RulesPal
Chat
Rulebook
Warhammer 40,000 Dice Masters: Battle for Ultramar Campaign Box thumbnail

Warhammer 40,000 Dice Masters: Battle for Ultramar Campaign Box

Warhammer 40,000 Dice Masters: Battle for Ultramar Campaign Box Rulebook

Table of Contents

Table of Contents

  • Components
  • Quick Start
    • Getting Ready to Play
    • How to Play
  • Play Areas
  • Cards
  • Dice
  • Energy
  • Playing the Game
  • Turn Order
    • 1. Clear and Draw Step
    • 2. Roll and Reroll Step
    • 3. Main Step
      • Spending Energy
      • Purchasing a Die
      • Fielding Characters
      • Playing Actions
      • Use Global Abilities
      • Passing Priority
    • 4. Attack Step
      • Declare Attackers
      • Declare Blockers
  • Winning
  • Example Game Setup
  • Tournament Rules
    • Fundamental Rules
    • Targeting
    • Types of Game Effects
    • More About Global Abilities
    • Effect Timing and Resolution
    • Bonuses and Damage
    • Reducing Purchase Costs and Fielding Costs
    • Bursts
    • Active and Fielded
    • Preventing and Redirecting
    • More About Dice
    • Levels and Spinning
  • Customizing Your Team
  • Play Variants
  • Glossary
  • Turn Summary

Components

Aside from these rules, this set includes:

  • 76 Custom Dice
    • 12 Basic Action Dice (3 in each of 4 different colors)
    • 48 Character Dice
    • 16 Sidekick Dice (white)
  • 62 Cards
    • 48 Character Cards (16 different characters; Sidekicks have no cards)
    • 10 Basic Action Cards
    • 4 Color Reminder Cards
  • 2 Dice Bags

There are multiple cards available for each character die; you can choose which one you want to use. This lets you specialize your dice to suit your play style.

Additional cards and dice to expand your team can be found in foil packs. High-quality playmats are also available for purchase, or you can download one from dicemasters.com and print it out yourself.

Quick Start

Getting Ready to Play

Set up both players' cards and the Basic Action Cards in the middle: only Player 1 can buy dice from the Player 1 side, both players can buy dice from the Basic Action Cards in the middle, and only Player 2 can buy dice from the Player 2 side. For card anatomy, see Cards below.

Life track: 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, KO.

TIP: Use the playmat in the center of the rulebook to manage your dice.

Each player takes a bag and puts 8 white Sidekick Dice in it. These are your starting operatives/resources! You start the game with 10 Life. You win by reducing your opponent's Life to zero!

How to Play

This Quick Start uses slightly simplified rules. The rest of the rulebook explains each of the following 5 steps in more detail. Player 1 goes first and follows these 5 steps:

1. Clear and Draw Step. If you have any dice in your Reserve Pool, CLEAR them and move them to your Used Pile. Then, DRAW 4 dice from your bag and put them in your Prep Area. If at any time you need to draw dice and your bag is empty, put ALL dice from your Used Pile into your bag, mix well, and continue drawing.

2. Roll and Reroll Step. Take all the dice from your Prep Area (the 4 you drew plus any that were there at the start of your turn) and ROLL them. If you don't like the results, you can choose any or all of them to REROLL, but you must keep the new results! Your results will be one of three types of faces: Energy (Fist, Bolt, Mask, Shield, Wild, or Generic), Characters (a special icon with small numbers around it, like the Sidekick icon), or Actions (a special icon with no numbers, but possibly some number of bursts). Move all the dice you rolled into your Reserve Pool, keeping the faces showing.

3. Main Step. Now you can "use" the dice you rolled earlier. There are several different actions you can take, depending on what you rolled, and you can do any or all of them in any order, as many times as you'd like (or at least, can afford to pay for!):

  • Purchase Dice. You can spend energy that you've rolled to acquire new dice. All cards on your team, as well as any of the Basic Action Cards in the middle (regardless of who "brought" them), have a "Purchase Cost" in the upper left corner of the card. You must "spend" exactly that much energy to purchase 1 die from that card, and if there is an energy symbol on the card (Fist, Bolt, Mask or Shield) then at least 1 energy spent must match that symbol. When spending energy, a Wild can be spent as any symbol to match the energy type requirement. The Energy dice you spend, along with the die you purchased, all go to your Used Pile.
  • Field Characters. If you rolled a Character face, you may pay its Fielding Cost (small number in the upper left corner of the die) to move it from your Reserve Pool to the Field Zone. Most dice have three character faces denoted by small numbers in the corners: Fielding Cost (upper left), Attack (upper right), Defense (lower right), and Burst(s) (lower left, if any). Any type of energy may be spent, and the Fielding Cost may be 0. As with purchasing dice, energy "spent" goes to the Used Pile. Sometimes, a character will have a special ability that takes place when you field it: just follow what the corresponding card says. At the end of the Main Step, any Character Dice that you didn't field are moved to the Used Pile.
  • Play Actions. If you rolled any Action faces, you may "use" the Action Die by moving it to your Used Pile and carrying out the directions on the corresponding card. If the die is showing one or two bursts, and the corresponding card has directions matching the burst(s), follow those directions. The Main Step is one of two windows when Action Dice can be played.
  • Use Global Abilities. Some cards may have red text at the bottom starting with GLOBAL: These are game effects always available to both players, that can be used by paying the appropriate cost. As with purchasing characters, energy can be spent as any symbol to match the energy type requirement, and Energy dice spent are moved to the Used Pile. The Main Step is one of two windows when most Global Abilities can be played.
  • Pass Priority. After you've done whatever you want to do during your Main Step, you must allow your opponent to use any Energy they may have saved to activate Global Abilities. Once you've both done everything you want to do, unfielded Character dice are moved to the Used Pile, and you can choose to attack your opponent or end your turn.

4. Attack Step. Now it's time to send your characters to attack, and try and bring your opponent's Life down! The Attack Step follows these four specific steps in order:

  • Declare Attackers. Any Character Dice in your Field Zone can attack. You can use some, none, or all of them. Move attacking dice to the Attack Zone to signify to your opponent that they are attacking. Like when being fielded, some Characters may have a special ability that takes place when they are assigned to attack: follow the directions on the corresponding card.
  • Declare Blockers. Your opponent decides which of the Character Dice in their Field Zone they want to block with: some, none, or all of them. Each blocker can only block 1 attacker, but multiple blockers can team up on a single attacker! Move blocking dice to the Attack Zone across from the dice they are blocking.
  • Action/Global Window. Just like in the Main Step, you can use any Action Dice you have remaining in your Reserve Pool, and/or use Energy on Global Abilities. You may not purchase or field character dice at this time, though. Once you've done what you want to, you pass priority to your opponent, giving them an opportunity to spend Energy for Global Abilities.
  • Assign Damage. All attacking or blocking Character Dice deal damage (based on their Attack stat) simultaneously. Unblocked attackers deal their damage directly to the defending player's Life total, and then move to the Used Pile. If your opponent's life reaches 0, they lose and you win! A blocked attacker deals all its damage to its blocker(s). If two or more character dice blocked the same attacker, the attacker chooses how to distribute the damage. Blocking character dice deal all their damage to the attacker they are blocking. If a character die ever takes damage (cumulative over the turn) equal to or greater than their Defense stat, that character die is KO'd and goes to its owner's Prep Area.

For more information on the Attack Step, see the Attack Step section below.

5. Cleanup Step. Blocked or blocking character dice that were not KO'd return to their Field Zone. All damage to all dice is cleared. Any remaining unused Action Dice in your Reserve Pool are moved to your Used Pile. The only dice remaining in your Reserve Pool at this time should be Energy dice, that you can use during your opponent's turn to pay for Global Abilities during the appropriate windows (the Main Step and the correct part of the Attack Step). All card effects end. Now your opponent becomes the active player, and follows the same 5 steps for their turn!

If you have any more questions about an ability or action, or want more detail, you can find the answers in this rulebook or on the WizKids Rules Forum at http://win.wizkids.com/bb/

Play Areas

There are several distinct areas where you place your dice to indicate what they can and can't do for you.

  • The Bag: One of the two dice bags provided (or your own bag). This is where your eight Sidekick dice start the game, and where dice are drawn from throughout the game. Dice should always be drawn randomly, and while you are allowed to look into your bag at any time, you must shake it well afterwards to mix the dice. If you ever need to draw one or more dice and your bag is empty, move all dice currently in your Used Pile (NOT including Out of Play) to the bag and shake it well, and continue drawing the appropriate number of dice.
  • Prep Area: Dice that are here before your turn will be added to the 4 dice you draw at the beginning of your turn, and all those dice will be rolled during your Roll and Reroll Step. Character dice that are KO'd go to the Prep Area, and certain game effects will direct you to "Prep a die", meaning add the specified die to your Prep Area.
  • Reserve Pool: After your Roll and Reroll Step, all the dice are placed in the Reserve Pool and used from here. Energy can be spent, Action Dice can be used, and Character Dice can be fielded from here. During your opponent's turn, only Energy dice can be in the Reserve Pool, and are cleared during your following Clear and Draw Step. If an effect ever tells you to "draw a die" without specifying what to do with it, you should roll it a single time and place it in the Reserve Pool on the resulting face.
  • Field Zone: Once rolled to a Character face, dice can be moved here from the Reserve Pool by paying their Fielding Cost. Sometimes other effects can "field" dice from other areas. Characters will remain in the Field Zone indefinitely until you attack with them or another effect sends them elsewhere. Some special Action Dice may also be used by placing them in the Field Zone.
  • Attack Zone: The Attack Zone is considered to be a special part of the Field Zone. Character dice assigned as attackers or blockers are moved to the Attack Zone to distinguish this status, but are always considered to be in the Field Zone.
  • Out of Play: This is a special area that is not represented on the playmat. When you spend Energy during your turn, or use an Action Die, it goes Out of Play until the end of the turn when it is moved to the Used Pile. Dice that are Out of Play cannot be interacted with by any game mechanics, and will not be used to refill the bag if it runs out mid-turn. Unblocked attackers also go Out of Play, as well as any dice sent from the Field or Reserve Pool "to the Used Pile" during your turn. The Out of Play area does not exist during your opponent's turn, and any Energy spent or dice sent to the Used Pile will go directly there.

Cards

Dice Masters is a unique game, in that it uses both cards and dice. Unlike a card game, you won't actually be manipulating the cards themselves. They are always laid out for players to see, and they give information about their corresponding dice: who they represent, what it will cost you to use them, and what powers they have. There are three types of dice, but only two of them have corresponding cards: Characters and Actions. The white Sidekick dice that you start the game with don't have corresponding cards. Characters are based on individuals from the world of Warhammer 40,000, while Actions represent different events or objects. When something refers to a character, it will usually mean the card, unless otherwise specified.

  • At the top of the card is the name/title and subtitle. The name is what Character or Action the corresponding die refers to; however, most dice will have multiple cards available that you can choose between when composing your team. These are differentiated by the subtitle and the collector number. You can choose which card you like best, and collect them all!
  • At the upper left of a card is that die's purchase cost and energy type(s) (any combination of Fist, Bolt, Mask, Shield). When you purchase a die from that card, you must pay at least one of each matching energy type, and generally that die will produce that type of energy. For example, a Bolt character that costs 7 requires you to spend 7 energy, at least one of which must be a Bolt. Sidekick Dice and Basic Action Dice have no energy type.
  • Below the cost and energy type(s), some characters have one or more logos to identify their affiliation(s) (Action Dice generally have no affiliation). Affiliations found within Warhammer 40,000 Dice Masters: Imperium, Chaos, Ultramarines, Space Wolves, Death Guard, Orks.
  • Card anatomy: cost and type, affiliation, card name and subtitle, card art, collector number, rarity stripe (see "Customizing Your Team"), text box, die face reference, die limit, and the character faces of increasing level (Level 1, 2, 3) with the energy faces.
  • The text box in the center of the card details the die's abilities. Below that, the color of the rarity stripe provides information for collectors.
  • Directly below the rarity stripe, "Max: #" shows the die limit; that's how many of these dice you are allowed to have on a team. Most cards generally allow you to have 4 dice, but some of the more unique or powerful ones may only allow 2 or even 1, while some others may allow more than 4. Basic Action Cards have "Use: 3" instead because you always use a fixed number of them in every game.
  • At the bottom, the die face reference shows the various faces of the die. This will help you match up which dice correspond to which cards, and see what is on the other faces of the die without having to pick it up and spin it. The faces that provide energy are shown on the left, and the character or action faces are on the right.

Dice

Each die consists of a unique combination of colors and symbols. As mentioned before, there are three different types of dice: Action, Character, and Sidekick. All dice have some sides that produce energy, which is discussed in the Energy section.

In addition to their energy sides, the other faces of Action Dice will have a custom icon with or without some burst symbols in the corner. Action Dice will never have numbers around their icon, and any dice without numbers is by definition an Action Die. Basic Action Dice are used in every game, but there are other Action Dice found in booster packs that can be included in your team.

Character Dice have a custom icon and may have burst symbols, but they will always have several numbers that define the character's basic stats.

  • The number in the top left is the fielding cost of the die. This is how much energy you must spend to send it from the Reserve Pool into the Field Zone to engage your opponent.
  • The top right is the die's attack, abbreviated in card text as A. This is how much damage the character die will deal to an opposing die or opponent in combat.
  • The bottom right is the die's defense, abbreviated in card text as D. This is how much damage the die can take before being knocked out.
  • The bottom left may have one or two burst symbols. These may be used to provide additional abilities, if any are listed on the corresponding card. If the card has no burst abilities listed, ignore the burst on the die.

Characters have levels (normally three), shown on the card from left to right. Typically, the higher levels will have higher A and/or D values, and often higher fielding costs to compensate.

Sidekick Dice are special dice that each player begins the game with. You can never gain any more, or get rid of the ones you have. They can provide any of the energy types, or even Wild energy. They also have one character face with the Sidekick custom icon, and stats. When they are rolled to this face (in the Reserve Pool or the Field Zone) they are considered to be Sidekick Character Dice (level 1), for game effects that look for character dice. However, when they are unrolled (in the Prep Area, Used Pile, or the bag) they are not considered to be character dice, but just Sidekick dice. For any game effects that care, they are considered to have a Purchase Cost of 0.

Energy

Energy is the main "resource" that most things in the game use. All the dice in the game, depending on which face they roll, will give you a Character, an Action, or provide Energy. You'll need this energy to acquire more dice, field your characters, or pay for some special abilities.

There are four "types" of energy:

  • Fist
  • Bolt
  • Mask
  • Shield

All characters and actions will fall into one (or sometimes more) of these "types" of energy, and generally produce that same energy. In addition, there are some other energy faces that certain dice may produce:

  • Wild: when spending energy, you may consider this to stand in for any of the four energy types.
  • Generic Energy: represented most commonly with a number in a circle. The number in the circle is the amount of "generic" energy that can be spent on purchasing/fielding/abilities, but is not considered to be any "type" of energy. In card text, a number in a circle like this will mean that amount of "energy," but is not required to be generic energy.
  • Doubles: some die faces on the dice you purchase will provide two Energy by showing two symbols: two Fists, or two Bolts, or even one Mask and one Shield (for example).

There are also some game effects that provide you with "virtual energy" that isn't represented on a die. In these cases, we recommend you use something like a coin or a six-sided die to remind you about it. This energy is generally Generic energy, and must be spent before you "pass priority" (explained later) or it will be lost. Some abilities or effects will "count" energy in your Reserve Pool or after you roll dice. For these effects, Wild energy doesn't count as one of the four energy types, and these effects will count the total amount of energy produced (symbols), not the number of dice that show those symbols. So a die showing two Fists counts as two Fists. Effects that look at what you've rolled during your Roll & Reroll Step only check at the end of that step (unless explicitly stated otherwise).

Playing the Game

Before starting the game, each player will need 8 Sidekick dice, and they will choose up to 8 unique character/action cards for their "team." Each card must have at least 1 corresponding die, and can have up to the die limit printed in the bottom right of the card. However, each team can only have a maximum of 20 dice, so you will have to choose how you allocate your dice. You can't have multiple cards that have the same name/title, so choose which you want to use based on its cost/affiliation(s)/abilities, etc.

Decide which player will go first. Using a random method, choose a player, who can choose to go first or second. One recommended idea is to have one player roll a Basic Action Die, while the other player calls "Action" or "Energy." The first player will have a chance to get their dice out earlier, but they start their first turn with one fewer die (see below).

Turn Order

Players alternate taking turns. During a player's turn, they go through the following Steps, in order. Once a Step is completed, a player cannot go back to it in the same turn. Some effects may take place "at the start of your turn" or "at the start of each player's turn." Do these before the Clear and Draw Step.

1. Clear and Draw Step

The first thing you will do is CLEAR all the dice that are in your Reserve Pool. This is generally energy dice that you saved to use during your opponent's turn, but didn't use for one reason or another. Since you never used these dice, they don't go Out of Play, but move directly to your Used Pile.

Then you will DRAW four dice from your bag. Remember that if you need to draw dice, and your bag is empty, refill it from your Used Pile, shake well to randomize, and continue drawing. Sometimes cards or abilities will have you draw additional dice: draw these now. Any/all dice drawn during the Clear and Draw Step (even if physically separated by a bag refill or additional abilities) are considered one "draw" for game purposes. Place all the dice drawn into your Prep Area.

If you are unable to draw the required four dice (even after refilling your bag), you lose one Life and gain one generic energy for each die (below four) that you were unable to draw. For example, if you were only able to draw one die, then you were unable to draw three dice; you would lose three Life and gain three generic Energy. This "virtual" generic energy, as mentioned previously, should be represented by something else, and spent before passing priority.

On the very first turn of the game, the first player will only draw 3 dice and place them in their Prep Area. They will then draw and put their 4th die Out of Play for the duration of the turn. At the end of the turn it will move to the Used Pile, and on all subsequent turns both players will draw the usual 4 dice.

2. Roll and Reroll Step

From the Prep Area, take all the dice that you drew, plus any that were previously there (from before your turn: dice that were KO'd, dice that were Prepped from an ability, etc.), and ROLL all of them.

After you have rolled your dice, if you are unhappy with any of the results, you may choose any (or all, or none) of your dice, and REROLL them. You only get one reroll, so select all the dice at once, and reroll them as a single group.

Once you have rolled (and possibly rerolled) your dice, move all of them from the Prep Area to the Reserve Pool, keeping the same face up. They are no longer considered "unrolled" dice, but "rolled" dice, and the displayed face determines if it is an Action, Character, or Energy die.

3. Main Step

During this step, you have a "window" to do any of the following game actions in any order, as many times as you would like (or have the ability to do so).

Spending Energy

For any energy that you spend during your turn, move the appropriate Energy Dice (die showing an energy face) from your Reserve Pool to Out of Play. It will move to the Used Pile during the Cleanup Step. While it is your opponent's turn, you may still spend energy on certain things, but it will go directly to the Used Pile. You can never choose to spend energy for no reason. If a die shows multiple energy, you may "partially" use the die by spinning it down to a single-energy face that reflects the unspent portion. Once an energy die has been partially used like this, it is not eligible to be rerolled by any effects. If you have a die with a double generic energy face (such as a Basic Action Die), you may use one of its energy and keep the other as a "virtual energy" until you pass priority (like the "virtual energy" gained from being unable to draw enough dice). Move the energy die Out of Play and keep track of the remaining "virtual energy."

Purchasing a Die

On your turn, you can purchase any combination of dice you'd like. You can purchase dice from the Basic Action Cards in the center of the table, as well as from the cards on your side of the table. You may NOT purchase your dice from your opponent's cards on their side of the table.

To purchase a die, you must pay its purchase cost (the number in the upper left) in energy. This can be any type of energy, including generic, but if the card has one or more energy types then at least one of the energy you spend must match the energy type(s). Some effects may reduce the purchase cost of your dice, but this can never go below 1 (or the number of different energy types, if more than one).

Example: Primaris Intercessor has a cost of 2 and is a single-energy-type character. You can buy a Primaris Intercessor die by paying 2 energy, at least one of which matches that type (a Wild also works). Basic Action Dice have no energy type, so you can use any combination of any energy to pay for them.

Purchased dice go directly to your Used Pile, not Out of Play. The energy dice spent go Out of Play.

Fielding Characters

It generally costs energy to send your rolled Character Dice from your Reserve Pool to the Field Zone, though in some cases, that cost is zero. When you field a character die from the Reserve Pool, you must pay energy equal to the character die's fielding cost (the small number in the upper left corner of the die). This cost can be paid with any type of energy, even generic. You cannot field a character die if you cannot pay the energy cost. As with any energy spent during your turn, energy spent goes Out of Play.

You are not required to field a die if you do not wish to. Any character dice you don't field (because you can't pay for them or choose not to) by the end of the Main Step will be cleared to the Used Pile (like the Clear and Draw Step, they do not go Out of Play since they were not used).

Playing Actions

If you have rolled an Action face on one of your Action Dice, you may play it in this window. For most Action Dice you will apply its effect and move it Out of Play (where it will go to the Used Pile at the end of your turn). Some Action Dice are instead "used" by moving them to the Field Zone, where they will remain and provide an effect, or allow you to gain an effect by removing them at a later time. Activating an Action Die's effect from the Field Zone is not considered "using" the Action Die for game effects. It does not cost any energy to use an Action Die.

Use Global Abilities

Some cards have Global Abilities printed in red text on them. Global Abilities are available to both players, whether or not a die from that card is in the Field Zone. You can use a Global Ability printed on an opponent's card even though you cannot purchase a die from that card.

The Main Step is one of the two "windows" when most Global Abilities may be used. To use a Global Ability, you must pay the specified energy cost, moving the die or dice used to pay that cost to Out of Play (on your turn) or directly to the Used Pile (on your opponent's turn). Unless otherwise specified by the text of the Global, you may use the Global as many times as you can pay for it. As with purchasing dice, you may partially spend energy by spinning down a double-energy face to a single-energy face. The active player (whose turn it is) always has the option to use Global Abilities first.

There are also some card abilities that may be used "whenever you could use a Global Ability" (if that die is in the Field). This is one of those windows to use these abilities.

Passing Priority

Once the active player has done as many of the above game actions as they choose to do, they must pass priority to the inactive player. If they have any remaining "virtual" energy (from being unable to draw enough dice, or from partially spending generic energy dice, for example) that they have not yet used, it is lost at this point. The inactive player may not purchase or field dice, nor may they use Action Dice. However, they may use energy they have saved to pay for Global Abilities, or use abilities that have the "whenever you could use a Global Ability" timing. They may activate one ability, then they must pass priority back to the active player. The active player may then do more things if they would like to, before passing back to the inactive player. If they do anything, they must pass priority afterwards, so the inactive player has a chance to react.

Once the inactive player has passed priority without doing anything, and the active player does not choose to perform any more actions, the Main Step will end. Any unfielded character dice go directly to the Used Pile (without going Out of Play, since they were never "Used"). The active player now chooses if they want to attack or not. If the active player does not wish to attack, the turn will immediately end: there will not be an Attack Step, which means any unused Action Dice will immediately go to the Used Pile, and neither player will be able to use any energy on Global Abilities. Go directly to Step 5, the Cleanup Step. If the active player does want to attack, then move on to the next section.

4. Attack Step

The Attack Step happens in a stricter order than the Main Step does; follow these steps in order:

Declare Attackers

Any or all of your fielded character dice can attack. Move these character dice into the Attack Zone. It costs no energy to move a die into the Attack Zone; it is just a part of the Field Zone. You can send all, some, or none of your character dice to attack (if you choose none, skip the Attack Step as described above).

After you declare all attackers, you will apply any effects that happen due to characters attacking. These "when attacks" abilities will trigger for each applicable die that attacks. If a character has the ability "When this die attacks, deal 1 damage to target opponent" and you attack with two copies of this die, you will deal a total of 2 damage to your opponent. You choose the order to apply these effects. Your opponent may have abilities that trigger when they are attacked. These will take place after all of your effects, and your opponent will choose the order of their own abilities.

Declare Blockers

Your opponent declares which of their fielded character dice they want to block with (if any). Each blocking character die must choose a specific attacker to block; however, they may assign multiple dice to block the same attacker.

After all blockers are declared, resolve any effects that occur due to characters blocking or being blocked. These may be "when this character blocks," "when this character is blocked," or "when this character is engaged." As with attacking dice, each die will trigger and resolve independently. All active player effects will happen first (in the active player's choice of order), followed by all inactive player's effects (in the inactive player's choice of order).

Action/Global Window

This is the other "window" when Action Dice and Global Abilities may be used. It functions just like the Main Step, except that dice may not be purchased or fielded. Any Action Dice that the active player rolled but did not use during the Main Step may be used now, as well as any Global Abilities or other abilities with the same timing. Once the active player has done all they choose to, they must pass priority to the inactive player. The inactive player may use any remaining energy they have in their Reserve Pool for Global Abilities or other abilities with the same timing. Just as in the Main Step, priority passes until the inactive player passes without doing anything, and the active player chooses to do nothing further. The Attack Step then moves into the Assign Damage section.

Assign Damage

Both players assign damage. All damage occurs simultaneously. (In the rare case where it is relevant, the attacking player assigns first, although damage still resolves simultaneously.)

Each attacking character die that is unblocked will assign damage equal to their Attack Value directly to the opposing player, reducing that player's life total, and the attacking dice will move Out of Play before any other effects would resolve (aside from effects that may reduce or redirect their damage). If an attacking character die was blocked, but the blocker was removed due to some ability/effect, the die is still considered to be "blocked" and will not deal damage to the opponent.

Each attacking character die that is blocked will assign its total Attack Value in damage to the character die/dice blocking it. If more than one character die is blocking, the active player chooses how to distribute the damage that it deals to each blocking character die. The damage can be split between the blocking character dice or assigned to one blocking die if they wish. They may choose to assign enough to KO one or more dice (if possible), or assign all of it to just one die (to avoid triggering any "when damaged" effects that the other blocking dice may have, for example). Attacking dice must assign all their damage; they cannot choose to hold any back.

Likewise, at the same time, all blocking character dice will assign all their Attack Value to the die they are blocking. While any die may have damage assigned to it over and above its Defense Value, that excess damage is generally "wasted" to no effect.

Once all damage has been assigned, resolve any "when damaged" effects that dice may have (if any). As with any other effects, the active player (the attacker) will resolve all their effects first, followed by all of the inactive (blocking) player's effects. Any dice that have taken damage equal to or above their Defense Value are KO'd and moved to their owner's Prep Area (to be added to their next turn's roll). Again, if there are any "when KO'd" effects, resolve all the active player's first, then all the inactive player's. Note that even if a character die receives enough damage to KO it, it will still resolve "When damaged" effects before it is KO'd.

Any character dice still in the Attack Zone (that were not unblocked or KO'd) return to the Field Zone.

5. Cleanup Step

All damage to all dice is cleared. All applied effects ("until the end of the turn") end. Any Action Dice still in the Reserve Pool (that were rolled to Action faces but not played during the appropriate Main Step or Attack Step windows) are moved to the Used Pile. The only dice remaining in the Reserve Pool at this time should be dice showing energy faces. You may use these during the opponent's turn to pay for Global Abilities during the appropriate windows.

Any effects that take place "at the end of the turn" happen now, starting with any/all of the active player's, followed by any/all of the inactive player's.

The turn ends. Move all dice from your Out of Play Zone to your Used Pile.

Winning

As soon as your opponent's life reaches 0 or below, the game ends immediately and you win! If a single game effect damages both players simultaneously causing both players to reach 0 or less at the same time, the game ends in a tie (this is uncommon, but possible).

Example Game Setup

Each player has a certain amount of Life at the start of the game (for a demo game, each starts with 10 Life; for a full game, each player has 20 Life). Keep track of your life total with a method of your choice such as a piece of scrap paper or the track on a playmat. For the demo game, each player brings two characters and one Basic Action Card (instead of the "full" eight characters/actions and two Basic Action Cards). The Basic Actions are placed in the center of the table, and any set of three Basic Action Dice are placed on each one (it doesn't matter which color). Place a Color Reminder Card under each Basic Action Card with the label sticking out from the top or side of the card. These cards help players remember which dice represent which card when/if all the dice have been purchased. Each player takes the appropriate cards along with their 2 corresponding dice, paying attention to the subtitle to make sure the correct version of the character is used.

Tournament Rules

Once you've managed the basics, this section provides details and additional rules.

Fundamental Rules

  • Card text always supersedes basic rule text. If two cards directly conflict, the one that says "you can't" beats the one that says "you can."
  • You cannot avoid paying costs. For example, if the cost of an ability is spinning a die down one level, and all you have in the Field Zone are level 1 character dice that can't be spun down, you cannot pay the cost. When something would typically be detrimental to the player using it in isolation, it should be considered a cost (examples are losing life/taking damage, KOing a die or otherwise removing it from the Field, spinning down a die, removing a die from the Prep Area, etc.). Some Global Abilities or other character abilities may have both an energy cost and an effect cost like above. If you cannot pay both costs, you cannot use that ability.
  • Some effects have you do as much as you can, while other effects only happen when their cost is paid. If the effects are the same, that almost always means to do as much as possible: for example, if an effect gives two character dice +1A, but there is only one valid target, that character die can still get +1A. If an effect tells you to move two dice from your Used Pile to a different place, and you only have one die, move it to the first place listed. If the effects are different, the first is often part of the cost (especially if detrimental in isolation).
  • Losing/paying life and taking damage are two different game effects, and abilities that happen when you take damage will not trigger if you lose life (and vice versa).
  • Partially spent energy dice can't be rerolled.
  • A player cannot gain life beyond the game's starting amount. Excess gains are wasted.
  • If a card ability names a specific character/action, it only applies to characters/actions on that player's team. Your cards are considered to be completely different from your opponent's cards, even if they have the same name. Global Abilities on opposing cards are considered separate from your own, even if they have the same text. If a card refers to a type of die (for example: any Sidekicks, any dice with the same affiliation, energy type, etc.) then it refers to both players' (unless the card specifies otherwise).

Targeting

When an ability affects a specific number of character dice (usually one), or explicitly uses the term "target die/dice," it is a "targeting" ability. Unless the ability explicitly says otherwise, only character dice (including Sidekick character dice on their face) that are in the Field Zone may be targeted. The Attack Zone is a part of the Field Zone, so dice there are valid targets, and any effects that count dice in the Field Zone will also count dice in the Attack Zone.

Some abilities will affect all dice meeting some certain criteria (such as "all opposing Villains"), but not specify a number of dice. These are not considered to be targeting abilities. Other abilities may have each player select a number of their own dice in relation to a cost of some kind. These are also not considered to be targeting abilities. Even though they don't "target", they still will only affect dice in the Field Zone.

You may not choose to initiate an effect with no valid targets or dice to affect.

Types of Game Effects

There are three basic types of game effects: Applied, Persistent, and Static.

Applied effects can be initiated by an Action Die, Global Ability, or Character ability. Many character abilities may trigger "when fielded," "when attacks," "when blocks," etc. These effects happen for each die that is fielded/attacks/blocks/etc., take place immediately, and last until the end of the turn (during the Cleanup Step). Many of these abilities are stat modifiers, such as +1D (add 1 to the printed Defense Value of the affected die or dice) or -1A (subtract 1 from the printed Attack Value of the affected die or dice). Some may add or remove an affiliation from a die, or spin a die up or down. In general, these effects, once applied, cannot be "undone," though there could be multiple applied effects. Applied effects are lost if a die is KO'd or rerolled to energy, even if that die returns to the Field Zone later in the same turn. Applied stat modifiers may be manipulated by game effects (for example, an effect that would swap a die's A and D value would swap the printed values plus any applied modifiers).

Persistent effects will generally affect a future game state; for example, they may affect who must or may not attack/block, or what may be done on your opponent's next turn. These effects will specify how long they last, if otherwise unstated then they will end during the Cleanup Step (even if they didn't take place, for example an effect that modified how blockers would be assigned, but the active player did not choose to attack; or, a Global that would force a character die to attack, but played after attackers had already been assigned). A persistent effect applied to a particular character die ("must attack," for example) will end if that die is KO'd or rerolled to energy.

Static effects happen "while" a certain situation takes place, and end as soon as that situation is no longer taking place. The most common are "While active" effects, that take place while a certain character is "active" (has one or more dice in the Field Zone). As soon as there are no dice belonging to that character remaining in the Field Zone, the effect ends immediately. One example of this may be a character that gives all your other character dice +1A. Having two copies of this character will not increase the bonus, since "active" is defined as "having one or more dice in the Field Zone." As soon as the first die of this character enters the Field Zone, the effect begins taking place, and as soon as the last die leaves the Field Zone, the effect ends. Other static effects may take place "while attacking" or "while blocking," and these effects will only apply while the dice are in that state. Static stat modifiers cannot be manipulated by game effects, but will always apply to the given stat. Action Dice that have static effects will nearly always have the Continuous keyword. Global Abilities will not provide a static effect, since they only take place when you pay their cost during the appropriate time.

More About Global Abilities

There are three types of Global Abilities: Unlimited, Limited, and Reactive. Unlimited may be used as many times as you can pay the cost for them, while Limited will state in their text how often they may be used (once per turn, only on your turn, during the Main Step, etc.). Both Limited and Unlimited Global Abilities may only be used during the appropriate Global windows: during the Main Step, and during the correct part of the Attack Step (after attackers/blockers are assigned, but before damage resolves). If both you and your opponent brought the same Limited Global Ability, they may each be used separately (since your cards and your opponent's are always considered different).

Reactive Global Abilities will specify that they can only be used "When" something happens, usually when you or one of your dice take damage. When these triggers happen, you must decide immediately if you want to (or are able to) pay for the Global Ability, and if you do so it takes place immediately (potentially preventing or redirecting the damage). These Global Abilities may be played outside of the normal Global windows, but only when the appropriate trigger happens. They may only be paid once per triggering event. For example, if a Global Ability allows you to pay 1 energy when one of your character dice is damaged to prevent 1 damage, and three of your character dice are damaged simultaneously, you may pay (up to) 3 energy to prevent 1 damage from each of your (up to) three character dice. You may not pay more to prevent more than 1 damage.

If all damage is prevented or redirected by a Global or character ability, then the original damage no longer exists and further reactions cannot occur.

Effect Timing and Resolution

Each game effect has two parts: a trigger and a resolution. While multiple game effects may trigger simultaneously, they will generally resolve one at a time. For example, fielding one character die may trigger that character's own "when fielded" effect, a different character's "when you field a die" effect, and one of your opponent's character's "when an opposing die is fielded" effects. While all of these are triggered simultaneously by the same game effect, they resolve independently. All of the active player's effects will resolve first, and the active player chooses the order. Following this, any/all of the inactive player's effects will resolve, and the inactive player chooses the order of their own effects. If one of these effects triggers something else, that effect must wait until all pending effects have resolved. In this way, the effects work in a sort of a "queue" system: the first abilities to be triggered are the first to resolve, and the last to be triggered are the last to be resolved. Once an ability has begun to resolve, it must resolve fully before the next effect in the "queue" can begin.

The only thing that can interrupt this system are abilities (Global or character) that would prevent, reduce, or redirect an effect (such as damage). These would "interrupt" and happen immediately, potentially preventing other effects from triggering. For example, let's say one character had an ability that triggered "when damaged," and one of that character's dice was about to be damaged. If a player interrupted and used a Global Ability to prevent that damage, then the die would never be damaged, and its "when damaged" ability would never trigger.

When card effects trigger the "first" time something happens, the card (not the die) is checking for the first instance. So even with multiple dice in the Field Zone, an effect that checks for the first time something happens will only happen once. Even if multiple copies would trigger simultaneously, only the first one that the controlling player chooses to resolve will be the "first" (and the others will not be able to resolve, since they would no longer be the first).

If a card ability has multiple possible triggers (like if you or the character die is damaged), and a single game effect triggers both of them simultaneously (like an Action that deals damage to both you and a die), then the ability will only trigger and resolve once. If the ability is a per-die trigger, like a "when damaged" ability with multiple copies of the die damaged simultaneously, each die will trigger simultaneously and resolve one at a time.

Bonuses and Damage

Applied or static bonuses are listed as a modifier either to attack ("A") or defense ("D"), thus a bonus of +1D would add 1 to a character die's defense. Add all bonuses together before applying the total modifier to the die's printed stats. Bonuses cannot reduce a number below zero. However, if a die's defense is reduced to zero, it is KO'd (because it has "taken damage" greater than or equal to its defense of zero).

Damage dealt to a character die remains on that die until the Cleanup Step (or until the die is KO'd or ceases to be a character). It is not a stat modifier, but a separate amount that is tracked independently. For example, if a die has 3 Defense, and takes 2 damage, if it spins down to a level with only 2D, it will be KO'd.

Applied bonuses remain on that die until the end of the turn (during the Cleanup Step), or until that die is KO'd or rerolled to energy. Static bonuses remain until the source of the bonus ends. If the static bonus is given by a character's "while active" ability, it will end when that character is no longer active (when all of its dice have left the Field Zone). If the static bonus is given "while attacking/blocking," then it will end as soon as that die is no longer attacking or blocking.

Dice that have a "when damaged" ability will trigger and resolve even if the damage also KO's them. However, dice that are KO'd by an effect will not trigger any "when damaged" abilities (since a KO by itself is not considered damage).

Reducing Purchase Costs and Fielding Costs

As a general rule, Character Dice need to be fielded or in the Field Zone to use their character card's text. Character Dice that reduce their own purchase cost or fielding cost are an exception to this (sometimes they'll even be free to purchase or field), so you won't need a copy of the die in the Field Zone to reduce the energy you pay to purchase or field those dice.

Some game effects may "field" a character die from a place other than the Reserve Pool (from the Used Pile or bag, for example). In these cases, the fielding cost should be assumed to be free, and the die should be fielded on level 1, unless the effect says otherwise.

If the effect says to "move," "place," "return," or "swap" a die into the Field Zone, that will not trigger any "when fielded" effects. Only effects that explicitly use the term "field" trigger "when fielded" or "when a die is fielded" effects.

Bursts

Bursts are the stars that appear in the lower left-hand corner of an Action or Character die face. Note that a single burst result is different from a double burst result.

If you roll a burst symbol, the first thing to do is check to see if that die's card has a matching burst symbol: one burst only matches one burst, two only matches two, and the one-burst/two-burst text matches both one burst and two bursts. If your card does not have the matching number of burst symbols on it, you can safely ignore the burst(s) (perhaps a different card belonging to that die has burst abilities).

If your card does have the matching burst symbol(s), then that text will either add to or replace the regular text (as indicated). These effects are not optional, though you can always choose not to use that action die or field that character die (for example).

Active and Fielded

When game text says "While _____ is active," that means "When one or more of this card's dice are in the Field." In other words, when dice of that character have been fielded, the effect on the card takes place. It takes place only once, no matter how many copies of that die are fielded. Usually "while active" card abilities provide static bonuses, although some may enable you to trigger a character ability but only if one (or more) of that character is in the Field Zone.

The term "when fielded" refers to the moment you send a Character Die into the Field Zone (from the Reserve Pool by paying its Fielding Cost, or from somewhere else via an effect that says "field"). It does not refer to assigning the die to attack, since the Attack Zone is still considered part of the Field Zone. Likewise, "when fielded" does not refer to character dice returning from the Attack Zone, nor does it refer to moving a die from one place to another from an effect. Each die that you field will trigger its "when fielded" effect, even if that is more than once per turn. These abilities trigger upon being fielded, but resolve after the character die is in the Field Zone. This means they are a valid target for effects (even their own), and also available for effects that count the number of dice in the Field Zone. They will trigger (and resolve) even if there is an existing static ability that may cause them to be KO'd right away.

Some keyworded abilities may trigger when a die is fielded. These abilities function in the same way, triggering for each fielded die, however these abilities are not considered to be "when fielded" abilities for card effects that may care about those. This also applies to keyworded abilities that trigger "when attacks" or "when KO'd," etc.

Abilities that count the number of "active" characters are looking for characters that are "active" (have one or more dice in the Field Zone). In other words, they count unique characters. If an ability counts opposing dice, it will count each die, but only those in your opponent's Field Zone.

Preventing and Redirecting

Some powers prevent a game effect (damage, drawing a die, etc.). This includes cards that "take no damage." When something is prevented, it will not trigger any effects, and any costs are not refunded.

Other powers redirect a game effect (usually damage). When an effect is redirected, the target of the effect changes from its original target to the new one as described in the game text. Unless otherwise stated, as long as the new target is a die that isn't untargetable due to an ability or by the original effect's type (target player cannot be redirected to a target character die, for example), it does not matter what additional stipulations may have been required for the original target. For example, if one of your abilities targets an opposing non-Villain character die, it may be redirected to one of your own dice, even if it is a Villain. The source of the effect remains unchanged.

More About Dice

Dice are considered to either be "rolled dice" or "unrolled dice," depending on their location. Dice in the Reserve Pool or the Field Zone (including the Attack Zone) are considered to be whatever their face is. If you have a Sidekick die in the Reserve Pool showing energy, then it's an energy die. If you have a Sidekick showing the character face in the Field Zone, then it's a Sidekick Character Die.

Dice in the Prep Area, Used Pile, and bag are considered "unrolled dice," and it doesn't matter what face happens to be showing. They are either Sidekick, Character, or Action dice, depending on what faces they have. Dice always maintain the affiliation(s) specified on their cards.

When rolling a previously unrolled die, or rerolling a rolled die, if it leaves the table or ends up cocked, the roll is not complete and must be rerolled.

If an effect tells you to "draw a die" but does not specify what to do with it, the default assumption is to roll it (once) and place the result into your Reserve Pool. If this happens after the Roll and Reroll Step, you will only get the one roll (no automatic reroll). If you roll a character face after your Main Step, you will not be able to field it (since the step when you could have done so has passed).

Levels and Spinning

Characters have levels (normally three levels, although a Sidekick Character Die has only one); these are the die faces at the bottom of the die's card that show the custom symbol and the character stats. The leftmost character face shown is level 1, and the level increases by one for each face (thus the next die face on the card to the right of the level 1 die face would be level 2). Generally, the higher levels are "better" with higher stats, though they often have increased fielding costs to compensate. Note that a die face's level is different from its fielding cost.

Some abilities have you take a die and spin it up or down a level. To do this, check the card and locate the face corresponding to your die's displayed face to determine its current level. Set the die face up one level or down one level using the character card as a guide. If an effect causes a character die to spin up one level, move it to the next face to the right on the card. Character dice that are already at their highest level cannot be spun up. If an effect causes a character die to spin down one level, move it to the next character face to the left. Unless specified, a character die cannot spin down from level 1 to a non-character face.

Rerolling Dice

Many powers allow you to "reroll" one or more rolled dice (in the Field Zone or your Reserve Pool). When you reroll a die, it remains in the same area it was in unless (a) otherwise specified by the card text for the resulting face, or (b) it's in a location that the die face cannot be (for example, an energy result in the Field Zone). If the die face cannot be in the specified location and its fate is not specified in the card text, move the die to the Reserve Pool. Rerolling a fielded Character Die to a different Character face means it remains in the Field Zone on its new face and never "left the Field Zone" (and will therefore not trigger any "when fielded" effects). Rerolling a fielded Continuous Action Die to an energy face will result in it leaving the Field Zone and moving to the Reserve Pool. If a fielded character die is rerolled to energy and leaves the Field Zone, it loses any applied or persistent effects that had been given to it (stat modifiers, granted affiliations, must attack, etc.).

Capturing, Controlling, Copying, and Swapping

When you capture a die, move the captured die (or dice) to your Field Zone and place your capturing die on top of it. The captured die no longer exists for game purposes (it may be considered to be "Out of Play"). The capture will end when specified in the card text (if unspecified, at the end of the turn), or when the capturing die leaves the Field Zone (KO'd, rerolled to energy, etc.). Once the capture ends, return the captured die or dice to the place they were captured from, on the original levels.

When an ability (character ability or action die) allows you to take control of an opposing die, it becomes yours for game purposes. Move it into your Field Zone, and if you have any matching dice of your own then be sure to distinguish it in some way. The controlled die will still reference your opponent's card, as if you had a "virtual" copy of that card on your team (even if you have a card with the same name on your team). Any modifications to the source card will also affect the controlled die and its "virtual" card. If the controlled die enters an "unrolled" state (your Prep Area, Used Pile, etc.) then it immediately goes to your opponent's Prep Area. Otherwise, if it is still in the Field Zone when your control ends (at the end of the turn or when the controlling character die leaves the Field Zone), return the controlled die to your opponent in whatever area you took it from.

Copying means that your die takes on the stats and/or abilities of another die. If the text says "copy the stats," then the copying die replaces its own printed stats with the printed stats on the copied die's card, for the appropriate level. Your copying die also gets to retain its own burst symbol and/or copy the presence of a burst symbol (if applicable). If the text says "copy the abilities," then your copying die's card would add the copied die's card text to its own. When this happens, any references the original card text makes to itself would substitute the copying die's name. If the text says "copy the die," then your die becomes a copy of the selected other die for all intents and purposes (the copy has all of the names, subtitles, affiliations, abilities, and printed stats per level of the original in place of its own).

Some abilities allow you to "swap" two dice (usually character dice, though not always). When you do so, you take the two dice and change their positions exactly. If a character die is attacking (blocked or unblocked) or blocking and it is swapped for a different character die, that newly swapped in die will also be attacking or blocking in the same position. If a character die in the Field Zone is swapped with a character die in the Used Pile, it will change positions exactly and not go Out of Play. Dice that are swapped from an "unrolled" position (such as the Used Pile) to a "rolled" position (such as the Field Zone) will be put on their level 1 side unless otherwise specified. This does not count as fielding that die. If a character die has a persistent effect on it that will cause it to return to its card at the end of the turn, it is not a valid target to be swapped out.

Tokens

Some cards will have the ability to generate character "tokens." These tokens may be represented by whatever you would like, and for game purposes are considered to be level 1 character dice with a purchase cost of 0. Their A and D values will be given by the card generating them, and they can only exist in the Field Zone. As soon as they leave the Field Zone they no longer exist. They may not be spun up, spun down, or rerolled. They do not have an energy type.

Customizing Your Team

There are 62 different cards in this box set for customizing your team. Each card is marked with its collector number in the upper right-hand corner of the card. More cards and dice can be found in expansion foil packs, team packs, box sets, and the various Starter Sets.

Each card also has a colored stripe between the text box and the die index to indicate its rarity. All the cards in fixed-distribution sets (Starters, Box Sets, Team Packs) are considered common cards. In the random distribution packs, you will find cards of many different rarities (and their corresponding dice). Common cards have a grey stripe, uncommon cards have a green stripe, rare cards have a yellow stripe, and you may even find super-rare cards with a red stripe. Unlike many other games, a rarer card does not automatically mean it is "better." You may also be able to get promo cards from various sources that have a blue stripe. These may be existing cards with different artwork, or a new variation that uses existing dice with new powers/abilities/affiliations, etc.

For a standard team, each player will choose up to eight unique Character and/or Action cards, two different Basic Action Cards, and up to 20 dice (not including your starting Sidekick dice or the Basic Action Dice). You can use any combination of characters, even ones from different universes, but you cannot use two cards with the same name (even if they have different subtitles). For example, if you choose Plague Marine: Pustulent Intestines, you cannot also choose Plague Marine: Festering Wound. This applies even if the character uses a differently colored or designed die (from a different set). Your 20 dice may be distributed among your eight cards however you would like, as long as each individual card has at least one die and no more than the maximum number of dice listed on it.

In official play, reveal all the cards and dice you chose at the same time as your opponent.

Play Variants

Once you've mastered the rules and expanded your collection, you'll want to try these variants. Regardless of which variant you use, you always start each game with eight Sidekick Dice. No more, no less. You cannot acquire more, nor can you get rid of them.

  • Rainbow Draft: a sealed draft format unique to Dice Masters which allows players to use Basic Action Cards they already own along with cards and dice from 12 foil packs of Dice Masters to build a team. Complete details at http://dicemasters.com/rainbowdraft.pdf
  • Double Rainbow Draft: a different sealed draft format that utilizes Dice Masters Draft Packs with included Basic Action Cards to build a team. Complete details at http://dicemasters.com/doublerainbowdraft.pdf
  • Dice Masters Doubles: lets you play Dice Masters in a 2 vs 2 format. Each team will start with 30 Life, and each player gets to bring four cards with up to their maximum number of dice and one Basic Action Card with six dice. Complete details at http://dicemasters.com/dicemastersdoubles.pdf

Glossary

For the most up-to-date information on any and all Dice Masters Keywords, see http://dicemasters.com/keywords

  • Abilities: The text on the die's associated card.
  • Ability Damage: Damage from a character's ability text, not from its Attack stat during combat.
  • Action Die: A die that has no character faces or stats. A face on this die shows a special graphic and can be used for a powerful effect.
  • Active: An effect that takes place when one or more of that card's dice are in the Field Zone.
  • Ally: Character dice with the Ally ability count as Sidekicks also while in the Field Zone. They don't count as Sidekick Dice when in the bag, Prep Area, Used Pile, or anywhere else.
  • Assign: To commit your character dice to attack, or to block an attacking character die. Also, to designate how a character die's Attack Value is dealt as damage to targets in an Attack Step.
  • Attack: To send your character dice to try to damage your opponent.
  • Attune: While a character you control with Attune is active, when you use an action die, that character deals 1 damage to target player or character die (no matter how many of that character's dice are active).
  • Burst: A star-shaped symbol that indicates extra abilities may be in effect for a die.
  • Capture: To place under your die.
  • Combat Damage: The damage a Character Die deals during the Assign Damage portion of the Attack Step as a result of attacking or blocking.

Turn Summary

A turn consists of the following:

Any abilities that take place "at the start of your turn."

Clear and Draw Step

  • Move all energy dice from your Reserve Pool to your Used Pile.
  • Draw four dice from your bag; refill it from the Used Pile if necessary.

Roll and Reroll Step

  • Roll the four dice you drew plus any in your Prep Area.
  • Reroll (all at once) any of those dice that you wish.

Main Step

  • A player may do these as many times as they like in any order:
    • Field character dice by paying energy equal to their fielding cost.
    • Use Action Dice. Place them Out of Play when finished.
    • Purchase dice by paying energy equal to the cost. Place them in your Used Pile.
    • Both players can use Global Abilities (inactive player after priority passes).
  • At the end of this step, move any unfielded character dice to the Used Pile.

Attack Step

  • These actions must be done in this order:
    • Select attackers. Resolve effects that occur due to attacking.
    • Assign blockers. Resolve effects that occur due to blocking.
    • Action/Global Window (active first, then pass priority to inactive player for Globals).
    • Assign and resolve damage. Move unblocked attackers Out of Play.
    • Resolve effects that occur due to damage or KO.
    • Return remaining dice in the Attack Zone to the Field Zone.

Cleanup Step

  • End all effects and clear all damage.
  • Move any unused Action Dice to the Used Pile.
  • End turn. Move dice from Out of Play to the Used Pile.
  • Action/Global Window
  • Assign Damage
  • 5. Cleanup Step
  • Rerolling Dice
  • Capturing, Controlling, Copying, and Swapping
  • Tokens
  • Used Pile: This is where dice you use end up. At the end of your turn, all dice that are Out of Play are moved to the Used Pile. Purchased dice are also placed directly in the Used Pile, along with unfielded character dice after your Main Step. Any Energy spent on your opponent's turn goes directly to the Used Pile, along with remaining energy cleared from your Reserve Pool during the Clear and Draw Step. When you need to draw one or more dice, and your bag is empty, you refill it with all dice in your Used Pile (not including any dice that are Out of Play) and continue drawing. This is how the dice you purchase will eventually cycle through your bag to be rolled and used.
  • Continuous: Actions with Continuous are "used" when they move from the Reserve Pool to the Field Zone, and they can stay there past the end of the turn. Sometimes they'll send themselves to the Used Pile for an effect whenever you could use a Global Ability.
  • Deadly: Character dice that are engaged with a character die that has Deadly are KO'd at the end of the turn (even if the character with Deadly has been KO'd or leaves the Field Zone).
  • Engaged: A character die blocking or being blocked is engaged with the opposing character die.
  • Face: One side of a die.
  • Field Zone: The area where your character dice go when you pay for them to fight your opponent.
  • Frag: When a character die with Frag attacks and KOs one or more blocking character dice with combat damage, deal 1 damage to all opposing character dice that didn't block this turn (before damage is cleared).
  • Global Ability: A game effect denoted within the text box of a card by the keyword "Global:" the effect happens if the prerequisite cost is paid for. A Global Ability is available for both players to use even if they do not have that die available for them to purchase.
  • Impulse: Impulse abilities happen when the card is purchased and are described on the card.
  • Opposing: Owned or controlled by the other player.
  • Prep: Move a die from the specified area to the Prep Area. If this is from your bag, randomly draw one and place it in your Prep Area.
  • Range: When a character with Range attacks, all active characters with Range deal damage equal to their Range value to target opposing character die. You can choose multiple targets for each of your dice with Range, and if you're defending with Range you get to choose even if your die would be KO'd by Range damage.
  • Regenerate: If this character would be KO'd, roll it. If you roll a character face, return it to the field on the rolled face (but not the Attack Zone). Otherwise, move the die to your Prep Area.
  • Spin: To turn or rotate a die so that it shows a different face.
  • Stats: The numbers on a Character Die face.
  • Swarm: While a die with Swarm is active, and you draw another copy of that die from your bag during your Clear and Draw Step, draw and roll an extra die from your bag. You do this for each matching die with Swarm drawn from your bag.
  • When Fielded: An effect that takes place when you pay a character die's fielding cost or field it through an effect.