Posts Tagged ‘WizKids’

Greetings Fellow Clix Fans!

 

Welcome to the next installment of my HeroClix Figure Spotlight series! For this month’s article, I chose a piece from one of my favorite sets, Andorian (TREK:TOS 013) from the Star Trek Away Team: The Original Series set!

Find all the rules you need on this page, here. Here is direct link to the current (at time of writing) PAC, here.

013
What I Don’t Like

I like to start with the negative and finish with the positive!

There isn’t a lot that I don’t like about this piece, but there are a few things I would rather have seen on his card. He’s got four clicks for 35 points, which isn’t horrible, but as a filler piece, there are much better pieces for 35 points or less. I would rather his points been 30 points or maybe 40 points with a fifth click. He’s a tad squishy with only four clicks, even in casual settings. I think he should have had a trait with Toughness, Combat Reflexes on all clicks, and possibly a 10 attack on all four clicks. That might have made him worth the 35 points and four clicks. But then again, he is just a common piece.

What I Like

There are a lot of things I like about this guy. I love Charge – or any move plus attack power. He’s also got Close Combat Expert on all four clicks, which you can’t use with Charge, but it’s excellent for the turns following a Charge. He’s a versatile attacker because he starts off with Ranged Combat Expert and Close Combat Expert. If the opposing pieces have Combat Reflexes, I use his Ranged Combat Expert for attacking those pieces. If those pieces have Energy Shield Deflection then I move him in for Close Combat Expert attacks.

He’s got Toughness on his first two clicks and Combat Reflexes on his last two. I like both abilities and if you play this piece effectively, you can get good use of them. You have to be very careful with how you position this piece because he is still squishy, even with Toughness. But he can be a great piece for inflicting that little bit of extra damage you need to KO a dude or soften up a piece for an attack from your bigger pieces.

He has the Warrior keyword and that could help him find a spot on a Warrior theme team. Since it’s a generic keyword, you won’t get the benefit of Theme Team Probability Control, but you will get the bonus to initiative. This is a good filler piece for casual games of all varieties, but I don’t think he’s got what it takes to see competitive play. He’s a little too costly and too squishy for the competitive scene. I still love him on my Star Trek teams though!

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

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

     LLAPLive long, and Prob it!

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Greetings Fellow Dice Fans!

For this week’s confusing card of the week article, we’re going to take a look at Ant-Man: Through the Cracks  from the Marvel Justice Like Lightning Team Pack.

W Ant-Man, Through the Cracks

Ruling – Amplify Keyword Ability

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

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

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

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

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

Miscellaneous Card Information

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

Official Sources

WizKids Official Rules Forum (WORF)

There is not a ruling for this specific card.

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

Turn Order Summary Reference

turn-order

Opinion

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

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

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

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

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

Roll on, Dice Masters!

Greetings Fellow Clix Fans!

 

Welcome to the next installment of my HeroClix Figure Spotlight series! For this month’s article, I chose a version of one of my newest favorite comic characters, Orion Female (024) from Star Trek Away Team: The Original Series!

024

What I Don’t Like

I like to start with the things I don’t like and finish with the things I do like. I don’t like the Orion’s movement speed. I don’t think it would have been too much trouble to bump her up to a seven or an eight on movement. Many times, that one or two extra squares makes a difference for me, especially since she only has a range of four for her second trait, Secret Dreams of a Bored Ship Captain.

I don’t like that she’s so squishy. She’s got Combat Reflexes, giving her an 18 defense in close combat – but at range, she gets blown up really easy. I feel like a “Super Senses against ranged combat attacks” type of ability wouldn’t have been too overpowered, and it would still have been thematic. Orion females are usually portrayed as dancers and dancers are very light on their feet. I’d imagine a dancer would have the ability to potentially avoid a ranged attack. She just needs a little something more on her defense to make her stand out.

She only has one generic keyword – Assassin. I haven’t looked into Golden Age stuff, but all the Assassin pieces I have don’t work well together. I don’t like how difficult it is to work her onto a theme team. I really wish they would have added other generic keywords for this set, since they plan to expand into other Star Trek sets, it would have made sense.

What I Like

I absolutely love the two traits the Orions have. It’s very thematic for an Orion to have to ‘seduce’ their target first before they can manipulate them. I kinda wish the Seduction tokens gave attackers a -1 against attacking an Orion, but the tokens are still very useful against teams with more than one opposing character. The Seduction tokens stack for each one on the target as well, so if you have three Orions and they all put a Seduction token on the target, the target has a -3 to their defense against the Orions’ Mind Control attacks. That could be absolutely devastating if you Mind Control one of their heavy hitters and use it to take out their support pieces. I love using Mind Control and I fell in love with this piece. I like how much easier it is for two or more of these pieces to gain control over a piece. A team using multiples is a lot of fun and it’s also thematic because you typically see multiple Orion females together.

Aside from the Mind Control, I like that they have Combat Reflexes on all four clicks. They kind of need it if they’re going to be within charging range of opposing pieces. But it also useful if you want to try and tie up other pieces so they have to breakaway. It’s not a huge boost, but an extra two points to their defense does more than you’d think!

I also like that they have Sidestep. It gives them two squares of movement for free and they have Sidestep on all four clicks. Sidestep is invaluable if you need to move a piece into position and attempt to Mind Control on the same turn.

I don’t have any complaints about their attack values. If you take into account the negatives that a target has from the Seduction tokens, it’s almost like the Orions have 11, 12, or 13 attack on their top click. That’s likely going to Mind Control any piece you play against in casual, and quite a few in a more competitive atmosphere too.

Favorite Build and Strategy

I’ve used the Orions on several different team builds and I can’t say that I have a favorite. One of my favorite pieces to use with one or more Orions is (XXS 007B) Moira MacTaggart. She allows friendly adjacent characters that use Mind Control to target three pieces. She also has Perplex, so she can increase one of the Orions’ defense. When I use Moira with two or more Orions, I spread out their Seduction tokens as much as possible and I keep Moira adjacent to as many Orions as possible. If I can’t spread the tokens, I focus on one character at a time. I typically go for the biggest character on my opponent’s team and have it take out their support or smaller attackers.

Other than Moira, I like to use heavy attacking pieces to go after the opposing heavy attackers and as clean up pieces. Even though I’m using my opponents pieces to go after their other pieces, I still do what I can to get damage on those pieces. Ignoring any attacker is a bad idea. Your opponent can turn that attacker on your Orions and demolish them!

If you find yourself facing a team of Orions, it’s best to send the smaller attackers after them, and preferably ranged attackers. Orions are weak to ranged attacks and don’t have any evade powers or damage reducers. Try to keep your more appealing targets out of their range. Keeping them at a distance and range attacking them is the best way to deal with those gorgeous green women!

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

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

     LLAPLive long, and Prob it!

Greetings Fellow Clix Fans!

 

Welcome to the next installment of my HeroClix Figure Spotlight series! For this month’s article, I chose a WizKids Exclusive piece, Pizza Face (TP17-002)!

At the time of writing, WizKids hadn’t updated the new PAC or Rules to reflect the minor changes yet. Keep an eye on this page, here, for updates. Here is direct link to the current (at time of writing) PAC, here.

Pizza Face TP17-002
What I Don’t Like

I like to start with the negative and finish with the positive!

Pizza Face only has one (non-generic) keyword – TMNT Villain. That means, he’s not going to be on many theme teams. Sometimes, I feel like casual players focus more on theme teams being a necessity than competitive players do. I have a hard time trying to convince my locals that they can build a team without it being a theme team. I like multiple keywords on characters, even if they’re just generic. I’m not sure giving him the Monster keyword would have broken anything.

I also wish he had a way to carry several of his Living Pizza bystanders at once or they should have had a better speed at least. They’re really hard to position and their actions count towards your action total because they do not have Autonomous.

  “Autonomous: This character’s costed actions don’t count for your action total.”

This is a fairly new addition to the combat symbols and only replaces the text on the bystanders, cleaning up the bystander tokens a bit. You can find this rules change, here. I like Autonomous, just wish they had it!

Another thing I don’t like about Pizza Face is that his defense powers feel a little lacking. I would have willingly sacrificed his Willpower and Energy Shield Deflection for Invulnerability or a special power Toughness that added Willpower. Aside from his defense powers feeling a little weak, his defense itself is definitely lacking. He gets hit often and he gets hit hard.

I’m not a fan of the printed 2 damage throughout his entire dial. I don’t mind it on his Exploit Weakness clicks, but for click five and six, they could have bumped that damage to a 3…

What I Like

While there are things I dislike, there are lots of things I do like. Let’s start with the Living Pizza bystanders. I don’t mind them being limited to the number of my opponent’s non-bystander pieces. I love having an army of free bystanders to annoy my opponent with while I get the rest of my team in place. They take a little finessing to get them into place while maneuvering your other pieces too. I’ve used their Support on several occasions to great success, as well as their Plasticity and Poison. I also like that they fly, so they can get over all that hindering and elevated terrain to get to my opponent’s dudes. Overall, I like the Living Pizza bystanders, even if they get squashed from a single point of damage.

Pizza Face has lots of useful powers. I like his Mind Control power because it grants me a range of 8 when he uses it. You can increase his attack by +3 too, at the cost of the mind controlled piece getting to heal a click. Not a big deal when he’s going after pieces that haven’t taken damage yet. There is an exclusive Bebop and Rocksteady (TP17-003) piece that allows a friendly piece that shares a keyword with them to Mind Control them and it’s fun to use with Pizza Face. Pizza Face has Sidestep on his first and last click, but I wish he had it with his special Mind Control power too. It’s still a really useful power to have when the game starts and also when you’re trying to maneuver Pizza Face while he’s on that last click.

Pizza Face clicks into Steal Energy for his attack power on click three. I love when pieces have Steal Energy earlier as opposed to later in their dials. This is a favorable spot for a piece to have it, for me at least. And while he has Steal Energy on click three and four, he also has Exploit Weakness to help ensure his target takes damage if he hits them, which allows him to heal back up a little.

For his defenses, he has Willpower on his first two clicks, which is also useful in the early turns of the game. He can do something two turns in a row without taking push damage and before having to clear action tokens. This gives you an opportunity to position him for a potential Mind Control attack. You need to get him on click two for Mind Control, but you could choose to push him once instead of letting Willpower reduce the push damage. Once he can use Mind Control, you can use your opponent’s pieces to smack their own dudes.

Favorite Build

I’ve played with Pizza Face on several different teams. One of my favorite 400 point builds for TMNT Villain theme teams is only 390 points. It leaves room for ID cards or terrain.

(60) Pizza Face (WKTP17-002)
(125) Bebop and Rocksteady (WKTP17-003)
(80) Shredder (TMNT 021)
(125) Monsterex (TMNT 022)
(390 – Total)

If I’m building for a 300 point game, I take off Shredder and Bebop and Rocksteady to add Rat King and one of the new 15 point Foot Soldiers. The Foot Soldier choice varies based on my mood for that day.

(60) Pizza Face (WKTP17-002)
(125) Monsterex (TMNT 022)
(100)
Rat King (TMNT2 024)
(15)
Foot Soldier (TMNT4 – either 007, 008, 012, or 013)
(300 – Total)

Most of the time, I use him on a TMNT Villains theme team, but I’ve used him on various other builds as well. I’m actually playing him at the Owensboro WKO on July 28, 2018. For the WKO, I’m running a 300 point team without theme team.

(60) Pizza Face (WKTP17-002)
(40) Pip the Troll (AI 008)
(100)
Hulk (TMT 106 – Starter)
(50)
Captain Kirk (TREKOS 049)
(50)
Lt. Sulu (TREKOS 050)
(300 – Total)

This is my own personal theme team, called the Shirtless Squad! Pizza Face was not originally on the team, but my Donatello that I was using had rotated out of Modern Age in June, so I needed a replacement. The requirements were – no shirt and 60 points or less so the piece would fit. Pizza Face fit perfectly and in practicing this team, I found that I like him better than Donatello (TMNT 027). I’ll save Donnie for the Turtle Teams.

I hope to have a tournament report written up for the WKO, so be watching for it in the next few days! I even made my own Living Pizza bystanders, just in time for the WKO!

Livign Pizza Bystanders.png

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

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

     LLAPLive long, and Prob it!

Greetings Fellow Gamers!

 

… will come to those that wait!
In the Board Game area of articles…

So, I’m a little behind on posting my Pandemic and Shark Island reviews for the board game review articles. I’m working on making some changes to my articles formats for those type of reviews. Please hang in there! I can’t wait to get this new style of review article going and I hope it’s more fun for the readers/viewers. I don’t want to give any of the details away, not yet. I just wanted everyone to know that they’re coming, just a little behind.

In the HeroClix area of articles…

Nothing much is changing here, just a few formatting things. I write a monthly article series called HeroClix Figure Spotlight and it showcases my favorite casual pieces. This series is most likely not going to appeal to the strictly competitive player, but I’m not a competitive player. I prefer to judge and play casually. That means this article series is fine the way it is, but because of the ridiculously busy July schedule for Clix, I’m a little behind on this month’s article. Don’t worry – it’s on the way!

In the Dice Masters area of articles…

This bit makes me a little sad. I have several issues with WizKids right now, and this isn’t the time or place to vent them, but I will tell you all this much – At Origins this year, the HeroClix folks had pleasant experiences with some of the folks higher in the WizKids food chain. I on the other hand, did not. I was treated as a nuisance and given the brush off. That experience left me a little sour towards the upper management of WizKids. The people I was told to speak with, were amazing though. Jimmy, Scott, Kenny, Gene, Chris, Jeremiah, Jay, and the guy running the booth in the gaming hall (sorry! I forgot your name! I feel awful!) – all super great folks. They answered any questions I had, that they could answer. Thank you guys, for being awesome!

But, back to the topic at hand. WizKids has delayed Dice Masters product for so long, I haven’t really had much to write about except my Confusing Card of the Week series… and even that’s getting to the point that it’s difficult to find card abilities that haven’t been covered already. I’m seriously displeased with WizKids’s mishandling of Dice Masters, and I’m afraid the situation won’t get any better. We’re about to have a flood of fixed product on August 1, 2018 (next Wednesday), and I’ll be writing my review articles and doing unboxing videos for those items.

But…

With the decrease in product releases, and the product all being fixed now, I can’t keep writing weekly CCW articles. I’ll run out of cards to cover unless I do heavy repetition of abilities or abilities that are too similar. I am forced to change the release of my articles to monthly articles instead of weekly. You can all thank WizKids for this. I won’t be changing the name of my CCW articles and I will continue with the same numbering. I hope that WizKids gets their rear in gear, but I highly doubt it. If and when the end of life occurs for Dice Masters, I will inevitably discontinue my Dice Masters content. Until that day comes, I will still be here to answer your Dice Masters questions and continue my unboxings, reviews, and CCW articles for this most amazing game that I love dearly.

My CCW articles will be published on the last Wednesday of every month.

In the area of new articles…

I had already expanded into HeroClix and Board Games long before I thought I’d have to decrease the frequency of my CCW articles. But, I’ve had ideas for other articles that I haven’t had the time to work on. Now that I don’t have to focus so much on CCW articles, I can expand my content coverage into these other areas. We have homebrew Dungeons and Dragons campaigns that are currently running, and a Star Trek Adventures campaign in the works that I would like to write about. I’m also considering Star Trek: Attack Wing articles – even though WizKids treats that game as terribly as it does Dice Masters. I still love that game as well, but I never considered content for it because there were already so many sites out there. Now, many of those sites have either gone completely quiet or have been forced to decrease their content for one reason or another. But with my first love being Star Trek, it seems an obvious move in the right direction.

Of course, none of these articles are set in stone yet. I have to see how I want to handle the articles and when I can slate time for them. We’re also thinking about a potential podcast, possibly in the next year or so. The topics will be primarily gaming and Star Trek, with some other random topics thrown in.

I’ve got lots of plans and need time to restructure and fit things in. I will continue current content and add things in as I get them how I want them.

Current Regular Content
Articles

~ HeroClix Figure Spotlight – Monthly; Second Wednesday
~ Dice Masters Confusing Card of the Week – Monthly; Last Wednesday
~ Board Game Reviews – Every other week

Weekly Videos

Comic Unboxing – Every Tuesday

Possible Future Content

Remember, this is only possible future content. These topics are being considered and not definite yet.

~ Star Trek RPG related articles
~ Dungeons and Dragons RPG related articles
~ Star Trek Attack Wing content (articles and/or videos)
~ Varying content about Star Trek related topics
~ Comic Book related content (primarily about my current subscriptions)

Is there something you’d like to see more of?
Have a board game suggestion?
Be sure to leave me a comment here or on Facebook at Dice Dice Kitty, and thanks for reading!

Board out, game on!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Multiple Man: Duplicitous Nature  from the Marvel Deapool set.

W Multiple Man, Duplicitous Nature

Ruling – Ability and Keyword

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

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

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

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

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

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

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

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

Miscellaneous Card Information

~ Multiple Man is a Mask type character card.
~ He has the X-Men affiliation.
~ He has a Max Dice of four.
~ This card is a Common and is #29 of 124.

Official Sources

WizKids Official Rules Forum (WORF)

There is not a ruling for this specific card.

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

Turn Order Summary Reference

turn-order

Opinion

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

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Triceraton: Loyal to a Fault  from the Teenage Mutant Ninja Turtles: Heroes in a Half Shell set.

W 48 Triceraton, Loyal to a Fault

Ruling – Overcrush Keyword Ability

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

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

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

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

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

Miscellaneous Card Information

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

Official Sources

WizKids Official Rules Forum (WORF)

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

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

Turn Order Summary Reference

turn-order

Opinion

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

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

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Tabaxi Rogue: Greater Lords’ Alliance  from the Dungeons and Dragons: Tomb of Annihilation set.

W Tabaxi Rogue, Greater Lords' Alliance

Ruling – Experience Keyword Ability

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

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

while-active-light

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

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

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

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

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

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

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

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

Ruling – Ability

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

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

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

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

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

Ruling – Equip Icon

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

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

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

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

Miscellaneous Card Information

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

Official Sources

WizKids Official Rules Forum (WORF)

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

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

Turn Order Summary Reference

turn-order

Opinion

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

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

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Rigorous Training: Sidekick Card from the Sidekick Promo kit.

W RigorousTraining

Ruling – Ability

“All Sidekicks get +1D.”

 

Additional text:

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

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

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

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

Miscellaneous Card Information

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

Official Sources

WizKids Official Rules Forum (WORF)

There is not a ruling for this specific card.

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

Turn Order Summary Reference

turn-order

Opinion

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

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

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

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

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

Roll on, Dice Masters!

Greetings Fellow Clix Fans!

 

I finally ordered my first ever, sealed case of HeroClix. I couldn’t be happier with the set I chose! I also got the Fast Forces and the Dice & Token Pack for the set as well. Here is a brief review of the Fast Forces and Dice & Token Pack, as well as a breakdown of the case (two Gravity Feeds) for Teenage Mutant Ninja Turtles Unplugged!

You can find my unboxing videos on my YouTube channel, Dice Dice Kitty. My Fast Forces and Dice & Token Pack are in one video, here. My case unboxing is in another video, here.

Dice & Token Pack

The Dice & Token Pack is just like the others that WizKids has made as far as quality. The token images are thematic to the set theme and the dice are not the same color as the ones from the first TMNT dice, but the image is similar. It’s not as large or defined as the image from the first TMNT dice and I would have liked a different image, but the turtle face is okay. I do love that the dice are purple and green, because Donnie is my favorite turtle!

I love the pixel images on the tokens and I also like that they included Bebop and Rocksteady in this D&T Pack instead of Splinter and Shredder again. Each token with a turtle has the turtle’s face and weapon of choice featured on it as well as their signature color as the background color of the token.

Dice and Token

I love this Dice & Token Pack, and since my other TMNT dice and my Star Trek dice don’t roll well for me, I’ll be using this set for a while.

Fast Forces

Fast Forces are a great way to help casual players obtain extra thematic pieces. I don’t ever expect a piece from a Fast Forces to become a meta or competitive piece and this Fast Forces seems to fall in line. Fast Forces typically don’t come with a rulebook, PAC, or maps. You only get the figures and their cards, usually.

This Fast Forces only comes with five figures, which I thought was a little unusual. I’m used to Fast Forces having six figures and the corresponding cards. This Fast Forces has a punch card of six bystander tokens, but for me, that doesn’t make up the difference of a whole character. I would have preferred token bystanders to cardboard ones in place of a sixth character. With the cardboard bystanders, they still could have put a sixth figure in the Fast Forces.

FF.jpeg

Cardboard Bystanders:

FFPogs

Here are the cards for the pieces in the Fast Forces:

Shredder seems kinda fun and so do the turtles, but really only for casual play. I’d be surprised if any of these show up in competitive play. If you’re starting out in HeroClix and you’re looking for some fun pieces to use at your local events, this is a great Fast Forces for that. You can easily build a TMNT Ally theme team with the four turtles and some extra pieces from some boosters. The turtles are 50 points each, so you’d need another 100 points for a 300 point game. That’s easy to do with a handful of boosters or pieces from a previous set. You could forego the theme team probs and build a 300 point Martial Artist theme team straight from the Fast Forces by adding Shredder at his 100 point starting line to the four turtles.

I really feel like this Fast Forces needed one more dude in it. Another villain would have been great to put with Shredder and then you’d be able to play TMNT vs TMNT Villain! Why not Krang?! Missed opportunity.

And before someone says – “But there are bystanders in it that you can add to the team.”

Yes, there are bystanders. But they don’t have keywords and there are only 70 points total between the six bystanders. I guess you could put the turtles against Shredder and the bystanders… Not sure how much fun that will be since bystanders can typically only take one hit.

Mr. DDK brought up a good point about the Laser Drone bystander and its weird trait. He thinks they gave it [PASSENGER]: 0 so it can’t carry anything at all. It has flight, but giving it the [PASSENGER: 0] prevents it from picking up other tiny dudes and carrying them.

Case – Two Gravity Feeds of Boosters
Feed One

Commons
I pulled one of each common, except for 001 and 006, which I pulled two of.

Uncommons
I pulled all of the uncommons except for 017.

Rares and Super Rares
I pulled one of each of the following rares: 019, 024, 027. I pulled one of each of the following super rares: 032 and 033.

Feed Two

Commons
I pulled one of each common, except for 002 and 009, which I pulled two of.

Uncommons
I pulled all of the uncommons except for 014, 016, and 018. I did pull a 017 in this feed, which completed my uncommon set.

Rares, Super Rare, and Chase
I pulled one of each of the following rares: 020, 021, 026, 028. I pulled one super rare: 034 and one chase: 038.

Here are the cards for all the different pieces I pulled in my two feeds:

 

Final Thoughts

I actually cancelled my Batman TAS pre-order so I could get a case of this set. I’m super happy with my case and have no regrets about swapping. I couldn’t be happier with Donatello as my chase piece and I can’t wait to buy more of this set! I love the pixel pieces and I think they’re unique and interesting compared to the rest of the HeroClix pieces out there. Pixels won’t work for every set of TMNT, or even every IP, but it works for this set of TMNT and I think it works very well.

I don’t mind the sculpt reuse at all, especially since there are so many new sculpts in this set. I don’t mind that the reused sculpts are on super rares either. It helps keep costs down a little so the price of our booster packs doesn’t increase. I’d rather keep prices the same and play with pieces that have the same sculpt, instead of having prices go up just to have a different sculpt. I don’t think they should reuse sculpts on OP prizing, unless the sculpt is really awesome, like that War Machine from one of the last WKO’s. His sculpt was a reused one, but it was pretty awesome.

My only real issue is that they Fast Forces has five characters instead of six and in place of the sixth character, there are cardboard bystander tokens. I still feel they should have put actual plastic tokens in the Fast Forces since they left out that sixth character.

Overall, I love the set and I like the Fast Forces and the Dice & Token Pack. This is a great time for me to be a HeroClix player!

What do you think of the new pixel style?
What is your favorite piece?
Did you pull any awesome pieces from your packs?
Leave me a comment here or on Facebook at Dice Dice Kitty and let me know! Thanks for reading and please remember to like, follow, and subscribe!

     LLAP
Live long, and Prob it!