Learn to Play: Sun Sept 6, Oct 4 & Oct 11, 1pm to 5:30pm @ The Battle Standard East Windsor

Dice Throne

Roll into battle with a deck-and-dice combat system where every champion plays like a completely different game. Manage your health, build combo chains, and out-maneuver your opponent one clash at a time.

Champion Records

See pick rates, win rates, and games played for every Dice Throne champion in the current meta.

Leaderboards

Check the standings and see how you stack up against the rest of the community.

Upcoming clash nights

Find the next session on the calendar and get your matches on the books.

How to play

The core mechanics every 1v1 match runs on.

1. Setup

Each player takes their chosen hero's board, leaflet, and tokens. Set your Health Dial to 50 (in a 1v1 game) and your Combat Points (CP) Dial to its starting value. Shuffle your deck and draw your starting hand. Roll a die — highest goes first as the Start Player. Some heroes have unique setup steps listed under "Hero Setup" on their leaflet.

2. Turn phases

  1. Upkeep — resolve status effects and passive triggers.
  2. Income — gain CP and draw a card (the Start Player skips this on turn 1).
  3. Main Phase 1 — play Hero Upgrade or Main Phase Action cards, or sell cards for CP.
  4. Offensive Roll Phase — roll to activate an ability.
  5. Targeting Roll Phase — roll to pick a target (multiplayer only).
  6. Defensive Roll Phase — the defender may activate their Defensive Ability.
  7. Main Phase 2 — identical options to Main Phase 1.
  8. Discard Phase — sell cards down to a 6-card hand limit.

3. Dice & abilities

On your Offensive Roll Phase you roll your five dice up to 3 times, re-rolling any you like each attempt, chasing the Activation Requirement of a single Offensive, Defensive, Passive, or Ultimate Ability. Only one ability can be activated per Roll Phase — rolling the requirement for more than one just means you choose which to use.

4. Combat & damage

There are 5 damage types — normal, undefendable, pure, collateral, and ultimate — each with its own rules for whether it can be defended against, avoided, or modified. Normal damage lets the defender activate their Defensive Ability; the rest either bypass or restrict it. All damage and prevention effects accumulate and are applied simultaneously at the end of the Roll Phase.

5. Cards & CP

Action cards come in three flavors by border color: red Instant Actions (playable anytime, even to interrupt), blue Main Phase Actions (your turn only), and orange Roll Phase Actions (any Roll Phase, any player's turn). Spend CP to play them or to upgrade abilities — your CP Dial caps at 15. Sell unwanted cards during Main Phase or Discard Phase to refill it.

6. Winning

Reduce your opponent's Health to 0 to win. If all remaining players are reduced to 0 at the same time, the game ends in a draw. Every hero also has an Ultimate Ability, activated only by rolling five 6's — once triggered, nothing can prevent, reduce, or respond to its effects.

Hero roster

All 45 heroes across the Dice Throne line, split into the original fantasy roster and the Marvel crossover heroes. Tap a hero to see their weapon, tokens, and official rule clarifications.

Complexity 11 hero
Barbarian Concussion Stun

The Barbarian isn’t the most elegant hero around He loves to smash things He is known for hitting his opponents so hard they are left stunned and concussed His endless barrage of heavy-hitting attacks shows that even the most simple fighting style can be deadly

Weapon of choice: Anything that goes chop or smash

Rule clarifications: Stun While you are stunned you cannot take any actions of any kind Even if your opponent has an ability status effect or card that could prevent an incoming status effect Stun is inflicted before any damage is dealt However a teammate who is not stunned could perform actions to remove Stun (unless the Stun was inflicted from your Ultimate in which case no opponent can perform any action Once you remove the Stun token and start a new Offensive Roll Phase your opponent is no longer stunned and may act normally Overpower Cards can be used to manipulate the three dice when calculating the damage of the ability However once the roll value is locked in you cannot go back to change the outcome Thick Skin All damage and prevention is applied simultaneously at the conclusion of the Roll Phase Healing is applied when resolving non-damage effects of the defense roll For Thick Skin II if you would become inflicted with a status effect that you are already inflicted with such as Blind you will prevent the second incoming status effect such as Blind and would still be inflicted with the first one The initial status effect was already in place before the Defensive Ability was activated and is not removed Head Bash This card can only be played after damage calculation if your opponent successfully received at least points of damage No damage prevention cards or status effects can be played at this point as damage is successfully dealt

Complexity 28 heroes
Black Panther Kinetic Energy Vibranium Suit

Black Panther is the ruler and protector of Wakanda a job fit for a king With the help of the heartshaped herb granting him legendary power harnessed by his vibranium suit T’Challa protects his people as the latest in a legacy line of Black Panther warriors

Weapon of choice: Vibranium Claws

Rule clarifications: Boosting damage from Kinetic Energy If you gain Kinetic Energy from an Attack the damage is boosted right away however if you gain the 8th token while activating an attack Kinetic Energy would burst immediately and then the Attack would proceed normally not granting boosted damage Kinetic Energy bursting When Kinetic Energy bursts the damage can be prevented or avoided but no Defensive Ability is activated because it is not an Attack Gaining Kinetic Energy Your Energy Absorbtion Passive Ability grants you Kinetic Energy from any damage type except Ultimate remember that damage is added together and dealt at the end of the phase so you will only gain 1 Kinetic Energy regardless of the number of damage sources The only exception is isolated damage sources that are dealt immediately You must first receive damage before gaining any Kinetic Energy If you gain tokens as a result of your opponent’s Defensive Ability your damage will not be increased as all damage calculations were already finished Similarly if your opponent’s Attack reduces your Health to and this would cause you to gain your 8th token you would be defeated before gaining it When gaining Kinetic Energy you cannot choose to skip adding the token Kinetic Energy Stack Limit All token gains happen at once If you have 7 Kinetic Energy and gain 2 more since your Stack Limit is 8 the extra Kinetic Energy is wasted and not gained Vibranium Suit You can spend Vibranium Suit against any damage type except Ultimate MARVEL

Captain Marvel Cosmic Ray Cosmic Flare Radiance

After an alien device mutated her DNA Carol Danvers transformed from a brilliant pilot into one of the most powerful Super Heroes in the universe Now soaring among the stars Carol Danvers is known as Captain Marvel

Weapon of choice: Photon Blasts

Rule clarifications: Spending Cosmic Ray Cosmic Ray can be spent any time after an Attack activates including before or after the defense roll but must be spent before damage is dealt If spent when you are dealing undefendable damage the added damage also becomes undefendable Cannot be spent when dealing pure damage which can never be modified You can never spend two Cosmic Ray in the same turn Gaining Cosmic Ray If you already have 2 Cosmic Ray and would gain another you can spend one of the original two tokens before gaining a new one as long as at least one of those original Cosmic Ray tokens was not gained this turn as you cannot spend them the same turn you gain them Energy Refraction Defensive Ability If you roll you will gain 2 Cosmic Flare because you gain 1 Cosmic Flare token for every rolled Removing Cosmic Flare If you have a Cosmic Flare token during your Upkeep Phase it must be spent and 1 token must be removed it is not optional MARVEL

Gunslinger Evasive Reload Knockdown Bounty

Driven by the ruin brought to her family the Gunslinger now spends her life pursuing all those who are vile and corrupt within the world Each time she deftly reloads her twin pistols she takes one step closer to vengeance

Weapon of choice: Twin pistols

Rule clarifications: Bounty Bounty increases damage from an Attack but does not increase pure or collateral damage All damage is calculated simultaneously at the conclusion of the Roll Phase You gain regardless of what the opponent does during their defense even if they prevent or avoid all of the incoming damage Spending Evasive Evasive may not be used against an Ultimate Attack since Ultimate damage cannot be prevented in any way Cards may be played to change the Evasive die roll as long as the card is allowed to be played during the Phase that you are in A single Evasive token avoids all cumulative damage taken during the Phase If the first attempt to evade fails you may continue to evade damage using as many tokens as you have available If you successfully evade normal Attack damage you can still activate your Defensive Ability Reload Reload can be spent any time after an Attack activates (including before or after the defense roll but must be spent before the damage is dealt If spent when you are dealing undefendable dmg the added Reload damage also becomes undefendable Wild West Can spend two Reload tokens when activating this card You must re-roll a die to add the additional dmg If you re-roll a die after this re-roll you do not still add the additional dmg

Miles Morales - Spider Man Combo Webbed Invisibility

Miles Morales Spider Man Heroes After being bit by a radioactive spider Miles Morales decided to follow in the footsteps of his hero Spider-Man With similar powers as the original Spider-Man plus the ability to turn invisible Miles patrols the streets of Brooklyn while still trying to graduate high school

Weapon of choice: Web Shooters

Rule clarifications: Using Invisibility You can spend it against pure damage since pure damage still counts as an Attack However you cannot spend it against collateral damage since collateral dmg does not count as an Attack If you are able to spend 2 Invisibility in one turn you may not activate a Defensive Ability twice Webbed If you activate Ensnare small large straight against an opponent that is already inflicted with Webbed the previous one would immediately activate making the dmg undefendable and then the new one would be inflicted after dmg calculations dealing an additional as an isolated source of undefendable dmg If however you activate Ensnare against an opponent that is not already inflicted with Webbed the effect of turning normal damage into undefendable does not occur during this Attack since damage calculation has already resolved due to the key word then If you activate Venom Shockwave Ultimate Ability against an opponent that is already inflicted with Webbed the new Webbed is not applied due to Stack Limit rules Webbed and Invisibility If you have Invisibility and are inflicted by Webbed you may spend Invisibility (since the damage became undefendable Combo and Knockdown If you become inflicted with Knockdown as you are about to spend Combo you must pay or skip your additional Offensive Roll Phase MARVEL

Moon Elf Blind Entangle Evasive Targeted

The Moon Elf’s damage may not match hit for hit with her opponents However her ability to repeatedly dodge attacks while simultaneously using the power of the moon to blind and entangle her foes makes her a frustratingly dangerous opponent to face

Weapon of choice: Bow Arrows

Rule clarifications: Targeted Targeted increases damage from an Attack but does not increase pure or collateral damage All damage is calculated simultaneously at the conclusion of the Roll Phase Spending Evasive Evasive may not be used against an Ultimate Attack since Ultimate damage cannot be prevented in any way Cards may be played to change the Evasive die roll as long as the card is allowed to be played during the Phase that you are in A single Evasive token avoids all cumulative damage taken during the Phase If the first attempt to evade fails you may continue to evade damage using as many tokens as you have available If you successfully evade normal Attack damage you can still activate your Defensive Ability Blind A Blind token cannot stop an Ultimate Ability If an Ultimate is about to be activated the Blind token is simply removed On a roll of 1–2 all effects of an Offensive Roll Phase are prevented Missed Me If you roll you do not halve incoming dmg twice since the ability states On instead of for every 2 feet symbols Exploding Arrow If a is rolled the is lost at the beginning of the Defensive Roll Phase However your opponent can play cards e.g Not This Time before the is lost

Ninja Delayed Poison Smoke Bomb Ninjutsu

The Ninja knows that victory is never truly certain so she has spent countless hours to hone her craft As a master of ninjutsu she deals massive amounts of damage using unconventional methods When she’s prepared she can even dodge incoming attacks with more consistency than any other hero

Weapon of choice: Ninjat

Rule clarifications: Ninjutsu Ninjutsu can be spent any time after an Attack activates including before or after the defense roll but must be spent before damage is dealt If you are about to gain more Ninjutsu beyond the Stack Limit you can spend some to make room for the incoming Ninjutsu (since spending status effects is an Instant Action If Ninjutsu is spent after your opponent has rolled their Defensive Ability you can no longer make the Attack undefendable Spending Smoke Bomb Smoke Bomb may not be used against an Ultimate Attack since Ultimate damage cannot be prevented in any way Cards may be played to change the Smoke Bomb die roll as long as the card is allowed to be played during the Phase that you are in A single Smoke Bomb token avoids all cumulative damage taken during the Phase If the first Smoke Bomb fails you may spend an additional token in the same turn If your Smoke Bomb succeeds against normal Attack damage you can still activate your Defensive Ability Gaining Smoke Bomb If you already have a Smoke Bomb and would gain a second you can spend the first one to make room for the second Smoke Bomb (since spending status effects is an Instant Action Delayed Poison If your opponent is afflicted with 2 Delayed Poison tokens they would receive damage at the conclusion of their turn since damage is always accumulated and resolved at the conclusion of the Phase in which it was dealt Walk the Line Cards can be used to manipulate the two dice when calculating the damage of the ability However once the value is locked in you cannot go back to change the outcome

Santa Cheer Egg Nog

Don’t let his festive cheer jolly smile and mugs full of egg nog lull you into a false sense of security For those on the naughty list you better watch out You better not pout Santa Claus is coming to pound

Weapon of choice: Holiday Cheer

Rule clarifications: Egg Nog Egg Nog can be used the same turn it is gained If you are about to gain more Egg Nog beyond the Stack Limit you can spend some to make room for the incoming Egg Nog as spending status effects is an Instant Action When you gain Egg Nog you gain it all at once and must be able to make room for all of it immediately or you will lose the excess for example if you were gaining 5 you cannot gain 2 spend 3 and then gain 3 more When an opponent tries to move or remove Egg Nog you can spend 3 tokens before they moved by following priority rules Damage from Egg Nog Isolated damage is dealt immediately and counts as a separate instance of damage regardless of any other damage that is dealt within the same phase Cheer If an opponent gains Cheer it is considered their own Cheer and they may use it to re-roll one of their own dice Also if they gain three Cheer they may change their own die to a 6 When an ability or card reads Deal dmg per Cheer this additional dmg is per Cheer only on Santa’s own Hero Board If an ability reads opponent gains Cheer this is not optional Ultimate Ability If your opponent is defeated the additional Roll Phase is forfeit Festivities Santa does count as a player when activating his Festivities ability

Wolverine Alpha Rage

From the northern wilderness of Canada hails one of the gruffest most irascible brooding X-Men you will ever meet The only thing more intense than his cynical posture is his savage rage

Weapon of choice: Adamantium Claws

Rule clarifications: Rage If you are about to gain more Rage beyond the Stack Limit you can spend some to make room for the incoming Rage as spending status effects is an Instant Action You may spend Rage the turn you gain it Ultimate Regardless of how Wolverine is splitting up damage as a result of his Ultimate Ability no opponent may perform any action of any kind until the ability fully completes Recovery/Frenzy cards Wolverine’s unique cards Frenzy Recovery Astonishing Frenzy/Recovery count against your hand limit and may be sold for if desired If these cards are discarded as a result of spending Rage no is gained i.e this does not count as selling this card Discarding a Recovery or Frenzy card does not count as playing that card i.e Crimson Bands will not prevent this card from being discarded These cards have an effect that will only activate when discarded by a Rage token Alpha The Alpha dice roll results can be altered with cards or abilities as long as those cards/abilities can be used during the appropriate phase MARVEL

Complexity 313 heroes
Alchemist Potions Poison

Do you need a concoction for every contrivance Or an elixir for pure entertainment Or perhaps a beaker for your next battle Have we got a treat for you Gaze upon her all and wonder The mixer of macromolecule mediums The seventh wonder of the world the Astoundingly Affluent Amalgamator of adroit Alchemistry

Weapon of choice: Potions

Rule clarifications: The Lab You can perform the re-roll effect multiple times as long as you have Potions available to remove Attaching Potions You are not required to Attach a Potion to the same Ability that is being activated When Attaching multiple Potions at once you can choose different types unless noted otherwise for example when activating Hermetics you can Attach a Punchify a Bolsterate and a Cleansitude on your various abilities An acceptable ability example is a Punchify can only be Attached to an Offensive Ability It is not acceptable to Attach it to a Defensive Ability Attaching a Potion is not the same as gaining a status effect Spending Potions You can only spend an Attached Potion at the end of the Offensive Roll Phase This means that you cannot spend an already Attached Potion before Attaching a new Potion You can Attach a Potion and spend it during the same turn but only if the Potion Slot was open at the start of the Offensive Roll Phase Defensive Ability You must activate your Defensive Ability in order to spend any Attached Potions You can spend any Attached Potions during the same turn that were received from your defense However if you already had Attached Potions on your defense you cannot spend these before Attaching any new Potions to your defense Cleansitude When Cleansitude is spent during one of your Attacks the status effect is removed at the end of the Offensive Roll Phase When spent during your defense the status effect is removed before damage calculations at the end of the Defensive Roll Phase You can remove an incoming status effect token since these are inflicted at the start of the Defensive Roll Phase If the Alchemist was already afflicted with the same status effect such as Blinding Light the second instance would not have been successfully inflicted so a Cleansitude would still remove the original one meaning that Blinding Light is not afflicted at all In a mirror match the Alchemist spending Cleansitude chooses an effect

Duelist Footwork Guard Break Disarm

The dancing debonair Duelist dashes dangerously disarming dastardly foes Finishing his fancy footwork forcefully forward or fashionably falling fiercely backward You never know from where he will strike suave as a single rose stationed solemn and still

Weapon of choice: Blade

Hero setup: Start the game with the Footwork token on the Neutral Position of the Footwork Track

Rule clarifications: Footwork Track Offensive Defensive Bonus The top two spaces of the Footwork Track give an Offensive Bonus The bottom two spaces of the Footwork Track give a Defensive Bonus These Bonus effects are gained during the Defensive Roll Phase just before the final damage total is calculated at the end of the Roll Phase If you gain the draw Defensive Bonus you can still play the card if able i.e Not This Time can be used to prevent incoming dmg If this drawn card’s effect would allow you to take a Step backward you would not also be able to use the prevent dmg Defensive Bonus effect since only one effect can be resolved per turn Taking Steps When an ability says you may take up to 2 Steps you can choose to take 0 1 or 2 Steps in any direction on the Footwork Track When resolving your Passive Ability that says you must take 1 or 2 Steps you cannot choose to take a Step up if you are already on the top-most position on the Footwork Track same for taking a Step down if you are already on the bottom-most position on the Footwork Track When resolving your Defensive Ability you must take Steps backward unless you reach the bottom-most position on the Footwork Track Reposition You do not gain a Guard Break token by taking a Step backward on the Footwork Track in any other way except when activating this Passive Ability i.e not when you Step backward while resolving the effects of your Defensive Ability You do not gain 2 Guard Break if you take 2 Steps backward Spending Guard Break More than 1 token can be spent in a turn However if you already have 2 tokens and gain another you cannot spend one before receiving the new one since the token cannot be spent until the conclusion of your Offensive Roll Phase

Mystic Brawler Strength of the Ocean Strength of the Mountain Strength of the Sky Concussion

The Mystic Brawler rides the waves of retribution bringing the beatdown from high in the sky His muscles swell like the ocean tides When the sun goes down the guns come out loaded with the power of his mystical ancestors

Weapon of choice: Fists Strengths Whenever you gain 1 Strength choose and gain any one of the three Strengths below These tokens may not be transferred by any means but can be removed

Rule clarifications: Strength of the Sky Having two Strength of the Sky means that you can roll 2 additional defense dice If you were to gain one after rolling your defense you cannot now roll one extra Defensive Ability die If a Strength of the Sky is removed before you activate your Defensive Ability i.e the card Buh Bye you roll 1 fewer defense dice Strength of the Ocean You can only activate one of the two effects for Strength of the Ocean each turn This means that you cannot spend 2 tokens to gain or spend 3 tokens in a single turn Strength of the Mountain The dmg from the Strength of the Mountain effect is added during dmg calculations of the Roll Phase If this token is removed before this step it will no longer add dmg Tectonic Punch If you choose to gain Strength of the Mountain it will add dmg to this Attack’s dmg If you choose to remove a Strength of the Mountain this will only add the dmg for the ability effect and will not add the dmg for the Strength of the Mountain effect Strength of Strengths You can only re-roll a number of dice up to the number of Strengths that you have and you cannot roll the same die multiple times For example if you have 2 Strengths you can re-roll 0 1 or 2 of the five initial dice that were rolled from this Attack Modifier card

Pale Lady Moon Shard Bleed Prey

Beware the one who relishes in the light of the full moon Judge not her innocent demeanor Though laden with etiquette and full of generations of rules that try to squeeze the wildness from her the Pale Lady is not one to be trifled with Do not be deceived for the hunter is just as likely to become the hunted

Weapon of choice: Claws

Hero setup: Begin the game with your Hero Board Pale Lady side up

Rule clarifications: Moon Shard Gaining or removing Moon Shard tokens from your Hero abilities and cards is not optional unless you activate your Ultimate Ability Unleash The Beast Flipping the Hero Board Flipping over your Hero Board from your Twilight Passive Ability is not optional on both the Pale Lady side and the Werewolf side The Pale Lady flips over to the Werewolf side at the start of her turn during the Upkeep Phase if she has 3 Moon Shard The Werewolf flips over to the Pale Lady side at the end of the turn if she does not have any Moon Shard Side-specific cards Cards that read if Pale Lady or if Werewolf cannot be played unless the specified side of your Hero Board is face-up Rolling for Prey The Prey effect may be resolved any time after successfully activating an Attack but before damage calculations Roll for each Prey token individually Once this die is rolled the added damage is locked in to that specific Prey token for example one token may add dmg and a second token may add dmg If a Prey token is removed before damage calculations i.e Buh-Bye the increased damage for that Prey token does not get added to the final damage total Rolling for each Prey token by the Attacker is optional Inflicting Prey If you are about to inflict additional Prey tokens beyond the Stack Limit during the Roll Phase you can first roll for the original two Prey tokens If a 1 is rolled the original Prey token can be removed and the additional Prey token can then be inflicted Bleed Roll for each Bleed token individually

Psylocke Manifest Die Paralyze Agility Infiltration

Crafting weapons of telekinetic power Betsy Braddock manifests her psychic control in the form of powerful weapons such as daggers Her agile maneuvers leave opponents paralyzed and her mind can reach deep within her enemy to scramble even their most well-planned defenses

Weapon of choice: Psychic Daggers

Rule clarifications: Manifest die You can never increase your Attack dmg by and replace a die in the same turn Paralyze Paralyze only affects normal Offensive Abilities not Ultimate Abilities Passive Abilities cards Attack Modifiers or other status effects This token is always removed at the conclusion of the Roll Phase even if the token had no effect Infiltration Infiltration cannot be used on other die rolls during the Defensive Roll Phase besides the Roll Attempt e.g Agility Skyward etc Rolling Defensive Ability If you roll a or you would deal dmg per and draw or gain Agility (since you have met both activation requirements for the defense roll Spending Agility You can spend Agility at any time and against any damage type except Ultimate If gained during your defense it may be spent immediately Preventing damage with Agility Agility If you prevent of the incoming damage twice 100 of the damage is prevented This is because all damage and prevention is calculated simultaneously at the conclusion of the Phase MARVEL

Pyromancer Knockdown Burn Fire Mastery Stun

The Pyromancer has only one way to deal with her enemies swift hot destruction Even her defense is offensive She is a glass cannon who deals massive amounts of damage turning her foes to ash

Weapon of choice: Fire and explosions

Rule clarifications: Stun While you are stunned you cannot take any actions of any kind Even if your opponent has an ability status effect or card that could prevent an incoming status effect Stun is inflicted before any damage is dealt However a teammate who is not stunned could perform actions to remove Stun Once you remove the Stun token and start a new Offensive Roll Phase your opponent is no longer stunned and may act normally Collateral dmg When dealing collateral damage to all opponents in a 2v2 game each individual opponent receives the damage separately even though they share the same health pool The other team would therefore receive a total of damage in addition to any other damage from the ability Burning Soul II If you roll both effects are activated since you have satisfied both conditions inflict Burn and increase your max Fire Mastery Stack Limit Fire Mastery When the Fire Mastery Stack Limit is increased it lasts for the remainder of that game

Raveness Nevermore Feather Hex

Nevermore All who hear the rapping gentle tapping tapping at their chamber door Will find her Raven simply sitting high atop the crested door Look not now upon the lady never caring sending ravens to consume the weak and poor The Raveness is now upon thee all consuming flock of birds circling death ensnaring evermore

Weapon of choice: Nevermore

Hero setup: Begin the game with Nevermore on your Hero Board set to 0

Rule clarifications: Nevermore dial The player who has the dial on their Hero Board is the player who should adjust the Nevermore dial Nevermore is still able to Absorb Vitality even if Nevermore’s dial is set at 3 although the dial cannot go above the value of 3 The Heal effect from Nevermore occurs immediately during the Phase when he is returned to the Raveness such as the Upkeep Phase Nevermore Activation When Activated multiple times the Raveness can choose either effect for each separate activation i.e they can choose to Absorb Vitality for the first Activation and then move Nevermore for the second Activation The Raveness may also choose neither option If the Nevermore Die Roll result is a 5 the Raveness will still gain even if her opponent did not lose Nevermore and being defeated If an opponent who has Nevermore is defeated Nevermore is immediately returned to the Raveness If the Raveness is defeated remove Nevermore from the game If both the Raveness and her opponent are defeated simultaneously the Heal from Nevermore being returned to the Raveness would not resolve until after damage calculations Therefore the game would conclude in a tie Raveness Mirror Match Nevermore is considered unique to each Raveness player The Nevermore Die Roll of your unique Nevermore may only be altered by your own Feather tokens Feather If you are about to gain more Feather beyond the Stack Limit you can spend some to make room for the incoming tokens as spending status effects is an Instant Action Multiple Feather tokens can be spent in the same turn for the same or different effects Hex Hex A blank die is considered to have no symbol and no number value If your opponent rolls five 6’s they cannot activate their Ultimate Ability because all of their die faces are considered blank Nevermore Die Roll The Nevermore Die Roll die roll can only ever occur once per turn

Rogue Influence Ionic Energy Skyward

Without the capacity to control her mutant ability to absorb memories and powers through touch the young woman known as Rogue was once on a dark path However Rogue has successfully redeemed herself as a heroine and became influential among the X-Men

Weapon of choice: Power Absorption

Rule clarifications: Skyward When a Skyward token is spent only a single effect occurs regardless of the number of times the die was re-rolled Ionic Energy If you gain Ionic Energy while at Stack Limit you cannot replace a token with the new token since you are already at Ionic Energy Stack Limit Spending Ionic Energy Ionic Energy can be spent any time after an Attack activates including before or after the defense roll but must be spent before damage is dealt Can be used to increase any Attack damage type that is modifiable i.e normal undefendable Ultimate dmg Stealing Health Since this does not count as dealing damage it cannot be prevented or reduced does not count toward damage calculations and does not activate an opponent’s Defensive Ability You cannot Steal more Health than your opponent has available Influence If an opponent loses 3 Roll Attempts due to Influence they are still considered to have had an Offensive Roll Phase even though they were not able to roll any dice They can play the card One More Time to gain another Roll Attempt You cannot play any dice-altering cards on your dice if you lose all 3 Roll Attempts since you were unable to roll any dice at all Ionic Drive No Ionic Energy is gained if you prevent all incoming dmg i.e at least dmg must be successfully dealt after all damage and prevention effects have been resolved MARVEL

Samurai Shame Honor Back Strike

Driven by an endless pursuit of honor the Samurai will stop at nothing to drive all who are not worthy from his sight He marks with shame those who are small petty and insignificant In the end the shameful must be put to the sword even if this means taking his own life

Weapon of choice: Katana

Rule clarifications: Shame Shame reduces damage from normal or undefendable dmg Attacks Does not reduce damage from pure dmg Attacks Shame cannot reduce damage from an Ultimate However their Shame tokens are still removed with no dmg being reduced Removing Shame Your opponent must activate an Attack in order to remove a Shame token An Offensive Ability that only deals collateral or pure dmg does not remove any Shame All Shame tokens are removed even if the Attack deals just dmg Back Strike Back Strike cannot be spent in response to an opponent’s Ultimate The damage dealt by Back Strike is accumulated with all other damage and is dealt simultaneously at the conclusion of the Roll Phase Honor You still gain Honor from your Bushido Passive Ability even if you performed fewer than 3 Roll Attempts due to a Negative Status Effect Entangle Constrict etc or if your opponent forces you to re-roll one or more of your dice If you perform only one Roll Attempt you still only gain one Honor If you are about to gain more Honor beyond the Stack Limit you can spend some to make room for the incoming Honor since spending status effect tokens is an Instant Action

Seraph Flight Blinding Light Cleanse Holy Presence Blessing of Divinity

To look into the face of the Seraph is to gaze upon the hand of God Her blades are infused with holy energy designed to cut evil from the earth Her crystal wings carry her above the battlefield where her brilliant light blinds all who do not avert their gaze Humble yourself before her holy presence or die

Weapon of choice: Angelic blades

Rule clarifications: Flight A single Flight token avoids all incoming damage types received during the Defensive Roll Phase except an Ultimate If the first spent Flight fails you may continue using as many tokens as you have available Cards can be used to change the Flight die roll as long as the card can be played during the current Phase you are in You can spend Flight immediately after gaining it in an attempt to make your Attack undefendable or to avoid all incoming damage depending on the Phase If you successfully avoid normal Attack damage you can still activate your Defensive Ability Blinding Light On a roll of 1 all effects of an Offensive Roll Phase are prevented On a roll of 2 or 3 all damage from this single Roll Phase is halved including any isolated sources of dmg and all damage types except Ultimate If a player concludes the Offensive Roll Phase without activating an Ability remove this token A Blinding Light token cannot stop an Ultimate Ability If an Ultimate is about to be activated the Blinding Light token is simply removed Blessing of Divinity Blessing of Divinity does not reduce or prevent any damage from an opponent’s Ultimate If the Ultimate would reduce your Health to your Health is instead set to If Blessing of Divinity is triggered while you are afflicted with Poison you would survive the damage However during your next Upkeep Phase you would receive dmg from Poison and your Health would then be reduced to Holy Presence Holy Presence deals damage to all opponents In a 2v2 match teams share Health meaning they would take a total of dmg from their shared Health pool Purify When activating Purify an opponent may spend a status effect in response before it is removed See Priority Rules

Sun Elf Sun Dial Charged Gem Sun Marked

The Sun Elf does not hide her intent under moonlit shadows like other lesser beings do She sheds light upon all her foes the ungrateful masses who benefit from the Sun’s power a power that she seems to control calling upon it to rise high above and stay until she allows it to set

Weapon of choice: The Sun

Hero setup: Begin the game with Sun Dial set to 0 with the Dusk side face up

Rule clarifications: Sun Dial Dusk side The Sun Dial only increases by 1 during the Upkeep Phase on the Dusk side not on the Dawn side Sun Dial Dawn side You can use the Sun Dial effect of adding its value as dmg at any time after successfully activating an Attack and before final damage calculations Adding the value on the Sun Dial as dmg occurs as soon as you declare that you want to use this effect Increasing or reducing the Sun Dial later on during the Roll Phase has no effect on the dmg being added The reduce Sun Dial by 4 occurs at the end of the Defensive Roll Phase after damage calculations and only if you used the Sun Dial as an Attack Modifier Even if you add less than dmg to your Attack the Sun Dial is still reduced by 4 and cannot go below zero Sun Dial Flipping sides Whenever the Dawn side of the Sun Dial is reduced to zero it is flipped to the Dusk side immediately When the Dusk side of the Sun Dial is reduced to zero it stays on the Dusk side Sun Marked You do not Heal when you activate an Offensive Ability that only deals pure or collateral dmg since it is an Attack Modifier You Heal regardless of what the opponent does during their defense even if they prevent or avoid all of the incoming damage The Healing occurs during the Defensive Roll Phase after you have inflicted a Sun Marked token which is after you have successfully targeted an opponent If Sun Marked is removed immediately after it is inflicted during the Defensive Roll Phase i.e the Instant Action card Buh Bye or the status effect Cleanse no Healing occurs If removed later on during the Defensive Roll Phase i.e the Barbarian’s Defensive Ability Thick Skin II the Healing has already occurred and is not reversed

Thor Guard Break Electrokinesis Mjölnir

Whosoever holds this hammer if they be worthy shall possess the power of Thor These were the words Odin inscribed on the mythic hammer Mjölnir before casting it and his son Thor into the realm of mortals Midgard Upon retrieval of the hammer Thor regained all his powers as God of Thunder and uses them to protect all of the Nine Realms

Weapon of choice: Mjölnir

Rule clarifications: Spending Guard Break More than 1 Guard Break token can be spent in a turn However if you already have 2 tokens and gain another you cannot spend one before receiving the new one since the token cannot be spent until the conclusion of their Offensive Roll Phase Throwing and Retrieving Mjölnir There is no limit to how many times Mjölnir can be Thrown or Retrieved in a single turn Damage from Mjölnir Mjölnir Isolated damage is dealt immediately and counts as a separate instance of damage regardless of any other damage that is dealt within the same phase Opponent defeated while having Mjölnir When an opponent that has Mjölnir is defeated Retrieve it MARVEL

Deadpool Donut Onomatopoeia RPS

Bio Something cheeky written in a Comic book font

Weapon of choice: You know katanas pistols bazookas grenades sai knives and a winning smile

Hero setup: Begin the game with The Shoot card set to the side of your Hero Board active side face up

Rule clarifications: Joke The order in which you play the two cards He Who Smelt It and …Dealt it doesn’t matter but it is always less funny when you have to explain the joke RPS If you are playing against a non-human i.e in one of our insanely fun cooperative expansions shuffle the 3 RPS cards and just randomly draw one to represent your opponent’s choice Or have your neighbor play a game with you You cannot use RPS with pure dmg Pure dmg is just that pure Like a tall glass of sweet tea after a long day of beating up bad guys Pure AND refreshing Ahhhh If someone steals your RPS token and you lose you may still use your Shoot card to win that round I mean they knew you still had that card active when they transferred it right So it’s kind of their own fault How embarrassing Pew pew If you use your Shoot card when spending an RPS the Shoot card is no longer Active and you would just add dmg to your Attack instead of dmg If you lose RPS nothing happens Duh Ultimate Ability Yes I can gain any Positive Status Effect from a player in this game But no not ones that say Unique Status Effect Why would I want another Onomatopoeia Be smarter than Wolverine Curmudgeon Coin If you are a Curmudgeon place this coin face up on your Hero Board to receive all of Deadpool’s bonuses without saying the required words or sounds effects MARVEL

Complexity 413 heroes
Black Widow Covert Ops Agility Time Bomb

Trained from a young age in the Red Room Natasha Romanoff grew up to be a master spy and physical combatant with no peers After years of working alone she found an ally in the Avengers where she now fights crime under the moniker Black Widow

Weapon of choice: Stun Batons

Rule clarifications: Transferring Time Bomb If a Time Bomb is transferred the token is placed on the same side it was on before the transfer Drawing cards from an upgraded Passive Ability If you activate your Ultimate Ability and one of the upgrades chosen is Red Room Training II you cannot draw a card for playing the second upgrade after it the upgrades are considered to have been played simultaneously However all other means of putting an Ability Upgrade into play will trigger the draw effect of the Ability Spending Agility You can spend Agility at any time and against all incoming damage types except Ultimate Preventing damage with Agility If you prevent and also prevent from your defense you first subtract from incoming dmg then prevent of the remainder rounded up If 2 Agility succeed against the same Attack both are calculated independently of each other This will result in halving the incoming damage in half twice resulting in all incoming damage being prevented Playing Ability Upgrades during Roll Phase You may play an Ability Upgrade just before activating that ability However your opponent still has the opportunity to alter your dice after you have played your Ability Upgrade preventing you from activating it MARVEL

Cursed Pirate Cursed Doubloon Powder Keg Wither Parlay

Her passion for adventure the Seven Seas has won her riches untold Unfortunately her exploits have also won her a curse so dire that her life hangs in the balance To confront the soul splitting fury of the Cursed Pirate will likely result in a one-way trip to Davey Jones locker

Weapon of choice: Cutlass

Rule clarifications: Hero Board You always start with her human side face up Once flipped to the cursed side it stays that way for the remainder of the game Cursed When you remove your last Doubloon you do not flip your board at the end of that same turn The Pirate’s cursed side Passive Ability inflicts a Powder Keg if your opponent activates an ability that only deals collateral damage This Powder Keg is inflicted at the start of the Defensive Roll Phase Cursed Doubloon An opponent cannot remove or transfer Cursed Doubloon with a card status effect or ability on their Hero board Pirate Mirror Match If two or more Pirate’s are facing eachother then each Pirate’s Cursed Doubloons are considered unique to each Pirate They will be dealt dmg if the other Pirate inflicts them with a Cursed Doubloon and they can only remove their own Cursed Doubloons with their own Shiver Me Timbers Offensive Ability Powder Keg If the Pirate inflicts a Powder Keg with an Attack when the opponent already has a Keg the dmg is an isolated source of undefendable dmg If the Pirate inflicts a Powder Keg with an Attack when the opponent already has a Keg the isolated source of undefendable dmg is dealt immediately outside of normal damage calculation at the end of the current Phase Wither Wither reduces normal or undefendable dmg types from an activated Offensive Ability Does not reduce collateral pure or Ultimate dmg Parlay If your opponent activates an Offensive Ability whose dmg is from an Attack they are still considered to have done an Attack except no defense is made and other effects still happen see Cursed Passive Ability Damage received outside of an opponent’s Offensive Roll Phase is not affected i.e dmg received from Bleed etc

Cyclops Battle Plan Support Focus Fire

Scott Summers is the stalwart leader of the X-Men He reaches deep into the pouches of his mind to craft battle plans that will focus fire on the many foes he faces While his powerful optic blasts decimate many an enemy it’s Cyclops leadership that is the true weapon against those that fight the X-Men

Weapon of choice: Optic Blasts

Rule clarifications: Leadership Cards These cards count against your hand limit and may be sold for if desired They also can trigger additional effects when using certain abilities or other Leadership Cards The Never Let Go Leadership Card may not be played without discarding a Support and Battle Plan The card itself will have no direct effect in this case but still counts as a Leadership Card played for other purposes When a card or ability refers to …Leadership Cards previously played this turn it means that the Leadership Card has to have been played before the phrase …Leadership Cards previously played this turn is resolved Remember that the effect following a then statement is performed after the effects that came before it so Leadership Cards can be played just prior to resolving a statement that begins with the word then Battle Plan Cards discarded as a result of spending 3 Battle Plan do not count as selling those cards i.e no is gained Support Battle Plan Stack Limit If you are about to gain more Support or Battle Plan beyond the Stack Limit you can spend some to make room for the incoming tokens as spending status effects is an Instant Action When you gain Support or Battle Plan you gain them all at once and must be able to make room for all of it immediately or you will lose the excess e.g if you had 2 Support while you were about to gain 3 more you could not choose to only gain 1 then spend 3 to draw and then finally gain 2 more MARVEL

Druid Shape Shift Regenerate Wound

When the forest cries who will dry its eyes The mighty Druid When the creatures of the woods are in distress who will lend a paw The mighty Bear When injustice strikes with evil acts who will react The mighty Cat Whatever the need the Druid will heed the call

Weapon of choice: Animal Forms

Hero setup: Begin the game in Druid Form Place your Cat Bear Form Overlay next to your Hero Board

Rule clarifications: Cat Form active effect The Cat Form’s activate bonus only occurs if you both successfully activate an Attack and are in Cat Form at the end of your Offensive Roll Phase If you gain a Shape Shift when activating the Attack you can spend this token to transform into Cat Form and still gain the activate bonus for the Attack If you were in Cat Form but then spent Shape Shift during the Defensive Roll Phase you will still add the dmg to your Attack and inflict Wound on the targeted opponent Bear Form active effect The Bear Form’s activate bonus only occurs if you successfully activate your Defensive Ability while in Bear Form If you were originally in Druid or Cat Form but then spent Shape Shift after rolling your Defensive Ability you cannot now roll the 2 extra dice However you would still be able to utilize the prevent dmg ability effects but only on the 2 rolled dice Shape Shift If you are about to gain more Shape Shift beyond the Stack Limit you can spend one to make room for the incoming tokens as spending status effects is an Instant Action Switching forms Status effects are not removed when switching between forms You can only play cards with the words If Cat Form or If Bear Form when you are in those specific Forms These card effects still occur even if you Shape Shift to a different Form after successfully playing these cards Maul You can activate this ability while in Bear Form and utilize the If Bear Form re-roll one die effect and then spend Shape Shift afterwards and gain the Cat Form activate bonus Wild Realignment You can spend one of the Shape Shift tokens gained from the ability or a previous Shape Shift token that was gained before activating the ability to return to Druid Form to utilize the If Druid Form draw effect of the ability Transferring Regenerate If a Regenerate is transferred the token is placed on the same side it was on before the transfer

Forgemaster Armor Ore

The Forgemaster will stop at nothing to mine all of the riches from the ground Short and stout he is very driven to find the rarest of ore Ultimanium Once a Forgemaster is fully armored they are nearly unstoppable except for their quest for more ore This fast and hard worker will craft armor mainly for themself but he will help out a friend if they also have a beard

Weapon of choice: Pick-axe

Hero setup: If you have more than 1 opponent begin the game with any one Gold Armor

Rule clarifications: Mining When Mining your deck you cannot play Instant Action cards while they are in your hand since you are only looking at the top 3 cards and this does not count as drawing them When Mining you may perform the reveal none of these cards and gain effect if none of these top 3 cards are Ore cards Ore cards Can be discarded or sold in the same way that any other card can such as selling a card from your hand for Ore cards that are added to your hand from normal drawing are not automatically placed onto the Forge but can still be placed there at any time during your Main Phase Ore cards that are used during Crafting or that are unrevealed when Mining go on the bottom of your deck Ore cards that are used for their Scrap Effect are discarded and placed in your discard pile You can only perform the Scrap Effect for Ore cards on the Forge Crafting Armor A player can never have 2 Helmets or 2 Shields at the same time because this would be greater than each Stack Limit of 1 Armor You can use the Ultimanium Shield effect against Attacks with damage types that are normal undefendable and pure dmg You cannot use it against an Ultimate or collateral dmg as collateral dmg is not considered an Attack Armor on teammates A teammate with Armor can activate its effect when Attacked with normal dmg the same as the Forgemaster Multiple Forgemasters In a mirror match a Forgemaster versus a Forgemaster a Forgemaster’s Ore cards and Armor are unique to them You can only use your own Ore cards and Armor when Crafting Armor Two Forgemasters on the same team cannot Craft and have one Forgemaster use two of the same type of Armor such as two Gold Helmets since the Stack Limit of Armor Helmet is still only 1 Ultimate If you have zero Ore cards in your deck ignore the effect of placing one Ore card on the Forge but still shuffle your deck

Headless Horseman Haunted Head Dreadful Grim Pursuit

The Headless Horseman is galloping across the countryside a harbinger of terror He revels in the dread etched into the souls of all who dare to glimpse his haunting visage Escape is nigh impossible as the creeping fear encircles you ready to consume your very being Don’t lose your head

Weapon of choice: Axe

Hero setup: Begin the game with the Haunted Head on your Hero Board If you are not the first player to begin the game gain Dreadful

Rule clarifications: Headless Mayhem Passive Ability You are not required to choose either option during your Upkeep Phase You may instead choose to do nothing i.e to neither Terrorize or move the Haunted Head The effect that reads If your Offensive Roll Phase does not successfully deal at least activates if your opponent prevents all incoming dmg or if the Headless Horseman fails to Attack at all Dreadful Gaining additional Dreadful from your Defensive Ability does not mean that you now get to roll additional dice the defense roll and its effects have already concluded Rolling additional dice per Dreadful does not spend those tokens The Dreadful gained when activating your Spectral Assault Offensive Ability does allow you to roll 1 additional die since the Dreadful gained is before a then in the ability Terrorize You can Terrorize any chosen opponent even if they do not have the Haunted Head You cannot spend a Grim Pursuit to increase dmg Grim Pursuit Can be spent the turn it is gained If you are about to gain more Grim Pursuit beyond the Stack Limit you can spend one to make room for the incoming tokens as spending status effects is an Instant Action You may spend up to two Grim Pursuit tokens during a single turn one token for each of the two different effects Since Grim Pursuit requires a to be effective it has no effect if spent by a player other than the Headless Horseman The Haunted Head and being defeated If an opponent who has the Haunted Head is defeated immediately move the Haunted Head to the Headless Horseman If the Headless Horseman is defeated the Haunted Head is removed from the game Headless Horseman Mirror Match The Haunted Head is considered unique to each Headless Horseman player i.e any movement effects

Iceman Dice Cube Ice Shard Glide

Bobby Drake likes to keep it cool as he glides through combat freezing opponents in their tracks Sometimes even your greatest weapons will turn to frozen cubes of ice Don’t let his chill demeanor fool you or he might just freeze the day

Weapon of choice: Ice Powers

Hero setup: Begin the game with The Freezer card set to the side of your Hero Board

Rule clarifications: Ice Shard Stack Limit If you are about to gain more Ice Shards beyond the Stack Limit you can spend some to make room for the incoming tokens since spending status effects is an Instant Action When you gain Ice Shards you gain them all at once and must be able to make room for all of them immediately or you will lose the excess e.g if you had 4 Ice Shards while you were about to gain 3 more you could not choose to only gain 1 then spend 5 to gain Glide and then finally gain 2 more This does not happen if more than 5 Ice Shards are stored in The Freezer When more than 5 Ice Shards are stored in The Freezer you can Store exactly 5 tokens convert those 5 into a Glide and then Store the remaining Ice Shard (without losing any excess The Freezer When an ability says you may transfer tokens stored in The Freezer you may transfer them out in any order e.g if you have 4 on your Hero Board and 4 in The Freezer you can take 1 out of The Freezer convert 5 tokens into a Glide and then finally take out the remaining 3 Damage per Ice Shard Iceman’s Everybody Chill ability and his I only have Ice for You card both calculate dmg per Ice Shard Do not consider Ice Shards in The Freezer when calculating this dmg If Ice Shards are converted to a Glide after the ability is activated or the card has been played the dmg is not reduced Dice Cube Dice affected by Dice Cube cannot be altered by any means or by any player e.g “So Wild Twice as Wild Tip It Try Try Again One More Time etc Glide Glide can only be spent at the end of the Roll Phase This means that if you were activating an ability that lets you gain a second Glide you cannot spend one you already have to make room for the new Glide Secondary abilities on Hero Upgrade cards cannot be glided to or from Activating the ability that was glided to counts as a new and distinct Roll Phase Offensive Targeting and Defensive MARVEL

Krampus Coal Gift Rejects

This holiday season Krampus brings bad tidings and coal to all who have misbehaved And if he wasn’t rotten enough on his own he’s also scavenged through abandoned gifts and brought to life an army of minions These Rejects love to support Krampus in causing great discomfort and pain

Weapon of choice: Rejects

Rule clarifications: Rejects If you have 3 Rejects and are about to draw another you may Activate a Reject before drawing additional Rejects You can never Activate the same Reject more than once in a turn Whenever you draw 2 Rejects you must draw both at the same time i.e you cannot draw 1 discard down to 3 then draw another When you need to draw 2 Rejects and there is only 1 available draw the first shuffle the discarded Rejects and then draw the next one You may not spend a Reject in the middle of this process Rejects are considered Companions and are not cards that may be sold for You may Activate a Reject the turn you gain it Rejects with an Attack Modifier Activation Effect cannot be used on collateral dmg since collateral dmg is not considered an Attack Sproingy’s Surprise The Coal is counted when the card is played If an opponent removes a Coal later during the Defensive Roll Phase the added dmg does not change Defensive Ability If you roll a 6 while activating your Defensive Ability you may still Activate Squishy afterward without reducing the amount of damage dealt Activating Bitey The Healing effect is accumulated with all other damage prevention effects and is applied simultaneously at the conclusion of the Roll Phase Coal If you have and 4 Coal during your Income Phase the Coal is not removed since you are unable to gain additional when you already have

Loki Illusion Bag of Tricks Spellbound

Prince of Asgard rightful heir of Jotunheim God of Mischief Loki is burdened with glorious purpose He prefers facing his enemies by indirect means such as illusions lies manipulation and trickery all in his pursuit of the Throne of Asgard as well as the ultimate subjugation of Midgard

Weapon of choice: Deception

Rule clarifications: Resolving multiple Bag of Tricks Each Bag of Tricks token should be resolved and rolled one at a time since the order of the effects might be important Damage from Bag of Tricks If they cause a player to receive damage from more than one instance of Bag of Tricks the damage is accumulated at the conclusion of the Phase so it could be prevented all at once Loki Mirror Match When resolving a Bag of Tricks the Loki whose leaflet the Bag of Tricks came from chooses its outcome Spellbound Abilities If a Spellbound Ability is upgraded the token is not removed place the Ability Upgrade card underneath the token If an Ability becomes Spellbound because of Loki’s Defense the Ability still resolves it is going to be valid for the opponent’s next Offensive Roll Phase Blocking Abilities with Spellbound If an Offensive Ability has multiple Activation Requirements such as Scarlet Witch’s Spellcraft they are all blocked by a single Spellbound token Conversely if there are multiple named Abilities within a single Ability Upgrade card only one of the named Abilities is blocked by a single Spellbound Choosing Illusion Cards If a player cannot make a decision as to which card to choose shuffle them and choose the top one Illusion Defensive Ability Even if your Illusion token prevented all damage you still get to activate your Defensive Ability If the token was gained from your defense it may be used immediately Spending a second Illusion When spending the second Illusion token you collect all cards and then repeat the usual steps All damage prevented by Illusion Cards is cumulative If a success is revealed on subsequent attempts damage prevention from previous attempts still applies MARVEL

Monk Chi Evasive Knockdown Cleanse

The Monk is a master in the art of Chi He can channel this ancient energy to absorb incoming attacks from his opponents He can also use Chi to unleash a maelstrom of pain The Monk is not only the calm before the storm but the storm itself

Weapon of choice: Chi

Rule clarifications: Spending Chi If spent when you are dealing undefendable dmg the added Chi damage also becomes undefendable In a team game Chi cannot be spent to reduce dmg dealt to a teammate even though the damage is to your shared health pool Can prevent any incoming damage type except Ultimate Gaining Chi If you are about to gain more Chi beyond the Stack Limit you can spend some to make room for the incoming Chi (since spending status effects tokens is an Instant Action as long as Chi is not being spent to increase dmg the turn that it was gained Increasing the Chi Stack Limit Lasts for the remainder of the game To keep track of your current Stack Limit we recommend leaving excess Chi tokens beyond your current Stack Limit in your vac tray Spending Evasive Evasive may not be used against an Ultimate Attack since Ultimate damage cannot be prevented in any way Cards may be played to change the Evasive die roll as long as the card is allowed to be played during the Phase that you are in A single Evasive token avoids all cumulative damage taken during the Phase If the first attempt to evade fails you may continue to evade damage using as many tokens as you have available If you successfully evade normal Attack damage you can still activate your Defensive Ability

Scarlet Witch Probability Manipulation Reality Warp Conjure Crackle

With powers that can manipulate reality itself and the meddling of unseen forces Wanda Maximoff’s real origin is a mystery Blessed with the ability to manipulate chaos magic she took a while to find her place in the world but now Scarlet Witch has found a new family with the Avengers

Weapon of choice: Chaos Magic

Rule clarifications: Resolving Reality Warp Reality Warp While an opponent has one of Scarlet Witch’s dice it is considered to be theirs for the purpose of die altering cards or effects The die can be used for its number but not its symbol Therefore abilities that have a 4-of-a-kind s can use Scarlet Witch’s die Ultimate Abilities cannot be activated since they require 5 of the same symbol except in a Scarlet Witch mirror match Scarlet Witch’s die must be used for all effects that are resolved before the end of the Offensive Roll Phase e.g Thor rolling 5 dice when activating his Odinforce Offensive Ability Spending Conjure If your opponent has no cards to discard when you spend Conjure you are free to take whichever Positive Status Effect you want Spending Probability Manipulation You can spend Probability Manipulation at any time as an Instant Action after rolling dice Spending Crackle You can spend Crackle before the end of your Offensive Roll Phase when some status effects might be removed from your Hero Board e.g Loki’s Spellbound You can also wait until your opponent activates their Defensive Ability to see if you will be inflicted by a status effect before spending Crackle (e.g Black Widow’s Time Bomb You cannot spend it when activating Mind Blast since it deals pure damage which cannot be modified with Attack Modifiers Stealing Health When stealing Health your opponent can not activate their Defensive Ability MARVEL

Storm Lightning Tornado Wind Shear

As one of the most revered X-Men Ororo Munroe calls forth all manner of weather to aid her teammates and to upset enemies From her command of lightning to the very wind itself Storm soars above all she surveys

Weapon of choice: Weather Phenomena

Rule clarifications: Gaining Lightning If an activated ability gains Lightning and the ability is already Charged you may activate the Charged Effect removing the Lightning token and then place a new Lightning on that ability Damage from Lightning Lightning Isolated damage is dealt immediately and counts as a separate instance of damage regardless of any other damage that is dealt within the same phase Charging Abilities One Lightning will Charge the entire Gust ability i.e both the Small and Large straight A Charged Effect can never be activated twice in one turn Charged Effect In order for a Charged Effect to activate Lightning must be placed on the ability before the ability is activated This means that if Storm activates an ability that gains Lightning and chooses to place it on the ability that was just activated she would not gain the benefit of the Charged Effect When a Charged ability is activated you must decide immediately whether you want to use its Charged Effect Resolving Tornado Tornado While using opponent’s dice they are considered to be Storm’s for the purpose of dice altering cards or effects e.g So Wild Since the opponent’s dice will have different symbols than Storm uses the only benefit the dice provide is the number except for a Storm mirror match This also means that the opponent’s dice cannot help Storm activate her Ultimate Ability If an opponent’s card or ability requires them to roll dice that Storm has temporarily gained they may still use those dice Spending Tornado They must be spent before dice are rolled for the Offensive Roll Phase If an opponent transfers a Tornado to themselves they would take one of Storm’s dice A player may never use Tornado to roll more dice than an opponent has available MARVEL

Vampire Lord Blood Power Mesmerize Bleed

The Vampire Lord’s power paralyzes even the bravest fighters No combatant is more vicious Her rending claws will leave her foes bloody and hemorrhaging Attempting to resist her mesmerizing gaze or overcome her powerful blood magic will prove deadly for any foolish enough to oppose her

Weapon of choice: Blood Power

Rule clarifications: Gaining Blood Power If you are about to gain Blood Power beyond the Stack Limit you may spend some to make room for the incoming Blood Power (since spending status effects is an Instant Action When you gain Blood Power you gain it all at once and must be able to make room for all of it immediately or you will lose the excess for example if you were gaining 3 you cannot gain 2 spend 3 and then gain 1 more Spending Blood Power “Once per turn means during yours or your opponent’s turn 1 Blood Power effect Can be spent any time after an Attack activates including before or after the defense roll but must be spent before damage is dealt 2 Blood Power effect Activating this effect counts as an Instant Action so your opponent may not spend the chosen status effect before this resolves 4 Blood Power effect You may activate this effect at any time after an Attack activates including before or after the defense roll but must be spent before damage is dealt However you do not Heal until after your Attack damage is successfully dealt to your opponent If an opponent heals during their defense this does not affect the dmg successfully dealt however damage prevention would affect it You still Heal equal to the total damage successfully dealt by your Attack even if your opponent’s health is less than this amount Ultimate If the card you put into your hand from your Exsanguinate Utimate Ability is a Roll Phase Action or Instant Action card you may play it immediately Mesmerize Mesmerize can be used on any die rolled including their Ultimate Steal Health Since this does not count as dealing damage it cannot be prevented or reduced and does not count toward damage calculations You cannot Steal more Health than your opponent has available

Complexity 55 heroes
Doctor Strange Spells Crimson Bands Premonition Déj Vu

After an accident removed Doctor Stephen Strange’s fine motor skills from his hands the renowned surgeon looked beyond traditional medicine for healing and found the mystical arts What he was not expecting was to become the Sorcerer Supreme Earth’s preeminent defender against interdimensional threats

Weapon of choice: Mystic Arts Cards

Hero setup: Begin the game with the Flames of Faltine Spell placed on the Book of Vishanti

Rule clarifications: Book of Vishanti For your Hero Setup you do not activate the Prepare effect for the Flames of Faltine Spell You can Prepare a Spell during either one of your Main Phases Discarding/Selling Spells Spells can be discarded/sold in the same way that any other card can Casting 2 Spells When an ability or Spell says to Cast two Spells you completely Cast one resolving the Cast effect then you completely Cast another If you Cast a Spell from your discard pile and the effect says then discard this card simply leave it in your discard pile Damage from Spells It is not considered to be damage from an Attack e.g Bolts of Balthakk unless it specifies that it adds damage to an Attack e.g Flames of Faltine Inflicted with Crimson Bands The player inflicted with Crimson Bands cannot play any cards at any time during their next Roll Phase until the Defensive Roll Phase has fully concluded However other effects such as Passive Abilities or status effects may still be used Using Premonition When using Premonition you do not need to show your opponent the card(s you are putting back on top or bottom of your deck Spending Déj Vu Déj Vu may be spent during your Offensive Roll Phase at any time prior to activating an ability even if your opponent has altered your dice or you have utilized all of your Roll Attempts Spending Déj Vu concludes your original Offensive Roll Phase This means that status effects that should be removed at the conclusion of your Offensive Roll Phase such as Spellbound are removed MARVEL

Huntress Nyra Nyra’s Bond Bleed

Rescued as an infant by Nyra a female sabertooth tiger the Huntress was taken in as if she was Nyra’s own cub Their bond is beyond that of a human to her pet They are connected–soul to soul The ferocity and agility with which they fight intimidates all who would dare to challenge them

Weapon of choice: Nyra

Rule clarifications: Nyra pronounced Near-ah Nyra does not count as a player or opponent she is a Companion Nyra has a maximum of Health Nyra cannot be inflicted with status effects or receive damage from status effects She cannot receive collateral or Ultimate damage Nyra cannot receive damage if the Huntress is Stunned by the status effect Stun If Nyra receives more damage than she has health the remainder of the damage is still done to Nyra it does not roll over to the Huntress If Nyra is healed on the Huntress defense this Heal is netted against any damage that is being dealt to Nyra When choosing whether to pass damage to Nyra this choice is not made until the end of the Defensive Roll Phase after all damage Attack Modifiers and prevention have been calculated The Huntress is never locked in when deciding whether she or Nyra will receive all or some of incoming Attack damage Nyra’s Bond Nyra’s Bond can be spent to Heal Nyra in response to an opponent trying to remove or steal it unless the source of removal/transference is an Instant Action or spendable status see Priority Rules An opponent who has a Nyra’s Bond token cannot use it to redirect damage to Nyra If you are playing a mirror match your opponent may spend it as normal but it still only affects their own Nyra If the Huntress uses Nyra’s Bond to heal Nyra this instantly Heals Nyra by and does not net against any incoming damage Bleed Roll for each Bleed individually

Paladin Retribution Crit Protect Accuracy Blessing of Divinity

The Paladin’s sword of righteousness strikes hard and true Through faithful devotion he is capable of celestial defense The Paladin wades into battle assured that the Divine is with him and that victory is his sovereign right

Weapon of choice: Sword

Rule clarifications: Protect If gained during your Defensive Protect may be spent immediately If 2 Protect are spent against the same Attack both are calculated independently of each other cutting the damage in half twice and taking no damage because all damage happens simultaneously Retribution Retribution deals half of incoming damage back to your opponent after calculating any additions/preventions to the damage If spent with Protect on the same Attack both values are calculated independently of each other after all other additions/preventions that are not halving damage are resolved Crit Crit may only be spent if the Offensive Ability activated deals or more dmg before Attack Modifiers Can be spent any time after an Attack activates including before or after the defense roll but must be spent before damage is dealt The Crit gained from activating the Righteous Prayer Offensive Ability cannot be used on the damage being dealt due to the word then Tithe II Gaining activates if you use a for your Holy Attack Offensive Ability e.g 3-4-5-6 but not if you roll a for your added effects of your other abilities such as Righteous Combat Blessing of Divinity Blessing of Divinity does not reduce or prevent any damage from an opponent’s Ultimate If the Ultimate would reduce your Health to your Health is instead set to If Blessing of Divinity is triggered while you are afflicted with Poison you would survive the damage However during your next Upkeep Phase you would receive dmg from Poison and your Health would then be reduced to

Shadow Thief Shadows Sneak Attack Poison

The Shadow Thief doesn’t like to end things quickly He prefers running the long con Increasing his health poisoning his foes hiding striking from the shadows that’s his style If allowed to reach the conclusion of his complicated game plan his victims will find themselves in utter ruin

Weapon of choice: Poisoned Dagger

Rule clarifications: Discarding Shadows If you are already in the Shadows and then gain it again a second instance of it cannot be gained since the Stack Limit is 1 The first one still goes away at the end of your turn Shadows can be transferred to a different player It is only discarded at the conclusion of a turn in which you started with the same Shadows token on your Hero board Damage while in Shadows If you are stunned while already in the Shadows you receive no damage but your opponent would still gain an additional Offensive Roll Phase Damage received outside of an opponent’s Offensive Roll Phase is not prevented i.e Poison Burn etc Does not prevent damage from an Ultimate Ability Defensive Ability You must choose which Defensive Ability to use before you roll your dice If you roll on your Shadow Defense you gain both a Sneak Attack and Shadows Dealing as dmg Damage is dealt based upon the you have when the ability you activated is resolved This means that any changes to your gained from the ability or from cards played at the point of then will affect the dmg amount Any changes to your after the ability was activated do not affect the dmg amount is not spent when activating these abilities Sneak Attack Sneak Attack can be spent any time after an Attack activates including before or after the defense roll but must be spent before damage is dealt

Tactician Tactical Advantage Constrict Targeted Protect

The Tactician surveys the battlefield with assurance and calm confident that there is no foe greater than he From atop the higher ground he claims victory by asserting absolute control over all that he sees

Weapon of choice: Saber

Rule clarifications: Tactical Advantage There is no limit to how many different effects can be used in one turn These can be used the same turn it is gained If you are about to gain more Tactical Advantage beyond the Stack Limit you can spend some to make room for the incoming Tactical Advantage since spending status effect tokens is an Instant Action When you gain Tactical Advantage you gain it all at once and must be able to make room for all of it immediately or you will lose the excess for example if you were gaining 4 you cannot gain 2 spend 3 and then gain 2 more When the Tactical Advantage Stack Limit is increased it lasts for the remainder of that game To keep track of your current Stack Limit we recommend leaving excess Tactical Advantage tokens beyond your current Stack Limit in your vac tray When an opponent tries to remove or take Tactical Advantage you can spend it before they are removed by following priority rules Targeted Targeted increases damage from an Attack but does not increase pure or collateral damage All damage is calculated simultaneously at the conclusion of the Roll Phase Protect If gained during your Defense Protect may be used immediately If 2 Protect are spent against the same Attack both are calculated independently of each other cutting the damage in half twice and taking no damage because all damage happens simultaneously Profiteer If you activate Profiteer and roll a 6 this is treated as if you conclude your first Offensive Roll Phase and then begin a new second Offensive Roll Phase All status effect tokens that would normally be removed at the end of the Offensive Roll Phase should be removed This also means that there is not a Defensive Roll Phase when a 6 is rolled

Complexity 65 heroes
Artificer Synth Nanite Nanobot Shock Bot Heal Bot

To underestimate the Artificer is to invite destruction by a cold calculated robotic assault His deranged love for metallic tools-of-destruction is second only to his desire to see all combatants reduced to nothing

Weapon of choice: Robot Army

Rule clarifications: Spending Synth Your opponent may not spend 2 Synth to build a Bot only the Artificer can build Bots Synth gained during your Roll Phase may be spent the turn it is gained to Activate a Bot such as the Heal Bot during the Defensive Roll Phase Building Bots You must build a Basic Bot before upgrading to an Advanced Bot After a Bot is built it cannot be removed or destroyed Activating Bots The Activation limit refers to how many times it can be used during a single Phase “Ignore normal activation requirements means that you may Activate any built Bot without spending Synth Heal Bot May be Activated even if the incoming damage from an Attack is undefendable Cannot be activated against an Ultimate It cannot be used if the Artificer is receiving collateral dmg or receiving damage from an opponent’s Defensive Ability When healed by the Heal Bot the Healing should be applied immediately once the Heal Bot has been rolled for and is not accumulated with all other damage dealt during the Offensive Roll Phase Shock Bot The damage added by a Shock Bot is not a separate instance of damage It is accumulated with all other damage dealt during the Offensive Roll Phase The Shock Bot’s damage type matches that of the Offensive Ability that was activated Nanobot When the Nanobot is activated during the Offensive Roll Phase the Nanobot’s damage type matches that of the Offensive Ability that was activated The damage is accumulated with all other dmg dealt and is applied simultaneously at the conclusion of the Roll Phase Artificer Mirror Match A Nanobot will Detonate all Nanites even ones that were inflicted by a different Artificer

Gambit Cards Ace Cards Molecular Acceleration Dissolution Disruption

Remy LeBeau the man with the red eyes also known as Le Diable Blanc began his life as a thief indebted to Mister Sinister In the X-Men Gambit found his true home With his favorite weapon a deck of kinetically charged playing cards he’s a hero with highly explosive results

Weapon of choice: Playing Cards

Hero setup: Begin the game with all 4 Ace Cards face up next to your Hero Board

Rule clarifications: Ace Cards Ace cards cannot be sold for and cannot be discarded only flipped over and regained You may only Explode one Ace Card in total per turn regardless of type unless a card or ability says otherwise i.e Bojutsu Gambit’s Gambit Regain If an ability or effect causes you to regain an Ace Card this means that you may flip an Ace Card from face down to face up Spending Ace Cards Ace Cards may be Exploded at any time after an Attack activates including before or after the defense roll but must be spent before damage is dealt Can be used to increase any Attack damage type that is modifiable i.e normal undefendable Ultimate dmg Accelerating from ability activation When you activate an Offensive Ability that utilizes a Heart/Diamond or Spade/Club you may Accelerate one Ace Card with a matching symbol This includes when using a or for your small/large straight ability Card Shark This effect occurs immediately upon ability activation before any other effects of the ability or Attack Modifiers could be used When you Accelerate multiple times you may Accelerate different Ace Cards or the same Ace Card more than once When you Accelerate multiple times these Accelerations occur all at once e.g if you Accelerate three times you cannot Accelerate the Diamonds Ace Card once Explode it to regain your Heart Ace Card and then Accelerate your Heart Ace Card twice MARVEL

Jean Grey FORCE FIELD ACUITY FLAME BLAST PHEONIX BURN

Often considered one of the most powerful psychic minds Jean Grey carries the burden of having to contain the cosmic entity known as the Phoenix Force When it is corrupted she becomes the Dark Phoenix and is nigh unstoppable

Weapon of choice: Psionic Powers

Rule clarifications: Switching forms Status effects are not removed when switching between Jean Grey Dark Phoenix tip keep her status effect tokens above her Hero Board Active effects The activate bonus “if your dice show 3-of-a-kind s only occurs if you successfully activate an Offensive Ability However you still gain the additional activate bonus even if you do not use all of the dice to activate an ability e.g if she rolls three 4’s when activating Occlusion The activate bonus occurs immediately after you successfully activate the ability If Dark Phoenix is Active while inflicted with Concussion or Alpha the token is still removed during her Income Phase i.e she cannot double-skip her Income Phase Phoenix Burn If an opponent removes a Phoenix Burn during their Upkeep Phase another one can be inflicted by spending 4 Acuity and it would trigger again Acuity Acuity can be spent the turn it is gained Acuity Flame Blast Stack Limit If you are about to gain more Acuity or Flame Blast beyond the Stack Limit you can spend some to make room for the incoming tokens since spending status effects is an Instant Action When you gain Acuity or Flame Blast you gain them all at once and must be able to make room for all of it immediately or you will lose the excess e.g if you had 3 Acuity while you were about to gain 3 more you could not choose to only gain 1 then spend 4 to inflict Phoenix Burn and then finally gain 2 more MARVEL

Necromancer Corpse UNEARTH Decrep-ify Resurrect Undead

Who needs to find friends when you can make them The Necromancer is the MC of the undead The buddy to Bone Golems The supreme Skeletal sergeant And just when the party seems like it’s dying down who resurrects it so that you can’t stop won’t stop the Deadman’s Party

Weapon of choice: Undead Army

Hero setup: Cover your black shroud ability with your Unearth card Set your Corpse Dial to 0

Rule clarifications: Activating Undead You must roll all of these dice at the same time You can remove any Undead if you roll a even if you did not activate the Undead being removed An Undead ability will still activate even if you rolled and removed the activated Undead Undead effects can be utilized anytime after activating an Attack For example you can activate 2 Skeletal Warriors Bone Spear abilities before your opponent rolls their Defense and then activate the Bone Golem’s Bone Spur ability and a third Bone Spear after their Defense is rolled Bone Golem You can activate Bone Spikes against undefendable or pure dmg from an Attack but not against an Ultimate Unearth card/Passive Ability If the ability where the Unearth card is currently placed is upgraded the upgrade is placed underneath the Unearth card and still cannot be activated You do not gain any additional Corpses if the top-right Corpse value has increased Unearth can never be blocked or prevented from being activated If a Hero Upgrade card is covered you also cannot activate any other named Abilities on it Your Ultimate Ability cannot be covered Decrep-ify Decrep-ify does not reduce dmg dealt by an Ultimate Resurrect Your Health is still set to even if an opponent activates their Ultimate and reduces your Health to This status effect does not prevent or reduce any of the dmg from the Ultimate it just brings you back from the dead after the damage calculation After Resurrecting your cannot be spent to remove Knockdown You can Resurrect multiple times in a single game Steal Health Since this does not count as dealing damage it cannot be prevented or reduced and does not count toward damage calculations If a Steal effect would reduce an opponent’s Health to they are defeated before the usual simultaneous damage calculations occur

Treant Seedling Spirit Sapling Spirit Dryad Spirit Barbed Vine Wellspring

The Treant is the most elder of contenders He decided he could no longer be a stick in the mud weeping over willows He chose to branch out leafing his thicket behind with a sappy goodbye He dug deep packed his trunk spruced himself up and began lumbering ever closer to the true root of the problem–the Mad King

Weapon of choice: Branches Spirits You may spend 1 Spirit of each type once per turn to receive one of the effects To Grow a Spirit means to gain a Seedling or upgrade an existing Spirit from Seedling to Sapling or from Sapling to Dryad

Rule clarifications: Spirits They do not count as status effects they are Companions Spending a Spirit counts as an Instant Action Each Spirit type can only be spent once during each player’s turn except during an opponent’s Ultimate If an ability causes you to discard or remove a Spirit you do not also get to use its normal spend effect Dryad Dryad can be spent to stop the Treant from becoming inflicted with Stun A Dryad prevents an incoming status effect at the conclusion of the Offensive Roll Phase therefore the Stun token has not yet been inflicted Nature’s Grasp If you spend a Spirit during your Attack the damage is not lowered since the damage being dealt is based upon the number of Spirits you have immediately after resolving the ability including growing the 2 Spirits Rooted If you grow a Seedling you cannot use it to re-roll one of your Defensive Ability dice If you grow a Dryad you cannot spend it to prevent an incoming status effect since it must be spent at the conclusion of the Offensive Roll Phase If you grow a Sapling you can spend it as long as you have not spent one earlier in the same turn Barbed Vine Damage is only received if you are still afflicted with Barbed Vine at the conclusion of the Roll Phase If your opponent has Health they may still use all of their Offensive Roll Phase Roll Attempts since the damage from Barbed Vine is accumulated with all other damage and applied simultaneously at the conclusion of the Roll Phase

Glossary

Key terms used across hero boards and rulings.

Ability
Printed on the Hero Board, minion card, or boss panel. See Offensive, Defensive, Passive, and Ultimate Abilities for the different types.
Action cards
Single-use cards played for a benefit. Color-coded by when they can be played: Instant (red), Main Phase (blue), or Roll Phase (orange).
Active Player
The player whose turn it currently is.
Attack
An Offensive Ability that deals at least 1 damage to an opponent (not counting collateral damage).
Attack Modifier
Any card or status effect that modifies an Attack. Can only be used on Attacks, and only played on an Attack you're activating on your own turn unless stated otherwise.
Chaos Dice
The 5 dice used by Minions and Bosses in Dice Throne Adventures.
Combat Points (CP)
Spent to play cards and activate Hero Board abilities. Capped at 15; increases during your Income Phase.
Companion
A token, dial, or custom component some heroes control. Not a status effect, so immune to status-effect interactions, but can still be interrupted.
Damage types
Normal, undefendable, pure, collateral, and ultimate — each with its own defendable / avoidable / modifiable attributes.
Defender
The player being targeted by an Attack.
Defensive Ability
Activated during your Defensive Roll Phase if an opponent's Attack dealt Normal Damage. Denoted by an ability name and dice count over a green shield.
Final Dice Result
The result of your five dice after all Roll Attempts and dice modifications are finished.
Health Dial
Tracks your life total. At 0 you're defeated; you can heal a maximum of 10 above your starting Health.
Hero Upgrade
A card that permanently upgrades a named space on your Hero Board. Can be played directly to level III, paying only the difference in cost if upgrading from level II.
Inflict
Take the status effect's corresponding token and place it on the receiving player's Hero Board.
Offensive Ability
Activated during your Offensive Roll Phase. Only one can be activated per Roll Phase.
Passive Ability
An always-on effect described on the Hero Board; how it triggers varies by hero.
Roll Attempt
A dice roll performed to Activate an Offensive or Defensive Ability. You get up to 3 per Offensive Roll Phase.
Status effect
A positive or negative token gained or inflicted through cards or abilities. Some are "spendable" and can be used any time unless noted otherwise.
Ultimate Ability
Requires rolling five 6's to activate. Once triggered, no card, status effect, or ability of any kind can respond to or reduce it.
Upkeep Phase
The first phase of your turn — resolve any status effects, abilities, or Companions that trigger here.

Frequently asked questions

Common rulings that come up during a match.

General rules

What does "Chosen Player" mean, versus "Chosen Opponent"?

"Chosen Player" means you pick the person — that includes yourself, a teammate, or an opponent. "Chosen Opponent" means any player who is not you or on your team.

Can I interrupt a Main Phase or Roll Phase card by spending a status effect or playing an Instant Action?

Yes — status effects are considered Instant Actions. But you cannot interrupt an Instant Action or a spendable status effect the same way: once one is spent, its effects can't be interrupted.

If a card says "remove one status effect," do I remove one token or all of that type?

Just one token — each token is treated as its own discrete instance of that status effect. "Remove all status effects" means all of them, good or bad.

What is a Stack Limit?

The maximum number of tokens of a status effect a player may have at any time — e.g. "Stack Limit 1" means no more than 1 of that status effect at once.

If an opponent's ability does no damage, do I still get a Defensive Roll Phase?

No — to activate your Defensive Ability you must be Attacked for at least 1 point of defendable damage.

Can I use an Attack Modifier on an ability that doesn't deal damage?

No — the ability must be an Attack that deals at least 1 damage for an Attack Modifier to apply.

Does collateral damage automatically hit every opponent?

No — collateral damage has special targeting rules specified on the card or ability, and doesn't count as an Attack.

What happens if I run out of cards in my deck?

Shuffle your discard pile to create a new deck.

Status effects & cards

Can I upgrade an ability directly from level I to level III?

Yes — you pay the full cost of the level III upgrade. If you're going from level II to level III, you only pay the difference in cost.

Can I reduce or avoid undefendable damage with cards and status effects?

Yes — "undefendable" only means you can't activate a Defensive Ability against it. It can still be reduced, prevented, or avoided.

Can I play Attack Modifiers after my opponent's defense roll?

Yes — they can be played either before or after the defense roll is made.

Can I activate multiple abilities if I roll the requirements for more than one?

No — you may only choose one ability to activate per Roll Phase.

When I sell a card, how much CP do I gain?

1 CP per card sold — not the card's play cost.

Ultimate Abilities

Can any status effect or card reduce or prevent an Ultimate's damage or effects?

No. Nothing can stop an Ultimate once it's activated — no Heal Bot, no Instant Action cards, no Back Strike or Retribution, no blocking of any kind.

So how do I stop an opponent's Ultimate?

Alter their dice during their Offensive Roll Phase, before the ability is activated — once it's triggered, it's unstoppable.

Can I use Attack Modifiers to increase my own Ultimate's damage?

Yes — an Ultimate's damage is modifiable, even though it can't be defended against or avoided.

Dice Throne Adventures

What is Dice Throne Adventures?

A genre-bending cooperative expansion for Dice Throne. Take 1 to 4 heroes into randomly generated worlds with beautiful environments, intense boss battles, Diablo-inspired loot, and non-destructive legacy elements.

Can a Hero heal above their starting Health in Adventures?

Yes — same as standard Dice Throne, a Hero can heal up to 10 above their starting Health.

These rulings are a curated sample pulled from the official rules reference. For the complete, dynamically updated rules — including every hero's full clarifications and index of every term in the game — see Rulepop's Dice Throne Rules Reference ↗.

Resources & tools

Fan-built and official tools worth bookmarking if you're diving deeper into Dice Throne.

Rulepop Rules Reference

The official online rules reference — every core rule, every hero's clarifications, and the full FAQ, kept in sync with expansions and errata. Also installable as an offline app.

Dice Slayer

A stats hub with a Matchup Lab for precise odds between any two heroes, a community tier list, and in-depth hero guides.

Dice Throne Wiki

A community-run Fandom wiki covering heroes, lore, and card details — handy for browsing hero art and background.