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Marvel Dice Masters: Exiles Promo Cards thumbnail

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
    • Morph, Exile
    • Sabretooth, Exile

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.