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  1. Inside the Game - A/D Value Modifiers

    In every set there are several cards with an ability that modifies the A and/or D values of a character die (e.g. +1A and +1D). Frequently, questions arise during game play on the application of these modifiers such as "how do I know when the modifier is either active or removed?"

    There are two types of A/D value modifiers: static and applied. This article explains the various ways to identify which type of modifier is being applied and some methods on how to remember each one.

    Static Modifiers
    When a modifier is applied to a recipient character die from a specific source, it is called a static modifier. Note: sometimes these are also called Continuous modifiers. Either way, the two terms are synonymous. For this type of modifier, the bonus or penalty remains on the recipient character die until the source - i.e. the die, ability or dependent game state - is removed from play or no longer in effect. A static modifier can be determined ...
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  2. Inside the Game - Forced Rerolling

    This edition of Inside the Game looks at those Modern format cards whose abilities force an opponent to reroll their dice or preventing an opponent from rerolling.

    This control aspect of the game can be very disruptive to your opponent. Itís also a die removal tactic that is often overlook because of other more direct abilities. An additional benefit is that some of these reroll effects are non-targeting die removal. But there is also the risk of improving your opponentís position (e.g. a character die lands on a higher level or a face with a burst symbol).

    Each card's pros and cons will be listed so as to help you decide what you want to include in your team build.


    Pros:
    Average purchase cost
    Decent A values, so your opponent must think twice before not blocking Black Cat to avoid potentially removing their blocker
    Cons:
    Initiated only if blocked
    Above average TFC

    ...

    Updated 12-15-2017 at 10:52 AM by archivist

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  3. OP Kit for Firefly DiceMasters...

    Howdy Browncoat Dice-chuckers,
    In the printing process, it was determined 3 custom 54-card playing card decks would get the job done, however the set is a bit short of the 162 card total. I had a Firefly Team Pack in the works, but in order to prevent doubles, I have filled out the set with the following OP kit:

    BAC's-
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ID:	8531

    Characters-
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ID:	8533
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ID:	8536
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ID:	8537
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    Actions-
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ID:	8535
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    Top Prize-
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    I couldn't narrow down the Team Pack entries for two of the characters, Mal and Rance Burgess so here are all six:
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ID:	8538
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ID:	8539 ...

    Updated 12-08-2017 at 03:15 PM by gladiator_posse

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  4. Rocketing to the Top: A Virtual Worlds Blog

    Hello everyone,

    As you can probably tell, I'm not a very regular blogger. I've done most of my team discussions on TRP's "What Have You Played" thread. There's good, bad, and weird teams, shared by multiple players. If you're curious, you can check that thread here: http://www.thereservepool.com/thread...d-2017-Edition

    This one today, though, requires a deeper delve into team-building. This is the team I built for the Virtual Worlds Tournament, Part Deux. It served me very, very well. There's lots to explain here, and lots to learn.

    The core I built from was as follows:

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    The way the combo works: Rocket Raccoon deals 1 damage to each player. Cosmic Cube increases the damage to 3. Vicious Struggle triggers to damage my opponent. Cosmic Cube increases Vicious Struggle's damage to 5.

    So ...

    Updated 12-07-2017 at 11:09 PM by ccm00007 (Mistake: Mentioned Jourdo had Boom Boom in his team, but he had Firefly.)

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  5. The Twelve Wanted Cards for Christmas (2017 version)

    Here we are - a year later, and what a year it has been for Dice Masters. It's time for an updated Wish List for Santa of the 12 cards I'd like to see next year. But before I get to this year's list, let me recap the wishes from 2016 that the Elves worked (at least in part) to fulfill (spoiler - it was a 'lump-of-coal' year, less than 50%):

    1. When fielded, remove the affiliation from one character until end of turn until end of turn.
    While not exactly what I wished for, I would say this one was fulfilled with Danger Room - Flame-Throwers and Rotating Knives.

    5. While active, remove the keyword ability from a target opposing character.
    There wasn't one card that could be applied to all keyword abilities, but we did have some that targeted specific keywords:
    Heavy Armor BAC (target loses Overcrush)
    Professor Zoom - Out of Time (target loses Fast)
    She-Hulk - Ain't Easy Being Green (target loses Intimidate)
    Two-Face ...
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