope that you’re just as excited as I am for what The Mighty Thor set will bring to the game!

Thanks so much for reading and remember folks, if you like the content I provide, be sure to click that like button! Every follower and subscription matters!

Roll on, Dice Masters!


Greetings Fellow Clix Fans!


Before I get into this, I have to send a huge thank you to WizKids for giving me the opportunity to preview these two products for all my fellow Clix fans. Thank you, WizKids!

I’m a huge Star Trek fan and I’ve always loved the Tactics sets, but I really wanted to play Clix with characters that I know and love. I was super excited when I first heard about the Away Team booster set and I can’t wait to get my hands on some of those pieces too! The Away Team set has a corresponding starter, Dice and Token Pack, Premium Map, and a Release Day OP Kit too! I can’t express how much excitement I have for this set and that Premium Map is going to be a must have, for me. I plan to do videos and articles on any of those products that I can get my hands on! You can always find out what releases are coming up on the Solicits page, but remember, those dates are usually tentative until they set a day.

But, I received this Star Trek Away Team Starter and Dice & Token Pack early so that I can preview it for everyone to can see how cool these pieces are and how much fun it’s going to be to put together a team of your favorite Star Trek TOS characters!

You can find my Preview and Unboxing video for these items on my YouTube channel, here.

Dice & Token Pack

I love Dice & Token Packs, especially when they have characters I love on the tokens and really awesome icons on the dice! This is probably one of my favorite D&T Packs to date, rivaling the TMNT D&T Pack. Don’t make me choose between them!

Dice Token Pack

I adore these tokens and the dice are very pretty. Looking at the dice makes me feel like I’m looking into space. The yellow pips are like stars and the shimmering swirl pattern in the dice look like stardust. I wish my pictures did justice to these awesome looking dice!


I had a hard time getting a decent shot of the tokens because Kirk’s token wanted to outshine all the other tokens and you couldn’t make out the picture in any shot. Kirk’s foil is super shiny.


Fun Fact: Most of the main crew is represented, except for Chekov. But Chekov didn’t enter the show until the second season. All the crew that’s represented on a token were the main crew members from season one.



Away Team Starter

There are lots of items in the starter, as listed on the back of the package. The updated Rulebook and Powers and Abilities Card is a huge bonus for folks like me that only buy particular starters. It also comes with three sheets of cardboard tokens. You get one sheet of objects and two identical sheets of terrain markers.


Terrain Tiles

You will also find a double sided map with “Gorn Fight” on one side and “Forgotten Planet” on the other side. Both maps are outdoor and have hindering, elevated, and blocking terrain, but the Forgotten Planet side also has water terrain. You can click on the images below to get a better look at the maps.

The starter comes with the six characters that also appear on the tokens in the Dice & Token Pack. I love that! We have Captain Kirk, Mr. Spock, Mr. Scott, Dr. McCoy, Lt. Uhura, and Lt. Sulu.

All of the characters have the same Team Ability called United Federation of Planets. It says: When this character is given a MOVE action, modify speed +1. This makes the lowest movement total an eight. That seems decent for characters in a starter.

Each of the supporting crew members has an ability that enhances the entire team, including themselves. Mr. Spock modifies attack +1, Mr. Scott modifies damage +1, Dr. McCoy modifies defense +1, Lt. Uhura modifies range +1, and Lt. Sulu modifies speed +1. Captain Kirk is the only one without an ability like that, but he has the an ability when he’s KO’d to potentially deal two damage to every opposing character on the map and then come back on his last click!

Mr. Spock is the only one that’s Indomitable, but all the other characters have Willpower on their first click. This is very helpful for the first turn or two to get your pieces into position. Lt. Uhura also has Perplex starting out which is incredibly useful. Captain Kirk has Leadership on his first click, which gives you a +1 to your action total, allowing you extra positioning capability in the early stages of the game. There are great abilities on all the characters and all the abilities are thematic to the characters, such as Mr. Scott having Telekinesis and Dr. McCoy having Support on every click.

Bones meme

These pieces are definitely tons of fun to play with. I’ve tested them out and thoroughly enjoyed them. I played against a constructed TMNT Ally team and even though I didn’t defeat them, I didn’t go down easy! It was a good game and I took out several opposing pieces. I can’t wait to test this starter team out again and I definitely can’t wait to get my hands on the boosters!

If you’re a new player, I highly recommend this starter. Each character has their own way of helping the team out, which is very thematic to Star Trek. All the character abilities are thematic for the characters too and that’s something I love to see! It makes fans of the show more excited to play with these characters and it also helps teach team tactics to new players.

I also wanted to mention that the sculpts on these pieces are really great. Kirk and Sulu have the same body sculpt, but their heads are different sculpts. It appears that WizKids has put in a great deal of attention to the detail of these pieces, making them more enjoyable to play with, but also worth having for a collection. One of my favorite details has to be the Starfleet badge insignias. It’s very hard to see these tiny details, but the yellow command and blue science shirts have the insignia on their badges that’s accurate to their divisions. The two red shirts are too small for me to see and it’s really hard to make out anything on Mr. Scott’s badge because his arm is in the way. Lt. Uhura appears to have the command logo on her badge, but I can’t see it that well, so I’m not completely sure. Even if it’s not the operations logo, the fact that WizKids made at least two different decals for these figures is cool. Kudos to WizKids on that!

This starter is making my inner fan girl squeak with joy! I’m so excited for the boosters and I really can’t wait to get that premium map!

Be sure to check out my unboxing video and remember to subscribe and follow my social media!

Thanks for reading and watching! As the holidays approach, I hope that everyone has a wonderful time and is surrounded by love!

Boldly go, my friends, and dial it up!

Greetings Fellow Dice Fans!


The 3D Geekery has some amazingly cool items that every Dice Master should check out and this review article is going to give you a brief look at some of those items. You can see my review video on YouTube, here.

Note – I mentioned in the video that I couldn’t find the prices for the items, but it turns out that I’m not very good at using Facebook and totally missed the prices. I’ve noted the prices in this article.

Dice Storage

The 3D Geekery has a few different sizes for their storage cases and they’re working on even more! The one pictured above will hold 32 character dice, which is two Team Packs or two Starters worth of character dice. This storage unit is perfect for holding each Team Pack or Starter separately. The dice fit comfortably in each lane and are held in by a gate that slides and snaps in place. The gates are not easily shaken lose or jarred lose, which prevents accidental spilling of dice if the unit is dropped. If a gate should ever slide open, it will only affect that one lane of dice, unlike a tackle box or bead box which spills all of its contents if it were to accidentally open.

They can customize the units with lettering on the sides, making it very easy to label each set, Team Pack, and Starter in its own unit. The colors can be customized as well, so you can color code your sets or color code by IP.

This storage unit passed all of my durability tests, which is a major bonus. Tackle boxes and bead boxes do not pass my durability tests.

Here are the links to the different albums:

Small Storage Units ($5.00)
Large Storage Units ($10.00)

Card Shields

I mistakenly called these ‘plates’ in the video. Here is a direct link to the album for their Card Shields. You can get a set of two for $3.00 which is really awesome! These are the ones that I featured in the video.

Blank Tiles

I really love the Card Shields! They are a must have for players that play in the more competitive scenes because DWiz and Shriek are such highly used cards. These are totally worth the price and you can customize the colors and lettering as well.


They also make a variety of tokens that are generated by certain card abilities. They’ve already made Squirrels, Plants, and Stun Tokens! They are priced at $2.50 per set and each set has four tokens. Here is a link to the album, here. I featured Squirrel Tokens and Stun Tokens in the video.


The Squirrels are super cute and look like chocolate! Don’t eat them! You can change the color of the Squirrels if you don’t like chocolate. But who doesn’t like chocolate?


Stun Tokens look so much cuter than a regular six sided die or glass beads. Their Stun Tokens are very thematic and can be made in any color. I absolutely adore my pink Stun Tokens!


The 3D Geekery has a wide range of colors and they add new ones periodically. You can see an album with all their available colors, here.

Final Thoughts

My friends at The 3D Geekery have done such an amazing job with their products and they’re very affordable as well! The storage units are so amazing and I must have more! I plan to order a set of the plant tokens for Poison Ivy and would love to see what they come up with for the Experience tokens that they’re working on. There is a Drizzt card that produces a Guenhwyvar token that I’d love to have a token for too.

All of my locals thought the items were amazing, cute, and very useful. Functional accessories are always the best and everything they’ve produced so far is functional and cute too!

The 3D Geekery has made accessories that can help every Dice Master out there and also kept those accessories affordable! On a scale of one to ten, one being “don’t bother with it” and ten being “Must have!”, all of their Dice Masters accessories get a ten from me!

If you missed the link above, here it is again: The 3D Geekery. Go check them out!

Thanks for reading and watching!
If you have an accessory that you think I need to check out, let me know here or message me on Facebook at Dice Dice Kitty!

Roll on, Dice Masters!


Greetings Fellow Dice Fans!


Huge thank you to WizKids for sending us these preview packs for X-Men First Class! I’m honored that they chose us to receive these packs and if you’d like to see more previews from us, be sure you subscribe, like, and follow! Without all of you, these previews would not be possible.

I have scans of all the different cards we opened in our Preview Video, which you can find on my YouTube channel.

Rules Insert
Rules Insert

The affiliation symbols are really dark and didn’t scan well. The Brotherhood of Evil Mutants affiliation logo looks like Magneto’s helmet. And it looks like all the Villains have the stylized “V”, which I’m super happy to see!

I also like the added note on ‘Prepping Dice’ – which is a great inclusion for new players that may not be up on the lingo. It’s also awesome that WizKids picked up the lingo that players use and is incorporating it into the card text. Major kudos for that!



Brotherhood of Evil Mutants



There could be other returning affiliations, but those were the only two returning ones listed on the rules insert and also the only two I saw on the cards from these packs.


You can always find updated definitions for keywords on the WizKids Keywords page. New Keywords usually are not added until the set officially releases, so be sure to keep checking their page.





None of the cards from my packs have Overcrush, and Impulse is not on the rules insert. It’s safe to assume that would could see other returning Keywords.

Card Scans

I divided the scans by rarity and you can click on the card images to get a better look. Look for my Gravity Feed Review after the set officially releases!

Final Thoughts

So far, I’m really liking what I see for constructed teams. It’s a little too soon to tell for drafting, but I’m sure the set will be fine for drafting, as most of the sets are. I’m super excited about The Hellfire Club: Members Only. I have a Grodd that needs to be retired so that Jessica Jones can hang out in the Hellfire Club! I also like all the versions of Blob. They all cost four or less and they all have cool abilities. My favorite is probably the rare Blob, but I still like the other two as well. Cyclops and Havok’s rare versions are really cool too and Mr. DDK loves them both. The uncommon Jubilee is another favorite of mine because I love cards that fuel their own abilities. When an opposing die is KO’d, she spins up a level. Then her Awaken ability triggers and each of her dice that spun up one or more levels will deal one damage to your opponent. Love it! The common Magneto is great too, to help spin down all those non-Brotherhood of Evil Mutant character dice.

As for the Awaken keyword – I like it on some of the cards. I think the idea is good, and I think certain Awaken abilities are going to outshine others. There are ways to spin character dice down and spin them back up. Small Step for Man: Basic Action will spin all dice to level one and Giganta: Standing Tall will help you spin them back up. Both of those cards are in the Superman Wonder Woman Starter. The trouble with using those is that your opponent has access to both of them too. But if the Awaken ability is good, it may be worth the risk. I would totally run those with Jubilee: A Real Firecracker.

The dice are bright and vibrant and I really like Jubilee, Blink, Scarlet Witch, Banshee, and even Juggernaut!

Dice XFC

While I’m pleased with the dice overall, I’m not pleased at all with Wolverine’s dice. The die on the left is from Uncanny X-Men and the one on the right is from X-Men First Class. Seriously… I am majorly disappointed with this. If they’re going to reprint dice with the same color schemes – make them exact so they’re interchangeable. Maybe I’m being too picky, but according to their rules, the UXM die does not match the XFC card and thus, not interchangeable. The XFC card is a much lighter blue than the dark navy blue of the UXM card. In our Superman Wonder Woman Round Table, we discussed briefly how we wanted to see interchangeable dice. I know these colors are close, but they’re not the same and they don’t match the opposite card. This isn’t a major problem except for the big events and this could also become an issue for vendors that don’t keep up with the game enough to know that those dice go with two different cards. I’ve seen a vendor mix up April and Goblin and even though those images are similar, they are definitely not the same!

WizKids… please… this is silly. At least make it so that similar color schemes, like Wolverine here, are interchangeable for your bigger events. This is going to cause unnecessary trouble for someone out there.

UXM and XFC Wolverine Dice

Wolverine Cards

If you only play at home or with a limited group of friends, the dice colors probably aren’t an issue. Many self-contained groups do not adhere to official rulings on the dice, which is fine. Check with your group and find out how they feel about interchanging dice. The dice rule really only applies to WizKids sanctioned events.

Out of the 20 packs that I opened, I feel like I got some really good cards with playable abilities. It’s nice to see that a handful of packs has so many decent cards for casual play and for competitive play. I definitely feel like I got some cards that could find a place in the competitive metas with the right pilots. Blob: Appetite for Destruction is a really good control piece that I could see being liked by lots of players. He’s really good and I wouldn’t be surprised to see him find his way into the competitive scene.

What do you think of the spoilers so far?
What cards are you looking forward to trying out?
Leave me a comment here or on Facebook at Dice Dice Kitty!

Thanks for reading and please remember to like, follow, and subscribe. Without you, I wouldn’t be able to do these previews and early unboxings!

Thank you again, WizKids, for giving me the opportunity to spoil these awesome cards for the Dice Masters community!

Roll on, Dice Masters!

Greetings Fellow Dice Fans!



A new set has just released and it’s loaded with characters that are here to either save the galaxy or destroy it! Guardians of the Galaxy is now available in the US!

You can find the checklist for Guardians of the Galaxy, here.


Promo Card and Pack Insert

W Star-Lord, Let's Dance

This time around, we don’t get a blank sketch variant. We have an alternate art version of the uncommon Star-Lord: Let’s Dance from the set. I’m a huge fan of the blank sketch cards and I was surprised to see the alt art instead. It’s still cool and neat looking and it’s nice of WizKids to give us these alt art cards as a thank you for buying full gravity feeds.

Rules Insert

You can find the Rules Insert online, here. Make sure to check the WizKids Keywords page to see the current and updated wording on Keyword Abilities.

Gravity Feed

We pulled 112 common cards; 9 of our commons were foil. We didn’t get any duplicate foil commons. I highlighted the ones we pulled foils of with red text, and the total includes the foil version.

x4     #01     Adam Warlock
x2     #02     Agent Venom
x3     #03     Angela
x3     #04     Beta Ray Bill
x3     #05     Black Widow
x3     #06     Captain America
x3     #07     Captain Marvel
x3     #08     Cosmic Cube
x3     #09     Cosmo, Space Dog
x2     #10     Daisy Johnson
x3     #11     Drax
x2     #12     Dum Dum Dugan
x3     #13     Gamora
x4     #14     Ghost Rider
x2     #15     Groot
x2     #16     Hulk
x2     #17     Ironheart
x3     #18     Knowhere
x2     #19     Madame Masque
x2     #20     Madame Web
x3     #21     Mantis
x3     #22     Moondragon
x3     #23     Nebula
x2     #24     Norman Osborn
x3     #25     Nova Corps Uniform
x3     #26     Nova Prime
x3     #27     Quasar
x3     #28     Ricochet
x3     #29     Rocket Raccoon
x2     #30     Ronan the Accuser
x4     #31     S.W.O.R.D. Agent
x2     #32     Squirrel Girl
x4     #33     Star-Lord
x2     #34     Stick
x3     #35     Thanos
x3     #36     The Collector
x3     #37     The Kyln
x3     #38     The Spot
x3     #39     Yellow Jacket
x3     #40     Yondu


We pulled 50 uncommon cards; 9 of our uncommons were foil. We pulled all but one of the uncommons and none of our foils were duplicates.

x1     #41     Adam Warlock
x1     #42     Agent Venom
x1     #43     Angela
x1     #44     Beta Ray Bill
x1     #45     Black Widow
x1     #46     Captain America
x1     #47     Captain Marvel
x2     #48     Cosmic Cube
x1     #49     Cosmo, Space Dog
x2     #50     Daisy Johnson
x1     #51     Drax
x1     #52     Dum Dum Dugan
x1     #53     Gamora
x2     #54     Ghost Rider
x1     #55     Groot
x1     #56     Hulk
x2     #57     Ironheart
x2     #58     Knowhere
x1     #59     Madame Masque
x1     #60     Madame Web
x1     #61     Mantis
x1     #62     Moondragon
x2     #63     Nebula
x2     #64     Norman Osborn
x1     #65     Nova Corps Uniform
x1     #66     Nova Prime
x2     #67     Quasar
x1     #68     Ricochet
x2     #69     Rocket Raccoon
x1     #70     Ronan the Accuser
x1     #71     S.W.O.R.D. Agent
x0     #72     Squirrel Girl
x1     #73     Star-Lord
x1     #74     Stick
x1     #75     Thanos
x1     #76     The Collector
x1     #77     The Kyln
x3     #78     The Spot
x1     #79     Yellow Jacket
x1     #80     Yondu

Rares and Super Rares

You won’t get all the rares in one feed, but you get a good amount of them. We pulled 16 rares and none of them were duplicates; 4 of our rares were foil. We also pulled two Super Rares, which are foil.

#82     Agent Venom
#84     Black Widow
#85     Captain Marvel
#87     Cosmo, Space Dog
#92     Ghost Rider
#93     Groot
#94     Hulk
#101     Nebula
#102     Nova Corps Uniform
#105     Ricochet
#106     Rocket Raccoon
#107     Ronan the Accuser
#108     S.W.O.R.D. Agent
#112     The Collector
#113     The Kyln
#114     The Spot

#122     Groot Thor (Super Rare)
#124     Punisher Sorcerer Supreme
(Super Rare)

New Ability Keywords

Call Out – When a character die with Call Out attacks, you target an opposing character die. The targeted die can only legally block the attacking die that used Call Out on it, and no other die can legally blocked the die that used Call Out. If the die that used Call Out cannot legally be blocked for any reason (an effect made it unblockable, two different dice chose the same target for their Call Out, the die targeted with Call Out was KO’d, etc.) then the effect of Call Out is cancelled.

I like that WizKids is putting a great bit of thought into the details of keywords now. Most of the questions I have are answered just by reading the keyword description on their site. Call Out seems like an interesting control ability that I will definitely need to play around with. Using Call Out is a great way to get around particular blockers to allow your other characters to deal their damage or use an ability that requires the character to be unblocked.

Infiltrate – When a character die with Infiltrate attacks and is not blocked, you may choose to remove them from combat and not deal combat damage to your opponent. If you do, they deal 1 damage to your opponent, and return to your Field Zone.

I’m loving Infiltrate and some of the cards that enhance Infiltrate or help characters with this keyword, like a character with Call Out. Characters that use Infiltrate are dealing ability damage to your opponent – not combat damage. That is very important to remember because ability damage is not the same as combat damage. I really like that I can attack with a character that has Infiltrate, use the ability to deal one damage to my opponent, and still have that character to use as a blocker. This ability was made for players like me that love control pieces and play control teams, but still have that bit of aggro in our blood. I hope this ability works as well as I think it will, and I can’t wait to test it out!

Returning Keywords

Remember to always check WizKids Keywords page for the most recent and updated definitions.





There are several returning affiliations and no new affiliations. Inhumans and Mystics only on one character each. King Black Bolt is an Inhuman and Villain. Punisher Sorcerer Supreme is Marvel Knights and Mystics.

Guardians of the Galaxy
Marvel Knights


Here are several of my favorite cards from my Gravity Feed. Be sure to check out my Gravity Feed Unboxing video to see all of our pulls!


Blog Faves 1

Mantis: Celestial Madonna (left) – I loved using Zatanna: Zatanna Zatara from the Justice League set and I miss her, but her replacement has finally arrived! I know Jade from War of Light has a similar ability, but she’s a Bolt character and I wanted a Mask character. I like having a blocker that I don’t mind KO’ing, and sometimes, that stops my opponent from attacking frivolously. She cost three to purchase and has a TFC of one, which is great for her ability.

Nebula: The Family Business (center) – This Nebula has a superb defense across all levels for the fielding cost. Her purchase cost is on point for her ability and stats, making her a great choice for a variety of teams. She’s a nice control piece that will likely yield decent results and possibly be enough of a threat for an opponent to waste a Shriek or DWiz on.

Quasar: Protector of the Universe (right) – A character that cost four to purchase, has a TFC of three with decent attack, and can also go to your Prep instead of Used Pile after smacking your opponent – Yes, please! I love this card! And one of the most awesome things about her? She’s got the Guardians of the Galaxy affiliation! I want to rebuild my GotG team and this is likely going to be one of the first cards I select – unless I see a better version.

Blog Faves 2

The Spot: Dr. Jonathan Ohnn (left) – The Spot is one of my favorite Spider-Man villains, second only to Hobgoblin. I know that many folks out there don’t like him, but I always thought his powers and abilities were interesting. I was super excited to see him in this set and even more excited to see how thematic his abilities are on all versions. But sometimes, it’s the simple things that are most appealing, and The Spot with Infiltrate is my favorite version. It fits him so well! He cost two to purchase and has a TFC of two. His stats aren’t very high, but with Infiltrate, you don’t need high stats.

Adam Warlock: Standing Watch Over Infinity (center) – This card is like Imprisoned, but pumped up and with legs. All you need to do is force several opposing characters to block him and make sure he’ll get KO’d, swipe those dudes and never field Adam Warlock again! Those dudes are forever trapped! This is a ridiculously good control card that’s easily paired with Wasp: Fashionista from the Civil War starter. Being a heavy control player, I’m star-struck by Adam Warlock!

Angela: Art of the Hunt (right) – I’m digging the Infiltrate keyword and here’s a character that gets to do two damage instead of one when she uses Infiltrate. I like her stats and purchase cost and she’s a GotG affiliated character. I can’t wait to get this GotG team put together!

Blog Faves 3

Captain America: Chemistry Project (left) – I’m a control player at heart, but I like these type of cards that allow me to do direct damage to my opponent. Captain America allows me to deal damage and keep my dude too. This helps put my mind at ease about attacking because this is another card I could easily pair with Wasp: Fashionista from the Civil War starter. There are also plenty of ways to prevent lethal damage to character dice, making this card very appealing to me! His dice stats are really good for his ability and his TFC of five shouldn’t be an issue since you don’t want him to leave the field. I also love the new red/white swirl with the blue accents.

Cosmic Cube: Beyond Imagination (center) – Wow! This Cosmic Cube is begging to be added to Satchel teams! You could easily purchase several different action dice in one turn thanks to this card. It only cost two to purchase and would also be an asset to Front Line teams that need to purchase their Front Line dice. You would want to purchase a cheaper action die first, then you can get the three energy discount on the Front Line, making it cost two. Seems like a good idea to me!

Groot: The Monster from Planet X (right) – This Groot has awesome defense stats on level two and three for his ability. He cost four to purchase, but that’s not bad at all for what he does. I am not a fan of his Global because most of my teams are control teams that slowly deal damage and this Global would give my opponent an opportunity to come back. If I were going to use this Groot, I would put him on a team that doesn’t deal much damage until it’s ready for the killing blow. If not for that Global, he would likely have been my favorite card in the entire set! But it is nice to see a Global that helps you gain life without a silly restriction on it, like the one Pizza has. I don’t mind the Once Per Turn limitation, though. I think it’s actually a necessary limitation for any life gain Global.

Blog Faves 4

Quasar: Might of the Quantum Bands (left) – Here’s another great Quasar card! Now I don’t know which one I want to use. This one is more control than the other, but I like the other too. They both have the same purchase cost, so I guess I’ll have to see how my GotG team starts to come together before choosing a Quasar card. I really like this ability though, because it could potentially stifle my opponent’s ability to purchase something that they need. Quasar’s stats are good for a character that needs to stay active.

Thanos: Throwing Down the Gauntlet (center) – I read this card and laughed out loud. This is the perfect anti-Swarm and anti-Rush card! Thanos is such a beast and I love him! The only thing I don’t like is his purchase cost. It’s a justifiable purchase cost, but it’s very hard to play cards that cost six or more and utilize them effectively. I should know – I play Grodd and I played Colossus: Piotr Rasputin at the Owensboro WKO this last time. Colossus got me into top eight, but it was a struggle. I will most likely try to find a way to play with this card. It has DDK written all over it. I love taking near-impossible-to-play cards and finding a way to make them work, at least a casual format.

Black Widow: Spider’s Bite (right) – So, this Black Widow just made me love Infiltrate even more! My Angela can now do three damage when using Infiltrate. And Black Widow is a While Active ability, so I don’t have to attack with her if I think she could be blocked or KO’d when she attacks. WizKids, you really do love your Black Widows, don’t you? I have yet to come across a set with a Black Widow that I didn’t like.

Blog Faves 5

Groot: Growing Pains (left) – I like this Groot because he makes your opponent think long and hard about KO’ing your characters. There is a possibility that this Groot could change the way your opponent would have blocked, which could give you an advantage and a lead in life total. If you load up your Prep Area with character dice, they surely won’t want to Canister that Shriek or DWiz and then KO Groot because then they could be looking at a hoard of level two dudes! Groot is difficult to KO, unless he’s on level one, or you have a way to force a blocker on him and pump that blocker’s attack up. You could even damage your Groot enough with your own Globals/Abilities so when they do block, it KO’s him and you get his ability. He’s definitely an interesting card.

Nova Corps Uniform: A Symbol of Order (center) – I like that this can be equipped to any of your character dice, including that one Sidekick that always wants to be a Sidekick and never rolls energy. Nova Corps Uniform is a great way to clear those pesky Sidekick walls out of the way too. It cost three to purchase, but it’s a decent action die all around. It can be used on any character die, has an useful ability for any character die it’s equipped to, or can be used as energy if you don’t roll the action face.

The Collector: Taneleer Tivan (right) – This card makes my head hurt. You can steal your opponent’s win condition or control piece and use it against them, which seems cool, but it’s not so cool if you’re staring at a Collector on the other side of the board. It’s also a little confusing. What is considered an ‘unpurchased character die’? Is it any target die that’s still on the card or is it a character whose dice have not been purchased at all yet? I’m fairly certain it’s not the latter. I could see where this card could be super useful and it’s a very nice ability to use against someone, but I feel sorry for all the newer players out there that read this card and instantly develop a headache from trying to understand it. I also feel like this card is a little overpowered for his purchase cost.

Blog Faves 6

Groot Thor: I Am Thor! (left) – What I love the most about Groot Thor’s ability is the forethought that WizKids put into the wording. “Prevent all effects that would copy Groot Thor’s abilities, even if he is not in the Field Zone.” Thank you WizKids, thank you so much for this. I think that ability needs it’s own Keyword. That ability makes me love Groot Thor, but his other ability to copy When Fielded effects from active dice is not a favorite of mine – especially not for his cost and purchase conditions. His die is super cute though.

Punisher Sorcerer Supreme: Calm. Dust. (right) – Oh my goodness. I really like this card. Even with the purchase conditions, this card is a wrecking ball! You may not get to pick the character when he’s fielded, but you do when he attacks, so long as it’s got the lowest attack. This still targets your characters, but if you’re running a team that thrives off of KO’ing it’s own characters, this guy could be a option. You can always Blink-Transmutation him back from the Attack Zone to utilize him on a later turn, or use Wasp: Fashionista’s Global to force a dude to block this tank. I love his die too!

Final Thoughts

So far, the internal synergy of this set is looking good for drafts! I’m excited to see how well this set works outside of drafting and I’m totally excited to be able to rebuild a GotG team! I’ve missed playing my old team, but it’s mostly Golden Age now, except for the Drax from Amazing Spider-Man. I like the Drax cards in this set much more. I’m really excited to try Infiltrate and Call Out. They might seem like totally aggressive abilities at first, but they can fit well on a control team. Call Out is especially good for a control team that has problems with opposing characters being in the Field.

I’m not sure what my overall favorite card is yet, but I think The Spot is my favorite thematic card. My favorite dice from the set are pictured below: Angela for her colors,  Captain America for his colors, Daisy Johnson for her die image and colors, and Ironheart for her colors.

Fave Dice

I think there are few meta cards that could potential shake things up, like The Collector and his silliness. I think Infiltrate and Call Out might be something if they work as well as I think they do. Cosmic Cube and The Kyln have some crazy cards too that might see some competitive play on various teams.

This set has something for everyone. There are cards that appeal to all different types of players in both casual and competitive play. I can’t wait to see some of these cards in action!

What are some of your favorite cards in the set?
How do you think the meta will shift, if at all?
What cards are you excited to try in a casual setting?
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!


WizKids is about to release its third Team Pack, Maximum Carnage. So far, all three Team Packs have been Marvel. I mentioned this in the last Team Pack review, but I’ll say it again – I would love to see a DC Team Pack at some point. A Bombshells Team Pack would be awesome!

You can find the review video for the Maximum Carnage Team Pack on YouTube, here.

Team Pack

With this new Marvel Dice Masters Team Pack, you can replay or rewrite the way Maximum Carnage played out! Side with Carnage and some of the other devious and murderous Villains, or choose to side with Spider-Man and his allies and try to bring down Carnage before it’s too late! You can even build a team where Carnage and Spider-Man are on the same side and take the story clear off the rails! This Team Pack pairs well with any of the other Dice Masters sets and is a great way to boost your current team or start a whole new team build!

00 Team Pack

Pack Contents

~ 24 Character Cards
~ 16 Dice


There are two returning keywords in this set, and no new ones.



There are three returning affiliations.


It’s worth noting that this Team Pack is the first time that we’ve seen Marvel Villains with the “V” instead of the Hydra logo for their Villain affiliation. I hope this wasn’t an accident and that they convert all Marvel Villains to the “V” so we can have a Hydra affiliation later!


Black Cat

Keeping the Bloodhounds at Bay has an interesting ability, but it’s highly situational. Your opponent has to roll and then reroll the character dice onto their level three side. If you have Black Cat active, they’re going to reroll those level three characters to try for a lower level or energy. Possessive and Nine Lives are both cards I would consider playing. Nine Lives is a great blocker! She’s got beefy defense on all three levels and she has a chance to Regenerate. Her attack stats are lacking, but this a character you likely will want to use for defense and not as an attacker. The same can be said for Possessive, which is my favorite of the three. It’s awesome to have a character with a defense like Black Cat’s and also have a While Active ability. Her ability makes her a big nuisance that your opponent may want to deal with while you’re building up to your win condition. She’s not an expensive character to purchase or field, which is another bonus!

Black Cat is a returning character, with a new design for her dice. Her die image is of her hand holding a diamond.

Captain America

Captain America has the only Global ability in the set, on two of his three cards. S.T.A.R. Labs Global is much better in my opinion, but if you don’t want both Globals on your team, then Cap’s Global is okay. The benefit to Cap’s Global is that it only requires a generic energy and a Shield instead of a Bolt and Shield to use. “How “Bout a Hand, Son?” is a card I’d love to use on a Golden Age Flying Sidekick team. Behind You is a situational type card, but could be useful if you paired it with a Villain making ability or Global. My favorite is Squad Leader, who can give all of your Sidekick character dice Deadly until end of turn, when you field him. There is a minor text formatting error on Squad Leader – the Deadly keyword is not bold. Not a huge issue, but just in case someone tries to argue that it’s not a keyword – it is definitely a keyword.

Captain America is a returning character and has the same die design as his Civil War die, but a different color scheme. His die image is of him running and throwing his shield. The dice cannot be interchanged with previous versions.


No Pain, No Reign and Red Slayer have similar abilities in that they can use the abilities of another die when the appropriate conditions are met. No Pain, No Reign can use a When Attacks ability on another target character die when he attacks. Red Slayer can use a When KO’d ability on a target character die when he’s KO’d. Both are interesting abilities that could have their own uses if you build a team around particular abilities that trigger or activate when a character attacks or is KO’d. My favorite is definitely going to be Unfinished Business. I’m such a sucker for control cards and this similar to my beloved Oracle: Master Investigator. It only taxes them on your turn, not theirs, but it makes them pay two more instead of just one more. I see him being much more useful in Golden Age than the other formats. He cost five on all versions and he’s got some crazy stats. He’s got a 0/1/1 fielding cost and his attack and defense are fantastic! I like this guy and when we do a Golden Age event, he’s replacing Oracle on my team.

Carnage is a returning character with a new design for his dice. The die image is a profile of Carnage’s head and looks to be the same image for the set logo.


Doppleganger!!! I loved Doppleganger in the comics and I’m so excited to see him in Dice Masters. All of his versions do something nasty involving Sidekicks. Living Fractal is really cool in that you can steal their Sidekick that they rolled, but the downside is that you can’t steal their Ally dice from their Reserve Pool. Ally character dice are not Sidekicks until they enter the Field Zone. That makes him a little less cool, but he’s still useful for stealing their Sidekick dude(s) on their turn. With the way this card reads – if your opponent uses Parallax’s Global to reroll an Ally that’s already in the Field, and it comes up on a character face, you can steal it. That makes him significantly better. I like Predator too, but he’s kind of situational unless you’re using Ra’s al Ghul’s Global from the Batman set. Then you can control who’s a Villain and who isn’t. My favorite is Six Arms because you can blow up all your opponent’s Ally dice and Sidekick dice just by fielding this guy, and then deal damage to your opponent as well! He only cost four to purchase, where the other two version cost five each. He also has great fielding costs and great stats too. I really like this guy and he may find himself on my Villain team.

Doppleganger has made his Dice Masters debut in this Team Pack! His die is a new design and his die image is the outline of his eyes.

Iron Fist

Iron Fist… I know you were in Maximum Carnage, but did we need another Iron Fist so soon? I don’t particularly like any of Iron Fist’s cards in this Team Pack because they don’t fit my play style. All of his abilities have something to do with you having or spending Fist energy. Sensei is similar to Beast Boy: Animal Magnetism from War of Light with a few differences, but still fairly similar abilities. Beast Boy lets you roll Sidekicks from your Used Pile in an attempt to get Fist energy, and he also gets a defense boost. Iron Fist cost one less than Beast Boy and has better stats overall. Let the Silence Speak lets you deal damage to character die, that isn’t blocking, equal to Iron Fist’s attack for the cost of a Fist energy. You can pump his attack up to make that a lethal blow on big defensive characters. Rolling Thunder Cannon Punch lets you pay as much Fist energy as you want to deal that much damage directly to a character die, but only once during your turn. He only needs to be active for you to be able to use that ability. Out of the three Iron Fist cards, I like Let the Silence Speak the best.

Iron Fist is a returning character with the same die design as his promo card, but instead of opaque green, his dice have a shimmering green color. His die image is his face mask. The dice cannot be interchanged with previous versions.


Oh – my – goodness. Sonic Beam is my new best friend! She’s a new Dwiz – but better! She cost the same, has better stats overall, and doesn’t have to target a die! She is the answer to that pesky Raven on those Ring Teams. Raven protects dice – not cards – so Shriek can maneuver around Raven. I love this card so much right now. But what is this next card? Dark Empathy ignores all text on opposing character cards when she’s fielded!!! Wow!!! She cost one more to purchase and you need to field her to gain that benefit, but oh my Pinkie Pie! She’s a monster! And then we have Sandra Deel who stops both players from activating Globals when she attacks. I like her, but I think I’d rather use Wonder Woman: Ambassador of Peace from the Superman Wonder Woman Starter instead. Sandra Deel is still good though – because she prevents the use of lots of combat oriented Globals, like Blink-Transmutation.

This is Skriek’s Dice Masters debut! Her die is a new design and her die image is a profile of her head with her hair hanging down.


There are a few other Spider-Man cards that I would rather use than these, but I do like Better Way. He’s useful against those nasty blocker types that always seem to get in the way. Staying True is cool, but I wish he kept his ability until the start of your next turn, so he would help defend against Overcrush characters. War of the Heart is great for those teams that use a lot of Alfred Pennyworth: MI-5 dice. He pairs really well with Captain America: Squad Leader from this very Team Pack. Spider-Man has great stats overall and all his versions cost four to purchase. He’s a great character for any casual game.

Spider-Man is a returning character with the same die design as his Avengers vs X-Men and Uncanny X-Men dice, but with a different color scheme. His die image is the spider emblem from the chest of his suit. The dice cannot be interchanged with previous versions.


We’ve only seen one other four cost Venom card, so it’s great to see that all three of these cost four! Corruptor is cool, but situational. There are cards that spin dice down, but it seems like an awful lot of work for a single When Fielded ability. Lethal Protector has a controlling ability that I can get behind! You only need to give a die the Villain affiliation if it doesn’t already have it and field Venom and steal it for the turn. My favorite of Venom’s cards is My Other. His purchase cost is great for this ability and you can attack with him or Fabricate him, and then use him again later! His stats are great, but can be troublesome if you’re wanting to use his When Fielded abilities multiple times. But he does only cost four to purchase, making multiple die purchases affordable and beneficial!

Venom is a returning character with the same die design as his Civil War dice, but with a different color scheme. His die image is a side profile of his head with his tongue lashing out. The dice cannot be interchanged with previous versions.

Character Dice

You only get two of each character die in the Team Pack. If you’re wanting to put three or four dice on a particular character, you will need to buy a second Team Pack (or trade, exchange, etc.). It’s never a bad thing to have duplicates of the character cards, but I’d rather just have max dice in one purchase.

00 Dice

There isn’t a die in this Team Pack that I don’t like. Even the simply designed Doppleganger has a ‘cool’ look to it. My favorite dice are Spider-Man and Black Cat. I love Spider-Man for his coloring and Black Cat has the perfect die image for her character! I also like that they’re reusing some of the previous designs and stats for some of the characters instead of popping new ones out all the time. And I’m a huge fan of the new Iron Fist die color. The promo die was a plain, opaque green and this one has that really pretty shimmer-swirl green. That also helps players tell the two dice apart for competitive level events. I also love that they used (or appears they used) Carnage’s die image as the set image. And Shriek has a really pretty image on her die too and is close to being a favorite of mine as well.

Final Thoughts

Team Packs are marketed as add-ons for starters; to help boost your starter cards or even as jumping on point for a new team build with the help of some booster packs. I think WizKids has done an excellent job with this Team Pack and out of all three of the current Team Packs, this is by far the best! The Doctor Strange Team Pack was okay and the Defenders Team Pack is one that I want to forget, but this new Maximum Carnage Team Pack is a must have for any player, in my opinion.

Not every Team Pack needs a meta breaking card. If most of the Team Pack has playable cards for casual players and then one or two that might appeal to competitive players, then I feel like it’s a good product. In my opinion, this Team Pack is formatted the way that every Team Pack should be. There are affordable characters; all the characters have good stats; lots of the characters have interesting or unique abilities; there is a potential meta card (or two… or three… or more); all of the character choices are appealing and thematic in regards to the Maximum Carnage comic story; and all of the dice are pretty, amazing, or cool in some way.

This is a great Team Pack and I can’t wait to play with these cards!

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

Special thanks to WizKids and The Reserve Pool for the use of their sites, and especially to WizKids for allowing me access to the product for this article and my review video!

Roll on, Dice Masters!