• Dice Masters TMNT Review: Turtles!

    Welcome back to the next part of our Teenage Mutant Ninja Turtles Dice Masters full set review. Thanks to our friends at WizKids for the look at the product, their new and first all-inclusive Dice Master set in a box. What a great way to introduce this game to your friends and family and a fun theme for young and old alike.

    Did you see our look at the basic action cards in this set already? If not, check them out HERE. We have also covered the friendly characters to the Turtles HERE and this is the third part in the series we present to new and veteran players alike.

    Today I get the pleasure of introducing you to the stars of the show-Donatello, Michaelangelo, Raphael and Leonardo. The heroes in a half shell show off their turtle power in their respective cards in this set, each with comic art with their original matching red bandana masks and wielding their respective unique weapons. The dice are all green as they should be, with the matching color of the cartoon masks they wore.


    Donatello



    The bo staff is a strong weapon in the hands of the right ninja, and this Turtle brings it. First let's look at his die and what we can learn about him from it. He is a 4 and 5 cost character with a fielding cost of 1,1,2 for each of his respective levels. He has an attack and defense of 4/2, 4/4, 5/5 across each face.

    Does Machines offers a blank text card for the 4 cost and only has the advantage of being a cheaper body. The next card Donnie has the ability Turtle Power that will allow you to purchase other characters with the Turtles affiliation for 1 less while he is active. This ability allows you to get out one Turtle affiliation character and then start to purchase others at a more economical rate.

    The third version, The Mad Scientist is another when active card that has the ability that when you field a different Turtles affiliation die you can spin that die up one level. If it is already a level 3 die you instead prep a die by drawing another one and roll it into your reserve pool. In this game anytime you can draw and play more that 4 dice you have that advantage of energy or characters over your opponent. This card allows you to beef up a character fielded and if it is already topped out get a ramp die to roll. Great use for in-set play.


    Leonardo



    The blue-masked sword swinging dude comes to the game as a character with a cheaper fielding cost than his last brother but higher purchase costs. Hos cards cost between 4-6 and his fielding costs are 0,1,1 with die stats of 2/4, 3/5, 4/6.

    Leads is the blank text character and therefore the cheapest as a 4 cost shield. The next card in line sporting his nickname Leo has the Turtle Power ability that says when a different affiliated Turtle character die that you control is KOd, instead you can KO a Leonardo die and gain 2 life. This allows you to take out a weaker Leo character die possibly and keep your bigger characters on the board.

    Big Brother is the 6 cost shield character that has the when active ability allowing you to purchase other Turtle affiliated characters at one less. You can see how these brothers start to work together in that if you have this card and Donnie together in the field, all the Turtle affiliation character dice you buy are now 2 less energy to buy. In this way the game plays like a deckbuilder, allowing you to play off previous moves and build your engine.


    Michelangelo



    One of my favorite characters from the old cartoon series was this guy, the orange bandana flying in the wind and his nunchucks moving around all over on the heads of foot soldiers. Michelangelo brings the fun and punch as a character with costs ranging from 4-6 with fielding costs of 1,1,2 and stats of 4/2, 5/4, 6/4.

    Party Dude is the blank text character coming in at a 4 cost. At this point you can start considering a blank text character to play off of the other cards we have discussed to decrease purchase costs.

    Mikey has the Turtle Power ability that when he is active, other Turtles affiliation characters cost 1 less to buy. Once again you can start to see the synergy of these brothers together and how they reduce themselves in cost. Get one brother out, then the next and they each keep getting easier to buy and add to the bag. Suddenly your opponent is faced with a landslide of turtles coming at them.

    Par-taaay! is an aptly named card for this teenager and his overall stance on life. This one allows you to spin up all of you Michelangelo dice anytime one of your Turtles affiliated characters in blocked. If they are all already pumped up to level 3 you may instead KO an opposing blocking character die. This allows you to build up your side of the board in bodies that are large and ready to crush your opponent and when they get to the top of their level ability, you can then start KO’ing them if they block even if their defense is too big to directly do it with your Turtles’ attack power. Great way to start clearing the board and forcing your opponent to re-roll their characters.


    Raphael


    Raphael is our last Turtle, and he comes in with sais swinging to represent the energy type and purchases for either a 4 or 5 cost. He has fielding costs at 0/1/2 and has stats of 3/3, 4/4, 5/5. He is the red bandana wearing Turtle that rounds off our look at these Mutants.

    Cool But Rude is the 4 cost card with blank text, and if you are looking to add a Raphael to your team, he may not be the best one because his next version Anger Issues is also a 4 cost but comes with a built in ability. His ability says that anytime a different Turtles affiliated character attacks, you deal 1 damage to a target character die. Now remember, this is a single point of damage that you can use to lower the defense of a character that may be able to block so as to possibly knock it out, or to remove a character from the field with a 1 defense so as to let this guy skate through without being stopped. But if your opponent has no characters in the field, you will need to direct that to one of your own characters-so plan accordingly.

    Finally our 5 cost version Raph has a Turtle Power ability that states if he is active, other Turtle affiliated characters cost 1 less to purchase. I think it is important to note here that all the brothers have this ability, and that it is all on their 5 cost versions. So the best you could possibly do is to field all 4 of these 5 cost characters and then buy them at the low, low bargain price of 1 energy (the specific one printed on the card) and start rocking multiple Teenage Mutant Ninja Turtles across the board to your opponent. They create a fun synergy that builds off of its own strength-where one brother goes another follows and so on. For those familiar with the world of boardgames, you know how important it is to get an early engine that can be cost effective rolling to benefit you in the long run of the game.

    So there we have it folks-all the Teenage Mutant Ninja Turtles in all of their glory. I am very excited to try this set out and see the synergy and play that there brothers bring to the table, and I am sure you are as well! Which Turtle is your favorite? Which do you see being the most exciting to play and use? Let us know in the comments section!
    Comments 12 Comments
    1. IgwanaRob's Avatar
      IgwanaRob -
      I wish this set came out on time as I might have bought it, now - it's just ... meh.
    1. Jwannabe's Avatar
      Jwannabe -
      If I use Raphael anger issues and the 3 other turtles declare to attack, does he deal 3 damage? Is it to a single die or can it be split? He doesn't need to attack looking at the wording.
    1. IgwanaRob's Avatar
      IgwanaRob -
      Quote Originally Posted by Jwannabe View Post
      If I use Raphael anger issues and the 3 other turtles declare to attack, does he deal 3 damage? Is it to a single die or can it be split? He doesn't need to attack looking at the wording.
      He doesn't have to attack, and each other turtle would proc independently, so 3 damage total to 1-3 targets.
    1. Mordred414's Avatar
      Mordred414 -
      Blank Raphael=common Vixen. No reason to even print it as it will never see play.
    1. Jwannabe's Avatar
      Jwannabe -
      Quote Originally Posted by Mordred414 View Post
      Blank Raphael=common Vixen.
      Oooh! Shots fired!
    1. Mordred414's Avatar
      Mordred414 -
      Come to think of it, it may even be worse than common Vixen. With Vixen you had to obtain an uncommon or rare through trade or packs to get the better versions. With Raph, you get all 3 at once, so you don't even have to go out of your way for the better one.
    1. RastaBot808's Avatar
      RastaBot808 -
      I only like the idea of 2 bolt swarm of the Foot Soldiers, Im gonna pass on this set. Great set for beginners though.
    1. galathonredd's Avatar
      galathonredd -
      Quote Originally Posted by RastaBot808 View Post
      I only like the idea of 2 bolt swarm of the Foot Soldiers, Im gonna pass on this set. Great set for beginners though.
      ...and even then, it's a Swarm character you can only buy three of. Sorry, total pass for me.
    1. DiceDiceKitty's Avatar
      DiceDiceKitty -
      I'm super excited for this set! We're going to do some TMNT only team events and I can't wait!

      #TeamDonnie !
    1. BC97's Avatar
      BC97 -
      Quote Originally Posted by Mordred414 View Post
      Blank Raphael=common Vixen. No reason to even print it as it will never see play.
      Why does Wizkids do this? It makes no sense. Somebody must have screwed up somewhere along the way for it to come out like this - not that they will ever let us know.
    1. KentonMattos's Avatar
      KentonMattos -
      Unfortunately I think the assignment of the states only goes to prove how little they know of the Characters. Raph should be Highest attack with low defense. Leo Should be very balanced Attack and Defense. Donnie Should be high defense Low attack. And Mikey should be in the middle but less expensive to field.
    1. BC97's Avatar
      BC97 -
      I agree, the stats are off. Your summary was what they should have done instead. Raph would definitely be the most likely to throw caution to the wind, thus lower D and higher A.

      I know Wonder Woman was too weak in the DC game. I'm sure there are other examples, but she's the first one I thought of being so egregiously wrong.

      Aw, it's just a game, but it these little things all add up.