Failed Orders

Not much has been going on the last few days.

A dice tower I had ordered via Amazon turned up but broken. It wasn’t damaged in the post. It had to have been done when created. So wasn’t chuffed with that. But it got worse as the dice tower also wasn’t the clear plastic that I wanted but frosted. Naturally I asked and received a refund.

Continuing the refunds I had a refund for the issue 250 of Retro Gamer I had ordered direct from the publisher. That was a real saga. Allegedly the issue had been posted. But it was never delivered. So they sent a replacement which did turn up. However that was the wrong issue! They then once again allegedly sent another replacement. Which you guessed it never arrived. After a brief email exchange from a now unhelpful support I requested a refund via PayPal. Which I got. I’ve sworn never to buy Retro Gamer again after this awful experience.

I was really keen for issue 250 because of the mini magazine looking back at the legendary 8 bit power house software developer Rare/Ultimate.

Back in the day Ultimate as the majority of the UK knew them were creating amazing games that were pushing what the hardware could do.

Cookie, Jetpac, and Trans Am on the ZX Spectrum were my first encounters with Ultimate’s catalog.

There was definitely a distinctive art style to those games. They had great game play. Jetpac became one of my all time favourite games of all time. A game that I did get up to level 99 on.

Attic Atac was also a great game that influenced my all time favourite video game creator Jeff Minter on his C64 classic Ancipital.

I could go on title by title of their catalog. But it was their game Knight Lore, third title in the Sabre Man series that had everyone go wow! It was isometric. It looked amazing. Reviewers and players were like how is this even possible on a Spectrum? It was ground breaking and was copied by others. I don’t think it is unfair or incorrect to say it was genre defining.

Seeing the Ultimate name on the box was seen as a guarantee of quality back then.

That’s why I wanted this particular issue of Retro Gamer. I wanted to see if there were any new insights into this legendary British powerhouse. And maybe step through memory lane once more. Looking back on the good times I had playing those games.

So that’s my two stories of recent failed orders.

Catch you in the next post.

Bees in Space!

It should hardly come as a surprise that Apiary the latest game published by Stonemaier Games was an instant buy for me.

This worker placement, slash engine builder designed by first time game designer Connie Vogelmann, and art by Kwanchai Moriya looks right up my alley.

For starters I love the two main mechanics. Ok there aren’t many mechanics I don’t like. However worker placement I really do like and it can be combined with others to produce something unique and fun. Take Dune Imperium as an excellent example of combining worker placement with deckbuilding. I think possibly I have one other game in the collection that might be considered as combining the same two mechanics, which would be The Manhattan Project. I love that game, despite it not hitting the table for a long time.

I love the box art by Kwanchai Moriya. For me it has a kind of modern take of 1950’s sci-fi book cover art. Very retro yet modern!

As for component quality I know this will be great before I even get my hands on the game. Stonemaier Games just get this right every time.

The game was announce mid September but only now can it be ordered directly from Stonemaier Games. If you want to support your FLGS it will be available about a month later. It’s why I’m haven’t said anything about Apiary until now.

So in little over a week (or less if I’m super lucky) it should be with me. Then my biggest problem is going to be getting it to the table. But that’s a self inflicted problem.

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.

A Very Tired Gaming Session!

Sunday was a work day.

Which was going well right up until the moment my head came into contact with some fibreglass sheeting at force as I stood up. You can see the results of said impact in the photos below.

Lots of paper work for the shift leader and additional plasters to stop bleeding later the shift ended.

After the shift I had arranged with Ben and his wife Allie to play new arrival Grail Cup.

Very tired I arrived at their house having never had a chance earlier in the day to read the rules. A flaw in my plan. I never really had a break during the 9 hour shift.

Although this was a minor hurdle to overcome, luckily the rulebook is very quick to pick up and learn from.

The thing that attracted me to Grail Cup was that it shared the card drafting mechanic from Citadels by Bruno Faidutti. Which isn’t a surprise because he designed Grail Cup too.

The art for Grail Cup is by the awesome John Kovalic. He of Munchkin and Dork Tower fame.

We played a couple of three player games and a four player game. The main difference being the number of cards you get to play in a round. In the three player game you get to play two cards and four players or more just one card.

Otherwise each round starts with players drafting the card from the ones available they wish to play that round to move their standee along the race track.

Then the second half of the round has players playing their card and carrying out the instructions on the card.

First player to get their standee to the finish line wins.

This is light, and quick to play. Which I love. It’s easily a game a family could play together.

I like the addition of the dragon that can be moved by players to slow or stop other players in their tracks. The clover spaces with the random clover token that can be either a really useful boost or a boon that has a negative effect. The farm spaces get you rolling a die that can see first player change. Or a bonus of some kind.

Deciding starting positions on the board is based on the card you draw during setup. The person furthest back becomes first player.

I think that we played three games back to back shows how much we enjoyed it.

Next up Ben introduced me to his hard to get, not released over here yet Oink Games new game Tiger & Dragon.

Tiger & Dragon

I want a play or two more of this game.

I enjoyed playing it.

But by the time we started playing tiredness and the head injury were starting to take their toll.

I don’t think I was getting as much out of the game as I could.

As an Oink game this is not one of their famous small box games. But that hasn’t got in the way of it being highly sorted after in the West.

I can see why. It is a nice game. One that may end up in my collection when it becomes more easily available.

I had an enjoyable couple of hours with friends that kindly hosted. Hopefully we can do this on a semi regular basis.

My Gaming September 2023

I know it’s been a day or two since the last post.

But that’s the drawback of working 7 days a week and having currently 2 jobs. I just got to survive until the start of November. Then I’m down to one job and hopefully (shift dependent) more gaming.

I am going to be late or behind on posting.

Thankfully I know you will be understanding and supporting. So I feel less guilty on that front.

So how bad has the current normal hit my gaming?

Well as the 3×3 image and the underlying stats show pretty badly.

Long gone are the golden days of yester year when I was clocking up crazy gaming numbers each month.

But even taking into account the more subdued gaming stats of this year. Septembers numbers are very poor. Almost looking like my stats when the pandemic was finally taken seriously by the UK Government and we entered lockdown.

I’m not sure I’m going to beat these numbers in October. But whatever gaming I do get to do I will treasure and savour even more because I know it’s a rarity for the time being.

A casual MtG Night

Last night our weekly lcg/ccg/tcg happened.

This week saw MtG get to the table.

Diego, Marcin, and myself did multiplayer combat using the mono colour decks from the MtG Game Night kit. This was going to be an evening of casual kitchen table MtG with a group of friends. Exactly what this product was designed for.

Marcin played the mono white deck for both games. Diego played mono black in game one, and mono green in game two. I went true to form starting with mono blue, followed by mono red.

In the first game as the blue player I just had to try and weather the storm of the other two until I was able to get to a win condition of some sort.

Part of that delaying tactic was equipping a creature of Marcin’s that was getting very scary with the cards it had been equipped with. Luckily my contribution goaded that creature. So it had to attack Diego.

But once Diego was out of the picture it was coming for me, and I wasn’t able to draw into a solution. So the inevitable happened with Marcin getting the win.

Game two as mono red I needed to hang around long enough to get the decks dragons out. Sadly I didn’t draw any of the cards that allowed me to reduce the cost of playing a dragon.

Marcin had some annoying life gain going on. My only hope was to once again get the other two fighting it out between themselves.

At one point I came to a deal with Diego that he wouldn’t attack me for three turns to try and buy me enough time to get something going on the dragon front.

But in the end politicing only gets you so far. This time not far enough, and I was soon taken out by Diego and his green horde.

It was a fun evening.

Tuesday night is fastly becoming my fav game night at the moment. And that’s not because it’s my only game night at the moment.

The evening of gaming usually ends between 9pm and 9:30pm. Mainly because there is no other business at the social club. And we are not drinking enough to justify being open any later. Which is fine. After a long day at work that’s about the right time to call it a night for me anyway.

Plus the evening although competitive also has a friendly, relaxed atmosphere to it.

Looking forward to next week.

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.

A little update

I’ve survived the weekend.

It’s been amazing being back to the old job. Didn’t realise how much I missed the work or the people.

Obviously I’m not gaming much for the foreseeable future. But…

I did get some gaming in during the week. It was our clubs hopefully weekly lcg/ccg/tcg game night.

This session saw a three player game of VtM: Rivals.

It’s been a while since we have got the game to the table. So we were a little rusty on the rules.

I wasn’t expecting to win. But thanks to Marcin throwing himself on his own sword to give me a points victory to deny his rival Diego getting the victory. I did. If Marcin hadn’t died then, I would have on my turn with four antagonists delivering the fatal blow. Which would have given Diego the points victory.

Hopefully like Dice Masters this evening will allow us to get the game to the table more regularly.

The next lcg/ccg/tcg night will see MtG getting a turn at the table. I’m looking forward to that.

The game collection is growing again!

Thanks to Ben I got Hadrians Wall, and Trekking the World from Marcin. Which was a very generous thank you for giving him the Star Wars Carcassonne I had (and never played).

The Lord of the Rings lcg The Fellowship of the Ring Saga is on its way. I’m looking forward to getting it to the table next time I visit Nathan. Who knows I might even get it to the table on a lcg/ccg/tcg night.

Fuji Flush and Grail Cup are also winging their way to me.

And that’s it until the start of October but there will be more about the addition in a separate post at the time of ordering. But I’m sure you can guess what it will be.

The dvd walk down memory lane is getting a new addition in the form of the complete Transformers cartoon and its movie from the 80s. Although that Saturday morning chill of watching the cartoons is on hold.

Catch you in the next post now you know I’m still alive.

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.