The Dice Throne Map — full index

Heroes (44)

Alchemist (50 HP · 2 starting CP · single release)

A brew-and-burst engineer: load Potions onto your abilities, then spend them for extra punch. Transmute is the reliable core hit; fish for crucibles to fire Catalyst and the Chemical Trip! ultimate. Each Upkeep she banks a Potion and can re-roll a die by spending one, so she keeps finding her combo, and Punchify potions add +2 to attacks. Passivation prevents no damage, so she leans on Bolsterate, not blocking.

Connected: Catalyst, Chain Reaction, Chemical Trip!, Diffusion, Engine, Hermetics, Passivation, poison, Potion Overload, potions, single release, Transmute

Artificer (50 HP · 2 starting CP · season 2)

An engineer who wins by building robots, not rolling big. Spanner Strike is the basic hit; Eureka (2 wrenches + 3 gears) is your bread-and-butter and banks Synth. Spend Synth to build Bots — Shock Bot adds damage, Heal Bot is your real defense — and fire them free with Overclock or the Maximum Power! ultimate while Nanites tick the enemy down. Ratchet Up blocks nothing, so the Bots are your armor.

Connected: Engine, Eureka, Jolt, Maximum Power!, nanite, Overclock, Ratchet Up, Schematics, season 2, Spanner Strike, synth, Zapppp!

Barbarian (50 HP · 2 starting CP · season 1 rerolled)

Pure aggression with a stun engine on top. Smack is your bread and butter — three swords cash in almost every turn — while Crit Bash and Rage! stun the opponent and chain you straight into bonus attack phases. Bank Fortitude heals on heart-heavy turns to outlast faster kits. He has no real damage prevention, so races are won by hitting harder, not by defending.

Connected: concussion, Crit Bash, Engine, Fortitude, Mighty Blow, Overpower, Rage!, Reckless, season 1 rerolled, Smack, stun, Sturdy Blow, Thick Skin

Black Panther (50 HP · 2 starting CP · marvel)

A counter-puncher who turns the damage he takes into fuel. Vibranium Claws is the scaling core attack; fish for panthers to fire Ancestral Power and the Wakanda Forever! ultimate. Every hit he absorbs gives Kinetic Energy — each 2 tokens add +1 to attacks, and 8 unleashes a free 5-damage burst — while the Vibranium Suit blocks 3. He's happy to trade blows, since your damage just charges him up.

Connected: Ancestral Power, Bashenga's Honor, Engine, Heart-Shaped Herb, kinetic-energy, marvel, Meteoric Punch, Stealth Strike, Triple Threat, Vibranium Claws, vibranium-suit, Wakanda Forever!

Black Widow (50 HP · 2 starting CP · marvel)

A spy who snowballs by stacking Ability Upgrades into play, making every attack hit harder. Baton Strike is her scaling core hit; fish for widows to fire Grapple and the Widow's Bite! ultimate, which tutors two upgrades at once. Plant Time Bombs that blow up for 4 later, spend Covert Ops to dig upgrades, and dodge with Agility. She starts soft, so the longer the game runs, the scarier she gets.

Connected: agility, Baton Strike, covert ops, Engine, Grapple, Hacked, Infiltrate, marvel, Sabotage, time bomb, Vengeance, Widow's Bite!, Widows Gauntlets

Captain Marvel (50 HP · 2 starting CP · marvel)

A cosmic bruiser who powers herself up with stacking energy tokens. Photon Punch is her scaling core attack; fish for Hala Stars to fire Supernova and the Binary Blast! ultimate. Cosmic Ray adds a big bonus die after attacking, Cosmic Flare pings the enemy each Upkeep, and Radiance locks in defensive faces. Stack the self-buffs and her hits climb fast, so keep the energy flowing.

Connected: Aurora Wave, Barrel Roll, Binary Blast!, cosmic-flare, cosmic-ray, Energy Refraction, Engine, Inner Light, Light Torpedo, marvel, Photon Punch, Photonic, radiance, Supernova

Cursed Pirate (50 HP · 2 starting CP · season 2)

A cursed buccaneer who starts human but flips for good into a stronger, self-damaging undead form once her Cursed Doubloons run out. Cutlass Strike is the scaling core attack; fish for skulls to fire Black Spot and the Pirate's Touch! ultimate. Spread Cursed Doubloons to tax enemy CP, set off Powder Keg for surprise damage, and Parlay to stop a foe's attack. Managing the doubloon clock is the game.

Connected: Ahoy Matey, Black Spot, cursed doubloon, Cutlass Strike, Flexible, Light the Fuse, parlay, Pirate's Touch!, powder keg, season 2, Shiver Me Timbers, Walk the Plank, wither, X Marks the Spot

Cyclops (50 HP · 2 starting CP · xmen)

A squad leader who wins by stacking tokens and marking targets. Hand to Hand is the scaling core attack; fish for blasts to fire Strafe and the Optic Blast! ultimate. Bank Battle Plan and Support tokens for cards, rerolls, and CP, and pile Focus Fire on a foe so every later hit deals +1 per stack. Set up Focus Fire early and his damage snowballs — but he needs that setup first.

Connected: Assault, battle-plan, Engine, focus-fire, Hand to Hand, Never Back Down, Optic Blast!, Recourse, Regroup, Strafe, support, Target Acquired, Teamwork, xmen

Deadpool (50 HP · 2 starting CP · marvel)

A chaotic mercenary who breaks the rules and hits with unpreventable pure damage. Finger Guns (four pews) is a strong core attack; fish for masks to fire Merc with a Mouth and the Fourth Wall! ultimate (14 damage). Win Rock-Paper-Scissors to add damage or block, and swap dice with Onomatopoeia — several attacks are pure, so they skip defense entirely. Mutant Healing only heals 1, so he out-hits rather than defends.

Connected: Besmirched, donut, Donut Hole, Fiesta, Finger Guns, Flexible, Fourth Wall!, Knife Fight, marvel, Merc with a Mouth, Mutant Healing, onomatopoeia, rps, Taco Truck

Doctor Strange (50 HP · 2 starting CP · marvel)

A spell-slinger who Prepares magic onto the Book of Vishanti, then Casts it for bonus effects. Augury and Mystic Bolts are his core hits; fish for amulets to fire Wand of Watoomb and the All-Seeing Eye! ultimate. Bank Déjà Vu to redo a roll phase, draw hard with Premonition, and lock the enemy's cards with Crimson Bands. He's a tricky, choice-heavy kit whose power is managing spells, not raw dice.

Connected: All-Seeing Eye!, Astral Incursion, Augury, Binding, Cloak of Levitation, crimson bands, déjà vu, Flexible, marvel, Mystic Bolts, premonition, Universal Awareness, Wand of Watoomb

Druid (50 HP · 2 starting CP · vanguard)

A shape-shifter who wins by swapping between Bear, Cat, and Druid forms to fit the moment. Ferocity is your core claw attack; fish for leaves to fire Protect the Forest and the Wrath of Nature! ultimate. Spend Shape Shift tokens to change form and stack Regenerate to heal each Upkeep while Wound chips the enemy. In plain Druid form Thick Hide barely blocks, so shift to Bear when you need to soak hits.

Connected: Ferocity, Flexible, Forest's Answer, Forest's Call, Maul, Nature's Cure, Protect the Forest, regenerate, shape-shift, Thick Hide, vanguard, Wild Realignment, wound, Wrath of Nature!

Duelist (50 HP · 2 starting CP · vanguard)

A fencer who wins on positioning: your Footwork Track slides forward for +damage or back for +defense. Blade Flurry is the core blade attack; fish pierce for Bladestorm and the Master of the Blade! ultimate, which both Disarm. Bank Guard Break to turn a hit undefendable, and take Steps each turn to set up the bonus you want. Retreat barely blocks, so keep pushing forward to hit hardest.

Connected: Balestra, Blade Flurry, Bladestorm, disarm, En Garde, Feint Attack, Flexible, guard-break, Master of the Blade!, Retreat, Strike, vanguard

Forgemaster (50 HP · 2 starting CP · vanguard)

A crafter who wins by mining Ore and building Armor to grind you out. Pick Axe is the scaling core attack; fish for anvils to fire Smelting Time and the Final Touches! ultimate (14 damage). Bank Ore on The Forge and craft Armor — Helmets counter for damage, Shields prevent it — so his real toughness comes from the crafting engine, not the dice. Build your workshop while chipping away.

Connected: A Good Haul, armor, Armored Up, Engine, Final Touches!, Furnace, Masterwork, Pick Axe, Smelting Time, vanguard

Gambit (50 HP · 2 starting CP · xmen)

A charged-up gambler who powers Ace Cards, then Explodes them for bonus damage. Bo Staff is the scaling core attack; fish for supercharge faces to fire Ragin' Cajun and the Le Diable Blanc! ultimate. Almost every ability charges his four Aces, and a full Ace detonates once a turn for extra damage, while Disruption taxes enemy CP. He's the hardest hero in his box, so managing the Aces is the game.

Connected: Bo Staff, Bojutsu, Card Shark, Creole Crusader, disruption, dissolution, Engine, Le Diable Blanc!, molecular-acceleration, Poker Face, Ragin' Cajun, Sleight of Hand, xmen

Gunslinger (50 HP · 2 starting CP · season 2)

A status-control gunfighter who softens you up before the big shot. Revolver is the reliable core attack; fish for bullseyes to fire Deadeye and the Fill 'Em With Lead! ultimate. Slap Bounty on a target so every hit deals +1 and feeds you CP, use Knockdown to deny their attack, and bank Reload each Upkeep to pump damage. Her defense is a swingy die-duel, so blocking is never a sure thing.

Connected: bounty, Bounty Hunter, Control, Deadeye, Duel, evasive, Fan the Hammer, Fill 'Em With Lead!, knockdown, reload, Revolver, season 2, Showdown, Take Cover

Headless Horseman (50 HP · 2 starting CP · outcasts)

A haunting snowball hero who scales up with Dreadful tokens. Cleave is the core axe attack; fish for scares to fire Horrify and the Dreadful Charge! ultimate (14 damage). Stack Dreadful to grow the dice you roll on Spectral Assault and his defense, and bank Grim Pursuit for extra roll attempts and bonus damage. The more Dreadful he hoards, the harder his big turns hit — build the stockpile early.

Connected: Cleave, dreadful, Dreadful Charge!, Engine, grim-pursuit, Hallowed Reckoning, Horrify, outcasts, Reap, Ride Down, Sow Despair, Spectral Assault

Huntress (50 HP · 2 starting CP · season 2)

A beast-master who fights alongside Nyra, her sabertooth tiger. Animalistic is the basic attack; fish for saber tooth faces to fire Feral and the Jungle Fury! ultimate. While Nyra is active every attack hits +2, and you can shove incoming damage onto Nyra's health instead — spend Nyra's Bond to heal her and stack Bleed on the enemy. Maternal Bond blocks nothing, so keep Nyra alive — she's your armor.

Connected: Animalistic, Attrition, bleed, Feral, Feral Instincts, Jungle Fury!, Maternal Bond, nyra's bond, Onslaught, Predatory Advance, Resuscitate, Savage, season 2

Iceman (50 HP · 2 starting CP · xmen)

A frost controller who freezes your dice while stacking Ice Shards. Frostbite is the scaling core attack; fish for frost faces to fire Hail the King and the Ice Storm! ultimate. Bank Ice Shards for +damage, lock the enemy's lowest die with Dice Cube, and use Glide Paths to chain one roll into a second ability. Rime actually blocks and counters, so he grinds you out while denying rerolls.

Connected: Cold Treat, Control, dice-cube, Everybody Chill, Frostbite, glide, Hail the King, Hoarfrost, Ice Storm!, Ice to Meet You, ice-shard, Rime, Thawsome, xmen

Jean Grey (50 HP · 2 starting CP · xmen)

A dual-form psychic who flips between Jean Grey and Dark Phoenix every turn. Mind Attack is her core hit; fish for phoenix faces to fire Firebird and the One True Phoenix! ultimate. Jean turns are for economy and defense, while Dark Phoenix turns burst hard, spending Flame Blast for +damage but skipping her income. She's built around that rhythm, so save your big swings for the Dark Phoenix turn.

Connected: acuity, Astral Combat, Burst, Firebird, flame blast, force field, Mind Attack, Occlusion, One True Phoenix!, phoenix burn, Psionic Shield, Psychic Multiplier, Telekinetic Blast, xmen

Krampus (50 HP · 2 starting CP · santa v krampus)

A wicked controller who chokes your CP with Coal while running a gift-and-reject engine. Swat is the scaling core attack; fish for horns to fire Spoils and the Discomfort and Pain! ultimate. Spread Coal to tax enemy Combat Points and fuel Bad Tidings' collateral, and spend Gifts to fetch Reject cards for extra effects. Deviled Eggs blocks nothing, so he grinds your resources down.

Connected: Bad Tidings, coal, Control, Deviled Eggs, Discomfort and Pain!, gift, Misbehaving, Rejection, Rotter, santa v krampus, Scavenge, Spoils, Swat

Loki (50 HP · 2 starting CP · marvel)

A trickster who wins by messing with your turns, not out-damaging you. Mockery is the scaling core attack; fish for mischief to fire Double Take and the Glorious Purpose! ultimate. Inflict Spellbound to disable the enemy's abilities, hand out gamble tokens with Bag of Tricks, and spend Illusion to make attackers guess your damage — about half on average. Tip the Scale blocks nothing, so Illusion is his real defense.

Connected: Antics, bag of tricks, Confuddle, Control, Double Take, Glorious Purpose!, illusion, Kneel to Me, marvel, Mockery, spellbound, Tip the Scale, Vex, Vilify

Monk (50 HP · 2 starting CP · season 1 rerolled)

A martial artist whose Chi tokens are both shield and sword. Fist Strike is a hard-hitting core attack; fish for lotus to fire Lotus Strike and the Transcendence! ultimate, which raise his Chi cap. Bank Chi from Meditate and Serenity, then spend it to prevent 1 damage each or add 1 each — so his printed numbers are floors. He has no blocking defense; Serenity only makes Chi, so save tokens to survive.

Connected: chi, cleanse, Combo Strike, Engine, evasive, Fist of Harmony, Fist of Tranquility, Fist Strike, knockdown, Lotus Strike, Meditate, season 1 rerolled, Serenity, Tempest Rush, Transcendence!

Moon Elf (50 HP · 2 starting CP · season 1 rerolled)

A control archer who wins by locking the enemy down while raining arrows. Longbow is your scaling core shot; fish for moons to fire Eclipse and the Lunar Eclipse! ultimate, which pile on Blind, Entangle, and Targeted. Those debuffs waste the opponent's turns while Targeted makes your hits land +2. She has no armor — Evasive tokens and Missed Me let her dodge instead of block, so survival rides on the dice.

Connected: blind, Blinding Shot, Control, Covered Shot, Demising Shot, Eclipse, entangle, Entangling Shot, evasive, Exploding Arrow, Longbow, Lunar Eclipse!, Missed Me, season 1 rerolled, targeted

Necromancer (50 HP · 2 starting CP · outcasts)

A summoner whose power is his Undead minions, not his own hits. Shear is a deliberately weak core attack; fish for souls to fire Black Shroud and the Necro-Dancer! ultimate. Bank Corpses from Reanimate, then raise Skeletal Warriors, a Mage, and a Bone Golem that add damage each turn, while Decrep-ify weakens the enemy and Resurrect cheats death. He's a complex kit that hits soft solo, so build the swarm first.

Connected: Black Shroud, Blight, Corpse Explosion, Deadman's Party, decrep-ify, Engine, Harvest, Necro-Dancer!, outcasts, Reanimate, Resist Death, resurrect, Shear

Ninja (50 HP · 2 starting CP · season 1 rerolled)

A combo assassin who wins through chip damage and poison, not raw swings. Slash is the core blade attack; fish for masks to fire Shadewalk and the Assassinate! ultimate. Spend Ninjutsu after a hit to add damage or go undefendable, and stack Delayed Poison for free damage at the enemy's turn end — so his real output beats the printed numbers. He can't block; Smoke Bomb only dodges on a lucky roll.

Connected: Assassinate!, Attrition, Death Blossom, delayed poison, ninjutsu, Poison Blade, season 1 rerolled, Shade Shift, Shadewalk, Shadow Fang, Slash, smoke bomb, Smoke Screen, Walk the Line

Paladin (50 HP · 2 starting CP · season 1 rerolled)

A holy toolbox who wins by stacking buffs and outlasting you. Righteous Combat is his flexible core hit; fish for prayers to fire Righteous Prayer and the Resolute Faith! ultimate, which heals 5 and can survive a lethal blow. Layer Crit (+4), Protect, Retribution, and Accuracy to control every exchange, and burn CP through Tithe to re-roll. His damage is modest, so he wins slow through defense and healing.

Connected: accuracy, blessing of divinity, crit, Divine Defense, Flexible, Holy Attack, Holy Light, Mighty Prayer, protect, Resolute Faith!, Retaliate, retribution, Righteous Combat, Righteous Prayer, season 1 rerolled

Pale Lady (50 HP · 2 starting CP · outcasts)

A werewolf-in-waiting who builds Moon Shards, then transforms into a stronger wolf form. Scratch is the scaling core attack; fish for full moons to fire Ensnare and the Unleash the Beast! ultimate (13 damage). Bank Moon Shards to flip to the Werewolf side, where attacks turn undefendable and hit harder, while Prey and Bleed chip the enemy. Wolf form only lasts a few turns, so line up your big swings for it.

Connected: bleed, Burst, Conflicted, Ensnare, Full Moon, moonShard, outcasts, prey, Refresh, Scratch, The Cure, The Hunt, Unleash the Beast!

Psylocke (50 HP · 2 starting CP · xmen)

A psychic ninja who fights with a bonus sixth die and locks down your abilities. Lunge is the scaling core attack; fish for starlight to fire Blade Dance and the Otherworlder! ultimate. Her Manifest die adds damage or completes a set each turn, Paralyze shuts off the enemy's status engine, and Agility plus Infiltration cover defense with rerolls. She's a clean, aggressive kit — press tempo and deny their combos.

Connected: agility, Blade Dance, Clandestine, Control, Devise, infiltration, Lunge, Otherworlder!, Paralysis, paralyze, Parry, Stealth, xmen

Pyromancer (50 HP · 2 starting CP · season 1 rerolled)

A glass-cannon mage who scales up with Fire Mastery, then detonates. Fireball is the core hit and builds a token; fish for explosions to fire Ignite (4 + 2 per Fire Mastery) and the Scorch the Earth! ultimate. Nearly every hit stacks Fire Mastery — the more you hold, the bigger the nuke — while Burn and Stun pressure the enemy. But a token cools off each Upkeep and Molten Armor doesn't block, so race fast.

Connected: burn, Burning Soul, Burst, Combustion, fire-mastery, Fireball, Hot Streak, Ignite, knockdown, Meteorite, Molten Armor, Pyroblast, Scorch the Earth!, season 1 rerolled, stun

Raveness (50 HP · 2 starting CP · outcasts)

A raven-keeper who wins through her companion, Nevermore. Peck is the scaling core attack; fish for raven eyes to fire Chamber and the Fantastic Terrors! ultimate (13 damage). Activating Nevermore parks it on a foe for undefendable chip damage and heals her when it returns, while Feather tokens rig its die roll and Hex blanks the enemy's 6s. Many abilities feed Nevermore, so managing the raven is the engine.

Connected: Beguile, Chamber, Craven, Engine, Fantastic Terrors!, feather, Fowl Friend, hex, Murder of Crows, Nothing More, outcasts, Peck, Raven Sight

Rogue (50 HP · 2 starting CP · xmen)

A brawler who drains you and turns your punches into fuel. Brawl is the scaling core attack; fish for ions to fire Influential and the High Altitude! ultimate. Leach steals health straight off your dial with no defense allowed, Influence wastes enemy rerolls, and every hit she absorbs banks Ionic Energy to pump later attacks — even the ultimate. The more you hit her, the harder she hits back.

Connected: Absorption, Brawl, Duplicate, Engine, High Altitude!, influence, Influential, ionic energy, Leach, Sass, Skybound, skyward, xmen

Samurai (50 HP · 2 starting CP · season 2)

A disciplined duelist who tilts every exchange with Honor and Shame. Katana Slice is the core attack; fish for the rare sun face to fire Hagakure and the big Shogun! ultimate (13 damage). Inflict Shame to shrink the enemy's next attack, spend Honor to add +1 or +3 to yours, and punish attackers with Back Strike. Because sun is the rarest face, his best hits need lucky rolls or rerolls to land.

Connected: back-strike, Budo, Burst, Hagakure, honor, Katana Slice, Masamune, season 2, shame, Shogun!, Solemnity, Stand Tall, Wakizashi

Santa (50 HP · 2 starting CP · santa v krampus)

A jolly token-engine hero powered by Cheer and Egg Nog. Trim Your Tree is his scaling core attack; fish for stars to fire Holly Jolly and the Comfort and Joy! ultimate, which grants a bonus attack phase. Bank Cheer to fix dice and pump hits like Rosey Cheeks, and spend Egg Nog for chip damage, healing, or CP. His defense only refuels tokens, so he wins by out-generating and out-hitting you.

Connected: cheer, Comfort and Joy!, Egg Noggin' It, egg-nog, Engine, Festivities, Fireside Chat, Holly Jolly, Naughty or Nice, Reindeer Games, Rosey Cheeks, santa v krampus, Trim Your Tree

Scarlet Witch (50 HP · 2 starting CP · marvel)

A chaos-mage who snowballs tokens, then cashes them into damage. Hex Bolt is the scaling core attack; fish for crowns to fire Bewitch and the Sealed Your Fate! ultimate (12 damage). Reality Warp forces the enemy to roll one of her dice, wrecking their turn, while Crackle turns her stacked status tokens into up to +3 bonus damage. Double Trouble blocks nothing, so her plan is stack effects, then unleash.

Connected: Bewitch, conjure, crackle, Darkhold, Double Trouble, Engine, Hex Bolt, Jinx, marvel, Mind Blast, probability manipulation, Pure Chaos, reality warp, Sealed Your Fate!, Spellcraft

Seraph (50 HP · 2 starting CP · season 2)

An angelic striker who mixes heavy blade hits with support and healing. Holy Blade is the scaling core attack; fish for the rare pendant face to fire Highest Power and the Split the Heavens! ultimate. Purify flexes between bursting a foe for 5 or healing an ally, while Blinding Light weakens the enemy's next turn. Her Angelic Mantle barely blocks; real defense is Flight tokens that dodge on a 6.

Connected: Angelic Mantle, Archangel's Will, blessing of divinity, blinding-light, cleanse, Flexible, flight, Glorious, Highest Power, Holy Blade, Holy Smite, holy-presence, Purify, season 2, Split the Heavens!, Triumphant

Shadow Thief (50 HP · 2 starting CP · season 1 rerolled)

An attrition thief who hoards Combat Points, then turns them into damage. Dagger Strike is the core hit; fish for shadows to fire Shadow Dance and the Shadow Shank! ultimate (your CP total + 5). Bank CP with Pickpocket and Shifty Strike, stack Poison, and slip into the Shadows to dodge a whole attack for free. She hits soft early, so she wins the long game, not the fast one.

Connected: Attrition, Carducopia, Counter Strike, Dagger Strike, Insidious Strike, Pickpocket, poison, season 1 rerolled, Shadow Dance, Shadow Defense, Shadow Shank!, shadows, Shifty Strike, sneak-attack

Spider-Man (Miles Morales) (50 HP · 2 starting CP · marvel)

A nimble brawler who chains extra turns and slips punches. Punch is the scaling core attack; fish for spiders to fire Venom Punch and the Venom Shockwave! ultimate (13 damage). Bank a Combo token to take a second offensive phase, stick Webbed on a foe so your next hit can't be blocked, and use Invisibility to defend even undefendable attacks. Press the tempo and his combos wear you down.

Connected: C-C-C-Combo, combo, Counterpunch, Ensnare, invisibility, marvel, Punch, Spider-Reflexes, Spider-Sense, Tempo, Venom Punch, Venom Shockwave!, Wall Crawler, webbed

Storm (50 HP · 2 starting CP · xmen)

A weather-witch who snowballs by charging her abilities with Lightning. Lightning Field is the scaling core attack; fish for cyclones to fire Blizzard and the Tempest! ultimate. Attach Lightning to unlock stronger Charged Effects, bank Tornado to steal the enemy's dice and grow your pool, and use Wind Shear to block-and-counter. The more she builds, the bigger her turns, so stack the storm first.

Connected: Blizzard, Engine, Gust, Light It Up, lightning, Lightning Field, Maelstrom, Opposites Attract, Tempest!, Tempestuous, Thunderstorm, tornado, wind-shear, xmen

Sun Elf (50 HP · 2 starting CP · vanguard)

A ramp-and-heal mage who charges the Sun Dial, then unleashes it on Dawn turns. Light Staff is the scaling core attack; fish for sun power to fire Solar Burst and the Solar Flare! ultimate (10 damage). The dial climbs on Dusk turns and heals off overflow, then on Dawn adds its whole value (up to +5) to an attack before draining. Time your biggest swing for a full dial.

Connected: charged-gem, Engine, Harness the Light, Light Staff, Radiant Energy, Ray Absorption, Ray of Light, Scorching Staff, Solar Burst, Solar Flare!, Sun Beam, sun-marked, vanguard

Tactician (50 HP · 2 starting CP · season 2)

A commander who wins on economy, banking Tactical Advantage to fuel any effect. Saber Strike is the scaling core attack; fish for medals to fire Maneuver and the Higher Ground! ultimate (12 damage). Spend Tactical Advantage for CP, rerolls, cards, Targeted, or Protect, slow the enemy with Constrict, and roll Profiteer for a free second attack phase. He's a toolbox — bank resources, then buy the answer you need.

Connected: Carpet Bomb, constrict, Countermeasures, Engine, Exploit, Flank, Higher Ground!, Maneuver, Profiteer, Saber Strike, season 2, Strategic Approach, tactical advantage, targeted

Thor (50 HP · 2 starting CP · marvel)

A thunder-god bruiser who empowers his hits with Electrokinesis and Mjölnir. Hammered is the scaling core attack; fish for thunder to fire Bottled Lightning and the For Asgard! ultimate (14 damage). Throw Mjölnir for free chip damage or Retrieve it to bank Electrokinesis — each token adds +1 to Odinforce and Bottled Lightning — while Guard Break turns attacks undefendable. Stack the tokens and his hits climb.

Connected: Bottled Lightning, Chain Lightning, electrokinesis, Engine, For Asgard!, guard-break, Hammered, Lightning Rod, marvel, Mighty Summon, Odinforce, Thunder Bolt, Thunder Wheel

Treant (50 HP · 2 starting CP · season 1 rerolled)

A patient gardener who grows Spirit companions, then cashes them for damage. Splinter is the core branch attack; fish for swirls to fire Nature's Grasp and the Wake the Forest! ultimate. Grow Spirits from many abilities and spend them — a Dryad adds +3, Overgrowth +4 each — while Barbed Vine punishes rerolls and Rooted blocks hits. He's the game's most complex hero and needs setup, so he out-grows you.

Connected: barbed-vine, Call of the Wild, Engine, Nature's Grasp, Overgrowth, Rooted, season 1 rerolled, Splinter, Tend, Vengeful Vines, Wake the Forest!, wellspring

Vampire Lord (50 HP · 2 starting CP · season 2)

A bloodthirsty controller who grinds you down with resources and lifesteal. Gouge is the scaling core claw attack; fish for the rare droplet face to fire Blood Thirst and the Exsanguinate! ultimate. Bank Blood Power to add +3, clear statuses, or heal off your hits, force enemy rerolls with Mesmerize, and stack Bleed that feeds more Blood Power. Droplet is his rarest face, so his biggest hits lean on rerolls.

Connected: Attrition, bleed, Blood Magic, Blood Thirst, blood-power, Exsanguinate!, Glamour, Gouge, Immortal Flesh, mesmerize, Possess, Rend, Sanguimancy, season 2

Wolverine (50 HP · 2 starting CP · xmen)

A regenerating berserker who out-lasts you, healing almost every turn. Adamantium Claws is the scaling core attack; fish for masks to fire Power Level Nine and the Berserker Rage! ultimate (heals 3, hits 12). Bank Rage and spend it for +3 damage a pop, mark foes with Alpha to skip their income, and top off with Healing Factor. He trades burst for staying power, so he wins the attrition fight.

Connected: Adamantium Claws, alpha, Attrition, Barrage, Berserker Rage!, Healing Factor, Hunter, Power Level Nine, rage, Regenerate, Severe Threat, Vengeance, xmen

Statuses (113)

accuracy (positive) pending-verification

Spend at the end of your Offensive Roll Phase to make your attack undefendable. Stack limit 1.

Connected: Paladin

acuity (positive) pending-verification

Stack limit 4, spendable the turn gained: 1 token re-rolls one of her dice at any time, 2 tokens buy a Combat Point, 4 tokens inflict Phoenix Burn on a chosen opponent.

Connected: Jean Grey

agility (positive) pending-verification

Stack 2: when taking damage, spend and roll one die — on 1-3 halve the incoming damage (rounded up). Usable at any time against anything except an Ultimate; two successes cancel all damage since prevention resolves simultaneously.

Connected: Black Widow, Psylocke

alpha (negative) pending-verification

Unique, stack limit 1. When inflicted by an attack, victim and attacker each roll a die — if the attacker rolls lower the token is removed; otherwise the victim skips their next Income Phase, then removes it. Cannot be transferred.

Connected: Income, Wolverine

armor (positive) pending-verification

Unique crafted token (stack limit 1 Helmet and 1 Shield). When Attacked with normal damage you may activate the Armor on you. Helmets retaliate: Gold deals 1, Diamond 2, Ultimanium 3 damage back to the attacker. Shields prevent: Gold prevents 1, Diamond prevents 2; Ultimanium prevents 2 against any damage type except an Ultimate. Armor is crafted from Ore blueprints and can only be removed or transferred by this hero's own effects.

Connected: Defensive Roll, Forgemaster

back-strike (positive) pending-verification

When taking damage from an opponent's Offensive Roll Phase, spend and roll 1 die to deal half the value (rounded up) back to that opponent. Cannot be used against an Ultimate.

Connected: Samurai

bag of tricks (positive) pending-verification

During the holder's Upkeep, remove and roll 1 die: 1 = lose 1 CP; 2-5 = Loki chooses heal 2 / gain 1 CP / take 2 damage; 6 = gain 2 CP. Stack limit 2.

Connected: Loki, Upkeep

barbed-vine (negative) pending-verification

While afflicted, the player takes 1 damage for every Roll Attempt beyond the first in their Offensive Roll Phase (max 2 per turn); the token is then removed and the damage applied at the end of the Roll Phase.

Connected: Treant

battle-plan (positive) pending-verification

Stack limit 4, each effect once per turn: spend 1 to look at an opponent's hand; spend 3 to dig the top 3 deck cards for a Leadership Card; spend 3 to inflict Focus Fire on an opponent.

Connected: Cyclops

bleed (negative) pending-verification

Up to 2 tokens; during the afflicted player's Upkeep they roll a d6 per token — on 1-4 they take 1 damage, on 5-6 that token is removed.

Connected: Huntress, Pale Lady, Upkeep, Vampire Lord

blessing of divinity (positive) pending-verification

The next time your health would drop to 0, remove this token and set your health to 1 instead; it cannot be removed by any other means. Stack limit 1.

Connected: Paladin, Seraph

blind (negative) pending-verification

The next Offensive Ability the afflicted player activates forces them to remove the token and roll a d6; on a 1–2 that ability fails and does nothing. Stack limit 1.

Connected: Moon Elf

blinding-light (negative) pending-verification

Negative token (limit 1). The next time the afflicted finishes their Offensive Roll Phase they roll 1 die: on a 1 the entire phase has no effect; on a 2–3 all their damage that phase is halved (rounded up). Cannot stop an Ultimate.

Connected: Seraph

blood-power (positive) pending-verification

Signature resource (stack limit 5), each threshold spent once per turn: 1 = add 3 damage to your Attack; 2 = remove a status from a chosen player (Main Phase); 3 = draw 2 cards; 4 = heal equal to the damage your Attack successfully dealt (Roll Phase). Also gained at end of turn if your Attack hit a target holding 2 Bleed.

Connected: Vampire Lord

bounty (negative) pending-verification

Persistent: whenever the afflicted player is attacked, the attacker deals +1 damage and gains 1 Combat Point regardless of how the defense resolves.

Connected: Gunslinger

burn (negative) pending-verification

The afflicted player takes 2 damage during their Upkeep Phase. Persistent, stack limit 1.

Connected: Pyromancer, Upkeep

charged-gem (positive) pending-verification

Positive token (stack limit 1). Spend it during your Main Phase and roll 1 die: on 1-2 gain 1 CP; on 3-4 deal 2 undefendable damage (isolated source) to a chosen opponent; on 5-6 gain 1 CP and deal 2 undefendable damage to a chosen opponent.

Connected: Sun Elf

cheer (positive) pending-verification

Santa's signature token (stack limit 3). Spend 1 to re-roll one die, or spend 3 to set any one die to a 6. Many of Santa's attacks also deal bonus damage per Cheer he is holding.

Connected: Santa

chi (positive) pending-verification

The Monk's signature resource (stack limit 5, raisable). Spend tokens at any time to prevent 1 incoming damage each (any type except an Ultimate), or spend them to add 1 damage each to an attack (not on the turn they were gained).

Connected: Monk

cleanse (positive) pending-verification

Spend at any time to remove one status effect token from yourself. Stack limit 3.

Connected: Monk, Seraph

coal (negative) pending-verification

Krampus's punishment token on opponents (stack limit 4). When a player holding 4 Coal would gain CP, they must first remove all 4 Coal and gain 1 fewer CP — Coal both taxes CP and fuels Bad Tidings' collateral damage.

Connected: Krampus

combo (positive) pending-verification

If your Offensive Roll Phase produced an Attack, spend this token at the end of the opponent's Defensive Roll Phase to immediately take another Offensive Roll Phase against the same opponent. Once per turn; stack limit 1; cannot be transferred.

Connected: Defensive Roll, Spider-Man (Miles Morales)

concussion (negative) pending-verification

The afflicted player skips their next Income Phase (no CP or card gain), then removes the token.

Connected: Barbarian, Income

conjure (positive) pending-verification

Once per turn during your Main Phase, spend to either copy a positive status effect from a chosen player's leaflet (any opponent may cancel this by discarding a card) or inflict Reality Warp on an opponent. Stack limit 1.

Connected: Scarlet Witch

constrict (negative) pending-verification

During the afflicted player's next Offensive Roll Phase they must pay 1 Combat Point for every reroll beyond the first; the token is then removed.

Connected: Tactician

cosmic-flare (positive) pending-verification

During the holder's Upkeep Phase, deal 1 damage to all opponents per Cosmic Flare token, then remove one token. Must be spent (not optional). Stack limit 3.

Connected: Captain Marvel, Upkeep

cosmic-ray (positive) pending-verification

After Attacking, spend this token to roll 2 dice and add one chosen die's value to the damage total (an Attack Modifier). Once per turn; cannot be spent the turn it is gained; stack limit 2; cannot be removed or transferred.

Connected: Captain Marvel

covert ops (positive) pending-verification

Unique self-token (stack 3): once per turn in a Main Phase, spend to put an Ability Upgrade from hand into play, or to peek at the top 3 deck cards and, if none are upgrades, tutor one from the deck. Cannot be transferred or removed.

Connected: Black Widow

crackle (positive) pending-verification

When concluding an Offensive Roll Phase with an attack, spend to add 1 damage per status effect on your board (excluding the spent Crackle), up to +3. Only two Crackle may be spent per turn; it is an Attack Modifier so it cannot boost pure damage. Stack limit 3.

Connected: Scarlet Witch

crimson bands (negative) pending-verification

Stack 1: the afflicted player cannot play any cards during their next Roll Phase (through the end of the Defensive Roll Phase), though passives and status effects still work; the token is discarded once that Roll Phase ends.

Connected: Defensive Roll, Doctor Strange

crit (positive) pending-verification

Spend to add 4 damage to an attack that is already dealing at least 5 damage (before modifiers). Stack limit 1.

Connected: Paladin

cursed doubloon (negative) pending-verification

A persistent token (stacks 5x on the Pirate, 3x on others). Any non-Pirate holding it takes 1 damage per token each Upkeep; it can only be removed by the Pirate's own abilities. The Pirate spends her own doubloons each turn to avoid flipping to her Cursed form.

Connected: Cursed Pirate, Upkeep

decrep-ify (negative) pending-verification

On the target's next Offensive Roll Phase they may re-roll at most 2 dice after their first roll, and all their attack damage is reduced by 1 (does not reduce Ultimate damage). Removed at end of that Roll Phase. Stack limit 1.

Connected: Necromancer

déjà vu (positive) pending-verification

Stack 1: instead of activating an ability, spend to end the current Offensive Roll Phase and immediately start a brand-new one — usable even after opponents alter his dice or his rerolls run dry.

Connected: Doctor Strange

delayed poison (negative) pending-verification

At the end of the afflicted player's turn the token is removed and they take 3 damage. Stack limit 2, so two tokens deal 6 damage.

Connected: Ninja

dice-cube (negative) pending-verification

The afflicted player cannot alter their lowest-value die from the first roll attempt of their Offensive Roll Phase (at stack limit 2, the two lowest dice are locked); the die also cannot be changed by any card or effect. Removed at the end of the Roll Phase.

Connected: Iceman

disarm (negative) pending-verification

Negative token (stack limit 1). During their Upkeep Phase the afflicted player must discard a card; if they cannot (or choose not to), they skip their Income Phase instead. The token is then removed.

Connected: Duelist, Upkeep

disruption (negative) pending-verification

Stack limit 1: during their Upkeep Phase the afflicted player either gives up 1 CP or, if unwilling or unable, takes 2 damage; the token is then removed.

Connected: Gambit, Upkeep

dissolution (positive) pending-verification

Stack limit 2: spend during your Main Phase to either heal any player 2 or strip a negative status effect off any player.

Connected: Gambit

donut (positive) pending-verification

Stack 2: when gained it may be handed to any player; the holder can spend it during their Upkeep to roll a die and heal half the result rounded up (1-3 health).

Connected: Deadpool, Upkeep

dreadful (positive) pending-verification

The Horseman's core engine token (stack limit 5). It powers many abilities — the number of dice rolled by Spectral Assault and Hallowed Reckoning scales with Dreadful — and 4 Dreadful can be spent during Upkeep to Terrorize an opponent.

Connected: Headless Horseman, Upkeep

egg-nog (positive) pending-verification

Santa's resource token (stack limit 5). Spend 3 at any time to roll a die: on 1-3 deal 2 undefendable isolated damage, on 4-5 heal 2 and gain 1 CP, on 6 heal 2 and draw a card.

Connected: Santa

electrokinesis (positive) pending-verification

Fuels several of Thor's abilities (each adds +1 damage per token held) and can be dumped as a resource: spend 4 during your Main Phase to draw a card. Stack limit 4.

Connected: Thor

entangle (negative) pending-verification

The afflicted player gets one fewer reroll attempt on their next Offensive Roll Phase, then removes the token. Stack limit 1.

Connected: Moon Elf

evasive (positive) pending-verification

Spend and roll 1 die; on a 1-2 all of that source's damage is avoided. Multiple tokens can be spent against the same damage, but not against an Ultimate.

Connected: Gunslinger, Monk, Moon Elf

feather (positive) pending-verification

Raveness-only resource (stack limit 5). Spend 1 to force a re-roll of the Nevermore Die Roll, 2 to shift that roll's value by 1, or 3 to activate Nevermore.

Connected: Raveness

fire-mastery (positive) pending-verification

A stacking Pyromancer resource (max 5) that powers up many of her abilities; one token cools off (is removed) each Upkeep Phase, so it must be continually rebuilt.

Connected: Pyromancer, Upkeep

flame blast (positive) pending-verification

Stack limit 5. Only usable while Dark Phoenix is active: spend 1 to add 1 attack damage, or 3 at once to add 4. Attack modifier.

Connected: Jean Grey

flight (positive) pending-verification

Positive token (limit 3). Spend during any Roll Phase and roll 2 dice: on any 6 it activates — offensively your Attack becomes undefendable, defensively you ignore all incoming damage (except Ultimates). Multiple tokens can be spent.

Connected: Seraph

focus-fire (negative) pending-verification

Stack limit 2, persistent: every attack against the afflicted player deals +1 damage per stack (attack modifier). Not removed after triggering.

Connected: Cyclops, Defensive Roll

force field (positive) pending-verification

Stack limit 1. Remove this token plus one other positive token on her board to halve incoming damage (rounded up) for a chosen player.

Connected: Jean Grey

gift (positive) pending-verification

Krampus's own resource token (stack limit 3). During his Main Phase he may spend a Gift to draw a card from the Reject deck and put it into play.

Connected: Krampus

glide (positive) pending-verification

Unique token (stack limit 1). If Iceman's Offensive Roll produced an ability with a Glide Path, he may spend Glide after the defense resolves to immediately activate the linked second ability on the same target without meeting its roll requirement.

Connected: Iceman

grim-pursuit (positive) pending-verification

The Horseman's tempo token (stack limit 3). Spend one for an extra Roll Attempt during the Offensive Roll Phase, or spend one after attacking to roll 5 dice and add 1 damage per horseshoe (result of 4 or 5). Each of the two effects may be used once per turn.

Connected: Headless Horseman

guard-break (positive) pending-verification

Positive token (stack limit 2). When you conclude your Offensive Roll Phase with an Attack, you may spend this token and roll one die; on a 4-5 that Attack becomes undefendable.

Connected: Duelist, Thor

hex (negative) pending-verification

The afflicted player must treat every die face showing a 6 as a blank with no symbol or value until end of their turn; five 6s means they cannot even activate an ultimate.

Connected: Raveness

holy-presence (positive) pending-verification

Unique token (limit 2). During the holder's Upkeep it deals 1 damage to each opponent. Cannot be transferred, only removed.

Connected: Seraph, Upkeep

honor (positive) pending-verification

Stack limit 2. Spend to add 1 damage to your attack, or spend 2 Honor to add 3 damage.

Connected: Samurai

ice-shard (positive) pending-verification

Iceman's resource token (stack limit 5, plus overflow storage in The Freezer). Boosts several abilities' damage and can be spent five-at-a-time to gain Glide.

Connected: Iceman

illusion (positive) pending-verification

Spend when attacked to present Loki's 3 face-down Illusion Cards; the attacker picks one blindly and it makes Loki take all, half, or none of the attack's damage. Averages roughly 50% damage prevented per spend. Cannot be transferred. Stack limit 2.

Connected: Defensive Roll, Loki

infiltration (positive) pending-verification

Token (stack limit 2). Spend it to force any one die from a defensive roll attempt (any player's, including her own) to be re-rolled.

Connected: Defensive Roll, Psylocke

influence (negative) pending-verification

Stacks to 3 on an opponent. At the start of their Offensive Roll Phase they roll one die per token; each 1-3 result costs them one Roll Attempt that turn, then all tokens are removed.

Connected: Rogue

invisibility (positive) pending-verification

When the holder is Attacked with an undefendable Attack, they may spend this token to activate a Defensive Ability against it. Stack limit 1; cannot be transferred.

Connected: Spider-Man (Miles Morales)

ionic energy (positive) pending-verification

Damage-boost tokens (stack limit 4, in 1- and 2-value denominations). Spend to add the printed value to an attack before damage is dealt; at most 2 tokens per turn, or up to 4 by paying 1 CP. Works on normal, undefendable, and Ultimate damage.

Connected: Rogue

kinetic-energy (positive) pending-verification

A charge token, stack limit 8. Every 2 Kinetic Energy increases the damage of your Attacks by 1 (Attack Modifier). On reaching 8, immediately remove all Kinetic Energy, then gain 2 CP, draw 2 cards, and deal 5 undefendable damage to a chosen opponent as an isolated source.

Connected: Black Panther

knockdown (negative) pending-verification

The afflicted player must spend 2 Combat Points before their Offensive Roll Phase or skip that phase entirely; the token is then removed.

Connected: Gunslinger, Monk, Offensive Roll, Pyromancer

lightning (positive) pending-verification

Companion token attached to an Offensive Ability to Charge it. When a Charged ability activates, Storm may remove the Lightning to trigger that ability's bonus Charged Effect. Two Lightning stacked on one ability are both removed immediately to deal 2 isolated undefendable damage to a chosen opponent.

Connected: Storm

mesmerize (positive) pending-verification

Positive control token (limit 1). Spend it and roll 1 die: on a 5–6 you may force an opponent to re-roll any one of their dice (including during their Ultimate).

Connected: Vampire Lord

molecular-acceleration (positive) pending-verification

Bookkeeping token (13 in box, stack limit varies): marks filled charge slots on Gambit's Ace Cards. Cannot be transferred or removed except by his High Stakes bust or when an Ace Card Explodes.

Connected: Gambit

moonShard (positive) pending-verification

Pale Lady's unique resource (stack limit 3). Its effects are documented on both sides of her hero board, and it can only be removed or transferred by her own abilities and cards. Reaching 3 shards flips her to Werewolf form at Upkeep; Werewolf abilities scale off shards held and she reverts to Pale Lady once she has none.

Connected: Pale Lady, Upkeep

nanite (negative) pending-verification

Stacking timed bomb (limit 3). When detonated (via a Nanobot) all Nanites are removed and deal damage by count: 1/2/3 Nanites = 1/3/5 damage. Each Upkeep the afflicted rolls 1 die per Nanite, removing one on a 6.

Connected: Artificer, Upkeep

ninjutsu (positive) pending-verification

The Ninja's resource token. After attacking, spend one and roll 1 die: 1-3 adds 1 damage, 4-5 adds 2, and a 6 lets you add 2, inflict Delayed Poison, or make the attack undefendable. Stack limit 3.

Connected: Ninja

nyra's bond (positive) pending-verification

A token (stack limit 1) spent to distribute incoming attack damage between the Huntress and Nyra when Nyra is active, or spent at any time to heal Nyra by 2.

Connected: Huntress

onomatopoeia (positive) pending-verification

Unique, stack 2: during any Roll Phase, spend to change one of your dice to a 4 (knife) or 5 (joke) face — but only if you say a sound effect out loud (waived with the Curmudgeon Coin). Cannot be transferred.

Connected: Deadpool

paralyze (negative) pending-verification

The afflicted player cannot gain or inflict any status effects tied to their normal Offensive Abilities (all other effects still apply); does not affect ultimates, passives, cards, or attack modifiers. Removed at the end of that player's Roll Phase.

Connected: Psylocke

parlay (negative) pending-verification

A token (stack limit 1) that stops the afflicted player from dealing any attack damage on their next Offensive Roll Phase (other effects still apply); then removed.

Connected: Cursed Pirate

phoenix burn (negative) pending-verification

Stack limit 1. The afflicted player takes 2 damage during their Upkeep Phase, then rolls a die and removes the token on 5-6.

Connected: Jean Grey, Upkeep

poison (negative) pending-verification

Stack limit 3, persistent: the afflicted player takes 1 damage per Poison token during each of their Upkeep Phases.

Connected: Alchemist, Shadow Thief, Upkeep

potions (positive) pending-verification

Unique resource tokens attached to open Potion Slots on her own ability cards (never gained as normal status effects, never transferable). When she activates an ability she may spend any number of Potions attached to THAT ability — at the end of the Offensive Roll Phase for attacks, or after resolving her defense. Four types with board-wide limits: Punchify (limit 6, offense-only, +2 attack damage), Bolsterate (limit 2, defense-only, prevent 2), Cleansitude (limit 3, any ability, remove 1 status effect from herself or heal 1), Toxification (limit 1, any ability, inflict Poison on a chosen player).

Connected: Alchemist

powder keg (negative) pending-verification

A token (stack limit 1) rolled each Upkeep: on 1-2 it explodes for 3 damage as an isolated undefendable source, on 6 it may be passed to another player; gaining a second Keg immediately detonates the first.

Connected: Cursed Pirate, Upkeep

premonition (positive) pending-verification

Stack 3: spend during the Income Phase — 1 token draws 2 cards instead of 1, all 3 tokens draw 3 — but one drawn card must go back on top or bottom of the deck.

Connected: Doctor Strange, Income

prey (negative) pending-verification

Attack-modifier token (stack limit 2). When the holder is attacked, the attacker may roll 1 die per token: on 1 remove it, on 2-5 add 1 damage, on 6 add 2 damage.

Connected: Pale Lady

probability manipulation (positive) pending-verification

Spend at any time after rolling to shift one of your dice showing an even number (2, 4, 6) up or down by 1 (a 6 cannot be raised). Stack limit 2.

Connected: Scarlet Witch

protect (positive) pending-verification

Spend at any time to prevent half of one incoming damage source (rounded up). Stack limit 1.

Connected: Paladin

radiance (positive) pending-verification

Spend during a Defensive Roll Phase to change any one rolled die to a 6. Stack limit 2.

Connected: Captain Marvel, Defensive Roll

rage (positive) pending-verification

Stack limit 3. Spend 1 plus discard a card to add 3 damage to your attack (attack modifier), or spend 3 to draw a card. Discarding one of Wolverine's unique Frenzy/Recovery cards this way triggers that card's discard effect.

Connected: Wolverine

reality warp (negative) pending-verification

At the start of the afflicted player's Offensive Roll Phase they must remove this token and use one of Scarlet Witch's dice in place of one of their own for that phase (the borrowed die counts for its number but not its symbol, so it cannot help trigger an ultimate). Stack limit 1.

Connected: Scarlet Witch

regenerate (positive) pending-verification

Heal-over-time token (stack limit 2), placed on its '2' side. During the holder's Upkeep Phase: on the 2 side, heal 2 and flip it to the 1 side; on the 1 side, heal 1 and remove it. Gaining Regenerate while at stack limit may instead flip a token from the 1 side back to the 2 side.

Connected: Druid, Upkeep

reload (positive) pending-verification

After attacking, spend and roll 1 die to add half the value (rounded up) to that attack's damage.

Connected: Gunslinger

resurrect (positive) pending-verification

Unique self-buff (stack limit 1). The next time the holder would drop to 0 health they instead set to 5 health, but can no longer gain or spend CP and must discard and stop drawing cards. Cannot be removed by other means and can trigger multiple times per game.

Connected: Necromancer

retribution (positive) pending-verification

Spend after being attacked to deal half the incoming damage (rounded up) back to the attacker. Stack limit 1.

Connected: Paladin

rps (positive) pending-verification

Stack 1, once per turn: spend while attacking or defending to challenge an opponent to Rock-Paper-Scissors (resolved with dedicated RPS cards). Win on defense: prevent 2 incoming damage. Win on attack: add 2 damage (3 if the Shoot card is active), and during his Ultimate the win is automatic. Cannot be used against pure damage.

Connected: Deadpool

shadows (positive) pending-verification

While held, all damage from an opponent's Offensive Roll Phase is negated (no defense is even made, though other effects apply). Discarded after the holder starts and finishes one full turn under it. Stack limit 1.

Connected: Shadow Thief

shame (negative) pending-verification

Stack limit 2. When the afflicted player concludes their Offensive Roll Phase with a damaging attack, each Shame reduces that attack's damage by 1 and all Shame tokens are then removed (reduces normal, undefendable, and pure attack damage; does not reduce an Ultimate, though Shame is removed after the Ultimate completes).

Connected: Samurai

shape-shift (positive) pending-verification

Unique token (stack limit 2). May be spent at any time to transform into Bear Form, transform into Cat Form, or return to Druid Form. Cannot be removed or transferred by other means. Bear and Cat forms are a double-sided overlay placed over the board center, each granting different bonuses.

Connected: Druid

skyward (positive) pending-verification

Stack limit 2. When attacked she may spend one: both players roll a die (she may pay 1 CP to re-roll hers, repeatedly); if her result is higher she deals 3 back to the attacker, if tied she prevents 4 incoming damage. Only one effect triggers per token.

Connected: Defensive Roll, Rogue

smoke bomb (positive) pending-verification

The Ninja's defense: spend when taking damage and roll 1 die; on a 1-3 all damage from that source is avoided. Stack limit 1.

Connected: Ninja

sneak-attack (positive) pending-verification

After attacking, the holder may spend it and roll a d6, adding that value to the attack's damage total. Stack limit 1.

Connected: Shadow Thief

spellbound (negative) pending-verification

Placed over the name of one of an opponent's offensive abilities (never an ultimate); that ability cannot be activated while covered, and is removed at the end of their Offensive Roll Phase. Stack limit 3.

Connected: Loki

stun (negative) pending-verification

The afflicted player can take no actions at all; after the attack resolves, the Barbarian immediately takes an extra Offensive Roll Phase against them, then the token is removed.

Connected: Barbarian, Defensive Roll, Pyromancer

sun-marked (negative) pending-verification

Negative token (stack limit 1, persistent). While a player is afflicted, whenever they are Attacked by an opponent that attacker heals 2 (Attack Modifier).

Connected: Sun Elf

support (positive) pending-verification

Stack limit 3: spend 1 to give any player 1 CP; spend 1 to let any player re-roll one die at any time; spend 3 to let any player draw a card. Can boost teammates in team modes.

Connected: Cyclops

synth (positive) pending-verification

Artificer-only resource (stack limit 7). Spend 2 in the Main Phase to build a Basic Bot or 3 to upgrade it to Advanced; spend 2 (Basic) or 1 (Advanced) to activate a Bot. Only the Artificer can build Bots.

Connected: Artificer

tactical advantage (positive) pending-verification

A stockpiled resource token (stack limit 5) spent at will for effects: 1 for a Combat Point, 1 to reroll a die, 3 to draw a card, 3 to inflict Targeted, 4 to grant Protect, or 4 to transfer a status effect.

Connected: Tactician

targeted (negative) pending-verification

The afflicted player takes +2 damage from each incoming Attack (does not affect pure or collateral damage). Persistent, stack limit 1.

Connected: Moon Elf, Tactician

time bomb (negative) pending-verification

Stack 2: enters on the 0:02 side (0:01 if Widow has 6+ upgrades in play). The afflicted player rolls a die each Upkeep — a 6 defuses it, anything else ticks it down; when it advances past 0:01 they take 4 undefendable damage from an isolated source.

Connected: Black Widow, Upkeep

tornado (positive) pending-verification

Token (stack limit 4). Spend at the start of an Offensive Roll Phase to borrow one opponent's die per token for that phase's roll attempts (borrowed dice count only for their number, and cannot help activate her ultimate). This is Storm's weather-escalation resource — the more she banks, the more dice she rolls.

Connected: Storm

vibranium-suit (positive) pending-verification

Spend to prevent 3 incoming damage of any type except an Ultimate. Stack limit 1; cannot be transferred (but can be removed).

Connected: Black Panther

webbed (negative) pending-verification

When inflicted, deal 2 as an isolated source of undefendable damage. The next time the afflicted player is Attacked with normal damage, that damage becomes undefendable and the token is removed. Stack limit 1.

Connected: Spider-Man (Miles Morales)

wellspring (positive) pending-verification

The holder may spend this during their Main Phase to roll 1 die and heal half the value (rounded up).

Connected: Treant

wind-shear (positive) pending-verification

Token (stack limit 1). Spend it when attacked to prevent 2 incoming damage, then deal 2 isolated undefendable damage to any opponent of Storm's choice.

Connected: Defensive Roll, Storm

wither (negative) pending-verification

Up to 2 tokens that each reduce the afflicted player's attack damage by 1 (all damage types except an Ultimate); persistent. Inflicted only by the Pirate's Cursed form.

Connected: Cursed Pirate

wound (negative) pending-verification

The afflicted player takes 1 damage during their Upkeep Phase, then rolls one die: on a 4-6 the token is removed (stack limit 2).

Connected: Druid, Upkeep

Abilities (377)

Ahoy Matey

On a 4-die defense roll, prevent 2 incoming damage per skull, deal 1 retaliation damage per cutlass, gain a Combat Point per booty, and gain a Cursed Doubloon on 2 cutlasses plus a skull. Prevention value is modeled here as skulls rolled.

Connected: Cursed Pirate, Defensive Ability, Normal dmg

All-Seeing Eye!

The ultimate: he digs through the top five cards of his deck, Prepares up to two Spells from among them, deals 10 damage, and casts up to two Spells; opponents can only respond by altering the dice.

Connected: Doctor Strange, Symbol count, Ultimate Ability, Ultimate dmg

Angelic Mantle

When attacked, roll 1 die: prevent 1, 2, or 3 damage on a wing, cross, or pendant, or deal 2 counter-damage back on a blade — thin mitigation that leans on Flight tokens for real defense.

Connected: Defensive Ability, Normal dmg, Seraph

Astral Combat

A four-die straight gains 2 Acuity and deals 5 damage; a five-die straight gains 2 Acuity and deals 8. While Dark Phoenix is active this attack's damage becomes undefendable.

Connected: Jean Grey, Normal dmg, Offensive Ability, Small Straight

Astral Incursion

One of each symbol deals 6 damage, then 2 bonus dice add riders: mandalas add 3 damage each, tomes give Premonition, a mantle binds the target with Crimson Bands, and an amulet casts a prepared Spell.

Connected: Doctor Strange, Normal dmg, Offensive Ability, Symbol count

Besmirched

One of each symbol deals 6 damage, then 2 bonus dice sweeten it: pews add 2 damage each, a knife adds 3, a joke earns an Onomatopoeia token, and a mask earns an RPS token.

Connected: Deadpool, Normal dmg, Offensive Ability, Symbol count

Black Shroud

Choose to summon any one Undead or bank 3 Corpses, then deal 4 undefendable damage. Note: this ability starts the game covered by the UNEARTH card and cannot be used until UNEARTH is moved off it.

Connected: Necromancer, Offensive Ability, Symbol count, Undefendable dmg

Bo Staff

Staff strikes scaling with staves rolled: 3, 4, or 5 staves deal 5, 6, or 7 damage; a triple of matching face numbers also saddles the target with Disruption.

Connected: Gambit, Normal dmg, Offensive Ability, Symbol count

Chain Reaction

Deals 6 damage and lets her spend one Potion attached to a DIFFERENT Offensive Ability — breaking the normal rule that a Potion only fires with its own ability.

Connected: Alchemist, Normal dmg, Offensive Ability, Symbol count

Chemical Trip!

The ultimate: attaches 4 Potions, deals 10 damage, and may immediately spend up to 3 Potions attached to her Offensive Abilities (three Punchifies push the burst to 16); opponents can only respond by altering a die before it activates.

Connected: Alchemist, Symbol count, Ultimate Ability, Ultimate dmg

Clandestine

When attacked, roll 3 dice and deal 1 damage to the attacker per blade. Rolling a blade with a mind also draws a card, and a blade with a starlight also grants Agility.

Connected: Defensive Ability, Normal dmg, Psylocke

Cloak of Levitation

When attacked he rolls 2 dice: mandalas chip 1 damage back, an amulet blasts for 3, a tome banks a Premonition token, and a mantle deflects 2 incoming damage.

Connected: Defensive Ability, Doctor Strange, Normal dmg

Counter Strike

The other defense option (roll 5 dice): deals 1 damage back to the attacker per dagger rolled and inflicts Poison if a dagger and a shadow both appear.

Connected: Defensive Ability, Normal dmg, Shadow Thief

Countermeasures

On a 4-die defense roll, prevent 1 incoming damage per flag, deal 1 retaliation damage for every two sabers, and gain 1 Tactical Advantage per medal. Prevention value is modeled here as flags rolled.

Connected: Defensive Ability, Normal dmg, Tactician

Creole Crusader

When attacked, rolls 3 dice: each staff raps the attacker for 1, each heart/diamond heals Gambit 2, and each supercharge adds an Ace Card charge.

Connected: Defensive Ability, Gambit, Normal dmg

Deviled Eggs

Krampus's defense: roll 3 dice — a PAIR of switches inflicts a Coal, a present gains a Gift, and a horns result deals 1 damage per Reject in play. It prevents no incoming damage; instead it retaliates and refuels his engine.

Connected: Defensive Ability, Krampus

Divine Defense

When attacked, roll 3 dice: prevent damage (per helmet and per heart), retaliate 1 per sword, and gain CP per hand.

Connected: Defensive Ability, Normal dmg, Paladin

Double Trouble

When attacked, roll 5 dice for value rather than prevention: a pair of warps grants Crackle, a pair of chaos grants Probability Manipulation, a pair of spells grants Conjure, and a pair of crowns deals 4 damage back. It builds tokens and can retaliate but does not itself reduce incoming damage.

Connected: Defensive Ability, Scarlet Witch

Duplicate

When attacked she rolls 4 dice: each pair of soars prevents 2 damage, each pair of touches returns 1 damage, and each pair of ions banks a Skyward plus Ionic Energy 1.

Connected: Defensive Ability, Normal dmg, Rogue

Egg Noggin' It

Santa's defense: roll 4 dice, gaining 1 Egg Nog per bell and 1 Cheer per star. It prevents no incoming damage — it purely refuels his token economy while under attack.

Connected: Defensive Ability, Santa

Everybody Chill

Gains an Ice Shard and deals 5 damage, then Iceman chooses to either add 1 damage for every Ice Shard he holds or bank 2 more Ice Shards and draw a card. This is the Glide Path destination of Frostbite.

Connected: Iceman, Normal dmg, Offensive Ability, Symbol count

Exsanguinate!

The ultimate (five droplets): tutor any 1 card from your deck to hand (then shuffle), gain 2 Blood Power, and deal 10 damage; opponents may only alter the dice to try to stop it.

Connected: Symbol count, Ultimate Ability, Ultimate dmg, Vampire Lord

Festivities

Santa gains 2 Egg Nog and every player gains 1 CP, then he deals 7 damage plus 1 more per player (9 in a 1v1). The shared CP also hands the opponent a combat point.

Connected: Normal dmg, Offensive Ability, Santa, Symbol count

Finger Guns

Four or five pew faces deal 6 or 7 damage, and saying 'Pew, Pew' while miming finger guns banks a bonus CP (granted automatically if the Curmudgeon Coin is in play).

Connected: Deadpool, Normal dmg, Offensive Ability, Symbol count

Fireside Chat

After targeting a foe, both players roll one die; if Santa's is equal or higher he deals 6 undefendable damage and gains Cheer, otherwise he deals 8 damage and gains Egg Nog.

Connected: Normal dmg, Offensive Ability, Santa, Symbol count

Forest's Answer

A five-in-a-row roll grants a Shape Shift token and deals 7 damage, then you roll one die: a claw adds 2 damage, a paw grants Shape Shift, and a leaf grants Regenerate.

Connected: Druid, Large Straight, Normal dmg, Offensive Ability

Fourth Wall!

The ultimate: he reaches through the fourth wall to copy any non-unique positive status effect from another player's leaflet (or just takes a Donut), flips his spent Shoot card back to active, and deals 14 damage; opponents can only respond by altering the dice.

Connected: Deadpool, Symbol count, Ultimate Ability, Ultimate dmg

Fowl Friend

Utility roll dealing no damage: draw a card, bank four Feather tokens, and activate Nevermore twice — pure setup for the raven/token engine.

Connected: Offensive Ability, Raveness, Symbol count

Frostbite

Core ice attack that scales with matching faces: 3, 4, or 5 ice deal 5, 6, or 7 damage. Rolling four of a kind also banks an Ice Shard in The Freezer and lets Iceman pull stored tokens back onto his board. Its Glide Path leads to Everybody Chill.

Connected: Iceman, Normal dmg, Offensive Ability, Symbol count

Gust

A four-in-a-row roll gains Wind Shear and deals 6 damage; a five-in-a-row roll gains Wind Shear and deals 8 damage. Charged Effect: gain 1 Tornado (small straight) or 2 Tornado (large straight); a single Lightning charges both tiers.

Connected: Normal dmg, Offensive Ability, Small Straight, Storm

Hallowed Reckoning

The Horseman's defense: roll 1 die plus 1 more per Dreadful held (up to 5 dice total). Each axe deals 1 retaliation damage, every PAIR of horseshoes prevents 1 incoming damage, and each scare gains a Dreadful — a defense that scales with his Dreadful stockpile.

Connected: Defensive Ability, Headless Horseman, Normal dmg

Hammered

Bread-and-butter hammer strike scaling 3/4/5 hammers to 4/5/7 damage, then Throw Mjölnir (place it on the opponent, dealing 1 isolated undefendable damage).

Connected: Normal dmg, Offensive Ability, Symbol count, Thor

Hand to Hand

Basic strike scaling with fists rolled: 3, 4, or 5 fists deal 4, 5, or 7 damage; if four dice also share the same face number, Cyclops banks a Battle Plan or Support token.

Connected: Cyclops, Normal dmg, Offensive Ability, Symbol count

Harness the Light

Defensive roll of 3 dice: heal 1 for each stave rolled, increase the Sun Dial by 1 for a PAIR of charges, and by 1 for each sun power rolled — recovery and dial-building rather than damage prevention.

Connected: Defensive Ability, Sun Elf

High Altitude!

The ultimate: gains a Combat Point and 2 Skyward, inflicts 3 Influence, and deals 11 damage; opponents can only respond by altering the dice before it activates.

Connected: Rogue, Symbol count, Ultimate Ability, Ultimate dmg

Holy Light

Heal 1 per heart rolled, then roll 2 dice for bonuses: Crit on a sword, Protect on a helmet, a card draw on a heart, or 2 CP on a hand.

Connected: Offensive Ability, Paladin, Symbol count

Holy Smite

One of each symbol lets the Seraph roll 4 fresh dice, dealing 2 undefendable damage per blade; if any wing is rolled gain Flight, if any cross gain Cleanse, and if any pendant inflict Blinding Light on the target.

Connected: Offensive Ability, Seraph, Symbol count, Undefendable dmg

Ice to Meet You

Gains an Ice Shard and inflicts Dice Cube on the target, then rolls five fresh dice: each ice face deals 1 undefendable damage, each slide banks an Ice Shard in The Freezer, and each frost lets Iceman gain Glide or draw a card.

Connected: Iceman, Offensive Ability, Symbol count, Undefendable dmg

Immortal Flesh

Defensive roll of 3 dice that prevents no damage: rolling two or more claws inflicts a Bleed on the attacker, two or more gazes bank a Blood Power, and each droplet steals 1 health.

Connected: Defensive Ability, Vampire Lord

Infiltrate

Utility play: Widow gains an Agility token, ticks every Time Bomb in play one step closer to detonation, then plants a fresh Time Bomb (0:02 side) on the target.

Connected: Black Widow, Offensive Ability, Symbol count

Le Diable Blanc!

The ultimate: charges Ace Cards four times, banks a Dissolution token, saddles the target with Disruption, flips a spent Ace Card face up, then deals 11 damage; only dice manipulation can respond.

Connected: Gambit, Symbol count, Ultimate Ability, Ultimate dmg

Leach

Gains Ionic Energy 1, then rolls one die to drain 2-4 health straight off the opponent's dial (higher faces also grant more Ionic Energy); Combat Points can be spent to walk the die upward. The drain bypasses defense entirely.

Connected: Normal dmg, Offensive Ability, Rogue, Symbol count

Light It Up

A token-generation attack with no direct damage: roll 5 fresh dice, gaining 1 Lightning per wind, 1 Lightning per cyclone, and a Tornado for every rain rolled. Charged Effect: gain Wind Shear.

Connected: Offensive Ability, Storm, Symbol count

Maelstrom

Requires the largest possible straight (a six-die run, only achievable with an extra die gained via Tornado). Deals 10 damage and places a Lightning on up to 4 different other Offensive Abilities. Charged Effect: gain 1 combat point and draw a card.

Connected: Normal dmg, Offensive Ability, Storm

Masterwork

Defensive roll of 1 die: a pick Mines your deck, a forge doubles one Armor's effect, and an anvil doubles up to two different Armor effects.

Connected: Defensive Ability, Forgemaster, Normal dmg

Maternal Bond

A 3-die defense roll that heals the companion Nyra by 1 per bond and deals 1 retaliation damage per spear (plus 2 more per claw when Nyra is active). It provides no direct damage prevention — Huntress mitigates via Nyra soaking damage and spending Nyra's Bond.

Connected: Defensive Ability, Huntress

Maximum Power!

The ultimate (five bolts): gain 2 Synth, apply a Nanite, deal 10 damage, then activate up to two different Bots for free; opponents may only alter the dice to try to stop it.

Connected: Artificer, Symbol count, Ultimate Ability, Ultimate dmg

Meditate

Non-damage roll option: bank 5 Chi tokens and gain either Evasive or Cleanse, fueling the Monk's resource engine.

Connected: Monk, Offensive Ability, Symbol count

Mighty Summon

Support roll: gain 2 Guard Break and heal 2. If you hold Mjölnir, gain 3 Electrokinesis; otherwise Retrieve Mjölnir to deal 3 collateral damage to whoever held it.

Connected: Collateral dmg, Offensive Ability, Symbol count, Thor

Missed Me

When attacked, roll 5 dice: rolling 2 or more feet halves the incoming damage (rounded up), and each bow rolled deals 1 damage back to the attacker.

Connected: Defensive Ability, Moon Elf, Normal dmg

Molten Armor

An offensive defense: roll 5 dice, gain 1 Fire Mastery per meltdown and deal 1 damage back to the attacker per fire rolled (rather than preventing damage).

Connected: Defensive Ability, Normal dmg, Pyromancer

Murder of Crows

Two talons plus three wings deal 5 damage and trigger a 4-die follow-up that adds 1 damage per talon, banks a Feather per wing, and activates Nevermore on any raven eye.

Connected: Normal dmg, Offensive Ability, Raveness, Symbol count

Mutant Healing

When attacked he always heals 1, then rolls 4 dice: every knife deals 1 damage back and any joke earns an Onomatopoeia token.

Connected: Deadpool, Defensive Ability, Normal dmg

Naughty or Nice

After targeting a foe, Santa rolls one die: on 1-4 the opponent is 'nice' (gains 1 CP) and takes 10 damage, on 5-6 they are 'naughty' (gains a Cheer) and take 12 damage.

Connected: Normal dmg, Offensive Ability, Santa, Symbol count

Nothing More

Rolls 5 defense dice: each pair of talons deals 2 retaliation damage, each pair of wings prevents 2 incoming damage, and each pair of raven eyes activates Nevermore.

Connected: Defensive Ability, Normal dmg, Raveness

Odinforce

Deal 5 damage then roll 5 dice: hammer pairs Throw/Retrieve Mjölnir, worthy pairs grant Guard Break, each thunder grants an Electrokinesis, and finally add 1 damage per Electrokinesis you hold.

Connected: Normal dmg, Offensive Ability, Symbol count, Thor

Opposites Attract

Gains 3 Tornado, then rolls 2 dice and deals damage equal to their combined value. Charged Effect: after rolling, re-roll one or both of those dice.

Connected: Normal dmg, Offensive Ability, Storm, Symbol count

Optic Blast!

The ultimate: banks 3 Battle Plan and 2 Support tokens, saddles the target with two stacks of Focus Fire, then deals 11 damage; only dice manipulation can respond.

Connected: Cyclops, Symbol count, Ultimate Ability, Ultimate dmg

Passivation

When attacked she rolls 5 dice and attaches 1 Potion per crucible rolled — no direct prevention or retaliation, but activating it unlocks spending the Potions already attached to it (a Bolsterate here prevents 2 each).

Connected: Alchemist, Defensive Ability

Pickpocket

Pure economy: 2/3/4 bags gain 2/3/4 Combat Points, and if a shadow was rolled up to 1 of those can instead be stolen directly from the opponent.

Connected: Offensive Ability, Shadow Thief, Symbol count

Poker Face

No direct damage — charges Ace Cards three times, banks a Dissolution token and 1 CP, draws a card, and saddles the target with Disruption.

Connected: Gambit, Offensive Ability, Symbol count

Profiteer

Gain a Tactical Advantage and roll one die: a saber deals 5 damage, a flag grants 4 more Tactical Advantage, a medal draws a card — then immediately take a second Offensive Roll Phase.

Connected: Normal dmg, Offensive Ability, Symbol count, Tactician

Psionic Shield

When attacked she rolls 2 dice (4 while Dark Phoenix): each astral deals 1 retaliation damage, each control banks a Flame Blast, and each phoenix prevents 2 incoming damage — the prevention only applies in her Jean Grey form.

Connected: Defensive Ability, Jean Grey, Normal dmg

Psychic Multiplier

A token engine: gains 3 Acuity, rolls one die and converts half its value (rounded up) into Flame Blast, then deals 2 pure damage — pure damage skips defense and cannot be modified, so it is flagged undefendable here.

Connected: Jean Grey, Offensive Ability, Pure dmg, Symbol count

Ratchet Up

Defensive roll of 4 dice that prevents no damage: instead gain 1 Synth per gear rolled, and if any bolt is rolled inflict a Nanite on the attacker.

Connected: Artificer, Defensive Ability

Reanimate

Corpse generator (no damage): 3 bones bank 3 Corpses, 5 bones bank 4 Corpses. He may then immediately spend Corpses, with any Undead summoned this way costing 1 less Corpse.

Connected: Necromancer, Offensive Ability, Symbol count

Recourse

When attacked, rolls 3 dice: pouches soak 1 damage each, and each blast either fires 3 damage back or soaks 2 more — flexible mitigation with a counterpunch option.

Connected: Cyclops, Defensive Ability, Normal dmg

Refresh

Defense (roll 4 dice): heal 1 per crescent and gain a Moon Shard for each full moon — recovery and resource, not damage prevention.

Connected: Defensive Ability, Pale Lady

Resist Death

Defense (roll 4 dice): bank 1 Corpse per bones and steal 1 health for each soul. Feeds the Corpse economy rather than preventing damage.

Connected: Defensive Ability, Necromancer

Resuscitate

A low-bar utility roll that grants Nyra's Bond and heals the companion Nyra by 3 (extends the damage buffer Nyra provides rather than healing the hero directly).

Connected: Huntress, Offensive Ability, Symbol count

Retaliate

Utility roll: grant a chosen player (yourself in 1v1) Retribution and gain 3 CP — no direct damage, but Retribution turns the next incoming attack into a counterpunch.

Connected: Offensive Ability, Paladin, Symbol count

Retreat

Defensive roll of 4 dice: deal 1 damage for every 2 blades, and for each boot or pierce you must move 1 Step backward on the Footwork Track.

Connected: Defensive Ability, Duelist, Normal dmg

Rime

When attacked, roll 3 dice: each ice deals 1 damage to the attacker, each slide prevents 2 incoming damage, and each frost deals 2 damage. Rolling a pair also banks an Ice Shard.

Connected: Defensive Ability, Iceman, Normal dmg

Sabotage

When attacked she rolls 3 dice: each baton deals 1 damage back, each espionage prevents 1 incoming damage, and a pair of widows plants a Time Bomb; with four or more Ability Upgrades in play she may reroll any of these dice.

Connected: Black Widow, Defensive Ability, Normal dmg

Scavenge

A pure setup roll: Krampus gains 3 Gift tokens, gains 2 CP, and draws a card — fueling his Reject/Gift engine with no direct damage.

Connected: Krampus, Offensive Ability, Symbol count

Scorching Staff

Deal 5 damage, then roll 1 die: a stave adds 2 damage, a charge increases the Sun Dial by 2, and a sun power grants a Charged Gem and increases the Sun Dial by 2.

Connected: Normal dmg, Offensive Ability, Sun Elf, Symbol count

Serenity

When attacked, roll 4 dice: bank 1 Chi per yin-yang and deal 1 retaliation damage per fist. It prevents nothing itself — the Chi it generates is what the Monk later spends to block incoming damage.

Connected: Defensive Ability, Monk, Normal dmg

Shade Shift

When attacked, roll 3 dice (one re-roll allowed): deal 1 per blade and 2 per shuriken back, and gain a Smoke Bomb on two masks.

Connected: Defensive Ability, Ninja, Normal dmg

Shadow Defense

One of two defenses (roll 4 dice): 2 daggers inflict Poison, 1 shadow grants Sneak Attack, and 2 shadows grant Sneak Attack plus immediate Shadows — negating all of the incoming damage.

Connected: Defensive Ability, Shadow Thief

Sleight of Hand

Choose to charge Ace Cards twice, or to flip a spent Ace Card back face up and saddle the target with Disruption; either way it then deals 7 damage.

Connected: Gambit, Normal dmg, Offensive Ability, Symbol count

Spanner Strike

The basic attack: 3, 4, or 5 wrenches deal 3, 4, or 5 damage, then a bonus die (three bonus dice if a Synth is spent) adds 1 damage on a wrench, 2 on a gear, or banks Synth on a bolt.

Connected: Artificer, Normal dmg, Offensive Ability, Symbol count

Spectral Assault

Gains a Dreadful, deals 8 damage, then rolls one die per Dreadful held (up to 5) adding 1 per axe; rolling two horseshoes makes the attack undefendable and each scare grants Grim Pursuit. The Horseman's scaling nuke.

Connected: Headless Horseman, Normal dmg, Offensive Ability, Symbol count

Split the Heavens!

The ultimate (five pendants): gain Flight, Holy Presence, and Blessing of Divinity, then deal 13 damage; opponents may only alter the dice to try to stop it.

Connected: Seraph, Symbol count, Ultimate Ability, Ultimate dmg

Stand Tall

When attacked, roll 3 dice: prevent 1 damage per helmet and 2 per sun while dealing 1 back per katana; rolling neither helmet nor sun inflicts Shame on yourself.

Connected: Defensive Ability, Normal dmg, Samurai

Tempest!

The ultimate: gains 2 Tornado and Wind Shear, and deals 12 damage. Charged Effect: gain 2 additional Tornado and add 2 damage. Only dice-altering effects can respond to an ultimate.

Connected: Storm, Symbol count, Ultimate Ability, Ultimate dmg

Tempestuous

When attacked, roll 5 dice: each wind gains a Tornado, each rain prevents 2 incoming damage, and each cyclone gains a Lightning.

Connected: Defensive Ability, Normal dmg, Storm

Tend

Utility roll: draw a card, grow 3 Spirits, give a chosen player Wellspring, and inflict Barbed Vine on a chosen opponent. Deals no direct damage.

Connected: Offensive Ability, Symbol count, Treant

Thick Hide

Defensive ability: roll 2 dice (4 while in Bear Form), dealing 1 retaliation damage per claw; in Bear Form it also prevents 1 damage per paw and 1 per leaf rolled.

Connected: Defensive Ability, Druid, Normal dmg

Thick Skin

When attacked, roll 3 dice and heal 2 health for every heart — recovery rather than damage prevention.

Connected: Barbarian, Defensive Ability

Thunder Wheel

When attacked, roll 3 dice: hammer pairs Throw/Retrieve Mjölnir, each thunder grants Electrokinesis, and you prevent 2 incoming damage per worthy rolled. (Modeled as recovery of 2 per worthy over 3 dice — mechanically this is damage prevention, not healing.)

Connected: Defensive Ability, Thor

Tip the Scale

When attacked, roll 1 die for value rather than prevention: scepter inflicts Spellbound, illusion grants Bag of Tricks, lies draws a card, and mischief grants Illusion. It generates tokens but does not itself reduce incoming damage — Loki's real mitigation is spending Illusion tokens (see notes).

Connected: Defensive Ability, Loki

Universal Awareness

Pure engine turn: draw a card, gain Déjà Vu plus 2 Premonition tokens, and Prepare a Spell out of the discard pile onto the Book of Vishanti.

Connected: Doctor Strange, Offensive Ability, Symbol count

Unleash the Beast!

The ultimate: gain 2 Moon Shards, then flip to the Werewolf board and immediately fire the Werewolf's ultimate — netting a Moon Shard gain, Prey plus 2 Bleed, and 13 damage, and the flip's first Moon Shard removal is skipped.

Connected: Pale Lady, Symbol count, Ultimate Ability, Ultimate dmg

Vengeance

All five dice in sequence: she gains Agility, deals 7 damage, then rolls 4 more dice — each baton adds 1 damage, any espionage plants a Time Bomb, and a pair of widow faces earns a Covert Ops token.

Connected: Black Widow, Large Straight, Normal dmg, Offensive Ability

Vengeance

When attacked, rolls 3 dice and claws back 1 damage per claw at the attacker, gaining a Rage token for each mask rolled.

Connected: Defensive Ability, Normal dmg, Wolverine

Vilify

If any opponent has more health than you, gain Illusion and deal 7 damage; otherwise deal 5 undefendable damage and choose 2 players to gain Bag of Tricks.

Connected: Loki, Normal dmg, Offensive Ability, Symbol count

Wake the Forest!

The ultimate: you (and a chosen teammate) gain Wellspring, grow 5 Spirits, inflict Barbed Vine, then deal 10 damage that opponents can only respond to by altering the dice.

Connected: Symbol count, Treant, Ultimate Ability, Ultimate dmg

Widow's Bite!

The ultimate: she tutors up to two Ability Upgrades from her deck straight into play, plants a Time Bomb (0:02), and deals 10 damage; opponents can only respond by altering the dice.

Connected: Black Widow, Symbol count, Ultimate Ability, Ultimate dmg

Wild Realignment

Utility roll: gain 1 combat point and two Shape Shift tokens, then draw a card if currently in Druid Form. Deals no damage.

Connected: Druid, Offensive Ability, Symbol count

Turn phases (8)

Discard

End of turn: sell down to a hand of 6. Every card sells for exactly 1 CP no matter what it cost to play — no other actions allowed here.

Connected: Main 2, Upkeep

Income

Gain 1 CP and draw 1 card. One famous exception every tournament player knows: the Start Player skips their very first Income Phase.

Connected: alpha, concussion, Main 1, premonition, Upkeep

Offensive Roll

Up to 3 Roll Attempts chasing an ability's Activation Requirement. You may activate at most one Offensive Ability — and choosing not to attack into a strong defense is a real strategy. Opponents can alter your dice before activation; that is also the ONLY way to stop an Ultimate.

Connected: knockdown, Main 1, Roll Phase Action, Targeting Roll

Targeting Roll

Only exists with three or more players: a die roll decides which opponent your attack targets. In 1v1 — Jake's tournament format — this phase is skipped entirely.

Connected: Defensive Roll, Offensive Roll, Roll Phase Action

Damage & rules (19)

Defendable

If the damage comes from an opponent's Offensive Ability, the defender may perform their Defensive Ability. Only Normal damage carries this attribute.

Connected: Normal dmg

Defensive Ability

Activated when you are Attacked with defendable damage — a single Roll Attempt with the dice printed on the ability. If a hero has two, they pick one before rolling.

Connected: Ahoy Matey, Angelic Mantle, Bashenga's Honor, Clandestine, Cloak of Levitation, Counter Strike, Countermeasures, Counterpunch, Creole Crusader, Deviled Eggs, Divine Defense, Double Trouble, Duel, Duplicate, Egg Noggin' It, Energy Refraction, Hallowed Reckoning, Harness the Light, Immortal Flesh, Masterwork, Maternal Bond, Missed Me, Molten Armor, Mutant Healing +22 more

Hero Upgrade

Permanently upgrades the same-named space on your Hero Board (Level II/III; upgrading II→III pays only the difference). Cannot be sold once played.

Connected: Main 1, Main 2

Instant Action (playable during any phase)

Red border. Playable at ANY time during any player's turn, may interrupt any other action or ability (except other Instants), and resolves immediately. Spending a status effect counts as an Instant Action.

Main Phase Action

Blue border. Playable only on your own turn during Main Phase 1 or 2. Unlike Instants, these CAN be interrupted.

Connected: Main 1, Main 2

Normal dmg

The most common damage type — a black number followed by "dmg". Defendable (your Defensive Ability may activate), Avoidable (cards and status effects can reduce or prevent it), and Modifiable (Attack Modifiers can improve it). No special targeting rules.

Connected: A Good Haul, Absorption, Adamantium Claws, Ahoy Matey, Angelic Mantle, Animalistic, Archangel's Will, Armored Up, Assault, Astral Combat, Astral Incursion, Augury, Aurora Wave, Avoidable, Balestra, Barrage, Barrel Roll, Bashenga's Honor, Baton Strike, Beguile, Besmirched, Bewitch, Binding, Blade Flurry +206 more

Offensive Ability

Activated after your Roll Attempts in the Offensive Roll Phase when your Final Dice Result meets its Activation Requirement. Only ONE Offensive Ability may activate per turn.

Connected: A Good Haul, Absorption, Adamantium Claws, Ancestral Power, Animalistic, Antics, Archangel's Will, Armored Up, Assault, Astral Combat, Astral Incursion, Augury, Aurora Wave, Bad Tidings, Balestra, Barrage, Barrel Roll, Baton Strike, Beguile, Besmirched, Bewitch, Binding, Black Shroud, Black Spot +263 more

Roll Phase Action

Orange border. Playable during any player's Offensive, Targeting, or Defensive Roll Phase — the dice-manipulation weapons. Cannot be interrupted.

Connected: Defensive Roll, Offensive Roll, Targeting Roll

Special Targeting

Who receives the damage is specified in the ability or card description — no Targeting Roll Phase happens. Only Collateral damage carries this.

Connected: Collateral dmg

Symbol count

Requires a number of matching custom symbols across your 5 dice (e.g. 3 Bullets). The bread-and-butter requirement of most Offensive Abilities, including every hero's five-of-a-kind Ultimate.

Connected: A Good Haul, Adamantium Claws, All-Seeing Eye!, Ancestral Power, Animalistic, Antics, Assassinate!, Astral Incursion, Augury, Aurora Wave, Bad Tidings, Balestra, Barrel Roll, Baton Strike, Berserker Rage!, Besmirched, Bewitch, Binary Blast!, Binding, Black Shroud, Black Spot, Blade Dance, Blade Flurry, Bladestorm +237 more

Ultimate Ability

Five 6s. Completely unstoppable once activated: no cards, no status effects, no Companions, no defense. The only counter is altering the dice BEFORE activation.

Connected: All-Seeing Eye!, Assassinate!, Berserker Rage!, Binary Blast!, Chemical Trip!, Comfort and Joy!, Discomfort and Pain!, Dreadful Charge!, Exsanguinate!, Fantastic Terrors!, Fill 'Em With Lead!, Final Touches!, For Asgard!, Fourth Wall!, Glorious Purpose!, High Altitude!, Higher Ground!, Ice Storm!, Jungle Fury!, Le Diable Blanc!, Lunar Eclipse!, Master of the Blade!, Maximum Power!, Necro-Dancer! +20 more

Ultimate dmg

Damage dealt by an Ultimate Ability. Not Defendable and not Avoidable — once an Ultimate activates, no card, status effect, or Companion can respond. It is Modifiable, but may only ever be increased, never decreased.

Connected: All-Seeing Eye!, Assassinate!, Berserker Rage!, Binary Blast!, Chemical Trip!, Comfort and Joy!, Discomfort and Pain!, Dreadful Charge!, Exsanguinate!, Fantastic Terrors!, Fill 'Em With Lead!, Final Touches!, For Asgard!, Fourth Wall!, Glorious Purpose!, High Altitude!, Higher Ground!, Ice Storm!, Jungle Fury!, Le Diable Blanc!, Lunar Eclipse!, Master of the Blade!, Maximum Power!, Modifiable +21 more

Undefendable dmg

A red-circle damage type. Your Defensive Ability cannot activate against it — but it is still Avoidable: cards and status effects can reduce, prevent, or interrupt it. Attack Modifiers can still improve it.

Connected: Ancestral Power, Avoidable, Black Shroud, Black Spot, Blade Dance, Blood Thirst, Bojutsu, Bounty Hunter, Catalyst, Chamber, Combustion, Crit Bash, Deadeye, Devise, Double Take, Ensnare, Feint Attack, Feral, Feral Instincts, Firebird, Glamour, Grapple, Hagakure, Hail the King +35 more

Sets (8)

Archetypes (6)

Tempo pending-jake

Wins on consistency and rate — reliable triggers every turn, steady pressure, no dead rolls.

Connected: Spider-Man (Miles Morales)