Mike Elliott • Eric M. Lang

Mike Elliott • Eric M. Lang
Mike Elliott • Eric M. Lang
In DC Comics Dice Masters: Justice League, two players take
the role of masterminds directing the actions of a team of powerful
superheroes (represented by dice) to battle each other! Each turn,
you’ll roll your dice to see what resources you have available, buy dice,
send your team members into the field, and then strike at the enemy
mastermind. Reduce the opposing mastermind’s life to zero, and save
the day!
Aside from these rules, this set should include:
• 44 Custom Dice
12 Basic Action Dice (3 each in
4 colors)
16 Character Dice (2 each of 8
16 Sidekick Dice (white)
• 38 Cards
24 Character Cards (3 versions
each for 8 characters; Sidekicks
have no cards)
10 Basic Action Cards
4 Color Reminder cards
• 2 Dice Bags
There are multiple
cards available for each
character die; you can
choose which one you
want to use!
This let you specialize
your dice to suit your
play style.
Additional cards and dice to expand your team can be found
in expansion packs—ask your retailer! High-quality play mats
are also available for purchase, or you can download one from
dicemasters.com and print it out yourself.
Each card details all the powers of one set of dice. Cards and their
associated dice come in two types: characters and actions. Characters
are named after people in the DC Universe (Sidekicks are the
exception, and represent the people who have no special powers, but
are nonetheless helpful), and their dice have numbers around the faces
with the custom symbol. Actions are named for events or activities,
and have no numbers around the die’s custom symbol.
At the top center of the card is the card’s title and subtitle. Most
cards have several versions that are differentiated by their subtitle.
At the upper left of the card is the die’s cost (a number) and energy
, or shield ). Cards of
type (a symbol of a bolt , fist , mask
a given energy type require that energy to be purchased, and provide
that type of energy during play. Superman™ (shown in the diagram
below) is a shield character that costs 7. Sidekicks and Basic Action
Cards have no energy type.
Below the cost and energy type, some characters have a team logo to
identify their affiliation (action dice have no affiliation).
The affiliation is shown by the team’s logo:
Justice League
Justice Society
of America
Legion of Doom
Cost & Type
(very small)
Card Name &
Card Art
Rarity Stripe
(see page 25 for
“Rarity” )
Text Box
Die Face
Die Limit
(energy faces)
(character faces of increasing level)
The text box in the center of the card details the die’s abilities. Below
that, the color of the rarity stripe provides information for collectors.
Right below the rarity stripe, “Max:” number shows the die limit;
that’s how many of these dice you are allowed to have in a team. (Basic
cards have “Use:” because you always use a fixed number of them in
every game.)
At the bottom, the die face reference shows the various faces of the
die. Faces that provide energy are on the left, and character or action
faces are on the right.
Each die is engineered with a unique combination of colors and
All dice have faces that generate energy.
Energy faces have one or two of the
special energy symbols on them. We talk
more about energy on page 6.
The special sides on action dice have a
custom icon, and some have one or two
burst symbols on them. Action dice never
have numbers.
Character dice have a custom icon and may have burst symbols,
but they always have several numbers that define the character’s basic
(if any)
Custom Icon
The number in the top
left is the fielding cost
of the die. This is how
much energy you must
spend to send the die
into the field where it can
engage the forces of your
At the top right is the die’s attack; this is how much hurt it dishes out.
On card text, a die’s attack is abbreviated as A.
The bottom right shows the die’s defense; how much damage it takes
to knock the character out. On card text, defense is abbreviated as D.
The bottom left may have one or two burst symbols. These activate
special abilities on dice, if any are listed. If no burst abilities are listed
on the card, the burst has no effect.
Dice on their energy faces can move from your Reserve Pool to pay
for costs. If they do that during your turn, they go Out of Play (they
are moved to your Used Pile at the end of the turn). If it isn’t your turn,
they go straight to your Used Pile.
How you set up depends on whether or not this is a demo game
(for you or a friend). If you’re just learning or teaching a new player,
you should give the setup below a try. If you’re an experienced Dice
Masters player, feel free to skip to Customizing Your Team on page
24 of this booklet.
For this demo game, place the following Basic Action Cards in the
center of the play area:
• Anger Issues, Phantom Zone, Villainous Pact
Put a set of three Basic Action Dice on each of those cards (it doesn’t
matter which color, but this example will refer to them as if you had
used red, blue, and green in order). Place the Red Dice reminder card
under Anger Issues with the label sticking out from the top or side of
the card. Do the same with the Blue Dice card and Phantom Zone, and
the Green Dice card with Villainous Pact. These cards will help players
remember which dice use which card when all the dice on a Basic
Action Card have been purchased.
Basic Action Cards can be used by either player, no matter who
brings them! In this demo game, we don’t specify who brought them
Decide who goes first by flipping a coin or rolling a die (one player
could call energy or character while the other player rolls the die).
The player who wins the coin toss or die roll can choose to go first or
second. Each player gathers the cards listed below and the two dice
that match them. Every character in this starter has 3 versions, so be
sure to grab the right one based on the subtitle.
• First Player: Martian Manhunter, J’onn J’onnz, and Batman™,
The Dark Knight
• Second Player: Wonder Woman, Champion of Themyscira,
and Zatanna, arataZ annataZ.
Place those cards, each with their two matching dice, on your side of
the table. These cards, unlike Basic Actions, can only be purchased by
the player whose cards they are. Your play space should look like the
diagram on page 5.
Finally, each player takes 8 of the Sidekick dice (this starter comes
with 16) and places them in one of the dice bags (this starter comes
with 2). Each player will start the game with 10 life for this demo game.
When you’re set up, the
table should look sort of
like this:
There are several distinct areas where you place your dice to indicate
what they can and can’t do for you.
The Bag: One of the two dice bags provided (or your own bag). This
is where you draw dice from. If your bag is ever empty, and you need
to draw a die, move all dice from your used pile into your bag and
shake it well to mix the dice thoroughly.
Prep Area: This area holds dice that you’ll roll during your roll and
reroll step in addition to the dice from your draw. This is where KO’d
dice go.
Reserve Pool: These are dice that you have rolled but have not yet
done anything with. Dice on energy faces here can be spent, dice on
action faces can be used for their effects, and dice on character faces
can be fielded.
Field: This is where characters go. Sometimes you’ll be paying
their fielding cost to get them here, other times they’ll be using their
abilities from here.
Attack Zone: This is a special part of the Field Zone. It’s where
your characters go when you assign them as attackers or blockers.
Characters in the Attack Zone are also in the Field Zone.
Out of Play: Nothing can happen to dice here. Energy spent during
your turn goes here, so do action dice you use during your turn or
unblocked characters.
Used Pile: Dice here have been used up. At the end of your turn, all
dice Out of Play are moved here. When you spend energy during your
opponent’s turn, it goes directly here. Dice here are returned to your
bag when you would try to draw a die but cannot.
First we’ll outline the basic structure of the game. Later we’ll have
more detailed rules that should be referenced when questions arise.
Each player has a certain amount of life points at the start of the
game (this is 10 points in the demo; when you play a full game with 20
dice you’ll use 20 life). Keep track of your life total with a method of
your choice like a piece of scrap paper or using the track in the center
of this booklet.
During the game, you’ll want to purchase character dice and action
dice. Character dice can be sent to the field to attack your opponent,
they can stay in your field zone to block, or sometimes they can even
use special abilities. Unblocked characters can damage your opponent,
reducing his or her life. When you reduce your opponent’s life to zero,
you win!
Dice can produce energy. The Sidekick dice you start with can
produce all different types of energy; some dice will even produce
more than one energy. Energy allows you to buy additional dice, pay
to field characters, and pay for Global Abilities (we’ll explain all these
There are five types of energy:
• Fist
• Bolt
• Mask
• Shield
In addition, some other die faces provide energy:
• Wildcard ( ) – may be used as any type of energy
) – provides two energy, but of no particular type
eneric (
• Doubles – some faces will provide two Fists, two Masks, etc. by
showing two of that symbol
Sidekicks have no cards associated with them. Basic Action Dice can
be paired with any of the Basic Action Cards and an indicator card.
All other dice are associated with a few cards. Before playing, you’ll
choose one of those cards to use with each type of die. The card gives
a variety of details about the die, such as its cost, its special abilities,
and its faces in order.
Characters have levels (normally three). These levels are the die
faces that show the die’s custom symbol and the character stats. The
leftmost character die face shown on the die’s card is level 1. The level
increases by one for each face moving to the right. In the top left of
each character face is a number: that is the cost to field that character.
In the top right is that character’s attack (often referred to as A in card
text). Below a character’s attack is its defense (often referred to as D
in card text).
Many dice have a burst symbol ( ) or two burst symbols
) in the lower left corner of one or more of their faces. These
burst symbols indicate that the die might activate some sort of special
effect. When you roll a face that has one or two burst symbols on
it, you must apply the matching text on the card (you can’t choose
not to). If there is no corresponding text on the card, then the burst
symbol has no effect.
Players alternate taking turns. During a player’s turn, that player
goes through the following steps in order. Once a step is completed, a
player cannot go back to it in the same turn.
Move all dice still in your Reserve Pool to your Used Pile. Since they
were never used, they do not go Out of Play, but move directly to your
Used Pile.
Draw 4 dice from your bag. If your bag has fewer than 4 dice, draw
all of them, then place all the dice from your Used Pile into the bag,
shake the bag well, and continue drawing until you have drawn 4 dice
total. Sometimes cards or abilities will make you draw more dice: draw
those additional dice now. Place all dice drawn into your Prep Area.
If, after refilling the bag, you are only able to draw 3 dice or fewer,
lose 1 life and gain 1 generic energy for each die below four that you
drew. For example, if you only drew 3 dice from the bag, you would
gain 1 generic energy and lose 1 life.
Roll the dice you drew from the bag as well as all of the dice that were
already in your Prep Area (that were placed there in an earlier turn).
After you have rolled your dice, you may choose to reroll any or all
of them. When rerolling, you select all of the dice to reroll at once, and
you reroll them as a group.
You do not get a second reroll opportunity even with dice that you
did not choose for your first reroll.
Once you’ve rolled (and possibly rerolled) all of your dice, place all
of the dice you rolled into your Reserve Pool, keeping the same face
During this step, you may purchase dice, activate Global Abilities,
field characters, and use Action Dice. You can do these multiple times
and in any order; for example, you could purchase a die, use an action,
field a character, and then purchase another die.
To pay energy during your turn, move dice showing that much
energy from your Reserve Pool Out of Play. Those dice will go to
your Used Pile during Cleanup. You can also pay energy during your
opponent’s turn, but that energy goes directly into your Used Pile.
a Die
On your turn, you can purchase any combination of dice you like.
You can purchase dice from the Basic Action Cards in the center (no
matter which player brought them), as well as from the cards you
brought to the game.
To purchase a die, you must pay its purchase cost in energy. If the
card shows that it is a certain energy type, at least one of the energy
used to pay that cost must be that type of energy.
Example: Green Arrow, Oliver Queen, has a cost of 4 and is a
character. You can buy a Green Arrow die with a and three , or a
, two , and a
, etc. Villainous Pact does not show an energy type
next to its cost; you can use any type of energy to pay for a Villainous
Pact die.
When you’ve bought dice, they go to your Used Pile.
If you have a die that produces two or more non-generic energy, you
may partially spend the die’s energy by spinning it down to a face that
reflects the unused portion of the die’s energy. For example, if a die
you may use the
and another energy to purchase
face shows
die that costs two and change the face on the die to a face that
. This only applies to symbol dice and not dice that produce
generic energy. For generic-energy dice, any unused portion that is
not immediately spent is lost. However, you can purchase multiple
dice simultaneously to spend a generic die completely.
a Global Ability
Some cards have Global Abilities printed on them. These effects are
always available, whether or not a die from that card is in the field. You
can use a Global Ability listed on an opponent’s card even though you
cannot purchase a die from that card.
During a player’s main step, both players can use any or all Global
Abilities available. To use a Global Ability, you must pay the energy
cost, moving the die or dice used to pay that cost to your Used Pile
(if it’s your turn, they are therefore Out of Play). In many cases, these
effects may be used more than once if the cost can be paid multiple
times. As with purchasing dice, you can partially spend non-generic
energy. If both players want to use a Global Ability at the same time,
the player whose turn it is wins the tie.
You may use the action faces on your action dice during the Main
Step. To do so, apply the effect and then move the action die from your
Reserve Pool to Out of Play (it will go to your Used Pile at the end of
the turn). It costs no extra energy to use an action die.
It costs energy for you to send your character dice from your Reserve
Pool to the field, though in some cases, that cost is zero.
When you field a character, you must pay energy equal to the
character’s fielding cost as shown in the upper left corner of the die.
This cost can be paid with any type of energy, even generic. As with
purchasing dice, you can partially spend non-generic dice, and you
can pay more than one cost at once to fully spend a generic-energy die.
You cannot field a character if you cannot pay the energy cost.
Many characters have game effects that take place when they are
fielded. Some of these effects target dice in your Used Pile. Such game
effects cannot target or select a die that was used to pay for fielding the
character, since dice that enter your dice from the Reserve Pool are
Out of Play for the rest of the turn.
You are not required to field a die if you do not wish to. Any
characters that you do not field (because you can’t or choose not to) by
the end of the Main Step go to your Used Pile (they do not go Out of
Play, since they were never used).
After you have completed all your activity in the Main Step and
moved leftover characters from your Reserve Pool to your Used Pile,
you are ready to attack. During the Attack Step, the attacking player
can use any actions still in the Reserve Pool. In addition, both players
can use Global Abilities whenever appropriate; that is, they can use
Global Abilities that react to damage and the like when that happens.
All other Global Abilities can be used after blockers are declared.
The Attack Step has the following parts, in order:
Any or all of your fielded characters can attack. Move these
characters into the Attack Zone. It costs no energy to move a character
into the Attack Zone; it is just a part of the Field Zone. You can send
all, some, or none of your characters to attack. If you do not attack,
your turn immediately ends (neither player can use Global Abilities
in this case).
After you declare all attackers, apply any effects that happen due to
characters attacking.
Your opponent declares blocking characters, moving them into the
Attack Zone and assigning each one to block a specific attacker. Your
opponent can block with all, some, or none of his or her characters.
A single blocker can only block one attacking character: it can’t block
more than one. However, more than one blocker may be assigned to
block a single attacker.
After all blockers are declared, apply any effects that take place due
to blocking or being blocked. As is the case with all ties, the player
whose turn it is (the attacker) resolves first, then the defender.
Actions and Global Abilities
The attacking player can use action dice and Global Abilities; the
defending player can use Global Abilities. If both players have such
effects that they wish to use, the attacking player gets to go first. Once
both players are finished, move on to assigning damage.
Both players assign damage. Damage occurs simultaneously. (In
the rare case where it is relevant, the attacking player assigns first,
although damage still resolves simultaneously.)
Each attacking character that was blocked assigns its attack value
in damage to the character(s) blocking it. If more than one character
is blocking an attacking character, the attacker can choose how to
divide the damage between the blockers (and can even assign one full
damage and the other zero). An attacking character must assign all of
its damage. Likewise, each blocking character assigns damage equal
to its attack value to the character it blocks (characters that can block
more than one attacker must split their damage as an attacker would).
Damage dealt to a character in excess of its defense has no effect.
Attacking characters that were unblocked (or those with special
abilities) assign damage to the defending player instead of a character.
That damage will be deducted from the player’s life total. These
unblocked characters are moved Out of Play, after dealing damage,
before any other effects resolve other than those that would replace
damage. They’ll go to the Used Pile during Cleanup.
Once all damage has been assigned, knock out each character that
took damage greater than or equal to its defense. When a character
is knocked out, move it to that player’s Prep Area. If game effects are
generated by a character taking damage or being knocked out, the
attacking player resolves all effects first, then the defender.
Characters that were KO’d (from damage from an attacker, damage
from a blocker, or some other effect during the Assign Damage step)
are sent to the Prep Area.
Characters that blocked or were blocked but not KO’d return to the
Field Zone.
All damage to all dice is cleared. All effects end (except “While
active” effects). Actions still in a player’s Reserve Pool move to the
Used Pile (unless they’re on an energy face). Only dice showing energy
faces can remain in the Reserve Pool.
The turn ends. Move all of your dice that were Out of Play into your
Used Pile.
As soon as your opponent’s life reaches zero, the game ends and you
win! If both players would reach 0 at the same time, the game ends
in a tie.
Patricia and Jimmy sit down to play a game using the Demo Game
setup. Patricia won the coin toss and gets to go first. They both start
with 10 life.
• First Player: Martian Manhunter, J’onn J’onnz, and Batman™,
The Dark Knight
• Second Player: Wonder Woman, Champion of Themyscira,
and Zatanna, arataZ annataZ.
Patricia, Turn 1
Patricia draws four dice (all Sidekicks) in her Clear and Draw Step.
She rolls them in her Roll and Reroll Step, getting:
Patricia would like to purchase Batman, so she makes a point of
rerolling the in order to try and get a 4th energy but also rerolls the
in hopes of getting the
she’ll need.
After her reroll, Patricia has:
Now she’ll need to
choose between Batman
and Martian Manhunter.
On second thought, she
decides to purchase Martian
Manhunter. His 7 attack might come in handy later (if she fields him
on his level 3 face)! She moves her four energy Out of Play (at least one
of them is a ). She moves a Martian Manhunter die from his card to
her Reserve Pool. She’ll skip her attack step since she has no characters
in the Field Zone. She has no energy in her Reserve Pool to use during
Jimmy’s turn. She moves her dice from Out of Play to her Used Pile.
Jimmy, Turn 1
Jimmy draws four dice (all Sidekicks) in his Clear and Draw Step.
He rolls them in his Roll and Reroll Step, getting:
Jimmy is totally happy with this roll and chooses not to reroll any of
his dice. This signals to Patricia that he’ll be purchasing Zatanna since
he doesn’t have enough energy for Wonder Woman. During Jimmy’s
Main Step he buys a Zatanna die, adding it to his Used Pile. He fields
his Sidekick for free, and decides to keep it as a blocker. Again, the
Attack Step is skipped.
At the end of the turn,
Jimmy’s Sidekick dice move
from Out of Play to the Used
Patricia, Turn 2
Patricia draws four dice (again all Sidekicks) in her Clear and Draw
Step. She rolls them in her Roll and Reroll Step, getting:
She decides to keep these dice. She wants to clobber Jimmy and
decides to buy a Batman die to do it that much faster. Since Patricia
doesn’t attack, her turn ends. All the energy she spent moves to her
Used Pile.
Jimmy, Turn 2
Jimmy rolls the last 4 dice in his bag, getting the following after he
rolls and rerolls:
First, Jimmy chooses to use
a Global Ability. He pays a
, moving it Out of Play, to
activate the Global Ability on
Villainous Pact.
Jimmy has no dice in his bag, so he takes the 4 dice from his Used
Pile and moves them to his bag. He shakes the bag thoroughly, and
draws a Sidekick to place in his Prep Area. He doesn’t need to roll it
since it doesn’t matter which face it is showing in the Prep Area, he’ll
get to roll it during his next Roll and Reroll Step.
Jimmy then fields two Sidekicks. He decides to attack before Patricia
gets any blockers. He declares two of his Sidekicks as attackers, and
moves them into the Attack Zone. Patricia has no blockers, and no
dice in her Reserve Pool. Jimmy takes this opportunity to use another
Global Ability with the in his Reserve Pool. He moves it Out of Play
to activate Anger Issues:
He gives one of his Sidekicks +1A after Patricia could’ve declared
blockers if she had any characters fielded. His two Sidekicks go
unblocked, dealing a total of 3 damage. Patricia is now at 7 life.
Jimmy’s turn ends and he moves his Out of Play dice to the Used Pile.
Patricia, Turn 3
Patricia moves 10 dice from her Used Pile to her bag during her
Clear and Draw Step because she had no dice in her bag. She draws 4
dice, and after her reroll has:
She spends both of her energy, moving them Out of Play to field
Martian Manhunter on his level 3 face. She fields her Sidekick for free,
and attacks with both of them. Jimmy blocks Martian Manhunter with
his Sidekick. Patricia’s Sidekick goes through unblocked. Jimmy is at
9 life. Her turn ends, and she moves her Out of Play dice to the Used
Jimmy, Turn 3
Jimmy draws 3 Sidekicks and Zatanna from his bag. Before rolling
his dice, he makes sure to add the 4 Sidekick dice from his Prep Area
to his roll. After his Roll and Reroll he has:
This is a pretty sweet roll. Jimmy has enough dice to buy a Wonder
Woman die, and field Zatanna (since she can be fielded for 0 energy).
Jimmy first buys the Wonder Woman die, then fields Zatanna,
drawing a Sidekick die from his bag to his Prep Area. He uses his final
to pay for Villainous Pact’s Global Ability, drawing a
Sidekick from his bag to place in his Prep Area.
Patricia, Turn 4
Patricia has no dice in her Prep Area, and draws 4 from her bag,
including Batman™! She’s one roll away from putting Jimmy into a
world of hurt.
design: Mike Elliott and Eric M. Lang
development: James O’Brien
graphic design: Patricia Verano
editing: Summer Mullins
product management: James O’Brien
executive producers: Justin Ziran & Bryan Kinsella
playtesting: Reilley Scott, Woody Peterson, Chip Brown, Monica
Keeling, Benjamin Cheung, Vincent Mondaro, Lillian Mondaro,
Andrew Sackett, Richard Kopacz, Chris Resotka, Matthew R. Johnson,
Alex Headley, Josh Headley, Jay Malone, Joe Basovsky, Charles R.
Bowman, Tory E. Cope, Corey Foster, Bob Haines, Meridith Malone,
Ryan D. Morris, Rob Nadeau, Steven Still, Greg Syferd, Jose Garcia,
Nic Perrone
© 2015 WizKids/NECA, LLC. Dice Masters, Dice Building Game,
and WizKids are trademarks of WizKids/NECA, LLC. All Rights
TM & © DC Comics. (s15)
LIFE: 20 • 19 • 18 • 17 • 16 • 15 •14 • 13 • 12 • 11 • 10 • 9 • 8 • 7 • 6 • 5 • 4 • 3 • 2 • 1
Esme has just started her attack step in her game against Eskil. It will
be easiest to follow along if you pull out the following cards and dice:
Batman™, The Dark Knight
Darkseid, Immortal
Superman, Last Son of Krypton
Wonder Woman, Warrior Princess
Deathstroke, Villain for Hire
Anger Issues
Esme must attack with her Batman™, The Dark Knight (level 3)
die. She has to because Eskil has a Darkseid, Immortal in play (with
the Villain affiliation). She’s also got Superman, Last Son of Krypton
(level 1) and Wonder Woman, Warrior Princess (level 3).
Eskil has two characters to block with; Darkseid, Immortal (level 3)
or Deathstroke, Villain for Hire (level 2).
Esme uses Wonder Woman’s
ability to force Deathstroke to
block Superman. Eskil also decides
to block Wonder Woman with his
Esme’s attackers
Batman goes unblocked.
Eskil’s blockers
Esme uses Anger Issue’s Global
, to
Ability twice, by paying 2
increase Wonder Woman’s Attack
by +1 and Batman’s Attack also
by +1 (giving Wonder Woman 5A
and Batman 7A). Esme decides she
won’t use any more Global Abilities.
Eskil now takes his chance to use
Global Abilities, and he decides
to use Anger Issues
to pay 2
as well. He bumps Darkseid up to
8A so he’ll be able to KO Esme’s
Wonder Woman (who has 4D).
Batman is unblocked and will go
to the Used Pile.
Since no effects will be replacing damage, this happens first.
Deathstroke, Wonder Woman, and Darkseid will be taking enough
damage to KO them. Darkseid and Deathstroke have effects that
will take place when they are KO’d. Darkseid will get to deal his A in
damage to a character in play. Eskil chooses Superman since there are
no other targets even though his ability would prevent the damage
dealt (since it is still the Attack Step). Deathstroke’s ability returns him
to the field.
Once you’ve mastered the basics, this section provides details and
additional rules.
Card text always supersedes basic rule text.
Unless otherwise stated, game effects can only target character dice
that are in the field. The Attack Zone is considered part of the field.
If two cards directly conflict, the one that says “you can’t” beats the
one that says you can.
You cannot avoid paying costs. For example, if the cost of something
is spinning a die down one level, and all you have are level 1 characters
that can’t be spun down, you cannot pay that cost.
A player cannot gain life beyond the game’s starting amount.
Excess gains are wasted.
Card text that names a character only considers your characters for
its effects. Your card’s text doesn’t trigger because your opponent has
the same character, nor do your dice get a bonus from your opponent’s
cards of the same name.
Unless otherwise specified, card effects and bonuses end at the end
of a turn.
and Damage
Damage dealt to a character remains on that character until the end
of the turn (or the character is knocked out). In the Cleanup step of
each player’s turn, all damage clears.
Bonuses are listed as a modifier either to attack (“A”) or defense
(“D”), thus a bonus of +1D would add one to a character’s defense.
Add all bonuses together before applying the total modifier to the
die’s stats. Bonuses cannot reduce a number below zero. However, if a
die’s defense is reduced to zero, it is knocked out (because it has taken
damage greater than or equal to its defense of zero).
Once gained, bonuses last until the end of the turn.
Bursts are the stars that appear in the lower left-hand corner of the
face. Note that a one-burst result is different from a two-burst result.
If you roll a burst symbol, the first thing to do is check to see if the
die’s card has a matching burst symbol: one burst only matches one
* **
burst, two only matches two, and the /
text matches both one
burst and two bursts. If your card does not have the matching number
of burst symbols on it, nothing happens.
If your card does have the right symbol, then those special effects
happen. Burst effects are mandatory, not optional.
and Fielded
When game text says, “While ___ is active,” that means “When one
or more of this card’s dice are in the field.” In other words, when dice
of that character have been fielded, the effect on the card takes place.
It takes place only once, no matter how many copies of that die are
The term “when fielded” refers to the moment you send a character
die from your Reserve Pool to the field. It does not refer to assigning
the die to attack, since the Attack Zone is still considered part of the
field. Likewise, “when fielded” does not refer to characters returning to
the field from the Attack Zone, nor does it refer to moving a captured
or controlled die from your opponent’s field to yours. Moving dice
from effects is not the same as fielding them.
and Redirecting
Some powers prevent a game effect (damage, drawing a die,
etc.). This includes cards that “take no damage.” When an action is
prevented, all of the effects of that ability are canceled, and that effect
can no longer be reacted to. Costs for that ability are not refunded.
Other powers redirect a game effect (usually damage). When an
effect is redirected, the target of the effect changes from its original
target to the new one chosen as described in the game text, even if that
target was not a legal one for the original effect. The source of the effect
remains unchanged from the original.
If there is a conflict of timing (e.g., both players want to use an ability
simultaneously), the person whose turn it is always resolves their
effects first. If simultaneous effects are controlled by the same player,
that player chooses the order of those effects.
Once activated, an effect is always resolved entirely before the next
effect begins. You cannot use an effect after your opponent starts an
effect but before it resolves. The only exception to this is when an effect
redirects or prevents damage, but those situations are clearly spelled
out in the card text.
In tournament play, the active player takes as many sequential
actions as desired (from zero to all possible actions) before pausing
and indicating that the inactive player can take an action. The inactive
player can then either perform an action or decline the opportunity.
Then the active player can take more actions.
If the inactive player passes, and then the active player passes, no
more actions can be taken that step (except for reactions to damage,
as usual).
This structure is only used for initiating a game effect. Players are
allowed to use Global Abilities that react to events at the appropriate
time (for example, a Global Ability that allows you to redirect damage
when one of your characters takes damage).
Rolled dice in the field or in your Reserve Pool are considered to be
whatever their face is. If you have a Sidekick die in the Reserve Pool
showing energy, then it’s an energy die. If you have a Sidekick showing
the character face in your field, then it’s a character die.
Dice in your Used Pile, Prep Area, and bag are not considered rolled
dice. Their dice type is either character or action, based on what faces
they have.
Dice that leave the table or end up cocked must be rolled again.
Many powers allow you to “reroll” a die. When you reroll a die, it
stays in the same area it was in unless (a) otherwise specified by the
card text for the resulting face, or (b) it’s in a location that the die face
cannot be (for example, an energy result in the field). If the die face
cannot be in the specified location and its fate is not specified in the
card text, move the die to the Reserve Pool.
Controlling, and Copying
When you capture a die, move the captured die to your field and
place your capturing die on top of it. The captured die no longer exists
for game purposes. Once the capturing ends, place the die wherever it
came from (the text on the capturing die’s card will tell you where you
captured it from). Unless otherwise noted, capturing ends at the end
of the turn, or when the capturing die is knocked out.
When you take control of a die, it becomes yours for game purposes.
Move it into your field and place it on top of the die controlling it.
Your controlling die cannot attack, but can send the controlled die to
attack (controlling another mind takes a lot of effort). If the controlled
die is of a character that you also have (e.g., you take control of a
Green Arrow, Oliver Queen die when you have a Green Arrow, The
Emerald Archer card on your side of the table), the controlled die
still continues to reference your opponent’s card. If the controlled die
is sent to your Prep Area or Used Pile, it goes to your opponent’s Prep
Area instead. Otherwise, when your control of the die ends (at the end
of the turn or when your controlling character is knocked out), return
the controlled die to your opponent, placing it in whatever area you
took it from. Your die (that was controlling the other die) remains
where it was.
Copying means that your die takes on the stats and/or abilities of
another die. If the text says, “copy the stats,” then the die copies the
numerals of the other die, including any benefits that die may have by
virtue of a burst symbol. Your copying die also gets to retain its own
burst symbol for extra game effects. If the text says, “copy the abilities,”
the die uses the opposing die’s card as if it were its own. When a die
copies another die, text that references the die’s name applies to the
copying die as well.
Characters have levels (normally three levels, although the Sidekick
die has only one); these are the die faces at the bottom of a card that
show the die’s custom symbol and the character stats. The leftmost
character dice face shown is level 1, and the level increases by one for
each face (thus the next die face on the card to the right of the level 1
die face would be level 2). Note that a die face’s level is different from
its fielding cost.
Some abilities have you take a die and spin it up or down a level.
To do this, check the card and locate the face corresponding to your
character to determine its level. Then set the die face up one level or
down one level using the character card as a guide. If an effect causes
a character to spin up one level, move it to the next face to the right
on the card. Characters that are already at their highest level cannot be
spun up. If an effect causes a character to spin down one level, move
it to the next character face to the left. Unless specified, a character
cannot spin down from level 1 to a non-character face.
During the Main Step and Attack step, both players can use Global
Abilities. In many cases, Global Abilities may be used more than once
if the cost can be paid multiple times. As with purchasing dice, you can
partially spend non-generic energy. Global Abilities that are paid for
in a batch resolve as a single effect.
During the Main Step, the active player can use a Global Ability as
one of the actions available during the Main Step. The other player can
also initiate a Global Ability (that is, use one that is not a reaction to
something else happening) after each action (purchase, field, etc.) that
the active player uses during the Main Step.
However, in cases where both players may wish to use Global
Abilities at the same time (e.g., one player is trying to use a Global
Ability to knock out a character, and the other wants to boost the
character’s defense), the active player always takes precedence. Thus,
while it is fine to play loose in casual play, tournament play requires a
stricter procedure.
If a Global Ability prevents or redirects damage, then the damage
inflicted on the original target no longer exists and cannot be reacted
There are 138 different cards in the first release of DC Comics Dice
Masters: Justice League. Each card is marked with its collector number
in the upper right-hand corner of the card. You opened 34 cards in
this starter set. More cards and dice can be found in expansion packs!
Each expansion pack has cards of different rarities, each with a
matching die. Common cards (including all the ones found in this
set) have a gray border above the die index (Superman on page 2 is a
common card). Uncommon cards have a green border, and rare cards
have a yellow border. The super-rare cards have a red border. Blue
bordered cards are promo cards.
Once you’ve mastered the rules and expanded your collection, you’ll
want to try these variants. However, regardless of which variant you
use, you always start each game with 8 sidekick dice. No more, no less.
You cannot buy more, nor can you get rid of them.
Rainbow Draft format is a draft format unique to Dice Masters
which allows players to use Basic Action Cards they already own along
with dice from 12 packs of Dice Masters to build a team.
Find complete details on Rainbow Draft at http://dicemasters.com/
For tournament competition, each player starts with 20 life and 20
dice. For fun games, feel free to use 15 life and 15 dice instead. Each
player will choose 2 different Basic Action Cards and up to 8 character
or action cards. While you can use heroes and villains together, or
characters from different teams, you can’t use two cards with the same
name (even if they have different subtitles). For example, if you choose
Green Arrow, The Emerald Archer, you cannot also choose Green
Arrow, The Battling Bowman. Your 20 dice can be distributed among
your 8 cards however you like, as long as no individual card has more
than the maximum number of dice listed on it. Each card must have
at least 1 die.
In official play, reveal all the cards and dice you chose at the same
time, simultaneously as your opponent.
Masters Doubles
Dice Masters Doubles lets you play Dice Masters in a 2 vs 2 format!
It gives players a new Dice Masters experience for constructed play.
Each team will have 30 life, and each player gets to bring 4 cards with
up to their maximum number of dice and a Basic Action Card with 6
dice. For complete details on this format, please see http://dicemasters.
Abilities: The text on the die’s associated card.
Action: A die that has no character faces. A face on such a die that
shows the special graphic and can be used for a powerful effect.
Active: An effect that takes place when one or more of that card’s
dice are in the field.
Assign: To commit your characters to attack, or to block an attacking
character. Also, to designate how a character’s attack value is dealt as
damage to targets in an attack step.
Attack: To send your characters to try to damage your opponent.
Burst: A star-shaped symbol that indicates extra abilities may be in
effect for a die.
Capture: To place under your die and temporarily remove from the
Engaged: A character blocking or being blocked is engaged with the
opposing character.
Face: One side of a die.
Field: The area where your characters go when you pay for them to
fight your opponent.
Global: A type of game effect that is available for both players to use.
Opposing: Owned or controlled by the other player.
Overcrush: When attacking, if this character knocks out all of its
blockers, it deals any leftover damage to your opponent.
Regenerate: If this character is knocked out, roll it. If you roll a
character face, return it to the field (but not the Attack Zone).
Otherwise, move the die to your Prep Area.
Retaliation: If an affiliated character you control is KO’d, deal 1
damage to an opponent.
Spin: To turn or rotate a die so that it shows a different face.
Stats: The numbers on a character die face.
When Fielded: An effect that takes place when you pay a character’s
fielding cost.
While Active: See Active.
© 2014 WizKids/NECA, LLC. Quarriors, WizKids,
and “Dice Building Game” are trademarks of
WIZKIDS/NECA, LLC. All rights reserved.
A turn consists of the following:
Clear and Draw Step
Move all energy dice from your Reserve Pool to your Used Pile.
Draw 4 dice from your bag; refill it from the Used Pile if
Roll and Reroll Step
Roll the 4 dice you drew plus any in your Prep Area.
Reroll (all at once) any of those dice that you wish.
Main Step
Field characters by paying energy equal to their fielding cost.
Use action dice. Place them in your Used Pile when finished.
Purchase dice by paying energy equal to the cost. Place them in
your Used Pile.
Both players can use Global Abilities.
At the end of this step, move unfielded characters to the Used
Attack Step
Select attackers. Resolve effects that occur due to attacking.
Assign blockers. Resolve effects that occur due to blocking.
Use action dice. Place them in your Used Pile when finished.
Both players can use Global Abilities.
Assign and resolve damage. Resolve effects that occur due to
damage or knock out.
Move unblocked attackers to the Used Pile. End all effects and
clear all damage.
Meet new friends, get new cards, and discover new strategies!
Log on to WizKidsEventSystem.com to find game stores in your
area hosting DC Comics Dice Masters: organized play events!
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