Rulebook - Wizkids

Rulebook - Wizkids
Mike Elliott • Eric M. Lang
In Marvel Dice Masters: Iron Man and War Machine, two players
take on the role of masterminds directing the actions of a team of
powerful Superheroes (represented by dice) to battle each other! Each
turn, you roll your dice to see what resources you have available, buy
more 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!
COMPONENTS
Aside from these rules, this set includes:
• 44 Custom Dice
There are multiple
12 Basic Action Dice (3 in each of
cards available for each
4 different colors)
character die; you can
16 Character Dice (2 in each of 8
choose which one you
types)
want to use!
16 Sidekick Dice (white)
This lets you specialize
• 39 Cards
your dice to suit your
24 Character Cards (8 different
play style.
characters; Sidekicks have no cards)
10 Basic Action Cards
4 Color Reminder Cards
1 Rules Reminder Card
• 2 Dice Bags
Additional cards and dice to expand your team can be found in foil
packs—ask your retailer! High-quality playmats are also available for
purchase, or you can download one from dicemasters.com and print
it out yourself.
QUICK START
Ready for awesome comic book action? Hope so! It’s a smack-down of
cosmic proportions—and you’re in the middle of it!
Getting Ready to Play
Only Player 2 can
buy these dice
Set up Player 1’s heroes, Player 2’s
heroes, and the Basic Action Cards
shown below:
Player 2
Player 1
For card anatomy,
see page 5.
Only Player 1 can
buy these dice
Both players can buy dice from
these Basic Action Cards
TIP: Use the playmat in the center of
this rulebook to manage your dice!
LIFE: 10 • 9 • 8 • 7 • 6 • 5 • 4 • 3 • 2 • 1 • KO
Take a bag and put 8 Sidekick Dice ( ) in it. This is your starting
collection! You start the game with 10 life. You win by reducing your
opponent’s life to zero!
How to Play
Player 1 goes first. To take your turn, follow these five steps:
1. Clear and Draw Step
0
1
1
If you have any dice in your Reserve Pool, they
go to your Used Pile. Then, draw 4 dice from
your bag and put them in your Prep Area.
If your bag runs out, put all of the dice from
your Used Pile into your bag, mix well, and
keep drawing until you get a total of 4 dice.
2. Roll and Reroll Step
Roll all the dice in your Prep Area. If you want,
you can reroll any or all of them, but you must
keep the new results!
2
Results will be energy (
/ / /
/ ) for purchasing heroes/
Basic Action Dice or character faces like the Sidekick ( ).
Move all the dice you rolled into your Reserve Pool.
3. Main Step
Now you can do any or all of the following, in any order you’d want,
as many times as you like:
Purchase Dice
Pay the energy cost in the upper left
of the card (any Basic Action Card or
your character cards) by “spending”
dice from your Reserve Pool that show
energy symbols. If you buy a die from
a character card, at least 1 energy you
spend must match the symbol on that card
/ / /
).
(
The dice you spend and the die you buy all
go to your Used Pile.
0
1
Field Characters
0
If you rolled a character face (
) on any of
your dice, you can put them into your Field
Zone by paying energy equal to the number
in the top left corner of the die—using any
kind of energy.
Sometimes, a character will have a special
effect that takes place when you field it: just
follow what the matching card says.
When you’re done taking actions, move any
dice with character faces that you didn’t field
to your Used Pile.
1
1
1
0
1
1
Most dice have three character
faces denoted by small numbers in
the corners.
Fielding Cost
Burst(s)
(if any)
Attack
Defense
Custom Icon
Play Actions
Basic Action faces
If you rolled an action face on one of your dice,
move the die to your Used Pile and follow the
instructions on the matching card. Generic
) provides two energy, but of no particular
(
type.
Special: Burst and Double Burst
Sometimes, dice you have purchased (Character and/or Basic Action
) symbol. That means
Dice) will show a burst ( ) or double burst (
that you must use the special power described on the matching card!
*
**
Use Global Abilities
Global Abilities are game effects on cards that either player can use by
paying the cost to activate them.
3
4. Attack Step
Now it’s time to send your characters
to attack your rival’s!
Follow these four steps to attack:
Player 2 attackers
Declare Attackers
Any dice in your Field Zone can
attack. You can use some, none, or all
of them. Each attacker can be blocked
by multiple blockers.
1
0
1
1
0
1
UNBLOCKED!
Unblocked
dice will go
to the Used
Pile.
Declare Blockers
Your opponent decides which of the
Player 1 blockers
characters in their Field Zone they want
to block with: some, none, or all of them. Each blocker can only block 1
attacker, but multiple blockers can team up on a single attacker!
Use Actions and Global Abilities
Now the attacker can use action dice from their Reserve Pool, and
both players can use Global Abilities.
Assign Damage
All attacking or blocking characters deal damage simultaneously:
A blocker does damage to the attacker it blocked.
A blocked attacker does damage to the blocker.
If two or more characters blocked the same attacker, the attacker chooses
how to divide the damage between the blockers.
If a character takes damage equal to or greater than its defense, that
character is KO’d and goes to its owner’s Prep Area.
All unblocked attackers do damage to the defending player’s life total.
If you run out of life, you lose the game!
For more information on the Attack Step, see page 10.
5. Cleanup Step
0
Blocked or blocking characters
that were not KO’d return to their
Field Zone.
Unblocked attackers in the
Attack Zone go to the Used Pile
instead.
All damage to all dice is cleared.
Any unused action dice in your
Reserve Pool go to your Used Pile.
All card effects end.
Now it’s your opponent’s turn!
1
1
0
1
1
You’re ready to fight your first battle! If you have any questions about
an ability or action, you can find the answers in this rulebook or at
http://win.wizkids.com/bb/
4
CARDS
Each card explains the powers of its corresponding dice. Cards come
in two types: Characters and Actions. All cards have matching dice,
but Sidekick Dice don’t have cards (more on them later). Characters
are based on those from the Marvel Universe. Actions are based on
events or objects. Characters have stats around their icons, Actions
don’t. When something refers to a character, it means the card, not just
the die, unless otherwise specified.
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 and
collector number.
At the upper left of a card is the die’s cost (a number) and energy
/ / /
). Cards of a given energy type
type (a symbol of
require at least one of that energy type to be purchased, and sometimes
provide that type of energy. Space Armor Iron Man: Model 5 shown
in the diagram below is a character that costs 4. Sidekick Dice and
Basic Actions have no energy type.
Below the cost and energy type, some characters have a logo to
identify their affiliation (action dice have no affiliation).
Here are some affiliations within this set:
Avengers
Stark Industries
S.H.I.E.L.D.
Spider-Friends
Collector
Number
Cost & Type
Affiliation
Card Name &
Subtitle
Card Art
Rarity Stripe
(see page 25 for
“Customizing Your
Team” )
Text Box
Die Face
Reference
Level Level Level
1
2
3
Energy
Faces
Die Limit
(character faces of increasing level)
5
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.
Directly below the rarity stripe, “Max: #” shows the die limit; that’s
how many of these dice you are allowed to have on a team. (Basic
Action 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.
DICE
Each die consists of a unique combination of colors and graphics.
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 7.
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
abilities.
The number in the top left is the
fielding cost of the die. This is how Fielding
Attack
much energy you must spend to send
Cost
the die into the field where it can
engage the forces of your opponent.
Defense
Burst(s)
(if any)
The top right is the die’s attack; this
Custom Icon
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.
Sidekick Dice are special dice that each player begins the game with.
They can provide any of the energy types, or Wild ( ) energy. They’re
called Sidekick Dice because of their character face (which displays
fielding cost, attack, and defense values). When in the Field Zone as
a character die, they can be targeted just like character dice. Unlike
Character Dice, Sidekick Dice don’t count as Character Dice in other
places.
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.
*
6
ENERGY
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 soon).
There are four 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
•G
eneric (
• Doubles – some faces will provide two Fists, two Masks, etc. by
showing two of that symbol
Some cards will have you check what energy types are in your
Reserve Pool or what energy you’ve rolled during your Roll and Reroll
Step. Wild energy ( ) doesn’t count as one of the other types for these
effects. Effects that look at what you’ve rolled during your Roll and
Reroll Step only check at the end of that step. When counting energy,
count symbols, not faces. A die showing ( ) counts as two ( ), not
one for these effects that count how many energy.
CARDS AND DICE
Earlier we explained there are three types of dice–Sidekick Dice,
Character Dice, and Action Dice.
Basic Action Dice, a subset of Action Dice, can go with any Basic
Action Card. Each player will need 8 Sidekick Dice to play.
Before playing, you’ll choose up to 8 character and action cards and
their corresponding dice (up to 20 total). Those cards say exactly what
those dice can do. Sidekick Dice have no cards (they all do the same
thing) but can count as characters when they’re in the Field Zone on
their character face (the one with the stats).
Characters have levels (normally three). These levels are shown on
the card from left to right, 1 to 3, and each show the character’s icon
and stats.
Cards having multiple dice in the Field Zone represents those
characters working extra hard for you; for example, War Machine is
attacking with about double his normal effort (by using both dice), not
that there are two War Machines doing your bidding.
7
TURN ORDER
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.
1. CLEAR AND DRAW STEP
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 four dice from your bag. If your bag has fewer than four dice,
draw all of them, then place all of the dice from your Used Pile into the
bag, shake the bag well, and continue drawing until you have drawn
four dice in total. Sometimes, cards or abilities will make you draw
more dice: draw those additional dice now. Place all dice drawn in
your Prep Area.
If, after refilling the bag, you are only able to draw fewer than four
dice, lose one life and gain one generic energy for each die fewer than
four that you drew. For example, if you only drew three dice from the
bag, you would gain one generic energy and lose one life.
2. ROLL AND REROLL STEP
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 have rolled (and possibly rerolled), move all of your dice
from the Prep Area to your Reserve Pool, keeping the same face up.
3. MAIN STEP
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.
Spending Energy
To pay energy during your turn, move dice showing that much energy
from your Reserve Pool to 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. You can’t
choose to spend energy for no reason.
Purchasing a Die
On your turn, you can purchase any combination of dice you like. You
8
can purchase dice from the Basic Action Cards in the center as well as
from the cards on your side of the table.
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: Jarvis: Butler, has a cost of 3 and
is a
character. You can buy a Jarvis die with
a
and 2
, or a
and
, etc. Basic
Action Dice have no energy type next to their
cost; for example, you can use any type of energy
to pay for Smash!
Purchased dice 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 face shows
and another energy to GAME TIP: For dice that
you may use the
die that costs 2 and change provide an ongoing
purchase a
the face on the die to a face that shows bonus, you can move
. This only applies to symbol dice and them into the field as a
not dice that produce generic energy. For reminder. Just move them
generic energy dice, any unused portion to the Used Pile at the
that is not immediately spent is lost. end of your turn, or when
However, you can purchase multiple dice moving your Used Pile
into your bag.
simultaneously to spend a generic die
completely.
Using a Global Ability
Some cards have Global Abilities printed in red text on them (see
Jarvis: Butler above). 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
(unless it’s your turn, then they are 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 goes first.
Playing Actions
You may use the action faces on your Action Dice
during your Main Step. To do so, apply the effect and
then move the Action Die from your Reserve Pool to
9
Basic Action Die
Out of Play (it will go to your Used Pile at the end of the turn). It costs
no energy to use an Action Die.
Fielding Characters
It costs energy for you to send your Character Dice from your Reserve
Pool to the Field Zone, 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.
Dice used to pay for a fielding cost are moved Out of Play and can’t
be targeted by character abilities, Action Dice, or Global Abilities.
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).
4. ATTACK STEP
After you have completed all of 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 Action Dice still in the Reserve Pool. In addition, both players can
use Global Abilities whenever appropriate; for example, they can use
Global Abilities that react to damage or other effects when that happens.
All other Global Abilities can be used after blockers are declared.
The Attack Step has the following parts, in order:
Declare Attackers
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.
Apply these effects for each die that is attacking, so if a character
deals your opponent 1 damage when they attack, and you attack with
two copies of that die, your opponent will take 2 damage from that
effect.
Declare Blockers
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 their characters.
10
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 with attacking dice and their effects,
apply the effects once for each blocking die. As is the case with all
ties, the player whose turn it is (the attacker) resolves first, then the
defender.
Use 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.
Assign 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 all the
damage to one and none to the other). 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. Damage
dealt to a character in excess of its defense has no effect.
Attacking characters that were unblocked (or those with the
appropriate special ability) assign damage to the defending player
instead of a character. That damage will be deducted from the player’s
life total.
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, KO each character that took
damage greater than or equal to its Defense Value. When a character
is KO’d, move it to that player’s Prep Area. If game effects are
generated by a character taking damage or being KO’d, the attacking
player resolves all effects first, then the defender.
5. CLEANUP STEP
Characters that were KO’d (by 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.
11
All damage to all dice is cleared. All effects end (except “While
active” and “effects that occur at the end of turn”). Action dice 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 from your Out of Play Zone to
your Used Pile.
PLAY AREAS
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: This area holds 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 Zone: This is where characters go. Sometimes you’ll be
paying their fielding cost to get them here, other times you’ll be
using their abilities from here.
Out of Play: Nothing can happen to dice here. Energy spent
during your turn goes here, and so do Action Dice you use during
your turn or unblocked characters.
Out of Play
12
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.
Used Pile: Dice here have been used up. At the end of your turn, all
dice Out of Play are moved to the Used Pile. When you spend energy
during your opponent’s turn, the dice used go directly here. Dice in
the Used Pile are returned to your bag when you need to draw a die
but cannot.
HOW TO PLAY
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, you’ll have
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!
SETUP
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 ahead to Tournament Rules on page
20 of this booklet.
A DEMO GAME
For this demo game, place the following Basic Action Cards in the
center of the Play Area:
• Smash!
• Surprise Attack
• One Against Many
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 orange, blue, and red in order). Place the Orange Dice Reminder
Card under Smash! with the label sticking out from the top or side of
the card. Do the same with the Blue Dice Reminder Card and Surprise
Attack, and the Red Dice Reminder Card with One Against Many.
These cards will help players remember which dice represent which
card when all the dice on a Basic Action Card have been purchased.
13
CLEAR AND DRAW STEP • ROLL AND REROLL STEP • MAIN STEP • ATTACK STEP • CLEANUP STEP
D I C E M OV E MEN T D IA G RAM / PLAY MAT
This page may be photocopied for in-game player use. All other rights reserved.
LIFE: 20 • 19 • 18 • 17 • 16 • 15 •14 • 13 • 12 • 11 • 10 • 9 • 8 • 7 • 6 • 5 • 4 • 3 • 2 • 1
Basic Action Cards can be used by either player, no matter who
brings them!
Each player gathers the cards listed below and the two dice that
match them. Every character in this starter has three versions, so be
sure to grab the right one based on the subtitle.
• First Player: Howard Stark: Father and War Machine:
“Rhodey”
• Second Player: Jarvis: Butler and Space Armor Iron Man:
Model 5
Each player places their cards, each with their two matching dice, on
their side of the table. These cards, unlike Basic Actions, can only be
purchased by the player whose cards they are. The Play Area should
look like the diagram shown below.
When you’re set up, the table
should look sort of like this:
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.
Finally, each player takes eight of the Sidekick Dice (this starter
comes with 16) and places them in their dice bag (this starter comes
with two). Each player starts with 10 life for this demo game.
WINNING
As soon as your opponent’s life reaches zero, the game ends and you
win! If both players would reach zero at the same time, the game ends
in a tie.
16
EXAMPLE OF PLAY
Guillermo and Lillian sit down to play a game using the Demo Game
setup. Guillermo wins the coin toss and gets to go first.
They both start with 10 life.
• First Player (Guillermo): Howard Stark: Father and War
Machine: “Rhodey”
• Second Player (Lillian): Jarvis: Butler and Space Armor Iron
Man: Model 5
Guillermo, Turn 1
Guillermo draws four dice
1
0
from his bag (all Sidekicks)
during his Clear and Draw
1
Step. He rolls them in his Roll
and Reroll Step, getting:
Guillermo would be able to purchase both of his Howard Stark dice
or a War Machine die with 4 energy, so he decides to reroll to try and
make a big first purchase. After his reroll, Guillermo has:
Guillermo can purchase
both of his Howard Stark
dice or one War Machine
die. He decides to buy both
Howard Stark dice, so he
will have more energy or
character dice in the field in
the future. He moves the 4
energy Out of Play, and moves the two Howard Stark dice to his Used
Pile. Since he has no characters in the Field Zone, he skips his Attack
Step and moves to the Cleanup Step, moving his dice from Out of Play
to the Used Pile.
Lillian, Turn 1
Lillian draws 4 dice from her bag (all Sidekicks) during the Clear and
Draw Step. She rolls them during the Roll and Reroll Step, getting:
0
1
1
0
1
1
This roll doesn’t yield enough energy to purchase one of her characters,
so she rerolls the
to try and purchase a 3-cost die.
17
After reroll, Lillian has:
0
1
1
Awesome! Lillian moves the 3 energy Out of Play to purchase a Jarvis
die, and moves it to her Used Pile. She then fields the Sidekick die (for
free, as its fielding cost is 0) and passes the turn. She would rather keep
the Sidekick as a blocker and lower the Sidekick count in her bag, to
make drawing Jarvis more likely.
Guillermo, Turn 2
Guillermo rolls the last four Sidekick dice in his bag, and after the Roll
and Reroll Step, ends up with the following:
With this roll Guillermo decides to purchase a War Machine die and
adds it to his Used Pile. When he refills his bag next turn, three of
them will be Character Dice! With nothing in his Field Zone, he skips
the Attack Step and moves to the Cleanup Step, moving his dice to the
appropriate areas and passing the turn.
Lillian, Turn 2
Lillian draws her four dice
1
0
(again all Sidekicks) and after
the Roll and Reroll Step, has
1
the following:
Lillian fields the Sidekick, then uses the remaining 3 energy to
purchase another Jarvis die. Lillian’s Field Zone is getting bigger by
the turn, and when Jarvis comes out of her bag she will be ready to put
some pressure on Guillermo. She skips the Attack Step and moves her
dice from Out of Play into her Used Pile, ending her turn.
Guillermo, Turn 3
Guillermo moves all 11 dice in his Used
Pile into his bag, and after mixing his
bag thoroughly, he draws four dice.
After the Roll and Reroll Step, he has
the following:
Guillermo fields the War Machine die, as it costs 0 energy to do so.
Now he has a powerful character in the Field Zone so Lillian needs to
watch out! If War Machine KO’s one of her dice she will take 2 damage,
so even blocking may be dangerous! He uses his remaining 4 energy to
18
purchase his second War Machine die, and moves to his Attack Step.
Guillermo decides to attack with War Machine, and moves his character
die to the Attack Zone. Lillian decides not to block, so War Machine
deals her 2 damage, dropping her life to 8, and moves Out of Play.
During the Cleanup Step, Guillermo moves War Machine and his spent
energy to his Used Pile, and ends the turn.
Lillian, Turn 3
Lillian’s bag is empty, so she moves the eight dice
1 0
1
0
in her Used Pile into her bag. She draws four dice
from her bag and rolls them. After the Roll and
1
1
Reroll Step, she ends up with:
She fields Jarvis and her two Sidekicks, and now has five characters
in the Field Zone. Knowing that Guillermo could pull another War
Machine out of his bag, she decides to strike while his defenses are
down. Going to the Attack Step, she declares all five of her dice as
attackers and moves them to the Attack Zone. Guillermo has nothing
to defend with, so he takes 5 damage, losing half his life! The attacking
dice move Out of Play, and then Lillian ends her turn, moving the dice
to the appropriate areas.
Guillermo, Turn 4
Guillermo is reeling from that last attack, but his bag is loaded with
strong heroes to take control of this game. Lillian has the advantage
though, and if she can keep up the pressure she will win the game. Who
knows how this game will turn out!
CREDITS
design: Mike Elliott and Eric M. Lang
development: James O’Brien
lead graphic design: Patricia Verano
graphic design: John Camacho and Andrew Leta
editing: Stephanie Gelband, Paul Grogan and Summer Mullins
product management: James O’Brien and Alex Tessmer
executive producers: Bryan Kinsella and Justin Ziran
playtesting: Benjamin Cheung, Vincent Mondaro, Lillian Mondaro,
Richard Kopacz, Cliff Field, and Natalia Vaile, Chad Messmer, Fawnda
Messmer, Tom Gregg, Levi Hamilton, Jay Malone, Meridith Malone, Corey
Foster, Bob Haines, Matthew R. Johnson, Alejandro Valdes, Chris Cohron,
Ben Torcivia, Lee Hayslip, and James Dicks
© 2016 WizKids/NECA, LLC. Dice Masters, Dice
Building Game, and WizKids are trademarks of
WizKids/NECA, LLC. All Rights Reserved.
www.wizkids.com
© MARVEL
www.necaonline.com
19
TOURNAMENT RULES
Once you’ve mastered the basics, this section provides details and
additional rules.
FUNDAMENTAL RULES
Card text always supersedes basic rule text. Unless otherwise stated,
game effects can only target Character Dice that are in the Field
Zone. The Attack Zone is considered part of the Field Zone.
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.
When doing something in isolation would typically be detrimental
to the player using it, it is a cost.
Partially spent energy dice can’t be rerolled.
A player cannot gain life beyond the game’s starting amount.
Excess gains are wasted.
POWERS, ABILITIES AND CARD TEXT
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.
Bonuses and Damage
Damage dealt to a character remains on that character until the end of
the turn (or the character is KO’d). 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 1 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 KO’d (because it has taken damage
greater than or equal to its defense of zero).
Once gained, bonuses last until the end of the turn.
Reducing Purchase Costs and Fielding Costs
Usually Character Dice need to be fielded or in the Field Zone to
use their character card’s text. Character Dice that reduce their own
purchase cost or fielding cost are an exception to this (sometimes
they’ll even be free to purchase or field), so you won’t need a copy
in the Field Zone to reduce the energy you pay to purchase or field
those dice.
20
Bursts
Bursts are the stars that appear in the lower left-hand corner of the
die face. Note that a single burst result is different from a double 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
text matches both one
burst, two only matches two, and the /
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 matching symbol, then those special
effects happen. Burst effects are mandatory, not optional. If your die
has a burst symbol but your card doesn’t, ignore the burst.
* **
Active 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 fielded.
The term “when fielded” refers to the moment you send a Character Die
from your Reserve Pool to the Field Zone. It does not refer to assigning
the die to attack, since the Attack Zone is still considered part of the Field
Zone. 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 as part of
an effect is not the same as fielding them. Iron Spider: Version 2.0 reads,
or
character die you control gets +1D (until
“When fielded, target
end of turn).” This means the effect would trigger each time you field an
Iron Spider die (even if it is more than once during the same turn).
Iron Manor: Hermetically Sealed checks how
affiliation characters are active.
many different
It says: “Iron Manor gains +1A and +1D for each
character.” So if you have
other, different active
three Iron Spider dice, a Rescue die, and a War
Machine die in the Field Zone (three different
characters), the effect would grant Iron Manor
+3A and +3D. Since it doesn’t specify those
characters need to be yours, it would count both
your and your opponent’s (even if your opponent’s
character has the same name as one of yours).
Preventing 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 as described in the game text, even if the new
21
target is your opponent’s character. The source of the effect remains
unchanged from the original.
Timing Conflicts
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 during that step (except for reactions to damage,
as usual).
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).
When effects on cards trigger the first time something happens, the
card (not the die) is checking for the first instance. So even with multiple
dice in the Field Zone, an effect that checks for the first time something
happens will only happen once no matter how many dice might be in the
Field Zone. If the first instance would apply to multiple dice, the player
controlling the character card can choose which die will trigger (the
other dice will not trigger, since when they try to, they won’t be first).
For example, a card reads, “The first time each turn a character die is
damaged, draw a die and add it to your Prep Area.” This effect can only
add one die to the Prep Area per turn, no matter how many character
dice are damaged (even if they’re different characters).
As much as possible vs Costed effects
Some effects have you do as much as you can, while other effects
only happen when their cost is paid. For example, if an effect gives two
characters +1A, but there is only one character die you can target, that
character can still get +1A. If an effect would KO a character, then deal
damage equal to its A to target player, you’ll need to be able to KO a
character die (it is a cost) to get the second half of the effect. If the effects
are different, typically the first is the cost; for example, spinning down an
opponent’s character die and gaining 2 life.
If the effects are the same, that almost always means to do as much:
spinning down two target opponent’s character dice.
22
MORE ABOUT DICE
Rolled dice in the Field Zone 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 Sidekick, Character or Action, based on
what faces they have. Dice are always affiliated with the team specified
on their cards; Stark Industries, Avengers etc.
Dice that leave the table or end up cocked must be rolled again.
Rerolling Dice
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.
Capturing, Controlling, and Copying
When you capture a die, move the captured die to your Field Zone 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 KO’d.
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 Rescue die
when you have a Rescue 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 KO’d), 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
23
copies another die, the text that references the die’s name applies to the
copying die as well.
Cards often use their own name, such as Space Armor Iron Man. In
these cases, it refers to Space Armor Iron Man dice from its card only.
So your opponent’s Space Armor Iron Man dice wouldn’t benefit from
your Space Armor Iron Man’s text.
LEVELS AND SPINNING
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 die 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. 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.
USING GLOBAL ABILITIES
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. 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 that the active player uses during the
Main Step (purchase, field, etc.).
However, in cases where both players wish to use Global Abilities
at the same time (e.g., one player is trying to use a Global Ability to
KO 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 to.
24
CUSTOMIZING YOUR TEAM
There are 34 different cards in this Dice Masters Starter. Each card is
marked with its collector number in the upper right-hand corner of the
card. More cards and dice can be found in expansion foil packs, team packs,
and box sets! You’ll choose eight characters or actions, two Basic Action
Cards, and 20 dice for your team. See specifics under Play Variants.
RARITY
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 (Space Armor Iron Man on page
5 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.
PLAY VARIANTS
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 eight Sidekick Dice. No more, no less.
You cannot buy more, nor can you get rid of them.
Rainbow Draft
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 foil packs of Dice Masters to build a team.
Find complete details on Rainbow Draft at http://dicemasters.com/
rainbowdraft.pdf
Tournament Teams
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 two different Basic Action Cards and up to eight character and/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 Rescue: Mark 1616, you
cannot also choose Rescue: Resilient. Your 20 dice can be distributed among
your eight 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 one die.
In official play, reveal all the cards and dice you chose at the same time as
your opponent.
Dice 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 four
cards with up to their maximum number of dice and a Basic Action
Card with six dice. For complete details on this format, please see
http://dicemasters.com/dicemastersdoubles.pdf
25
LEXICON
Abilities: The text on the die’s associated card.
Ability Damage: Damage from a character that isn’t combat damage.
Action Die: 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 Zone.
A lly: Character dice with the Ally ability count as Sidekicks also while in the Field
Zone. They don’t count as Sidekick Dice when in the bag, Prep Area, Used Pile, or
anywhere else.
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.
C apture: To place under your die.
C ombat Damage: The damage a Character Die deals during the Attack Step as a
result of attacking or blocking.
Continuous: Actions with Continuous move from the Reserve Pool to the Field
Zone and can stay there at the end of the turn. Sometimes they’ll send themselves to
the Used Pile for an effect whenever you could use a Global Ability.
Engaged: A character blocking or being blocked is engaged with the opposing
character.
Face: One side of a die.
Fast: Characters with Fast deal combat damage before other characters, all at the
same time, instead of at the regular time for combat damage.
Field Zone: The area where your characters go when you pay for them to fight
your opponent.
Global Ability: A game effect denoted within the text box of a character by the
keyword “Global:”, the effect happens if the prerequisite energy cost is paid for. A
Global game effect is available for both players to use even if they do not have that
die available for them to purchase.
Iron Will: This character cannot be KO’d unless it was previously damaged this
turn. If this character was previously damaged this turn and (a) it is damaged a
second time and the total damage it received this turn equals or exceeds its D, or
(b) a game effect later in the same turn reduces this character’s defense such that
the damage it previously received this turn is equal to or greater than its new D,
or (c) a later game effect this turn directs that the character be KO’d, then KO this
character.
Opposing: Owned or controlled by the other player.
O vercrush: When attacking, if this character KO’s all of its blockers, it deals any
leftover damage to your opponent.
Spin: To turn or rotate a die so that it shows a different face.
Stats: The numbers on a Character Die face.
Suit Up: When you purchase a character die with Suit Up, you may KO a character
you control whose name matches one of the ones listed in the ability. If you do, you
may immediately move the purchased die to the Field Zone at level 2.
W hen Fielded: An effect that takes place when you pay a character’s fielding cost
or field it through an effect.
26
While Active: See Active.
© 2016 WizKids/NECA, LLC. Quarriors, WizKids,
and “Dice Building Game” are trademarks of
WIZKIDS/NECA, LLC. All rights reserved.
27
TURN SUMMARY
A turn consists of the following:
Clear and Draw Step
Move all energy dice from your Reserve Pool to your Used Pile.
Draw four dice from your bag; refill it from the Used Pile if
necessary.
Roll and Reroll Step
Roll the four dice you drew plus any in your Prep Area.
Reroll (all at once) any of those dice that you wish.
Main Step
A player may do these as many times as they like in any order.
Field characters by paying energy equal to their fielding cost.
Use Action Dice. Place them Out of Play 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 any unfielded characters to the
Used Pile.
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 Out of Play when finished.
Both players can use Global Abilities.
Assign and resolve damage. Resolve effects that occur due to
damage or KO.
Cleanup Step
Move unblocked attackers to the Used Pile.
End all effects and clear all damage.
End turn. Move dice from Out of Play to the Used Pile.
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