Marvel Dice Masters: Exiles Promo Cards
Expansion for DC Comics Dice Masters: Justice LeagueExpansion for DC Comics Dice Masters: War of LightExpansion for DC Comics Dice Masters: World's FinestExpansion for Dice MastersExpansion for Dungeons & Dragons Dice Masters: Battle for FaerûnExpansion for Dungeons & Dragons Dice Masters: Faerûn Under SiegeExpansion for Marvel Dice Masters: Age of UltronExpansion for Marvel Dice Masters: Avengers vs. X-MenExpansion for Marvel Dice Masters: Civil WarExpansion for Marvel Dice Masters: Iron Man and War Machine Starter SetExpansion for Marvel Dice Masters: The Amazing Spider-ManExpansion for Marvel Dice Masters: Uncanny X-MenExpansion for Teenage Mutant Ninja Turtles Dice Masters
Marvel Dice Masters: Exiles Promo Cards Rulebook
Table of Contents
Table of Contents
Exile
Blink, Exile
Cost: 5. Max: 4.
While Blink is active, one per turn, you may spend [mask-shaped symbol] whenever you can use a Global Ability to send an action die in the Field Zone to the Used Pile.
Transcriber's note: the symbol in this text is a red mask-shaped glyph, the same glyph as on the card's first dice face. Its name is not confirmed here.
Morph, Exile
Cost: 3. Max: 4.
While Morph is active, when one of your [X-Men affiliation symbol] character dice would be dealt damage, instead that damage is dealt to Morph.
Sabretooth, Exile
Cost: 4. Max: 4.
While Sabretooth is active, your [X-Men affiliation symbol] character dice get +1A and +1D.