“In Dice Masters, two players take the role of masterminds directing the actions of a team of powerful supers (represented by dice) to battle each other! Each turn, you’ll roll your dice to see what resources you have available, buy dice, send your team members into the field, and then strike at the enemy mastermind. Reduce the opposing mastermind’s life to zero, and save the day!”
Who wouldn’t want to be a superhero? Haven’t you ever wondered who is the stronger hero, Captain America or Iron Man? Let’s face it, you’re either Team Cap or Team Iron Man, and with Marvel Studios releasing the film adaptation of Captain America: Civil War, Wizkids is releasing their new set of Dice Masters based on the comic book series and upcoming film. Now you can decide who is the stronger hero.
I have not played Dice Masters before and have wanted too for some time now. Everytime I go to Target or the local game store I catch myself looking at what’s available and I’m finally ready.
I couldn’t be happier with Dice Masters and their version of Captain America: Civil War. It’s an easy game to get into and anyone can play regardless if you own a starter set or not. Each starter sets gives you what you need in order for two people to play.
44 CUSTOM DICE
12 BASIC ACTION DICE
16 CHARACTER CARDS
16 SIDEKICK DICE
22 CHARACTER ACTION CARDS
10 BASIC ACTION CARDS
4 COLOR REMINDER CARDS
1 CHECKLIST CARD
1 RULE BOOK
2 DICE BAGS
This starter set retails at $19.99
Along with the starter sets, you can purchase Booster packs for $0.99 each which comes with 2 cards and 2 dice. In total, there are 144 cards to collect, but as I mentioned before the starter set is all you need, it’s just fun to add more variety to your game.
The gameplay is pretty simple, even my 6-year-old could grasp, it did take a few attempts, but it eventually went well for the both of us. Each card allows a maximum of two to five dice to be assigned to it. You and your opponent will alternate turns drawing cards and rolling dice which allows you to spend resources to gain more dice and or hero cards.
Once your team is assembled (See what I did There?), each player will set their team along with their basic actions, and dice on their side of the play area/mat. One thing I would suggest doing, this goes for any new game, is having a copy of the rule book to use as a guide or cheat sheet until you and your opponent get the hang of playing. Once you have established your team, eight of the white dice (Sidekicks) will be placed in each player’s dice bag. These will be used to build a larger pool of dice to select from in the game. Once this has been done it is time to get rolling.
Each teams turn consists of 5 phases:
- Clear and Draw: Move leftover dice from the previous turn to the used pile and pull four new dice from your dice bag. If you are unable to pull four dice from your bag, pull as many as you are allowed and place your used pile of dice back into your dice bag and continue drawing. (Ex: if you pull 2 you may pull 2 more once you add the used pile back to your bag.)
- Roll and Re-roll: The dice which you pulled from your dice bag are then rolled once and then any or all may be re-rolled one time. Any dice that you began with on your Prep mat will be rolled in addition to the four pulled for the turn.
- Main Actions: Players may use or spend energy to gain new dice from their character cards or from the available basic actions. The die has an associated energy type, of at least one of the energy spent needs to match that type. These dice are to be added directly to the used pile during play. Players may also spend energy to place character dice into the mat where they can be used to attack or defend. Any action dice rolled/used can also be spent during this time for a player/team ability.
- Attack: Characters on the mat may be declared as attackers. Once this is done your opponent then may declare one or more of his/her own characters on the mat as defenders/blockers. Defenders/blockers are then assigned to a specific attacker. Characters will then simultaneously deal an attack value to each other. Any character who takes damage equal or greater than their defense is (knocked out) and moved to the controller’s Prep Area. Unblocked characters are moved to their controller’s Used Pile. Survivors are then returned to the mat.
- Reset: All effects that stop at the end of the turn resolve now and damage is then cleared from the remaining character’s dice. In other words there is no carry over damage to the next round.
Once you grasp the concept it is a fun game to play and I recommend picking up many of the sets that are available. The artwork on the cards is great and the dice themselves are quality made. The only bad thing about the game is has to do with supply and demand. I have spoken to a few people and they have had a hard time finding the sets they want, so you might have to do a little leg work.
As for Dice Master: Civil War it retails for $19.99 and is well worth picking up. I am now ready to add others sets such as Worlds Finest, Teenage Mutant Ninja Turtles and several of the other ones available. If you are interested and want more head over to Wizkids.
Are you a Dice Master Player? Let us know what you think about it in the comment section below.