Posts Tagged ‘WORF’

Greetings Fellow Dice Fans!

For this week’s confusing card of the week article, we’re going to take a look at Yuan-Ti Pureblood: Epic Humanoid from the Dungeons and Dragons: Tomb of Annihilation set.

W Yuan-Ti Pureblood, Epic Humanoid

Ruling – Attune Ability

WizKids Keywords Page:

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

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

while-active-light

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

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

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

Ruling – Ability

“While Yuan-ti Pureblood is active, when you purchase an action die, trigger the Attune ability of all active character dice.”

Yuan-ti Pureblood’s ability is a While Active ability. While you have at least one Yuan-ti Pureblood die in the Field Zone, you will trigger her ability when you purchase an action die. Her ability triggers when you purchase any kind of action die, whether it’s a basic action die or a non-basic action die.

When you purchase an action die while you have an active Yuan-ti Pureblood character die, you will trigger each character die’s Attune ability. Attune abilities will only trigger once for each character, regardless of how many of that character’s dice are in the Field Zone, because Attune is a While Active ability.

For example, if you have three Yuan-ti Pureblood dice in the Field Zone, and purchase an action die, you will trigger the Attune ability of your Yuan-ti Pureblood. You will deal one damage (not three damage) to target player or character die. This is because all three dice are from the same character – your Yuan-ti Pureblood. Her Attune ability can only be triggered once, per instance, while there are any of her dice active in the Field Zone. If you were to purchase another action die, you would trigger her Attune ability a second time and deal one damage again.

This ability will also trigger the Attune ability on your opponent’s character dice. If your opponent has the same Yuan-ti Pureblood dice in the Field Zone, you still trigger her Attune ability as well as yours, because the two character cards are considered to be different characters. One is your Yuan-ti Pureblood, and the other is your opponent’s Yuan-ti Pureblood, making them different characters for game effects such as this ability.

If you trigger an opponent’s Attune ability, you do not get to choose the target of that ability because you are not in control of the ability. Triggering an ability is not the same as controlling or using the ability.

Yuan-ti Pureblood’s ability is mandatory. If you purchase an action die while she’s active, you must trigger the Attune abilities on all active character dice with Attune.

Miscellaneous Card Information

~ Yuan-ti Pureblood is a Bolt type character card.
~ She has the Monster affiliation and the Evil alignment.
~ She has a max dice of four.
~ This card is an Super Rare and is #132 of 136.

Official Sources

WizKids Official Rules Forum (WORF)
You can find an official ruling for Yuan-ti Pureblood: Epic Humanoid, here.

You can find the cross IP compatibility wording, here.
You can find more info about specific Keywords on the WizKids Keywords page.

Turn Order Summary Reference

turn-order

Strategy and Opinion

Yuan-ti Pureblood is great for action centered teams, but if your opponent is using characters with Attune, her ability could become a nuisance for you. Her ability is still great and definitely worth trying out. She only cost two energy to purchase, but she can be blasted out of the Field Zone very easily. She’s got a defense of one on level one and level two, making her an easy target for Unstable Canister‘s Global. Her level three side is slightly safer with a defense of three, but she still falls victim to uncommon and rare Cold Guns.

I think she’ll be fun in casual play with the Satchel teams I’ve seen floating around, and she might even have a place in the major competitive meta, even though she could be troublesome against a similar team. I’m not sure I’d recommend using her as a main win condition in a draft, only because there are plenty of other characters out there with Attune and her ability could cost you in the end. But at the same time, because she’s so inexpensive, she could allow you to race your opponent to victory!

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Is there a card your confused on?

Is there a combo that seems too good to be true?
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Roll on, Dice Masters!

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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 Nocturne: Shadowy Lineage from the Marvel X-Men First Class set.

W Nocturne, Shadowy Lineage

Ruling – Ability

While Nocturne is active, the first time your opponent uses an Action die each turn, you may redirect the effect to another legal target.

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

while-active-light

Nocturne’s ability will only trigger the first time your opponent uses an action die each turn. Activating an action die’s ability, like Captain Cold’s Cold Gun: Frozen “Firearm”, is not considered the same as using the action die and will not trigger Nocturne’s ability.

Nocturne can only redirect the action die if there is a legal target for the action die’s ability. For example, Betrayal: Basic Action Card says, “Deal 1 damage to target opponent for each character die in their Field Zone.” If that’s the first action die your opponent uses, Nocturne cannot redirect it to your opponent because they are the one using the action die. Betrayal would still deal damage to you for each character die in your Field Zone.

Nocturne can redirect an ability from a Basic Action die or a Non-Basic Action die, because her text does not specify a type of action die.

If the action die has multiple legal targets, you may choose any legal target. For example, Power Bolt: Basic Action Card says, Deal 2 damage to one target character or player. If that’s the first action die your opponent uses and they target a character die, Nocturne can redirect the effect to your opponent, another character die, or yourself. Any of those targets are legal targets for the effect of the action die.

Nocturne’s ability is not a mandatory trigger. Because her ability is optional, if you forget to use it when her trigger condition is met, you cannot back up once the game has progressed beyond the resolution of the action die’s ability. Also, if the trigger condition is met, but there are no legal targets, you will not be able to use her ability that turn.

Miscellaneous Card Information

~ Nocturne is a Mask type character card.
~ She has the Exiles affiliation.
~ She has a max dice of four.
~ This card is an Rare and is #99 of 124.

Official Sources

WizKids Official Rules Forum (WORF)
You can find an official ruling for Nocturne, here.

You can find the cross IP compatibility wording, here.
You can find more info about specific Keywords on the WizKids Keywords page.

Turn Order Summary Reference

turn-order

Strategy and Opinion

Nocturne has an interesting ability, but because she requires a ‘legal’ target for the redirect, her ability can easily be avoided. You only need to play an action die that she can’t redirect before you play any other action die. The only difficulty in that strategy is getting multiple action dice on the same turn, unless your team is set up for such plays. She’s not expensive, but her defense is kinda terrible because a Cold Gun can easily blast her out of the field on any of her levels.

I like her for drafts and limited constructed events, but as far as Modern Age or Golden Age constructed, I don’t think she’s as useful as other cards. Scarlet Witch: Careful What You Wish For and Bishop: Butterfly Effect are two highly useful cards that I would use over Nocturne.

Fun fact – Nocturne is from not from Earth 616 (Earth Prime). She’s the daughter of Nightcrawler and Scarlet Witch from Earth 2182.

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at The Kyln: Pangalactic Prison from the Marvel Guardians of the Galaxy set.

W The Kyln, Pangalactic Prison

Ruling – Ability

Continuous: Players must spend [1 Generic Energy] more to purchase each character die for every character die in their Field Zone.”

WizKids Keywords page has the definition for Continuous:

Continuous: Actions with Continuous move from the Reserve Pool to the Field Zone and can stay there at the end of the turn. Sometimes they’ll send themselves to the Used Pile for an effect whenever you could use a Global Ability.”

The Kyln does not need to be activated in order to gain the benefit of its ability. Each Kyln die that you have in the Field Zone will automatically apply its ability. For every Kyln die you have in the Field Zone, your opponent will need to pay one additional generic energy for each character die in their Field Zone, when they purchase a character die.

For example: If I have two Kyln dice in the Field Zone and my opponent has three character dice in the Field Zone, they will need to pay an additional six energy to purchase a character die.

The Kyln will apply its ability to both players, not just the opposing player. Generic energy can be paid with any type of energy.

The Kyln dice will not leave the Field Zone on their own. To remove a Kyln die from the Field Zone, a player would need to use an ability on a card like Bleez: Controlled Rage or Oni: Greater Giant.

The Kyln’s ability places something like a tax on the purchase of a character die. This ability does not alter the printed cost of a character die.

Miscellaneous Card Information

~ The Kyln is a Shield type non-basic card.
~ It does not have an affiliation.
~ It has a max dice of four.
~ This card is an Common and is #37 of 124.

Official Sources

WizKids Official Rules Forum (WORF)
You can find an official ruling for The Kyln, here.

You can find the cross IP compatibility wording, here.
You can find more info about specific Keywords on the WizKids Keywords page.

Turn Order Summary Reference

turn-order

Strategy and Opinion

I do not like playing against this card at all. I would rather play against it than a Bard though! Bards aside, this card is devastating to teams that need character dice in the Field while still trying to purchase more character dice. Just one character on your side and three Kyln on the Field will tax the purchase of a character die for three additional energy, making that two cost Guy Gardner ultimately cost you five instead. That’s really painful and Kyln is only two to purchase. The Kyln is a very nasty card and I wouldn’t be surprised if it showed up on teams in various metas. If someone is trying to make a Satchel team work, Kyln is likely going to be a go-to for that team. For all the nasty that this card brings, you can still play around it by not fielding too many character dice while you’re still trying to purchase character dice.

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Wonder Woman: Reflections from the DC Superman Wonder Woman set.

W 24 Wonder Woman, Reflections

 

Ruling – Ability

“While Wonder Woman is active, “When fielded” and “When attacks” abilities are ignored.”

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

while-active-light

While there is at least one Wonder Woman die in the Field Zone, all When Fielded and When Attacks abilities will be ignored. This ability will apply to both your opponent’s characters and your own characters and this ability is not optional.

Wonder Woman’s ability will not affect keyword abilities that have a When Fielded or When Attacks effect. For example, Wonder Woman’s ability will not affect Intimidate or Call Out.

Wonder Woman’s ability does not blank the text from the card. Her ability ignores the effects of the ability without blanking the text.

Miscellaneous Card Information

~ Wonder Woman is a Mask type character card.
~ She has the Justice League affiliation.
~ She has a max dice of four.
~ This card is an Common and is #24 of 34.

Official Sources

WizKids Official Rules Forum (WORF)
You can find a ruling for this card, here and here.

You can find the cross IP compatibility wording, here.
You can find more info about specific Keywords on the WizKids Keywords page.

Turn Order Summary Reference

turn-order

Strategy and Opinion

I fell in love with this card the moment I saw it. I knew she was the answer to many of the more troublesome cards, like Half-Elf Bard: Master Lords’ Alliance and Green Goblin: “Gobby”. She’s an absolute treasure in Golden Age events and very likely in future Modern Age events as well. with the release of Norman Osborn: Don’t Call Me “Gobby”! from the Guardians of the Galaxy set, she’s already a card that should be considered for your teams. She’s not too difficult to purchase even for a five cost and her stats are very good for a character that needs to stay in the Field Zone. Most folks worry about Shriek hitting her card before they can buy and field her, but a well placed Captain Cold’s Cold Gun (uncommon or rare) will dispose of Shriek dice and then she won’t be able to blank Wonder Woman again without help. I think she’s worth heavy consideration for any team, and she could be a very valuable asset.

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

It seems WORF has been very busy in the month that they’ve been silent! They’ve compiled a large list of errata of sorts. It’s not so much of an errata as it is a streamline clarification of older text. You can find the post, here.

I would copy and paste it, but there is a lot of text. Please be sure to go read up on it because there are lots of clarifications from as far back as AvX, up to Guardians of the Galaxy.

Thanks for this WizKids! Hoping to see new rulings soon!

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 Elektra: Way of the Stick from the Marvel Deadpool set.

W Elektra, Way of the Stick

Ruling – Ability

Elektra has 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

Elektra’s ability says that while she active, all of your character dice that have a purchase cost of two or less cannot be the target of either player’s Global abilities. This means your opponent can’t target your characters with a purchase cost of two or less with a Global, but you can’t target those characters with a Global either.

Elektra’s ability references the printed purchase cost on a character card. If you use a cost reducer to reduce the cost of a character to two or less, her ability will not apply to that character.

Elektra’s ability will also include Sidekicks. Sidekicks are character dice while in the Field Zone, and they have a purchase cost of zero. Since Elektra blocks Globals for character dice with a purchase cost of two or less, this would include your Sidekick dice.

If Elektra’s ability text is blanked or becomes ignored, the character dice under her protection would be vulnerable to Global abilities once again.

Global abilities that do not target can still be applied to the character dice that Elektra is protecting.

Miscellaneous Card Information

~ Elektra is a Mask type character card.
~ She has the Thunderbolts affiliation.
~ She has a max dice of four.
~ This card is a Rare and is #92 of 124.

Official Sources

WizKids Official Rules Forum (WORF)
You can find a ruling for this card, here.

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

Part of me is always surprised when folks ask about this card. But then the other part of me is not surprised. The rulebook is a great resource to help you start the game, but it doesn’t explain everything and WORF is becoming increasingly difficult to navigate and locate specific rulings. One of those rulings is an older one about the Sidekick dice and their purchase cost being zero, which I can’t find now. I also can’t find it anywhere in the rulebook. Basic information shouldn’t be this difficult for newer players to find. Page 6 and 7 is where most of the Sidekick info can be found, but there is no mention in this section about a Sidekick’s level or purchase cost. On page 24, it briefly mentions that Sidekicks only have one level, but that’s something that should be in the basic information about Sidekicks – not tucked away under the Levels and Spinning section. And since that information is relevant to that section, it should be mentioned there too, but not as the only reference.

But this is the reason that I continue to write these articles. I want to help new players understand card abilities that may be confusing. But I don’t feel like I’m up to writing a comprehensive rules document as most folks would probably disregard it anyway since it wouldn’t be an official document.

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

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

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

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Jervis Tetch: Malice in Wonderland from the DC Batman set.

W Jervis Tetch, Malice in Wonderland

Ruling – Ability

Jervis’s ability is a When Attacks ability. His ability will trigger for each of his dice that attack.

When Jervis attacks, you gain control of a target opposing character die with a purchase cost of four or less. That character die is required to attack, if they’re able, on this same turn.

When a Jervis die attacks, you can target any character die with a purchase cost of four or less, which includes basic Sidekick dice. Basic Sidekick dice are considered level one characters with a purchase cost of zero while they are in the Field Zone.

The targeted die is then moved into the Attack Zone with Jervis to show that both of the dice are attacking.

IMG_5594

When the control of the die ends at the end of turn or when the controlling die is KO’d, you must return the controlled die to the area you took it from. You can use an ability like the Global on Blink – Transmutation (during the Attack Step) to move a Jervis die back to your Field Zone and the controlled die will still be attacking.

If the controlled die would be placed in your Used Pile or Prep Area, it goes to your opponent’s Prep Area instead.

If you control a die that is the same die of a character on your team, the controlled die will reference your opponent’s character card.

Normally, a controlling die cannot attack but because Jervis is required to attack in order to control a die, he is an exception.

Jervis’s ability is not optional. You must take control of a character die with a purchase cost of four or less when you attack with Jervis (if there is a legal target). That die is also assigned to attack, which is not optional.

Miscellaneous Card Information

~ Jervis Tetch is a Shield type character card.
~ He has the Villain affiliation.
~ He has a max dice of four.
~ This card is a Rare and is #99 of 124.

Examples

These examples are for information purposes only, to show what would happen in certain scenarios. I am not suggesting that these examples are the best outcomes for each scenario and each example only features relevant parts of the turn, not the entire turn.

Example One:
Attacking with multiple Jervis dice.

Game State
~ I have two level two Jervis Tetch (2A/1D) dice in the Field Zone.
~ My opponent has a level three Red Hood: Jason Todd (5A/5D) die and a Sidekick die in the Field Zone.
~ The turn is moving into the Attack Step.
(Attack Step – Assign Attackers)
~ I assign both of my Jervis dice to attack, moving both of them into the Attack Zone.
~ Both of their abilities are triggered simultaneously when they attack.
~ The first Jervis die will gain control over my opponent’s Sidekick die, moving it to the Attack Zone on my side.
~ The second Jervis die will gain control over my opponent’s Red Hood die, moving it to the Attack Zone on my side.
(Attack Step – Assign Blockers)
~ My opponent does not have any characters to assign as blockers.
(Attack Step – Actions and Globals)
~ I choose not to use any Actions or Globals. (This would be the moment that I could use the Global on Blink – Transmutation to push my Jervis back to my Field Zone and not lose control over the controlled dice.)
~ My opponent does not use any Globals.
(Attack Step – Assign and Resolve Damage)
~ Since none of the characters were blocked, they will all deal their attack value in combat damage to my opponent’s life total. Red Hood is going to deal 5, each Jervis will deal 2 each, and the Sidekick will deal 1 – for a total of 10 damage.
~ As soon as the character dice damage my opponent, they move Out of Play.
(Clean Up Step)
~ Character dice that were KO’d by combat damage during the Attack Step are now placed in the Prep Area.
~ Characters blocked, but not KO’d are removed from the Attack Zone, but stay in the Field Zone. The Attack Zone is part of the Field Zone, but only attacking and blocking characters can be in the Attack Zone.
~ Dice that are Out of Play will move into the Used Pile. My opponent’s Red Hood and Sidekick die will go to my opponent’s Prep Area instead of the Used Pile.
~ All effects end unless otherwise specified (like a While Active or ‘End of Turn’ ability).
~ All damage is cleared.
~ End of turn abilities will resolve.
~ My turn is now over and my opponent’s turn will begin.

Official Sources

WizKids Official Rules Forum (WORF)
I have a pending question with WORF in regards to the Jervis Tetch cards. There are no official rulings at the time this article was written. I will update with red text when I see an official ruling.

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

I really don’t like the wording on any of the Jervis cards. And until there is an official ruling, my ruling is how we will be playing it locally. I wanted to wait for the official ruling before doing a CCW on any Jervis, but I’ve been getting several requests and questions about him. This prompted me to sit down and really pour over rulebooks and WORF posts in an effort to decipher how this obscenely confusing card is supposed to work.

If/when WORF gives us a ruling, I will most definitely update this article, or post a corrected article if need be. I’ve never claimed to be an expert and if you have a different way you think he should be handled, I’m totally up for discussion!

As far as the ability, it can devastating, for sure. He can easily remove parts of that wall to allow for some damage to get through, or take all their characters from the field and smack them with them. I would not use Blink or Distraction Globals because that could hinder your overall goal if your opponent uses those Globals to push their stolen characters back so they get them back.

I think this guy has potential in drafts for sure, but because there isn’t a solid ruling from WORF on him, I’m not planning on testing him in Modern Age or Golden Age.

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!

Special thanks to The Reserve Pool and WizKids for the use of their sites.

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

I hope that you found my site because of Dice Masters, HeroClix, board games, or just superheroes in general! While I like a variety of different games, my main love is Dice Masters and I’m here to help other players grow. I’m not an expert and I’m not affiliated with WizKids, but I like to think that I have enough knowledge that I can do some good.

First, I want to be sure that all of you potential Dice Masters out there have links to various resources, official and unofficial. As my HeroClix followers grow, I’ll add another section for HeroClix links!

Official Links

Dice Masters Rules Forum
I use the Wizkids Forums to find rulings or at least a base for rulings. That’s one of the most important sites out there!
Wizkids Official Rules Forum (WORF) Home
This is the Forum Home Index. They have the rules forums for all their games here.
Wizkids Info Network
The Wizkids Info Network is where you need to sign up so that you can play in events at your friendly local gaming store (FLGS) and find tons of other info.
Wizkids Home
This is Wizkids’ home page. If you don’t know already, they make Dice Masters.
WizKids Keywords Page
This is an official comprehensive list of all the Keywords in Dice Masters.
WizKids YouTube
For all of their official videos – check out their YouTube!

Community Links

There are so many sites out there for Dice Masters, and I’m honored you’re looking at mine! There is just too much information out there to be shared and I want to share a few of my favorite sites (in no particular order). If you think your site should be on here, or you know of another site that’s not here and should be, let me know!

True Mister Six Blog
A fellow blogger and long time blogging buddy! I’ve been blessed to have such an awesome friend as my one of my earliest (and I think my first) follower!
The Reserve Pool
TRP has several different podcasts and is a wonderful resource site for any player.
Double Burst Website and Facebook
This is a great resource for new players and veterans alike! I’ve enjoyed their podcast and recommend it for any Dice Master out there.
Dice Masters Reddit
This is a forum where you can trade and discuss everything Dice Masters!
DM Retrobox
This site is great for team building and researching cards.
Pro Dice Circuit
This is an unofficial tournament group – first to implement a rotation in Dice Masters as well as localized competitive draft events.
DM Armada YouTube
You can find all kinds of videos on this site, from unboxings to gameplay strategies. Definitely worth checking out.
The Dice Tower with Tom Vasel
The Dice Tower covers all kinds of games, not just Dice Masters. Tom Vasel is the dude that covers all the Dice Masters reviews and I’ve seen much of his other work – he’s an inspiration when it comes to the video part of my work! Be sure to give their channel a peek.

Dice Dice Kitty Links

Dice Masters Dyersburg
This is a link to the group for my FLGS. If you’re in the area, stop on in for a few games!
Dice Dice Kitty Facebook
This is the link to my official Dice Dice Kitty Facebook page!
Dice Dice Kitty Instagram
This is the link to my official Dice Dice Kitty Instagram!
Dice Dice Kitty Twitter
This is the link to my official Dice Dice Kitty Twitter!
Dice Dice Kitty YouTube Channel
This is the link to my official Dice Dice Kitty YouTube Channel!

Sellers of Nifty Accessories

These are folks that I have ordered accessories from and have reviews up for their products.

The 3D Geekery
They have a lots of 3D printed goodies for Dice Masters and Board Games too! They even do custom orders that are non-game related. Check them out! Their Dice Masters storage units are amazing! You can also type in the3dgeekery.com and it will take you straight to their Facebook page.
Litko Game Accessories
Dice towers and tokens galore!
Turn One Gaming Supplies
Seller of awesome sleeves and if you want a Roll Master Mat, they have them.
PlaymatMasters on Etsy
Want an awesome custom playmat design? Check this dude out!
Inked Gaming
Have a playmat design but need it printed? This is who I use.

About Me and My Blog

The first time I ever did an ‘article’ was on July 18, 2015 in our local Dice Masters group on Facebook about Captain Cold: Leonard Wynters. It didn’t take long for me to realize that Facebook wasn’t the best place for publishing articles. I dug up an old WordPress site I’d started and hadn’t done anything with and began transferring my previous articles. My Dice Dice Kitty persona was born at that moment on November 8, 2015 and has spread to Facebook, Twitter, Instagram, and YouTube.

My blog is primarily about Dice Masters, but I’ve grown it to include HeroClix, Board Games, and other various superhero related material. I’m also a huge fan of My Little Pony and Teenage Mutant Ninja Turtles, so you’ll see I use lots of screen shots from those IPs for article pictures and other various things. If I go to a convention and take cosplay pictures, you’ll likely see them in the sidebar from Instagram or Twitter.

I try to focus my articles and videos on reviews, unboxings, rules help, strategies, and accessory ideas but I’m always open to suggestions! I am always looking for Confusing Card of the Week suggestions, so don’t be shy – drop me a line! I know some folks are worried that they’ll be made fun of or laughed at because they don’t understand how something works. I do not promote those elitist type attitudes and I do not tolerate others that make those types of remarks. This is a safe place to ask sincere questions. We’re all here to learn and we’re all on different levels of understanding in regards to how things work in Dice Masters. I want to help each player elevate their understanding of the game in any way that I can.

I hope folks find my reviews helpful and informational. When it comes to my reviews, I do not play favorites with companies and I always give my honest opinion. My opinion is not fact, of course, but it is at least another perspective to take into consideration when it comes to products that folks want to spend their hard earned money on. I encourage everyone to seek out multiple reviews for a product so that they have as much information and perspective as possible!

Basic Rules

I keep my private life out of my blog, so you won’t see articles about politics or religion. This is not the place for it, so I do not condone any political or religious related content – regardless of any good intentions.

I do not approve of anything obscene, vulgar, or offensive being posted in comments on any of the sites I host from.

I don’t like folks being mean to each other. There is enough cruelty in the world and I don’t want it on any of my content. Please, express your negativity in a more constructive way and don’t direct it at anyone.

Please, do not spread rumors about other players or WizKids. Even if you have proof of a player being less than honorable, I am not the person to speak to. I do not ‘call out‘ folks on any of my social media outlets. I also do not allow players to bash WizKids on my outlets. We all get frustrated, but being rude doesn’t get anything accomplished.

Contacting Me

While I have folks from the community on my private Facebook page, I do not share my private social media pages with everyone. I have a Facebook page (Kitty Masters) that I use to share my content on Facebook. If you message Kitty Masters, you will not get a response. You can contact me through email at dicedicekitty@gmail.com or on my official blog Facebook page, here.

Closing

I hope that you find at least one thing you enjoy or that is of interest to you in my content. I’m so thankful that you visited my site and I appreciate all the likes, followers, and subscribers for taking that extra step and hitting those buttons. The bigger my sites get, the better variety of content I can provide!

If you’re looking for my old rating system, you can find it in my original intro article, here. I have retired that rating system and now do an Opinion and Strategy section instead.

Have an idea for a team?
Have a card you’re confused about?
Want to see an article about something?
Leave me a comment here or message me on Facebook at Dice Dice Kitty.

 

Roll on, Dice Masters!

Greetings Fellow Dice Fans!

 

For this week’s confusing card of the week article, we’re going to take a look at Rip Hunter: Navigate the Sands of Time  from the DC Batman set.

Rip Hunter, Navigate the Sands of Time

 

Ruling – Ability

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

while-active-light

Rip Hunter’s ability can only be used once during your turn and only during the Clear and Draw Step. Rip Hunter must be active at the start of your turn to be able to use his ability that same turn. To use Rip Hunter’s ability, you draw dice for your Clear and Draw Step, and then you can send any number of those dice to the Used Pile and draw that many dice. You may choose any number of the dice you’ve drawn to go the Used Pile. You do not have to send them all.

The dice that you send to the Used Pile, go directly to the Used Pile and not Out of Play. This is because those dice have not entered the Reserve Pool.

If a card ability would allow you to draw extra dice during the Clear and Draw Step, you can use Rip Hunter’s ability for those dice as well. For example, if you have a Swarm trigger that allowed you to draw an extra die, for a total of five dice, you can send all five dice to the Used Pile and then draw five more dice using Rip Hunter’s ability. If any of those dice have the Swarm keyword and match an active character of the same name, you get to trigger Swarm again.

Miscellaneous Card Information

~ Rip Hunter is a Shield type character card.
~ He does not have any affiliation.
~ He has a max dice of four.
~ This card is a Common and is #30 of 124.

Examples

These examples are for information purposes only, to show what would happen in certain scenarios. I am not suggesting that these examples are the best outcomes for each scenario and each example only features relevant parts of the turn, not the entire turn.

Example One:
Using Rip Hunter’s ability.

Game State
~
I have two Rip Hunter dice and a Sidekick die active. I have seven Sidekick dice and one Batman die in my bag.
~ It’s the beginning of my turn.
(Clear and Draw)
~ I don’t have any dice to clear.
~ I draw four Sidekick dice.
~ I use Rip Hunter’s ability, sending three of my Sidekick dice to the Used Pile and I draw three more dice.
~ I draw two Sidekick dice and my Batman die.

Example Two:
Rip Hunter’s ability with Swarm.

Game State
~ I have one Multiple Man: Pile On! die, one Goblin: Lesser Humanoid die, and two Sidekick dice active in the Field Zone.
~ I have a Goblin, Multiple Man, and four Sidekick dice in my bag, and two Sidekick dice in my Use Pile.
~ It’s the beginning of my turn.
(Clear and Draw)
~ I draw four dice: one Multiple Man, one Goblin, two Sidekick dice.
~ I trigger the Swarm ability on Multiple Man and Goblin and draw two more dice: two Sidekicks.
~ I use Rip Hunter’s ability and send Multiple Man and Goblin to the Used Pile.
~ I now draw two more dice, but my bag is empty, so I refill it with the Used Pile (two Sidekicks, Multiple Man, and Goblin). I draw a Goblin and a Sidekick.
~ I trigger Swarm on the Goblin die, drawing one more die – Multiple Man.
~ I trigger Swarm on the Multiple Man die and draw my last die, which is a Sidekick.
(Roll and Reroll)
~ I roll all eight dice and proceed with the rest of my turn.

 

Official Sources

WizKids Official Rules Forum (WORF)
You can find the official ruling, here.

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

I will continue to stand by my opinion that the dice moved by Rip Hunter need to go Out of Play. I’ve seen Ultraman abuse this to devastating results, as well as Parademon Swarm Burn. However, I will never rule against anything that’s been officially ruled on by WORF and I completely understand the reasoning behind their ruling. I just think it’s absolutely silly.

That being said, Parademon’s Burning Swarm is a team that Mr. DDK and I have been discussing since before they officially ruled Rip Hunter. I really want to use Darkseid: Force of Entropy with Parademon: Strength in Numbers and a cheap Swarm dude, like Multiple Man: Pile On!, because that’s just too silly. Rip Hunter’s ability can make a team like that more lethal. I’ve already played against someone that’s headed that direction with their team anyway, and the Parademon with Goblin Swarm is bad enough.

Rip Hunter has his benefits outside of breaking things. He’s exceptionally handy in drafts and he makes for a great addition to many teams that are desperately missing their PXG Global. He’s obviously not as good as PXG, but it’s totally better than nothing! I’ve been using the Uncommon Rip Hunter with my New Gods, but I might have to swap him for this version, unless I can speed the team up some other way.

I think that Rip Hunter is a good card in the competitive scene, but he does cost four to purchase. It’s not too much, but it could be too slow to use against some teams. Be sure you’re not adding him to your team as a necessary purchase, because if you’re buying him, you’re not buying your win condition (unless he contributes to that win condition). Your team shouldn’t be relying on him to function. If you’re using the rare Dwarf Wizard, this is probably going to be the character you want to target, unless of course there is a much larger threat at the time. But using DWiz to slow their churn is a really good idea early in the game.

If you’re playing casual, he’s a great addition and I don’t think he should be overlooked. He could help some of those casual teams churn through their dice a little faster to get to the good stuff!

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!

Special thanks to The Reserve Pool for the use of their site.

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 Dove: Danger!  from the DC Batman set.

Dove, Danger

 

Ruling – Ability

Dove has a special ability that does not require her to be active to use. Dove’s ability says that if she’s in your Used Pile and you take damage, you move her die to your Prep Area. Most of the abilities in the game require that the character be active to use their abilities, but her ability does not say While Active.

Dove’s ability is not optional. If you take damage, you must move Dove to your Prep Area.

Dove’s ability will trigger from any kind of damage, like ability or combat. Any ability or effect that makes you lose a life or pay life will not trigger her ability.

Ruling – Global

To use the Global on a card, you only need to pay the cost. The die does not need to be active to use the Global, unless it specifically says so.

Dove’s Global says that an attacking character die will get -1A when you pay a Shield. You can pay for her Global as many times as you have the energy to do so. Each time that you use her Global, the target attacking character die will get a -1 to their attack.

You do not have to target the same character die if you use her Global more than once.

You cannot use her Global during the Main Step, because there aren’t any attacking characters to target.   Her Global can only be used during the Actions and Globals portion of the Attack Step, and only to target an attacking character die. A character that is not attacking cannot be targeted.

Miscellaneous Card Information

~ Dove is a Shield type character card.
~ She has the Teen Titans affiliation.
~ She has a max dice of four.
~ This card is a Uncommon and is #53 of 124.

Examples

These examples are for information purposes only, to show what would happen in certain scenarios. I am not suggesting that these examples are the best outcomes for each scenario and each example only features relevant parts of the turn, not the entire turn.

Example One:
Dove’s ability used during the Attack Step.

Game State
~
I have one Dove die in my Used Pile and no character dice in the Field Zone.
~
My opponent has a Sidekick in the Field Zone.
(Attack Step – Assign Attackers)
~ My opponent assigns their Sidekick die to attack, moving it into the Attack Zone.
(Attack Step – Assign Blockers)
~ I do not have any character dice to assign as blockers.
(Attack Step – Actions and Globals)
~ My opponent does not use any Actions or Globals.
~ I do not use any Globals.
(Attack Step – Assign and Resolve Damage)
~ Because the Sidekick is unblocked, it deals one damage to me and goes Out of Play.
~ Dove’s ability will trigger, allowing me to move her die from the Used Pile to the Prep Area.

Example Two:
Dove’s ability used during the Main Step.

Game State
~ I have one Dove die in my Used Pile, a Fist energy in my Reserve Pool, and Luke Cage: Bulletproof is on my opponent’s team.
~ It’s during my Main Step.
(Main Step)
~ I pay a Fist energy (placing it Out of Play) to use Luke Cage’s Global, dealing one damage to both players.
~ Dove’s ability triggers, allowing me to move her die from the Used Pile to the Prep Area.

Example Three:
Dove’s Global Timing.

Game State
~ I have a Sidekick in the Field Zone. I have Dove: Danger! on my team, but have not purchased any of her dice yet.
~ My opponent has a Sidekick in the Field Zone and a Shield energy in their Reserve Pool.
~ It’s my turn and we’re headed into the Attack Step.
(Attack Step – Assign Attackers)
~ I assign my Sidekick to attack, moving it into the Attack Zone.
(Attack Step – Assign Blockers)
~ My opponent assigns their Sidekick to block, moving it into the Attack Zone and placing it in front of my Sidekick.
(Attack Step – Actions and Globals)
~ I do not use any Actions or Globals.
~ My opponent spends their Shield energy (moving it to their Used Pile) to pay for Dove’s Global and targets my Sidekick. My Sidekick now has a -1 to its attack, making its attack a 0.

Official Sources

WizKids Official Rules Forum (WORF)
You can find the official ruling, here.

Basic Information

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

Turn Order Summary Reference

turn-order

Opinion and Strategy

So, I’m brewing a new Teen Titans team and this is one of the Dove cards that I’m considering. I want to pair her with Hawk: Might Makes Right. My only concern in using this particular version of Dove is that my opponent can use her Global against me when I attack with Hawk. I’ve been thinking about adding Raven: Azrath, Metrion, Zinthos! to the team to protect my Teen Titans from Dove’s Global, but I’m not completely sure if want another character that I need to purchase on the team. Using this Dove won’t backfire on me that much though, because my main damage is done during the Main Step – with Hawk’s ability. I use Dove and a Sidekick to Fabricate a Golem and because Dove is KO’d for the Fabricate ability, Hawk’s ability triggers. Dove’s Global is only usable during the Attack Step, and even if it wasn’t, my opponent would still have to wait for me to pass them priority.

I’m just so torn between this Dove and the rare version of her. I like being able to spin her up, but I think I like being able to move her from my Used Pile to my Prep Area better. That makes my opponent think a little harder about swinging with a Sidekick while I have Dove in my Used Pile.

I’m also thinking about ways to utilize her ability that won’t necessarily be accessible to my opponent. For example, Luke Cage is not the character I want to use. I don’t want my opponent having access to a Global like that. I’ve thought about Rocket Raccoon: Not a Raccoon. I think he might be more useful and help me control when I trigger her ability without giving my opponent full access to a burn Global.

I like this Dove and the more I think about it, the more I like her. I don’t think she’ll see much play in the major competitive metas, but for casual play, she’s definitely a great Teen Titan to consider. I can’t wait to finish brewing this team and put it together!

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!

Special thanks to The Reserve Pool for the use of their site.

Roll on, Dice Masters!