• How it Works: The Roll and Reroll Step



    How it Works is a series about the inner workings of the game mechanics of Dice Masters. We will look at each piece of the larger puzzle and analyze the different ways we can manipulate just that piece, and look for what effects give us the biggest return for our investment. Today we will be talking about the Roll and Reroll Step.

    Looking at the Roll and Reroll step in it's most simple definition, we first place all dice drawn into our Prep Area, pick up all Prep Area dice and roll them. Then we may choose any or all of those dice to reroll one time. Breaking this down a bit more, there are some small intricacies to this step.

    -Drawn dice are added to Prepped dice before the roll. This may seem simple but there are some effects that put dice in the Prep Area and tell us not to roll them. We need to be aware of which dice we pick up to roll, and ensure that we neither forget to retrieve our prepped dice, nor roll ones we are not intended to roll.

    -Only dice rolled as part of the Roll step qualify for a free reroll step. Many effects in the game give us a roll or reroll on a die, but unless an effect tells us we can add it to our roll, it doesn't gain a reroll as part of its effect.

    -Any additional reroll effects occur after the entire Roll and reroll portions of the Roll and Reroll step.

    Now, with these intricacies noted we can talk about the manipulations of the Roll portion of the Roll and Reroll step:

    First, we should talk about how we can get more dice to roll. The most common way to increase our number of dice is to increase the number of dice in the prep area or drawn. We discussed last time drawing the dice we want and drawing more dice, and in a future episode we'll discuss the prep area, but it's worth mentioning here these different interactions and how they can affect the Roll and Reroll step.

    Another way to increase the dice we can roll is by effects that add things to our roll. Currently there are only two characters that allow us to do this effect. Booster Gold's common allows us to add him to our roll if we desire, though with his fielding cost that is generally not that helpful. On the other hand, Maria Hill's Rare allows us to add any shield character we have fielded to our roll. This can give us a huge ramp of shield specific energy at the cost of characters we don't necessarily need fielded. Also, don't forget Maria can choose herself to be added to your roll as well.

    We've looked at the ways we can manipulate the Roll portion of the Roll and Reroll step, but before we look at the way we can manipulate the Reroll portion of the Roll and Reroll step, let's look at how we can make good choices in that step as a form of manipulation.

    The Reroll Step is perhaps the most complicated and important part of your turn. The choices you make on what to reroll and what not to determines the options you have on your turn and can help or hinder your overall success in the match. If you reroll sidekicks for a different energy type you could lose energy quantity to character faces. If you reroll 0 fielding cost characters for their energy faces, you could gain a character face that costs 1 or two to field. The intricacies of what to reroll and when vary from game to game, deck to deck, player to player and even turn by turn. It is impossible to know what the right choice is, and this uncertainty is the portion of the game that makes it as exciting as it is. However, there are some simple statistics that can help you make good decisions.

    Rerolling a Sidekick is a 1 in 6 chance of getting a character and a 1 in 3 of getting the energy you want. Some simple additive statistics will help you know exactly how many dice to reroll is certain situations. Rerolling 3 sidekicks for example, gives you a 50% chance of getting a character face and on average will give you at least one energy of the type you want. Remember these are simply averages, and while it's statistically improbable, it is most definitely possible that each sidekick you reroll comes up a character face. For more details on how to read and predict outcomes of probability, I suggest taking a look some probability guides.

    Now, we can take a look at the ways we can manipulate the Reroll step to our advantage.

    The first, and most powerful ability you can manipulate the Reroll step with is to gain an extra reroll step. Scarlet Witch Super Rare and Kang common are both great for this. Other tools that give more limited reroll effects include Shield Agents Rare for your Avengers, Baron Zemo common for your action dice and Zatanna for your Sidekicks.

    Another Manipulation during the Reroll step is more offensive in nature. There are many effects that allow us to reroll X type of dice, but don't state that they need to be OUR X dice. As such, these reroll effects include our opponent's active dice. Shield Agents Rare can reroll our opponent's Avengers and Baron Zemo can reroll our opponent's fielded action dice. This sort of Reroll step effect is a powerful tool to eliminate problem characters or actions, but is neither reliable nor on demand. I don't recommend these tools unless they fit a very specific niche for your team (for example you need a 2 cost bolt character and none of the others in the game help you more than rerolling a stray Avenger).

    The last form of manipulation of the Roll and Reroll step involves hindering your opponent's rerolls. There are multiple characters that charge our opponent for the privilege to reroll their dice. Professor X from AvX, Kang and Obelisk are all great Reroll tax characters, with Kang being the most affordable and aggressive.

    As you can see, the Roll and Reroll Step is the most complicated portion of your turn. There are many ways and effects that one can use to slow or hinder your opponent, and even more ways you can alter probability to get the results you want.

    Next time on How It Works we will be talking about The Main Step, but likely we will be seeing a return, next week, of Reading the Rainbow Dungeons and Dragon's 2 edition!
    Comments 6 Comments
    1. The0retico's Avatar
      The0retico -
      I find interesting the fact, that if you want to reroll for one specific energy, but you want to avoid losing energy by rolling a sidekick, the correct strategy is to reroll two dice.
    1. agentj's Avatar
      agentj -
      Quote Originally Posted by The0retico View Post
      I find interesting the fact, that if you want to reroll for one specific energy, but you want to avoid losing energy by rolling a sidekick, the correct strategy is to reroll two dice.
      Why is that the correct strategy?
    1. Shadowmeld's Avatar
      Shadowmeld -
      Quote Originally Posted by agentj View Post
      Why is that the correct strategy?
      Your chance of getting the energy you want with two dice is 67%ish and your chance of getting a sidekick is about 33% the risk is half the reward. More than that, and your risk gets too high. But honestly, it's statistics, it doesn't matter how many dice you role there's still a chance you get something bad. I do think you minimize risk of characters the fewer dice you roll, and the chance of getting the energy you want is relatively common in a small amount of dice. But, as I mentioned in the article, anything could happen and it's better to have alternatives planned for than to try and reroll for a perfect roll.
    1. agentj's Avatar
      agentj -
      I guess the next question is, how do you plan alternatives?
    1. SteveE1959's Avatar
      SteveE1959 -
      Also, you can't do anything between the roll and re-roll step except choose which dice will be re-rolled. You can't use globals or actions nor field characters.
    1. The0retico's Avatar
      The0retico -
      Quote Originally Posted by agentj View Post
      I guess the next question is, how do you plan alternatives?
      I am quite surprised there aren't opening guides with all the alternatives listed at least for certain teams like Guy rush or Hulk Polymorph control.
      It takes some time to figure out and knowledge of possible openings can improve your decisions and sped of play significantly.