Category Archives: dice masters

dice masters

A multiplayer experience

Last night was our weekly lcg/ccg/tcg night at Fenland Gamers.

We would once again be drafting Dice Masters. But this time using the Dark Phoenix Saga display box (contains 8 draft boosters) that I picked up for £40 off eBay.

The Dark Phoenix Saga Display Box

Which was a bloody bargain. These retail at £80 plus usually. So being able to pick one up so cheaply was not an opportunity I would be turning down.

Hopefully I can get a bargain Secret Wars to draft in the future.

Our session was attended by Dave, his friend Zack, and myself.

Zack had not played the game before but was familiar with MtG. So we had a learning game where I cracked open a draft booster (I’d not included the two origin packs this time). I chose a couple of basic action cards, and a couple characters for each of us to learn with. With Dave helping/advising him, Zack and I played a greatly cut down game of Dice Masters.

Zack picked the game up quickly, helped by his MtG experience.

After the game we cracked open three draft boosters and commenced to draft our cards.

The teams lined up as follows:

My Team

  • Psylocke: Telepath
  • Kitty Pryde: Right of Passage
  • Lilandra: Politician
  • Corsair: Recruiting a Crew
  • Mister Sinister: Biologist
  • Professor X: Uncanny Leadership
  • Storm: Cloud Cover
  • Rogue: Mrs. X

Zack’s Team

  • Professor X: House of X
  • Wolverine: Pure of Heart
  • Iceman: Frozen Fists of Fury
  • Storm: Extreme Weather
  • Angel: Wings Over the World
  • Bishop: Tortured Timeline
  • Blink: Skilled Combatant
  • Cable: I’ll Do This All Day

Dave’s Team

  • Corsair: Criminal Record
  • Toad: Looking for Comradery
  • Gladiator: Psi Resistance
  • Colossus: Skilled Painter
  • Blob: Depowered from M-Day
  • Master Mold: Targeting Mutants
  • Bishop: I’m Back!
  • Lilandra: Politician

Basic Action Cards

  • Mutation (randomly selected from discarded cards)
  • Making the Team (Zack’s choice)
  • Power Bolt (my choice)
  • Lab Test (Dave’s choice)

Which Multiplayer format did we go with?

The multiplayer format we went with was Hunter (see yesterday’s post for a description of it and others). I thought this would be the easier format to go with having a new player with us.

Each of us chose a basic action card from the ones we drafted to go in the middle as a common pool, plus a fourth was chosen randomly from the remaining discarded basic action cards.

We also went with the first player handicap for everyone but the last player on their first turn.

I really liked this format. I hadn’t played Hunter before in Star Realms. So had no idea what to expect!

This format does force some hard decisions on you. You want to swing in and hit your opponent on the left. But at the same time not wanting to leave yourself wide open to an attack from the person on your right.

It was a delicate balancing act that was not easy to pull off.

In our game I did get an initial free hit at Dave who was on my left. And then after that chipped him away with a Power Bolt. Which was how I knocked him out. Freeing my attack phase up for getting in a sneaky unblockable attack on Zack.

But in the later half of the game I started making purchases that’d allow me to deal with Zack’s scary team. Wolverine and Ice Man were not a nice pairing.

That planning may have been for nothing if Zack had rolled better and been a bit more aggressive.

But in the end I ended up victorious.

Yeah I thought Dice Masters worked as a multiplayer game. Can’t wait to try the other variants that I covered.

Multiplayer games of Dice Masters.

At the moment our next Dice Masters session at the end of the month is going to be a three player event.

Which means we can still draft from the pauper cube or use the Dark Phoenix draft packs that I ordered.

However I’m not keen on having one person sitting out watching whilst the other two are playing a game of Dice Masters with their drafted team.

So my thoughts went to what about a multiplayer game of Dice Masters?

I know that there are official rules for Dice Masters Doubles. But it’s not really an option for just three players.

Ideally I want this to play similar to Commander, or one of the Game Night kits in MtG. Maybe even Vampire the Masquerade Rivals.

The other limitation is that whatever ideas I come up (borrow more like)

with they will support 3 or 4 multiplayer games only. Scaling above this becomes a major headache and I think the downtime between turns becomes too long and makes the game boring. If there are more players split into pods of 3 or 4.

Basic action cards

The first issue that is unique to Dice Masters compared to similar games are the basic action cards.

Which ever of the multiplayer format ideas I have below this bit should be the same for them all.

I’m thinking each player puts out one basic action card. If there are only 3 players a fourth basic action card is selected randomly from a discard pile (if the players have been drafting) or the remaining basic action cards from each player are shuffled together and a random one selected.

Determining First Player

I like using the bgstat app to randomly select the first player. However some might like to be more traditional and let the dice decide with the sidekick roll off.

Whichever way you choose determine a first player for all of these formats below.

Free for all

The Game Night kit uses regular 60 card MtG decks and is a free for all. It’s fun and is the easiest to implement. That’s why the deckbuilder Star Realms also suggests this in their multiplayer rules.

Baring in mind that there might have to be adjustments for turn order for the first turn (see below).

This is a last person standing format.

There are no limitations on who you can attack/target. You can also attack multiple opponents at once! So you could have 2 dice attacking one opponent, and a sidekick attacking the other for instance.

Rivals

This format is based on Vampire the Masquerade Rivals.

Vampire the Masquerade Rivals was designed to be a multiplayer game from the start. It actually has in my opinion a cool mechanic for choosing a rival who you need to defeat to win the game. And it is this mechanic that we will be borrowing.

For this format you will need four tokens numbered 1 to 4.

We will then chose our rival for the game as the Vampire the Masquerade Rivals rules describe below.

Randomly determine who goes first and give them the ‘1st Player’ token. Each player has a number based on where they are sitting. The player with the ‘1st Player Token” is Player 1. The player to their left is Player 2, etc.

In a 3p game, grab Rival tokens 1_3. In a 4p game, use tokens 1_4.

Place the tokens face down in the middle of the table and mix them up. Starting with player 1 and continuing clockwise, each player in turn grabs a token and flips it over. If you grab a token with your player number on it, grab a new one and then throw yours back in face down and mix them up again.

When there are 2 players yet to
grab a token, if either of their numbers have not been
revealed by the earlier players, flip the remaining
tokens over and each player who doesn’t have a
token grabs one that isn’t their own.

This prevents these players from being left with their own token.
Compare your token to the turn order (clockwise from player 1). The player whose number is on your token is your Rival for the game. So if you grab token #2, your Rival is player #2—the player one seat clockwise from player 1.
Vampire the Masquerade Rivals Rulebook page 4

The other rule we will borrow and modify from Vampire the Masquerade Rivals is “IMPORTANT: You cannot attack vampires controlled by a foe who has yet to take their first turn.” This will be changed to:

IMPORTANT: You cannot attack a player who has yet to take their first turn.

To win a game in this multiplayer format you need to defeat your rival, ie knock their health down to zero.

If another player defeats your rival then the player with the most health remaining wins. HOWEVER the player that holds the defeated players token gains 3 health (up to a maximum of 20 health).

Hunter

I’ve borrowed the name and format from Star Realms.

This is also a last person standing format.

In Hunter you can only attack/target the person sitting to your left .

If the player on your left is knocked out, then the next player to your left can now be targeted/attacked.

First player advantage and handicaps

I know in Dice Masters we have the first player rule in place that they roll four sidekicks and one of them gets placed in the Used zone. Which I like as a rule to get round the first player advantage. And games like MtG have similar mechanisms in place.

However in multiplayer games of MtG whether it’s Commander or the Game Night kit the rule of the first player not drawing a card at the start of their first turn does not apply.

In Star Realms they do have handicaps in place for their multiplayer formats.

But do we need handicaps in place for a multiplayer Dice Masters game?

I’m tempted to go with yes, and have the current first player handicap apply to all players except the player going last.

Obviously this needs LOTS of play testing. And I’d be really interested in the thoughts and experiences of others on this subject.

So those are my thoughts on possible multiplayer formats for Dice Masters.

They are formats I will be trying with my gaming groups when we get a chance to get Dice Masters to the table on our weekly lcg/ccg/tcg game night. Which appears to be this evening now!

Let me know if you have tried any of the above, how you got on, what worked and what you would change.

A Dark Draft Format For Dice Masters

In Epic the Card Game Wise Wizard Games (WWG) came up with a draft format for two players called Dark Draft.

The following are the rules for a Dark Draft by WWG.

  • Shuffle a stack of at least 120 cards. Deal 5 to each player.
  • Each player takes 1 card out of their hand of five cards and drafts it, then passes the other 4 to the other (at the same time).
  • Each player takes 2 cards out of their new hand of four cards and drafts them, then discards the remaining two cards into a shared face-down discard pile.
  • Both players now have drafted three cards. Repeat nine times to get to a 30-card deck, shuffle and play.

WWG finish by describing this draft format as “…a fun, fast, and skill-testing draft format for two players.”

I like this format because it gives that bit of mystery during the draft of you know what you handed over to your opponent. However you don’t know what they kept and what was discarded. So you have partial information.

My current thinking is take the 48 card cube I’ve created and use that as the stack to shuffle and deal the cards from. I’m also still using just two dice per card as per official draft packs.

I still want to have that team building element.

The way I see this working is starting with the basic action cards being drafted.

I can’t see this phase of the draft being anything other than a single draft round. It’s also the phase I think might need tweaking the most.

So each player gets dealt 5 basic action cards. Select one and pass the rest to the other player. Both players then select two basic action cards and discard the remaining two to a discard pile facedown.

Now onto the meat of the dark draft.

This takes place over 4 rounds and at the end of it each player has 12 cards to build a team of 8 from.

Each round both players get dealt 5 cards. They choose one to keep and pass the rest to the other player.

Each player now has a hand of 4 cards. They choose two to keep and discard the remaining 2 cards face down to a discard pile.

This is repeated another three times. Giving each player 12 cards.

Once the players have built their teams, and chosen the two basic action cards to use, they reveal their teams and then recruit the dice required as per rainbow draft rules.

In summary this Dice Masters Dark Draft requires a minimum of 40 cards to draft from for the teams. Is drafted over 4 rounds. Giving each player 12 cards to build 8 a card team from. It also requires a minimum of 10 basic action cards to draft from. These are drafted over a single round and give each player 3 basic actions to choose a final two from.

I do like the idea of using the pauper cube I built (or any cube) for this. It gives enough cards to use, plus a little variety as the whole cube is not being used.

Obviously this hasn’t been tested yet. But it will be at the first opportunity I get with (most likely) Dave.

If you do get a chance to try this out please let me know how you got on and what you thought. Or even if you haven’t what you think of this idea anyway.

Testing the TMNT teams

As well as testing the Marvel Pauper Cube I also got to test the two Turtles teams I built from the TMNT set I have.

Dave and I played two games with the two teams I had constructed.

Dave as per usual chose the forces of evil ie the Shredder deck. Whilst I used the Turtles deck.

The decks seemed to work fairly well.

However I still don’t like having to use Fugitoid in the Turtles team. But you can’t have two Splinters going by the team building rules. However I think that’s what they want you to do!

But in this game I’m obeying the team building rules. And only had one die on Fugitoid. Whilst Dave had the other two on his copy of the character.

We both won a game each.

I’ll definitely use these teams again.

What teams did you build with the set?

Testing my first pauper cube

If you remember I wrote some thoughts on creating a cube for drafting in Dice Masters. Since then I created two cubes.

The first being a mashup of four draft packs I bought. Which will need some tweaking. It was fun to play. But it can be improved.

However I have created a second cube.

The cards for this cube were from the following two sets that I have.

I also just chose common cards from those two sets. Making this a Marvel pauper cube.

From those common cards I tried to make sure that only a small number were factionless, and that there were a variety of factions. So we have Villians, X-Men, Avengers, and Fantastic Four as our factions.

Here are the cards for this Marvel Pauper Cube:

Character Cards

  • Cyclops:Slim
  • Ant-Man:Biophysicist
  • Thing:Ever-Loving Blue-Eyed
  • Nick Fury:Mr. Anger
  • Sentinel:Mutant Hunter
  • Mystique:Unknown
  • Punisher:McRook
  • Pyro:Saint-John Allerdyce
  • Loki:Trickster
  • Hawkeye:Longbow
  • Storm:Weather Witch
  • Mister Sinister:Archvillian
  • Magik:Illyana Rasputina
  • Professor X:Recruiting Young Mutants
  • Doctor Octopus:Megalomaniac
  • Iron Man:Upright
  • Deadpool:Assassin
  • Bishop:Omega Squad
  • Magneto:Former Comrade
  • Phoenix:Ms. Psyche
  • Black Panther:Wakanda Chief
  • Vision:Density Control
  • Black Widow:Natural
  • Colossus:Unstoppable
  • Red Hulk:Thunderbolt Ross
  • She-Hulk:Jennifer Walters
  • Apocalypse:Awakened
  • Scarlet Witch:Wanda Maximoff
  • Namor:The Sub-Mariner
  • Nova:Quasar
  • Green Goblin:Goblin Lord
  • Doctor Doom:Reed Richards’ Rival
  • Doctor Strange:Sorcerer Supreme
  • Toad:Tongue Lashing
  • Rogue:Anna Raven
  • Emma Frost:Archvillain
  • Marvel Girl:Telekinetic
  • Captain America:Special Ops
  • Sabretooth:Something to Prove
  • Spider-Man:Hero for Hire
  • Falcon:Samuel Wilson
  • Mr. Fantastic:Brilliant Scientist
  • Mystique:Ageless
  • Psylocke:Betsy Braddock
  • Professor X:Principal
  • Wolverine:Wildboy
  • Venom:Eddie Brock
  • Gambit:Ace in the Hole

Basic Actions

  • Gearing Up
  • Teleport
  • Ambush
  • Teamwork
  • Smash!
  • Rally!
  • Focus Power
  • Take That, Villian!
  • Selective Shield
  • Transfer Power
  • Invulnerability
  • Distraction

Remember: This is a 48 card cube that should support up to 4 players.

So how did it play?

I thought it worked just as well as using two draft packs.

These are the two teams that we drafted.

Dave’s Team

  • Nova: Quasar
  • Phoenix:Ms. Psyche
  • Pyro:Saint-John Allerdyce
  • Cyclops:Slim
  • Rogue: Anna Raven
  • Magik:Illyana Rasputina
  • Gambit:Ace in the Hole
  • Mr. Fantastic

Basic Actions

  • Gearing Up
  • Smash!

My Team

  • Falcon:Samuel Wilson
  • Nick Fury:Mr. Anger
  • Black Widow:Natural
  • Hawkeye:Longbow
  • Iron Man:Upright
  • Punisher:McRook
  • Spider-Man:Hero for Hire
  • Red Hulk:Thunderbolt Ross

Basic Actions

  • Focus Power
  • Selective Shield

From the draft we built teams that had some synergy and despite Dave dominating me with two wins to my one. They were fun games.

They were also three games where we both bought basic action dice. More so than any other games we’ve played in the past.

I want to see how this goes with four or three players.

I also had an idea to come up with a Dice Masters version of the Epic the Card Game Dark Draft format.

It’s a draft format that works really well for two players. But I’ll write more about it and how it might work in another post. I need to sleep on it and get it right in my head first before sharing.

Laters.

Getting Started in Dice Masters in Autumn 2023

I’ve returned to Dice Masters after a long break from the game. But some of the issues I have/had getting back into the game are the same as those wanting to get into the game for the first time.

So I thought I’d write this post sharing my thoughts and suggestions on getting into Dice Masters for new players.

In an ideal world some-one looking to get into Dice Masters will know some-one already into the game or can find some-one at their FLGS.

I’m assuming that the existing player would then teach the game and then set the new player up with some basics needed to play the game.

The basic new player kit I give to new players!

However we don’t live in an ideal world. If we did there would be no need for this post.

Getting the basics

So before we even start playing a game of Dice Masters a new player needs some basics that are required for every game.

Those are:

  • 8 sidekick dice
  • 2 different coloured basic action reminder cards and matching coloured basic action dice (3 per card). In an ideal world you’d have four.
  • Play mat
  • Dice bag

So how does a new player get these if there is not a generous existing player on hand to gift them these?

The easiest way is to pick up one of the two Secret Wars Origin packs.

Inside an Origin Pack

The only thing that these Origin packs don’t give you is a dice bag. But any dice bag will do for this. If you have to buy one they can be picked up cheap enough off Amazon or from your FLGS. The nice thing is even if you end up not continuing with Dice Masters the dice bag can be used with other games.

Picking up both Origin packs will give you everything (except dice bags) to play a learning game or two with a friend.

Another option is to pick up one of the older Starter sets. These do give you everything for two players to start playing with. Well almost! They do include the dice bag. Ok it’s a waxy paper bag. But it’s good enough for learning with. You can always splash out for a better bag later on. However there are no play mats (except in the rule booklet). But you can print these off using the play mat pdf that Wizkids have on their website. The advantage of the older starter sets is they have enough cards for both players to play with the full 8 card teams.

A third more expensive option is to pick up one of the campaign boxes. These are the more complete experiences for two players.

Turtles Campaign Box Contents

Which Starter or Campaign box should a new player go with? Pick the theme that attracts you the most. Love DC go with one of them. Like Warhammer pick up one of those.

Ok I have the basics and learnt the game, now what?

Once you’ve played some learning games it’s time to start building your collection and building teams.

You could buy older set booster boxes(some of these can be picked up for under £50 a box) or individual packs. Crack them open and start building teams. Or you could go with the draft packs of more recent sets and do the same.

Which of the two options above you go with depends on if you want to play Modern Age (uses just recent sets) or Golden Age (uses all sets) games.

However instead of just cracking open boosters or draft packs, why not with your friends play a draft tournament and get some extra game play out of your purchases? It also has the side benefit of building your team building skills.

Another option is to just buy singles. By this I mean just buying the card and dice that you need to build a particular team with. This is usually the cheaper option when building a team. However my experience of the secondary market in Dice Masters using eBay is not great. It’s not as healthy as say the much more popular MtG.

Obviously all this assumes that you have a friend who wants to learn the game as well. However if you don’t then you are then going to have to find a local Dice Masters community to join. Or failing that look to play online using a webcam. I’ve not looked into which is the best online community yet for doing that. I’m assuming it will involve joining a Dice Masters Discord server or two. It might also be worth joining a Dice Masters Facebook group for whichever geographical area you reside.

I hope this has helped. If you are an experienced player what have I missed?

Trying the cube

Last night was the weekly Fenland Gamers lcg/ccg/tcg club night.

Our game for the evening was Dice Masters.

Earlier in the day I prepared two “welcome to Dice Masters” packs for Diego and Marcin who were playing for the first time.

The welcome packs are basically a set of sidekick dice, a set of basic action dice, set of basic action cards, and a wax dice bag.

I’d done similar for Dave last time we played the game.

The only thing missing are play mats. Need to find a solution.

Welcome to Dice Masters packs for the new players

After a learning game for Marcin and Diego using the Secret Wars Origin packs (I keep these in a deck box precisely for this reason) I have we went on to draft from the make shift cube.

Franklin’s Galactus was in my starting hand of the draft. I had to draft the card even if I wasn’t going to put it in the final team. I just couldn’t run the risk of having to face it across the table.

After building our teams and selecting our basic actions we paired up to play.

It was myself vs Dave, and Marcin vs Diego.

Here are the teams for my match with Dave.

My Drafted Team

  • Franklin’s Galactus: No Mercy
  • Iceman: Mr Ice Guy
  • Psylocke: Telepath
  • Namor: Leading the Cabal
  • Jean Grey: Xavier’s Dream
  • Cyclops: First Class
  • Mr. Fantastic: Brilliant Scientist
  • Angel: Jean Grey’s School

Basic Actions

  • Making the Team
  • Escape!

Dave’s Drafted Team

  • Apocalypse: Wicked Supremacist
  • Forge: More Than Firepower
  • Invisible Woman: Regents of the Uhari Throne
  • Mister Sinister: Bar Sinister
  • Bishop: Time Traveller
  • Namor: Warring with the Surface
  • Beast: Olympic Athleticism
  • Falcon: Take Flight

Basic Actions

  • Power Bolt
  • The Siege Perilous

Whilst Marcin and Diego were battling away I managed to smash Dave convincingly with a combo of Psylocke, Namor, Iceman, and my big threat Franklin’s Galactus.

Unintentionally I had drafted a pretty lethal four cards. Namor punished Dave for blocking, so once out he just sat there. Psylocke was my early buy and didn’t come into her own until I got Franklin’s Galactus out. Up until that point I kept her fielded as a blocker. Once the big guy was out I wanted her to do that get knocked out, and refielded thing so I could give the level 3 10A 10D Franklin’s Galactus overcrush. Which with the Iceman energise was lethal and got me a very emphatic victory.

So after obliterating Dave in game one, we went onto game two because Marcin and Diego were still battling it out.

This time Dave tried to disrupt my plan and take me out before I got a chance to get those lethal four cards working together.

And his plan was working he had me down to four life before I got Franklin’s Galactus out, and pulled off one of the nastiest bits of shenanigans going. Earlier in the game I had bought basic action die for Making the Team. With the thought of getting Namor out quickly.

However this particular bit of shenanigans had me rolling that basic action die, along with enough dice to give me the energy to buy Franklin’s Galactus. The basic action die came up with the side to activate the basic action ability. So I bought the big one. Then did the basic action, rolled Franklin’s Galactus and got its level 2 face.

Dave was impressed and disgusted at the same time.

I survived Dave’s next go, and was rolling a lot of dice once more that included the basic action die.

Not only did I have enough energy to get the second Franklin’s Galactus, which rolled into its level 3 face. I had the energise side of Iceman and fielded a Psylocke. That level 3 was now 20A 10D with overcrush and I swung in with everything.

Good night Dave.

Onto game three.

Dave came a lot closer to defeating me, getting my life down to 2. But a last ditch turn of mine that saw two basic action dice for Making the Team allow me to get both of my Namor dice fielded, another Iceman energise, fielding a Psylocke, and an already fielded Iceman and a couple of sidekicks sitting as 2A 1D swing in to get exactly twelve points of damage that I needed to grab the win after Dave had allocated blockers.

That was a much closer game. Dave’s plan of using Mr Fantastic’s global against me to force my fielded Namor to attack really worked.

Near the end of the third game the epic battle between Marcin and Diego ended. Sadly I didn’t get who the victor was. Hopefully Diego will add a comment with the result.

So a clean sweep for me against Dave.

Diego and Marcin really enjoyed playing Dice Masters. Which was good to hear. Maybe next time we will try the new cube I created using just commons from Uncanny X-men and Avengers vs X-Men. Which I need to do a post about the cards selected.

I thought this cube was fun. It does need some tweaking. But I need one or more draft packs to be able to do that. One or two of the cards are pointless because they have things trigger if there is a Wolverine fielded. So I either need a Wolverine card or replace these with others.

I know I’m sounding like a broken record but this was another really fun evening.

Finally…

Over on my favourite Dice Masters podcast A Double Double ‘n Dice Podcast they have once again read my comments out on the show. This time they also link to the blog and my posts to do with Dice Masters. Which was kind of them to do. I appreciate this blog is very niche at best, and certainly not to everyone’s taste.

So at some point I might see people who know Dice Masters much better than myself calling me out for my errors.

But in the meantime you can listen to the latest show (at time of writing) here on YouTube.

My New Dice Masters Play Mat & Mouse Mats

Whilst a very busy Gavin has not had a chance to hunt for the missing play mat I decided to get a custom play mat.

Here in the UK the best place I’ve found to get one made is Patriot Games.

But first I needed a design to get printed.

I stumbled on the Medusa design (below) on Etzy for about £2.99. I’d give a link but it looks like the seller is currently not selling it or other designs.

I’ve liked Medusa as a character since I first saw her in a UK Fantastic Four reprint in the late seventies.

What sold me on this design apart from the incredible art, was the speech bubble “… and you shall pay in blood!”

I loved the sentiment for knocking out a character die.

On the Patriot Games website I went with their custom play mat service and select a 24” by 14” invisible stitched edge play mat.

Because of the large file size of the pdf with the design in I had to use a file sharing site and send the link to Patriot Games. It should be noted they don’t do iCloud. They do recommend using WeTransfer for this. Which is what I went with.

I was really impressed with the quality of the mat. My photo above really doesn’t do it justice.

With Tuesday evenings being a chance to regularly get Dice Masters to the table I needed an option I can use with others to play with.

I wanted to move away from the paper play mats with something less cramped.

So once again I turned to the custom play mat service of Patriot Games.

The official Wizkids pdf I have is perfect for my needs as it helps teach the game and remind players of the steps.

I had to convert the pdf to a jpg and rotate it so I could upload it to the Patriot Games site.

The design just about fits on a mouse pad. Although it is about 2 or 3 millimetres two wide on either side. But the bit lost isn’t too noticeable.

I got three mouse mats ordered with this design.

I’d liked to have had the life track a bit larger. But the mouse pad size wouldn’t allow it.

These aren’t meant to be a complete play mat, just a larger more robust version of the paper mats.

The quality of the mouse mats are really good. And I’m very happy how these turned out. Shame my photo is so poor.

If Gavin doesn’t find the play mat I will need to get another full size play mat. I’ll let Nathan choose the design for that. After all it’s mainly for him to use. So makes sense to let him choose it. But I’ll definitely use Patriot Games again for this. Which surely is the ultimate recommendation for them.

UPDATED 4/10/23: added better pictures taken last night at our Dice Masters session.

Team Ninja Turtle

A short while back I got my grubby mitts on the first TMNT box set and shared my opinions on it.

My big complaint (although I don’t think it came across as that) was apart from the two two character team lists for the first learning game. There was no team lists for a two player game.

So new players who bought this box of dice and cards were left to figure out what to do with all these remaining cards and dice.

Is it really fair to throw new players (who might be young as it is an IP that appeals to a younger demographic) in the deep end like that?

In an ideal world this and other sets would have come with team lists or preconstructed teams ready to play.

So the aim of this post is to suggest possible teams for owners of this Dice Masters set to play with.

If this proves popular or useful when I slowly catch up on sets that I missed during my really long hiatus from the game after giving some initial thoughts on the contents I’ll do a similar post.

I will also warn you that I may not have played the suggested teams at time of writing the post! But the intention is that I will, and the post will be updated with any tweaks. Currently as I write this post if you have read my life, the universe posts I’m working 7 days a week for the next two months until my notice period is up for my current job. And my only gaming opportunity is a Tuesday evening. My stats for the next two months are going to be abysmal.

TMNT vs Shredder

This is obviously the first couple of teams that players will want to do. The classic confrontation between our heroes in a half shell and their arch enemy.

Looking at the cards available I think this is how they might be expecting users to use the set. However the turtles side doesn’t have eight characters! It has two Splinters(different art) but you can’t use two Splinters using the official deck construction rules! So you are a character down for the turtles side.

I chose the four basic action cards below because I thought they would fit in with both teams.

In the team lists below I give the card name followed by the number of dice in brackets.

TMNT Player

  • Casey Jones: Mutant Hunter (2)
  • Fugitoid: Professor Honeycutt (1)
  • April: Ninja in Training (3)
  • Raphael: Anger Issues (3)
  • Leonardo: Leads (3)
  • Donatello: Donnie (3)
  • Michelangelo: Mickey (3)
  • Splinter: Sensei (2)

Basic Actions:

  • Give Me a Break!
  • Cowabunga!

The idea of this deck is to use Casey Jones as a way to swing in with your other dice unblocked. Delivery a killer blow.

April is there to try and get any turtles out of the bag as quickly as possible and to thin out sidekicks. As is Splinter.

With the turtles themselves I’ve tried to combo off the fact there are other turtles fielded or reduce the cost of purchasing turtle dice.

Shredder Player

  • Mousers: Spare Parts (3)
  • Foot Ninja: Ninja Syndicate (3)
  • Fugitoid: Neutrino Scientist (2)
  • Baxter Stockman: Evil Scientist (3)
  • Rocksteady: Armed and Dangerous (3)
  • Bebop: Troublesome (3)
  • Krang: Technodrome Commander (1)
  • Shredder: Oroku Saki (2)

Basic Actions:

  • Special Delivery
  • Reckless Abandon

The aim of this team is rush out and do as much combat damage as possible as quickly as possible using characters that have been buffed.

Mousers is there to punish the opponent for fielding characters that have a when fielded ability. It gets a +1 to attack and defense. Sadly it doesn’t stack.

Foot Ninja is there to go under the radar, gets buffed up by the number of sidekicks. Unlike Mousers there is no limit, and includes sidekicks fielded by our opponent. So potentially this could be very large indeed. Using the Cowabunga! Action die with it makes a solo buffed Foot Ninja deadly.

Baxter is there is get Mousers out quicker once they hit the Used area.

Fugitoid is included to try and slow down the opponent and buy time to get our plan into action.

Rocksteady and Bebop are there to get a boost off of each other.

Krang is just a body to have if we need a hard to remove big hitter.

Shredder is just a source of direct damage and another big hitter.

Next time in one of these posts…

I’m going to end this post with a sneakpeak of my plans for these posts. The next box set on my list to purchase is the WWE one. These days I’m a closet WWE fan. But I’m sure when this arrives the post will have you bored rigid with my WWE memories. Plus my friend Gavin (he who has a playmat somewhere) is a WWE fan, and will gladly play this set with me. In fact we are thinking of dipping our toes into Heroclix and its WWE stuff. But that’s a totally different rabbit hole to fall down.

Let me know what you think of these teams. If you played them how you got on.

Just chuck some cards and dice together – that’d be too easy

The thing I love about games such as MtG, Vampire the Masquerade Rivals, Netrunner, Ashes, etc is the deck construction.

I love putting some cards together that express an idea, a plan, and playing them. Sometimes it works, other times (more often) it doesn’t. You either give up on that idea or make some tweaks.

Decks are living things! As new cards come out I’m always evaluating whether there are cards that would fit into one of my decks, and if they would are they better than what I already have?

So naturally it’s a side of Dice Masters that I like and enjoy.

It’s also a side I need to do so that I can play with Nathan. I will need preconstructed teams for us to pick up and play. After all he has zero cards and dice. It also has the knock on affect of giving me decks I can use with friends.

I’m also going to need to build teams if I want to play in events in person or online.

The Basics

So what are the basics for building a team in Dice Masters?

Over on the official Wizkids Dice Masters site there is a page about constructed with the rules on.

A constructed team is when you select

… eight Characters or Action Cards, and 20 corresponding dice. And… select two Basic Action Cards.

However it’s not as simple as that, and like owning a gremlin there are some rules we need to remember when selecting and building our team.

  • Each card must have at least one die assigned to it.
  • No die may have more than its max # of dice assigned to it.
  • No player may bring more than 20 Character or Action Dice.
  • A player may not bring two characters with the same name, even if they have different subtitles (i.e. Wolverine: Wanted, and Wolverine: Canucklehead).
  • Each player must bring exactly two different Basic Action Cards.

And that is all the advice that Wizkids give in building your teams for constructed.

But like life it’s never as simple as that there are other things you need to take into account when selecting your team.

What cards can I use?

Before building your team and taking into account the other things that I mention below. You first have to decide what format you are building for.

The format defines which Dice Masters sets you can select your cards from for your team.

There are two official Wizkids constructed formats, Modern Age, and Golden Age.

Modern Age is the Dice Masters version of Standard in MtG. At the time of writing legal sets to chose your cards from are any sets from and including Avengers Infinity Gauntlet. Although once the House of X set drops this will change. There should be an official post about this on the Wizkids Dice Masters site nearer the time.

Golden Age is the Dice Masters version of Vintage/Modern in MtG. The easiest way to describe this is its every set that’s ever been released for Dice Masters.

There is also a format called Global Escalation. I’m not sure how popular this is but it was a format voted for by fans I believe in a survey Wizkids ran. On the survey it was described as an “unlimited constructed tournament where cards without Global Abilities that made the finals of World Championships…US Nationals … will be disallowed.” So basically a Golden Age format with a very particular ban list.

Just to complicate things more there is also an official Ban list. This list is a list of cards banned by Wizkids by format. Why would they ban them? To keep the formats healthy and competitive. Some cards are just broken especially with cards they were never designed to be used with. So it’s worth taking the ban list into account whilst building your team.

There are also a few unofficial formats that content creators, players have come up with. You can look up any rules for those formats as and when you need them.

So having selected the format, you know what cards you have to choose from. You are now ready to start building the team.

The make up of a team

The team we are building is 8 cards. Plus 2 basic actions. No more. No less.

In those cards we have to do a bloody lot. In reality we may not be able to do all of them.

I like to choose a card to build around. This card is usually one that I plan to win the game with. This is my win condition.

Obviously winning the game involves knocking our opponents health down to zero. This can be done by direct damage or by combat damage.

With my chosen card I need to be able to describe how I’m going to win the game. It could be as simple as “I’m going to swing in with my character and do lots of combat damage to my opponent in one go”.

It is possible to have more than one win condition. A plan B or C so to speak. But you will need to also be able to describe what those win conditions are.

Black Panther Resisting Doom with its “while Black Panther is active, if you attack with 6 or more different fantastic four affiliated characters, you win the game” could be your plan B for a fantastic four affiliated based team. Equally it could be your plan A!

Not being able to describe how you can win the game could mean you haven’t fully understood how that card works, or how to play it properly.

Next we need 2 or three cards that either combo with our win condition or have a synergy with it.

Let’s take current darling of the competitive scene Master Mold Endless Sentinels. This card could potentially with the right support cards be getting you three tokens a turn! But only if you are able to field it each turn.

The type of cards we would want to use with Master Mold are ones that allow us to KO our own characters. Preferably a global ability.

The reason I say a global ability and not rely on a character dice is because as long as we have the right energy for the global ability we can trigger that global ability before damage is allocated (I would recommend becoming familiar with the timing of when you can activate global abilities throughout the different stages of a turn).

That’s where a card like Dark Phoenix Destructive Force comes in. Depending on other cards selected you only need one die on her. She is there for that nice global ability. Which synergises nicely with how we want to abuse the ability of Master Mold each turn.

So our plan is buying Master Mold as quick as possible, and as soon as we draw him, field, attack, and KO each turn to create as many tokens as possible. Our win condition most definitely is overwhelming our opponent with these tokens and smashing them with combat damage.

So that is an example of the sort of synergy or combo we are looking for.

You can also see from the Black Panther card that affiliations can be powerful and also combo or synergise nicely with each other giving stat boosts etc.

Master Mold isn’t a cheap die to purchase. It’s 6 shield energy. And the card you select may be just as costly or even more expensive! The problem is we are only rolling 4 dice a turn. Or are we?

Don’t forget any dice we have in our prep area we are also rolling at the start of our turn along with the 4 drawn dice.

Obviously any KO’d characters go to our prep area. But using character abilities, global abilities, and action dice it is possible to get more dice in the prep area. The more dice we are rolling the more likely we are to get the energy needed to buy the more expensive dice in our team.

We also need to consider churn. Or how quickly we can get through our bag to refill it from the used area and start accessing all those great dice we have purchased in the meantime. Now our ramp abilities (which ever form they come in) can help with this! Especially if they are allowing you to take side kicks out of the bag or used area and place them in the prep area. Thus giving us a greater chance of drawing the dice we want. Or our ramp could be in the form of an ability reducing the cost of our next purchase.

So far we have looked at the types of card to use to get us the win. But what about our opponents threats? We need some way to get rid of them. So at least one card needs to allow you to remove a particular target die on your opponents side (handy for those big hitting one off threats) or get rid of all of the characters fielded by your opponent. Aka a board wipe. Believe it or not some people like to spam out lots of cheap little characters and inflict a death of a thousand cuts by overwhelming you with numbers. You may need both types. A card may be great at removing lots of small threats but no good for much larger ones.

If we have cards that give us ramp and churn, plus targeted removal and a board wipe. That’s our 8 cards already. But we have something else to include card wise as well!

I have an admission and don’t hate me for it. I like playing blue in MtG. Being able to disrupt or slow down your opponents game plan is not going to win you the game. But it does buy you the time for your plan to kick in. So having a card or two that allows you to throw a spanner in the works of your opponent is important also. That spanner could be forcing them to reroll a fielded character for example. Or it could be an ability that switches off your opponents card abilities.

How many dice?

Remember you are giving your opponent a big hint about which cards are really important to your game plan and which aren’t by the number of dice you have on them. Generally if a card has the max number of dice allowed it’s pretty important. But as I showed above in the Master Mold and Dark Phoenix example that’s not always the case. The card maybe there just for its global ability.

Final advice

Remember whatever global abilities you have on your team they are also available for your opponent. And vice versa. It may be unavoidable that you really need a global ability that is great for an opponent no matter what team they are playing. However the more specific and less general you can get them the better.

Try not to make your team all expensive cards. It makes it very hard for you to get dice out quickly. Giving your opponent time to kill you off before you even get a chance to follow your plan. Ideally you want a nice cost curve that builds from one or two cheap two or three cost dice up to that expensive one you want. So that you can buy characters from turn one and start getting your plan into action asap.

Don’t forget to test, test, test, your team. Make notes about what worked, what didn’t. Did you need more dice than you allocated for a particular card. Make a note of which teams yours didn’t do well against. Why? No team is perfect. But repeated plays and tweaking them will make them stronger. Just don’t play it once and if it doesn’t work bin it. One play is not enough to decide if a deck works or not.

A final bit of advice look at other peoples decks especially from major competitions. Try and work out why they chose the cards they did. What are the synergies etc.

Team building can be fun and rewarding despite the impression I give above.