[top]Cross-IP Terminology

Marvel Yu-Gi-Oh! Dungeons & Dragons DC Comics
Sidekick Sidekick NPC Sidekick
Character Monster Creature Character
Fielding Summoning Fielding Fielding



The text on the die's associated card.


A die that has no character faces. A face on such a die that shows the special graphic and can be used for a powerful effect.


A character is active if at least one copy of that character die is in the Field Zone. Effects that are applied while a character is active don’t stack for multiple copies of that die in one player’s Field Zone.


Currently only in Dungeons & Dragons Dice Masters.
An Adventurer is any character with the Experience ability.


When this character leaves the Field Zone because of your opponent (damage from their characters or actions, getting KO’d, being removed from the game, sent to the Used Pile or Reserve Pool) you must use their Aftershock effect.


Character dice with the Ally ability count as Sidekicks while in the Field Zone in addition to their other designations. They don’t count as Sidekick Dice while in the bag, Prep Area, Used Pile, or anywhere else.

[top]Anti-Breath Weapon

Currently only in Dungeons & Dragons Dice Masters.
When a character die with Breath Weapon X attacks, you may pay X energy to prevent that damage.


To commit your characters to attack, or to block an attacking character. Also, to designate how a character’s attack value is dealt as damage to targets in an attack step.


To send your characters to try to damage your opponent.


While this character is active, when you use an action die, deal 1 damage to target player or character die.


When a die with Awaken spins up 1 or more levels, you can use the Awaken ability.

[top]Back for More

When a die with Back for More begins the turn in your Prep Area, and is rolled during the Roll and Reroll Step, use its Back for More effect (this isn’t optional).


Action dice with Boomerang are re-rolled after they’re used. If they reveal an action face, add them to your Prep Area.

[top]Breath Weapon X

Currently only in Dungeons & Dragons Dice Masters.
When this character’s dice are assigned to attack, you may pay X energy to deal X damage to your opponent and to each opposing character. Thus Breath Weapon 2 means “When this character’s dice are assigned to attack, you may pay 2 energy to deal 2 damage to your opponent and to each opposing character.” You may only use this ability once per turn, no matter how many of that character’s dice attack. However, if multiple characters with the Breath Weapon ability attack, you may use Breath Weapon once for each such character.


A star-shaped symbol that indicates extra abilities may be in effect for a die.

[top]Call Out

When a character die with Call Out attacks, you target an opposing character die. The targeted die can only legally block the attacking die that used Call Out on it, and no other die can legally block the die that used Call Out. If the die that used Call Out cannot legally be blocked for any reason (an effect made it unblockable, two different dice chose the same target for their Call Out, the die targeted with Call Out was KO’d, etc.) then the effect of Call Out is cancelled.


To place under your die and temporarily remove from the game. This only lasts until the end of turn unless otherwise stated.


Currently only in Dungeons & Dragons Dice Masters.
If a die with Cleave attacks and KO's a blocking character die with combat damage, they deal half of their A (rounded down) to another character die your opponent controls as combat damage (only once).

[top]Combat Damage

The damage a character die deals during the Attack Step as a result of attacking or blocking.

[top]Common Ground

When a character die with Common Ground attacks with at least one character die, you get to use the character die’s Common Ground ability.


Actions with Continuous move from the Reserve Pool to the Field Zone when played and can stay there at the end of the turn. Sometimes they’ll send themselves to the Used Pile for an effect whenever you could use a Global Ability.


Crossover characters have two or more types of energy. To purchase them you’ll need to spend at least one of each type of energy they require. You won’t be able to reduce their cost to avoid paying each type of energy to purchase their dice. They count as every type of energy you must spend to purchase their die.


Crosspulse is a special version of Impulse found only on Crossover Characters. When you only spend the matching type of energy to purchase them, you get to use their Crosspulse ability.


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).


  • Static effects (while X is active, while Y is attacking) continue to apply to the stat they reference.
  • Applied effects (one time boosts from Global Abilities, etc.) are applied, then can be swapped onto the new stat.
  • For example:
    1. Your opponent used Power Bolt against your level 2 Vision, 2A/6D, dealing 2 damage and resulting in 2A/4D. If you use the Ant-Man: Pym Particles global ability to swap Vision's attack and defense, his values would now be 6A/0D and he would be knocked out. Damage is not a stat modifier.
    2. Ant-Man: Pym Particles, 2A/1D, gets +2D while attacking. If his global ability was used on his die, his values would become 1A/4D.[1]

[top]Energy Drain

After blockers are assigned, spin each character engaged with (that is, blocking or being blocked by) this character down one level. Engaged characters already at level 1 suffer no adverse effects.


A character blocking or being blocked is engaged with the opposing character.


Enlistment character abilities can be prevented by your opponent KOing a character die they control.


Currently only in Dungeons & Dragons Dice Masters.
When this die is fielded, and at the beginning of each turn that this die is active (your turn or your opponent’s), you may attach this die to a character with the (EQUIP) icon immediately below their alignment icon. You may switch the attachment from one character to another. If the character to which this die is attached leaves the field, this die remains in the field, unattached. Unattached dice with Equip cannot attack or block.


Currently only in Dungeons & Dragons Dice Masters.
While active, if you knocked out an opposing monster (that is, a character with the black Monster allegiance banner) during your turn, place one experience token on this card at the end of your turn (use a coin or glass bead). Each experience token provides this card’s dice with +1A and +1D at all levels. A card cannot get more than one experience token per turn. However, several different cards (each with the Experience ability) can each get an experience token when only a single opposing monster is knocked out. Monsters knocked out during your opponent’s turn do not provide experience tokens. Knocking out NPCs and other adventurers likewise does not provide experience tokens; only knocking out monsters. If your opponent voluntarily sacrifices a creature to power one of his own effects, that also provides no experience.


Currently only in Dungeons & Dragons Dice Masters.
Characters with Fabricate will have 2 numbers (X-Y). If you KO X characters with total purchase cost Y or more, you can purchase the die with Fabricate X-Y for free.


One side of a die.


Characters with Fast deal combat damage before other characters, all at the same time, instead of at the regular time for combat damage.


Paying a character’s fielding cost (which might be 0) to move them from the Reserve Pool to the Field Zone. Some other effects will also field character dice.

[top]Field Zone

The area where your characters go when you pay for them to fight your opponent and their character dice. The Attack Zone is a subset of the Field Zone.


Characters with Fast deal combat damage before other characters, all at the same time, instead of at the regular time for combat damage.


Cards with the Flip keyword have a different face on each physical side of the card (front and back). All dice you control are represented by the face up side of your card with the Flip keyword, regardless of which face the card was on previously. At the beginning of each of your turns, you may flip any card with Flip to its other face. There also may be game effects that direct you to flip cards. Only cards with two faces may be flipped.


When a character die with Gadgeteer attacks, you may roll a Gear die or an action die with the Continuous keyword in your Used Pile. If you roll a non-energy face, you may move it unto your Field Zone. Otherwise, return it to your Used Pile.


Currently only in Dungeons & Dragons Dice Masters.
When you field a die with Gate, you may take an unpurchased, qualifying die from one of your cards and roll it. On a character face, you can place the unpurchased die into your Prep Area.

[top]Global Ability

A game effect denoted within the text box of a character by the keyword “Global:”, the effect happens if the prerequisite energy cost is paid for. A Global game effect is available for both players to use even if they do not have that die available for them to purchase.


Dice with Heroic can pair up with other dice (different character) that you control that have the Heroic ability. Place paired up dice side by side. Heroic takes place at the same time a character is fielded. Dice may only be paired up with one other die (the new partner replaces the old one). They attack and block separately.


Except when purchased, when this die would go to the Used Pile, instead add it your bag.


Impulse abilities happen when you purchase a character die with the Impulse ability. The character does not need to be already active to use the Impulse ability.


When this character die is unblocked, you may return this die to the Field Zone and it deals your opponent 1 damage.


When fielded, remove target character die from the Field Zone until end of turn. Place it next to your character cards during that turn as a reminder. At end of turn, return it to the Field Zone at its previous level. Returning it to the Field Zone doesn't count as fielding that die.

[top]Iron Will

This character cannot be KO'd unless it was previously damaged this turn or if it is simultaneously damaged by two different sources. If this character was previously damaged this turn and
  1. it is damaged a second time and the total damage it received this turn equals or exceeds its D, or
  2. a game effect later in the same turn reduces this character's defense such that the damage previously received this turn is equal to or greater than its new D, or
  3. a later game effect this turn directs that the character be KO'd,

Then KO this character. Also KO this character if it is simultaneously damaged by more than one source (for example, being blocked by more than one character die) and the total damage it receives from those sources equals or exceeds its D.


Controlled by another player (either because it belongs to them, or they’ve taken control of one of your dice).


When attacking, if this character KOs all of its blockers (or they are removed for other reasons), it deals any remaining damage to your opponent.


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.


Resistance character abilities function when a character die you control was KO'd in the same turn.


If an affiliated character you control is KO’d, deal 1 damage to an opponent.


Instead of paying this monster’s Fielding Cost you may send a monster [character] die from your Reserve Pool to Out of Play in order to field this monster.


Sacrificed characters are moved from the Field Zone to the Used Pile (often as a cost or penalty).


To turn or rotate a die so that it shows a different face.


The numbers on a character die face.

[top]Stun Tokens

Certain abilities let you place Stun tokens on cards. While a card has a Stun token on it, its dice cannot attack or block. The owner of a card with a Stun token on it may pay at any time they could use a Global Ability to destroy one Stun token on that card.

[top]Suit Up

When you purchase a character die with the Suit Up keyword, you may KO a character you control whose name matches one of those listed in the ability. If you do, you may immediately field the purchased die at level 2. For example, if you purchased a character die with Suit Up Iron Man, you may immediately KO an Iron Man character die to immediately field the purchased character die at level 2.


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.


While a character with Synergy is active, you can pay the cost of their Synergy ability to use it.


Teamwatch abilities reward you for having characters that share an affiliation. When a character with Teamwork is active and you field another character with the same affiliation, you’ll get a bonus.


Teamwork abilities will let you get extra effects from actions when you have multiple character dice from the same team.

[top]Turtle Power

While a character with Turtle Power is active, all other character dice with the Teenage Mutant Ninja Turtles affiliation cost 1 energy less to purchase for each active character with Turtle Power you control.


This ability can be used when you have fewer character dice fielded than your opponent. Sometimes the character won’t need to be fielded.


Vengeance effects take place when you're dealt damage and the character with Vengeance is active.

[top]When Fielded

An effect that takes place when you pay a character’s fielding cost to move it to the Field Zone, once for each copy of that die you field.

[top]While Active

See Active.



Blue-Eyes Global. See BEWD.


Blue Eyes White Dragon. A reference to the Global Ability found on the Rare Blue-Eyes White Dragon: Monstrous Dragon from Yu-Gi-Oh! Dice Masters: Series One:
Global: Pay and knock out one of your monsters to reduce the cost of the next die you buy by 2 energy.


Abbreviations for the different card rarities found in DiceMasters. Common (grey/tan stripe), Uncommon (green stripe), Rare (yellow stripe), and Rare (red stripe). Sometimes people use S for Starter, which have the same stripe as the Commons. You may also see CR for Chase Rare, which had a magenta/purple stripe and were found in Marvel Age of Ultron and DC Comics War of Light. Some of the Super Rare cards had a full-art variant that was significantly rarer than Super Rare. After fan backlash, these cards were removed for future sets. The other rarity stripe is blue, which is found on Promo or Organized Play cards.


Friendly Local Game Store. The best place to buy all your Dice Masters supplies, and where you can often take part in Organized Play events.


Organized Play. This refers to both organized events found in stores, larger regional/national/World events hosted by WizKids, or the cards that are only available from these sources. The cards are denoted by a blue rarity stripe, and can either be alternate art/blank art variations of existing cards, new cards/abilities using existing dice, or completely unique cards and dice. See the Organized Play page for a complete list of OP cards.

Note: in some contexts, OP can also mean OverPowered, a card/ability that people believe is "too good" and potentially breaks the game.


One Turn Kill. A game strategy that depends on dealing 20+ damage on one turn, so it's much harder for the opponent to mitigate or "come back from".


Professor X Global. A reference to the Global Ability found on the Common Professor X: Recruiting Young Mutants and Professor X: Trainer from Marvel Dice Masters: Uncanny X-Men:
Global: Pay . Move up to 2 Sidekick dice from your used pile to your prep area.


Red Dragon Global. A reference to the Global Ability found on all three rarities of Red Dragon from Dungeons & Dragons Dice Masters: Battle for Faerûn:
Global: Once per turn, pay . When you purchase your next action die this turn, it costs 2 less (minimum 1) and you deal 1 damage to your opponent.


Rip Hunter's Chalkboard Global. A reference to the Global Ability found on the common Rip Hunter™'s Chalkboard: "Only Zatara™ Can Reach The POINT" and the rare Rip Hunter™'s Chalkboard: WHEN AM I? from DC Dice Masters: Green Arrow/Flash:
Global: Pay in order to add the next die you purchase to your prep area instead of the used pile.


Total Fielding Cost. The sum of the fielding costs across all levels of a character die.


The Reserve Pool. The website you are currently visiting.


The WizKids Event System. This is a system you can create an account on that will allow you to search for local stores that carry WizKids products and hold Organized Play events. You can sign up for these events, and they will be tracked and recorded here. It has a built-in tournament paring system, and allows you to earn "achievements" for performing specific things like winning events, playing in the same store frequently, or playing in multiple stores/states/countries/etc. This site is also where information about WizKids official tournament events (WKOs, Regionals, Nationals, and Worlds) is found. For stores it is also where you can find distributor information and order certain products (such as OP kits).


WizKids Open. A series of regional tournaments that usually include exclusive prize support, a main tournament that qualifies people for the National tournaments, and side events that also offer exclusive prize support.



Refers to a type of playstyle that is very aggressive - this is the strategy where you attack early and often. Usually an aggro team will try to win before the opponent can mount an effective defense.


Refers to a type of playstyle/deck that is based on attacking the opponent for damage. Usually a beatdown deck will try to win by overwhelming the opponent with numbers and high-attack characters.


Refers to a type of playstyle/deck that tries to win via direct damage to the opponent.


See "Rip".


Churn is the ability to rapidly move dice through our bag, or keep unwanted dice from ever entering the bag.


Refers to a type of playstyle that is based on a particular combination or interaction between cards, and works towards making that combination happen in order to win.


Refers to a type of playstyle that is very in control and dictating the pace of the game. Usually a control team will try to make sure everything goes their way until they are ready to win.

[top]Homash Die Value

Refers to a standardized value of a die's stats created by Canadian National Champion Jthomash2.
Take the average, per level, total from A/D and divide by the purchase cost plus the average fielding cost. Anything above 1.5 tends to be valuable. [2]
See Beholder example.
(Four cost die with stats of 043 054 165= 2.08)

[top]Lord of D Ring

A card combo of Lord of D: Dragon Protector and Ring of Magnetism: Action Attraction. With this character/monster and this action die, all of your characters are protected from Targeted abilities.



Refers to a type of playstyle that is adaptable between aggro and control, depending on the situation.


The practice of looking up online which decks won championship matches, and copying them.

[top]Out of Play


To intentionally cause a small amount of damage in order to trigger an ability or game effect.



Short for "process". An effect will "proc" if its conditions are met, unless something is preventing it.


Ramp is the ability to generate more energy than normal.


Rip Hunter's Chalkboard Global. A reference to the Global Ability found on the common Rip Hunter™'s Chalkboard: "Only Zatara™ Can Reach The POINT" and the rare Rip Hunter™'s Chalkboard: WHEN AM I? from DC Dice Masters: Green Arrow/Flash:
Global: Pay in order to add the next die you purchase to your prep area instead of the used pile.

[top]Transition Zone


  1. ^ Application of Damage, Bonuses. Wizkids Rules Forum. Retrieved 6-22-2015
  2. ^ Created by 2015 Canadian National Champion Jthomash2. Pretending to Know Stuff Vol 8. Retrieved 2-12-2016

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