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    Mike Elliott • Eric M. Lang In DC Comics Dice Masters: Justice League, two players take

    the role o masterminds directing the actions o a team o powerulsuperheroes (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 enemymastermind. Reduce the opposing mastermind’s lie to zero, and savethe day!

    COMPONENTSAside rom these rules, this set should include:

    • 44 Custom Dice 12 Basic Action Dice (3 each in4 colors) 16 Character Dice (2 each o 8

    types)16 Sidekick Dice (white)

    • 38 Cards 24 Character Cards (3 versionseach or 8 characters; Sidekickshave no cards)10 Basic Action Cards

    4 Color Reminder cards• 2 Dice Bags

    Additional cards and dice to expand your team can be oundin expansion packs—ask your retailer! High-quality play matsare also available or purchase, or you can download one romdicemasters.com and print it out yoursel.

    There are multiple

    cards available for eachcharacter die; you canchoose which one youwant to use!

    This let you specializeyour dice to suit yourplay style.

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    CARDSEach card details all the powers o one set o dice. Cards and their

    associated dice come in two types: characters and actions. Charactersare named afer people in the DC Universe (Sidekicks are theexception, and represent the people who have no special powers, but

    are nonetheless helpul), and their dice have numbers around the aceswith the custom symbol. Actions are named or events or activities,and have no numbers around the die’s custom symbol.

    At the top center o the card is the card’s title  and subtitle. Mostcards have several versions that are differentiated by their subtitle.

    At the upper lef o the card is the die’s cost (a number) and energy

    type (a symbol o a bolt , fist , mask , or shield ). Cards oa given energy type require that energy to be purchased, and providethat type o energy during play. Superman™ (shown in the diagrambelow) is a shield character that costs 7. Sidekicks and Basic ActionCards have no energy type.

    Below the cost and energy type, some characters have a team logo toidentiy their affiliation (action dice have no affiliation).

    Te affiliation is shown by the team’s logo:

    Te text box  in the center o the card details the die’s abilities. Belowthat, the color o the rarity stripe provides inormation or collectors.

    Justice League Justice Society

    of America

    Legion of Doom Villains

    Cost & Type

    Afliation

    Text Box

    Die FaceReference Die Limit

    Collector

    Number(very small)

    Card Art

    Rarity Stripe(see page 25 or

    “Rarity” )

    Card Name &Subtitle

    (character faces of increasing level)(energy faces)

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    Right below the rarity stripe, “Max:” number shows the die limit;that’s how many o these dice you are allowed to have in a team. (Basiccards have “Use:” because you always use a fixed number o them inevery game.)

    At the bottom, the die face reference shows the various aces o thedie. Faces that provide energy are on the lef, and character or actionaces are on the right.

    DICEEach die is engineered with a unique combination o colors and

    graphics.

    All dice have aces that generate energy.Energy aces have one or two o thespecial energy symbols on them. We talkmore about energy on page 6.

    Te special sides on action dice have acustom icon, and some have one or two

    burst symbols on them. Action dice neverhave numbers.

    Character dice have a custom icon and may have burst symbols,but they always have several numbers that define the character’s basicabilities.

    Te number in the toplef is the fielding costo the die. Tis is howmuch energy you mustspend to send the dieinto the field where it canengage the orces o youropponent.

    At the top right is the die’s attack ; this is how much hurt it dishes out.On card text, a die’s attack is abbreviated as A.

    Te bottom right shows the die’s defense; how much damage it takesto knock the character out. On card text, deense is abbreviated as D.

    Te bottom lef may have one or two burst symbols. Tese activatespecial abilities on dice, i any are listed. I no burst abilities are listed

    on the card, the burst has no effect.Dice on their energy aces can move rom your Reserve Pool to pay

    or costs. I they do that during your turn, they go Out o Play (theyare moved to your Used Pile at the end o the turn). I it isn’t your turn,they go straight to your Used Pile.

    Burst(s)(if any)

    Fielding

    Cost

    Custom Icon

    Attack

    Defense

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    SETUP

    How you set up depends on whether or not this is a demo game(or you or a riend). I you’re just learning or teaching a new player,you should give the setup below a try. I you’re an experienced DiceMasters player, eel ree to skip to Customizing Your eam on page24 o this booklet.

    A DEMO GAMEFor this demo game, place the ollowing Basic Action Cards in the

    center o the play area:

    • Anger Issues, Phantom Zone, Villainous Pact

    Put a set o three Basic Action Dice on each o those cards (it doesn’tmatter which color, but this example will reer to them as i you hadused red, blue, and green in order). Place the Red Dice reminder cardunder Anger Issues with the label sticking out rom the top or side othe card. Do the same with the Blue Dice card and Phantom Zone, andthe Green Dice card with Villainous Pact. Tese cards will help playersremember which dice use which card when all the dice on a BasicAction Card have been purchased.

    Basic Action Cards can be used by either player, no matter whobrings them! In this demo game, we don’t speciy who brought themanyway.

    Decide who goes first by flipping a coin or rolling a die (one playercould call energy or character while the other player rolls the die).Te player who wins the coin toss or die roll can choose to go first orsecond. Each player gathers the cards listed below and the two dicethat match them. Every character in this starter has 3 versions, so besure to grab the right one based on the subtitle.

    • First Player: Martian Manhunter, J’onn J’onnz, and Batman™,Te Dark Knight

    • Second Player: Wonder Woman, Champion of Temyscira,and Zatanna,  .   Z   a  t   a   n   n   a   Z   a  t   a  r   a

    Place those cards, each with their two matching dice, on your side othe table. Tese cards, unlike Basic Actions, can only be purchased bythe player whose cards they are. Your play space should look like thediagram on page 5.

    Finally, each player takes 8 o the Sidekick dice (this starter comeswith 16) and places them in one o the dice bags (this starter comeswith 2). Each player will start the game with 10 lie or this demo game.

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     PLAY AREASTere are several distinct areas where you place your dice to indicate

    what they can and can’t do or you.

    Te Bag: One o the two dice bags provided (or your own bag). Tisis where you draw dice rom. I your bag is ever empty, and you needto draw a die, move all dice rom your used pile into your bag and

    shake it well to mix the dice thoroughly.

    Prep Area: Tis area holds dice that you’ll roll during your roll andreroll step in addition to the dice rom your draw. Tis is where KO’ddice go.

    Reserve Pool: Tese are dice that you have rolled but have not yetdone anything with. Dice on energy aces here can be spent, dice on

    action aces can be used or their effects, and dice on character acescan be fielded.

    Field: Tis is where characters go. Sometimes you’ll be payingtheir fielding cost to get them here, other times they’ll be using theirabilities rom here.

    When you’re set up, the

    table should look sort of

    like this:

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    Attack Zone: Tis is a special part o the Field Zone. It’s whereyour characters go when you assign them as attackers or blockers.Characters in the Attack Zone are also in the Field Zone.

    Out of Play: Nothing can happen to dice here. Energy spent duringyour turn goes here, so do action dice you use during your turn or

    unblocked characters.

    Used Pile: Dice here have been used up. At the end o your turn, alldice Out o Play are moved here. When you spend energy during youropponent’s turn, it goes directly here. Dice here are returned to yourbag when you would try to draw a die but cannot.

    HOW TO PLAYFirst we’ll outline the basic structure o the game. Later we’ll havemore detailed rules that should be reerenced when questions arise.

    Each player has a certain amount o lie points at the start o thegame (this is 10 points in the demo; when you play a ull game with 20dice you’ll use 20 lie). Keep track o your lie total with a method oyour choice like a piece o scrap paper or using the track in the center

    o this booklet.During the game, you’ll want to purchase character dice and action

    dice. Character dice can be sent to the field to attack your opponent,they can stay in your field zone to block, or sometimes they can evenuse special abilities. Unblocked characters can damage your opponent,reducing his or her lie. When you reduce your opponent’s lie to zero,you win!

    ENERGY AND COSTS

    Dice can produce energy. Te Sidekick dice you start with canproduce all different types o energy; some dice will even producemore than one energy. Energy allows you to buy additional dice, payto field characters, and pay or Global Abilities (we’ll explain all these

    soon).Tere are five types o energy:

    • Fist• Bolt• Mask• Shield

    In addition, some other die aces provide energy:

    • Wildcard ( ) – may be used as any type o energy 

    • Generic ( ) – provides two energy, but o no particular type• Doubles – some aces will provide two Fists, two Masks, etc. by

    showing two o that symbol

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    CARDS AND DICE

    Sidekicks have no cards associated with them. Basic Action Dice canbe paired with any o the Basic Action Cards and an indicator card.

    All other dice are associated with a ew cards. Beore playing, you’ll

    choose one o those cards to use with each type o die. Te card givesa variety o details about the die, such as its cost, its special abilities,and its aces in order.

    Characters have levels (normally three). Tese levels are the dieaces that show the die’s custom symbol and the character stats. Telefmost character die ace shown on the die’s card is level 1. Te levelincreases by one or each ace moving to the right. In the top lef oeach character ace is a number: that is the cost to field that character.In the top right is that character’s attack (ofen reerred to as A in cardtext). Below a character’s attack is its deense (ofen reerred to as Din card text).

    • Burst Symbols

    Many dice have a burst symbol ( ) or two burst symbols( ) in the lower lef corner o one or more o their aces. Teseburst symbols indicate that the die might activate some sort o specialeffect. When you roll a ace that has one or two burst symbols onit, you must apply the matching text on the card (you can’t choosenot to). I there is no corresponding text on the card, then the burstsymbol has no effect.

     TURN ORDERPlayers alternate taking turns. During a player’s turn, that player

    goes through the ollowing steps in order. Once a step is completed, aplayer cannot go back to it in the same turn.

    CLEAR AND DRAW STEPMove all dice still in your Reserve Pool to your Used Pile. Since they

    were never used, they do not go Out o Play, but move directly to yourUsed Pile.

    Draw 4 dice rom your bag. I your bag has ewer than 4 dice, drawall o them, then place all the dice rom your Used Pile into the bag,shake the bag well, and continue drawing until you have drawn 4 dicetotal. Sometimes cards or abilities will make you draw more dice: drawthose additional dice now. Place all dice drawn into your Prep Area.

    I, afer refilling the bag, you are only able to draw 3 dice or ewer,lose 1 lie and gain 1 generic energy or each die below our that youdrew. For example, i you only drew 3 dice rom the bag, you wouldgain 1 generic energy and lose 1 lie.

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    ROLL AND REROLL STEPRoll the dice you drew rom the bag as well as all o the dice that were

    already in your Prep Area (that were placed there in an earlier turn).

    Afer you have rolled your dice, you may choose to reroll any or all

    o them. When rerolling, you select all o the dice to reroll at once, andyou reroll them as a group.

    You do not get a second reroll opportunity even with dice that youdid not choose or your first reroll.

    Once you’ve rolled (and possibly rerolled) all o your dice, place allo the dice you rolled into your Reserve Pool, keeping the same aceup.

    MAIN STEPDuring this step, you may purchase dice, activate Global Abilities,

    field characters, and use Action Dice. You can do these multiple timesand in any order; or example, you could purchase a die, use an action,field a character, and then purchase another die.

    • Spending Energyo pay energy during your turn, move dice showing that much

    energy rom your Reserve Pool Out o Play. Tose dice will go toyour Used Pile during Cleanup. You can also pay energy during youropponent’s turn, but that energy goes directly into your Used Pile.

    •  Purchasing a DieOn your turn, you can purchase any combination o dice you like.You can purchase dice rom the Basic Action Cards in the center (nomatter which player brought them), as well as rom the cards youbrought to the game.

    o purchase a die, you must pay its purchase cost in energy. I the

    card shows that it is a certain energy type, at least one o the energyused to pay that cost must be that type o energy. 

    Example: Green Arrow, Oliver Queen, has a cost of 4 and is acharacter. You can buy a Green Arrow die with a and three , or a

     , two , and a , etc. Villainous Pact does not show an energy typenext to its cost; you can use any type of energy to pay for a VillainousPact die.

    When you’ve bought dice, they go to your Used Pile.

    I you have a die that produces two or more non-generic energy, youmay partially spend the die’s energy by spinning it down to a ace thatreflects the unused portion o the die’s energy. For example, i a dieace shows you may use the and another energy to purchase

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    a die that costs two and change the ace on the die to a ace thatshows . Tis only applies to symbol dice and not dice that producegeneric energy. For generic-energy dice, any unused portion that isnot immediately spent is lost. However, you can purchase multipledice simultaneously to spend a generic die completely.

    • Using a Global AbilitySome cards have Global Abilities printed on them. Tese effects are

    always available, whether or not a die rom that card is in the field. Youcan use a Global Ability listed on an opponent’s card even though youcannot purchase a die rom that card.

    During a player’s main step, both players can use any or all GlobalAbilities available. o use a Global Ability, you must pay the energycost, moving the die or dice used to pay that cost to your Used Pile(i it’s your turn, they are thereore Out o Play). In many cases, theseeffects may be used more than once i the cost can be paid multipletimes. As with purchasing dice, you can partially spend non-genericenergy. I both players want to use a Global Ability at the same time,

    the player whose turn it is wins the tie.

    •  Playing ActionsYou may use the action aces on your action dice during the Main

    Step. o do so, apply the effect and then move the action die rom yourReserve Pool to Out o Play (it will go to your Used Pile at the end othe turn). It costs no extra energy to use an action die.

    • Field CharactersIt costs energy or you to send your character dice rom your Reserve

    Pool to the field, though in some cases, that cost is zero.

    When you field a character, you must pay energy equal to thecharacter’s fielding cost as shown in the upper lef corner o the die.

    Tis cost can be paid with any type o energy, even generic. As withpurchasing dice, you can partially spend non-generic dice, and youcan pay more than one cost at once to ully spend a generic-energy die.You cannot field a character i you cannot pay the energy cost.

    Many characters have game effects that take place when they arefielded. Some o these effects target dice in your Used Pile. Such gameeffects cannot target or select a die that was used to pay or fielding the

    character, since dice that enter your dice rom the Reserve Pool areOut o Play or the rest o the turn.

    You are not required to field a die i you do not wish to. Anycharacters that you do not field (because you can’t or choose not to) bythe end o the Main Step go to your Used Pile (they do not go Out oPlay, since they were never used).

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    ATTACKAfer you have completed all your activity in the Main Step and

    moved lefover characters rom your Reserve Pool to your Used Pile,you are ready to attack. During the Attack Step, the attacking playercan use any actions still in the Reserve Pool. In addition, both players

    can use Global Abilities whenever appropriate; that is, they can useGlobal Abilities that react to damage and the like when that happens.All other Global Abilities can be used afer blockers are declared.Te Attack Step has the ollowing parts, in order:

    • Declare AttackersAny or all o your fielded characters can attack. Move these

    characters into the Attack Zone. It costs no energy to move a characterinto the Attack Zone; it is just a part o the Field Zone. You can sendall, some, or none o your characters to attack. I you do not attack,your turn immediately ends (neither player can use Global Abilitiesin this case).

    Afer you declare all attackers, apply any effects that happen due to

    characters attacking.

    • Declare BlockersYour opponent declares blocking characters, moving them into the

    Attack Zone and assigning each one to block a specific attacker. Youropponent can block with all, some, or none o his or her characters.

    A single blocker can only block one attacking character: it can’t block

    more than one. However, more than one blocker may be assigned toblock a single attacker.

    Afer all blockers are declared, apply any effects that take place dueto blocking or being blocked. As is the case with all ties, the playerwhose turn it is (the attacker) resolves first, then the deender.

    • Use Actions and Global AbilitiesTe attacking player can use action dice and Global Abilities; thedeending player can use Global Abilities. I both players have sucheffects that they wish to use, the attacking player gets to go first. Onceboth players are finished, move on to assigning damage.

    • Assign DamageBoth players assign damage. Damage occurs simultaneously. (In

    the rare case where it is relevant, the attacking player assigns first,although damage still resolves simultaneously.)

    Each attacking character that was blocked assigns its attack valuein damage to the character(s) blocking it. I more than one character

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    is blocking an attacking character, the attacker can choose how todivide the damage between the blockers (and can even assign one ulldamage and the other zero). An attacking character must assign all oits damage. Likewise, each blocking character assigns damage equalto its attack value to the character it blocks (characters that can block

    more than one attacker must split their damage as an attacker would).Damage dealt to a character in excess o its deense has no effect.

    Attacking characters that were unblocked (or those with specialabilities) assign damage to the deending player instead o a character.Tat damage will be deducted rom the player’s lie total. Teseunblocked characters are moved Out o Play, afer dealing damage,

    beore any other effects resolve other than those that would replacedamage. Tey’ll go to the Used Pile during Cleanup.

    Once all damage has been assigned, knock out each character thattook damage greater than or equal to its deense. When a characteris knocked out, move it to that player’s Prep Area. I game effects aregenerated by a character taking damage or being knocked out, theattacking player resolves all effects first, then the deender.

    CLEANUP

    Characters that were KO’d (rom damage rom an attacker, damagerom a blocker, or some other effect during the Assign Damage step)are sent to the Prep Area.

    Characters that blocked or were blocked but not KO’d return to theField Zone.

    All damage to all dice is cleared. All effects end (except “Whileactive” effects). Actions still in a player’s Reserve Pool move to theUsed Pile (unless they’re on an energy ace). Only dice showing energyaces can remain in the Reserve Pool.

    Te turn ends. Move all o your dice that were Out o Play into yourUsed Pile.

     WINNING

    As soon as your opponent’s lie reaches zero, the game ends and youwin! I both players would reach 0 at the same time, the game ends

    in a tie.

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    EXAMPLE OF PLAY

    Patricia and Jimmy sit down to play a game using the Demo Gamesetup. Patricia won the coin toss and gets to go first. Tey both startwith 10 lie.

    • First Player: Martian Manhunter, J’onn J’onnz, and Batman™,Te Dark Knight

    • Second Player: Wonder Woman, Champion of Temyscira,and Zatanna,  .   Z   a  t   a   n   n   a   Z   a  t   a  r   a

     Patricia, Turn 1

    Patricia draws our dice (all Sidekicks) in her Clear and Draw Step.She rolls them in her Roll and Reroll Step, getting:

    Patricia would like to purchase Batman, so she makes a point o

    rerolling the in order to try and get a 4th energy but also rerolls thein hopes o getting the she’ll need.

    Afer her reroll, Patricia has:

    Now she’ll need to

    choose between Batmanand Martian Manhunter.On second thought, shedecides to purchase MartianManhunter. His 7 attack might come in handy later (i she fields himon his level 3 ace)! She moves her our energy Out o Play (at least oneo them is a ). She moves a Martian Manhunter die rom his card to

    her Reserve Pool. She’ll skip her attack step since she has no charactersin the Field Zone. She has no energy in her Reserve Pool to use duringJimmy’s turn. She moves her dice rom Out o Play to her Used Pile.

    Jimmy, Turn 1

    Jimmy draws our dice (all Sidekicks) in his Clear and Draw Step.He rolls them in his Roll and Reroll Step, getting:

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    Jimmy is totally happy with this roll and chooses not to reroll any ohis dice. Tis signals to Patricia that he’ll be purchasing Zatanna sincehe doesn’t have enough energy or Wonder Woman. During Jimmy’sMain Step he buys a Zatanna die, adding it to his Used Pile. He fieldshis Sidekick or ree, and decides to keep it as a blocker. Again, the

    Attack Step is skipped.At the end o the turn,

    Jimmy’s Sidekick dice moverom Out o Play to the UsedPile.

     Patricia, Turn 2

    Patricia draws our dice (again all Sidekicks) in her Clear and DrawStep. She rolls them in her Roll and Reroll Step, getting:

    She decides to keep these dice. She wants to clobber Jimmy anddecides to buy a Batman die to do it that much aster. Since Patriciadoesn’t attack, her turn ends. All the energy she spent moves to herUsed Pile.

    Jimmy, Turn 2

    Jimmy rolls the last 4 dice in his bag, getting the ollowing afer herolls and rerolls:

    First, Jimmy chooses to usea Global Ability. He pays a

    , moving it Out o Play, toactivate the Global Ability onVillainous Pact.

    Jimmy has no dice in his bag, so he takes the 4 dice rom his UsedPile and moves them to his bag. He shakes the bag thoroughly, anddraws a Sidekick to place in his Prep Area. He doesn’t need to roll it

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    since it doesn’t matter which ace it is showing in the Prep Area, he’llget to roll it during his next Roll and Reroll Step.

    Jimmy then fields two Sidekicks. He decides to attack beore Patriciagets any blockers. He declares two o his Sidekicks as attackers, andmoves them into the Attack Zone. Patricia has no blockers, and nodice in her Reserve Pool. Jimmy takes this opportunity to use anotherGlobal Ability with the in his Reserve Pool. He moves it Out o Playto activate Anger Issues:

    He gives one o his Sidekicks +1A afer Patricia could’ve declaredblockers i she had any characters fielded. His two Sidekicks gounblocked, dealing a total o 3 damage. Patricia is now at 7 lie.Jimmy’s turn ends and he moves his Out o Play dice to the Used Pile.

     Patricia, Turn 3

    Patricia moves 10 dice rom her Used Pile to her bag during herClear and Draw Step because she had no dice in her bag. She draws 4dice, and afer her reroll has:

    She spends both o her energy, moving them Out o Play to fieldMartian Manhunter on his level 3 ace. She fields her Sidekick or ree,and attacks with both o them. Jimmy blocks Martian Manhunter withhis Sidekick. Patricia’s Sidekick goes through unblocked. Jimmy is at9 lie. Her turn ends, and she moves her Out o Play dice to the Used

    Pile.

    Jimmy, Turn 3

    Jimmy draws 3 Sidekicks and Zatanna rom his bag. Beore rollinghis dice, he makes sure to add the 4 Sidekick dice rom his Prep Areato his roll. Afer his Roll and Reroll he has:

    +1

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    Tis is a pretty sweet roll. Jimmy has enough dice to buy a WonderWoman die, and field Zatanna (since she can be fielded or 0 energy).Jimmy first buys the Wonder Woman die, then fields Zatanna,drawing a Sidekick die rom his bag to his Prep Area. He uses his finalremaining to pay or Villainous Pact’s Global Ability, drawing a

    Sidekick rom his bag to place in his Prep Area.

     Patricia, Turn 4

    Patricia has no dice in her Prep Area, and draws 4 rom her bag,including Batman™! She’s one roll away rom putting Jimmy into aworld o hurt.

    CREDITS

    : Mike Elliott and Eric M. Lang: James O’Brien : Patricia Verano: Summer Mullins

    : James O’Brien : Justin Ziran & Bryan Kinsella: Reilley Scott, Woody Peterson, Chip Brown, Monica

    Keeling, Benjamin Cheung, Vincent Mondaro, Lillian Mondaro,Andrew Sackett, Richard Kopacz, Chris Resotka, Matthew R. Johnson,Alex Headley, Josh Headley, Jay Malone, Joe Basovsky, Charles R.Bowman, ory E. Cope, Corey Foster, Bob Haines, Meridith Malone,

    Ryan D. Morris, Rob Nadeau, Steven Still, Greg Syerd, Jose Garcia,Nic Perrone

    © 2015 WizKids/NECA, LLC. Dice Masters, Dice Building Game,and WizKids are trademarks o WizKids/NECA, LLC. All RightsReserved.

    M & © DC Comics. (s15)

    www.necaonline.comwww.wizkidsgames.com

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       C   L   E   A   R   A   N   D

       D   R   A   W  •   R   O

       L   L   A   N   D   R   E   R

       O   L   L  •   M   A   I   N

       S   T   E   P  •   A   T   T   A

       C   K   S   T   E   P  •   C   L   E   A   N   U   P

       D   I   C   E   M   O   V

       E   M   E   N   T

       D   I   A   G   R   A   M

       /   P   L

       A   Y   M   A   T

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       L   I   F   E  :  2  0  •  1  9  •  1   8  •  1  7  •

      1   6  •  1  5  •  1  4  •

      1  3  •  1  2  •  1  1  •

      1  0  •  9  •   8  •  7

      •   6  •  5  •  4  •

      3  •  2  •  1

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    DETAILED COMBAT EXAMPLE

    Esme has just started her attack step in her game against Eskil. It willbe easiest to ollow along i you pull out the ollowing cards and dice:

    Batman™, Te Dark Knight

    Darkseid, ImmortalSuperman, Last Son of Krypton

    Wonder Woman, Warrior Princess

    Deathstroke, Villain for Hire

    Anger Issues

    Esme must attack with her Batman™, Te Dark Knight  (level 3)

    die. She has to because Eskil has a Darkseid, Immortal in play (withthe Villain affiliation). She’s also got Superman, Last Son of Krypton (level 1) and Wonder Woman, Warrior Princess (level 3).

    Eskil has two characters to block with; Darkseid, Immortal (level 3)or Deathstroke, Villain for Hire (level 2).

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    Esme uses Wonder Woman’sability to orce Deathstroke toblock Superman. Eskil also decidesto block Wonder Woman with hisDarkseid.

    Batman goes unblocked.

    Esme uses Anger Issue’s GlobalAbility twice, by paying 2 , toincrease Wonder Woman’s Attackby +1 and Batman’s Attack alsoby +1 (giving Wonder Woman 5Aand Batman 7A). Esme decides shewon’t use any more Global Abilities.

    Eskil now takes his chance to useGlobal Abilities, and he decidesto pay 2 to use Anger Issuesas well. He bumps Darkseid up to8A so he’ll be able to KO Esme’sWonder Woman (who has 4D).

    Batman is unblocked and will goto the Used Pile.

    Since no effects will be replacing damage, this happens first.Deathstroke, Wonder Woman, and Darkseid will be taking enoughdamage to KO them. Darkseid and Deathstroke have effects thatwill take place when they are KO’d. Darkseid will get to deal his A indamage to a character in play. Eskil chooses Superman since there areno other targets even though his ability would prevent the damagedealt (since it is still the Attack Step). Deathstroke’s ability returns himto the field.

    +1+1 +2

    NONE ASSIGNED

    TO BLOCK BATMAN

    Esme’s attackers

    Eskil’s blockers

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     TOURNAMENT RULES

    Once you’ve mastered the basics, this section provides details andadditional rules.

    FUNDAMENTAL RULESCard text always supersedes basic rule text.

    Unless otherwise stated, game effects can only target character dicethat are in the field. Te Attack Zone is considered part o the field.

    I two cards directly conflict, the one that says “you can’t” beats theone that says you can.

    You cannot avoid paying costs. For example, i the cost o somethingis spinning a die down one level, and all you have are level 1 charactersthat can’t be spun down, you cannot pay that cost.

    A player cannot gain lie beyond the game’s starting amount.Excess gains are wasted.

     POWERS, ABILITIES, AND CARD TEXTCard text that names a character only considers your characters orits effects. Your card’s text doesn’t trigger because your opponent hasthe same character, nor do your dice get a bonus rom your opponent’scards o the same name.

    Unless otherwise specified, card effects and bonuses end at the endo a turn.

    • Bonuses and DamageDamage dealt to a character remains on that character until the end

    o the turn (or the character is knocked out). In the Cleanup step oeach player’s turn, all damage clears.

    Bonuses are listed as a modifier either to attack (“A”) or deense

    (“D”), thus a bonus o +1D would add one to a character’s deense.Add all bonuses together beore applying the total modifier to thedie’s stats. Bonuses cannot reduce a number below zero. However, i adie’s deense is reduced to zero, it is knocked out (because it has takendamage greater than or equal to its deense o zero).

    Once gained, bonuses last until the end o the turn.

    • BurstsBursts are the stars that appear in the lower lef-hand corner o the

    ace. Note that a one-burst result is different rom a two-burst result.

    I you roll a burst symbol, the first thing to do is check to see i thedie’s card has a matching burst symbol: one burst only matches one

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    burst, two only matches two, and the*

    /**

     text matches both oneburst and two bursts. I your card does not have the matching numbero burst symbols on it, nothing happens.

    I your card does have the right symbol, then those special effectshappen. Burst effects are mandatory, not optional.

    • Active and FieldedWhen game text says, “While ___ is active,” that means “When one

    or more o this card’s dice are in the field.” In other words, when diceo that character have been fielded, the effect on the card takes place.It takes place only once, no matter how many copies o that die are

    fielded.Te term “when fielded” reers to the moment you send a character

    die rom your Reserve Pool to the field. It does not reer to assigningthe die to attack, since the Attack Zone is still considered part o thefield. Likewise, “when fielded” does not reer to characters returning tothe field rom the Attack Zone, nor does it reer to moving a capturedor controlled die rom your opponent’s field to yours. Moving dice

    rom effects is not the same as fielding them.

    •  Preventing and RedirectingSome powers prevent a game effect (damage, drawing a die,

    etc.). Tis includes cards that “take no damage.” When an action isprevented, all o the effects o that ability are canceled, and that effectcan no longer be reacted to. Costs or that ability are not reunded.

    Other powers redirect a game effect (usually damage). When aneffect is redirected, the target o the effect changes rom its originaltarget to the new one chosen as described in the game text, even i thattarget was not a legal one or the original effect. Te source o the effectremains unchanged rom the original.

    •  Timing ConflictsI there is a conflict o timing (e.g., both players want to use an abilitysimultaneously), the person whose turn it is always resolves theireffects first. I simultaneous effects are controlled by the same player,that player chooses the order o those effects.

    Once activated, an effect is always resolved entirely beore the nexteffect begins. You cannot use an effect afer your opponent starts aneffect but beore it resolves. Te only exception to this is when an effectredirects or prevents damage, but those situations are clearly spelledout in the card text.

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    In tournament play, the active player takes as many sequentialactions as desired (rom zero to all possible actions) beore pausingand indicating that the inactive player can take an action. Te inactiveplayer can then either perorm an action or decline the opportunity.Ten the active player can take more actions.

    I the inactive player passes, and then the active player passes, nomore actions can be taken that step (except or reactions to damage,as usual).

    Tis structure is only used or initiating a game effect. Players areallowed to use Global Abilities that react to events at the appropriatetime (or example, a Global Ability that allows you to redirect damage

    when one o your characters takes damage).

    MORE ABOUT DICE

    Rolled dice in the field or in your Reserve Pool are considered to bewhatever their ace is. I you have a Sidekick die in the Reserve Poolshowing energy, then it’s an energy die. I you have a Sidekick showing

    the character ace in your field, then it’s a character die.

    Dice in your Used Pile, Prep Area, and bag are not considered rolleddice. Teir dice type is either character or action, based on what acesthey have.

    Dice that leave the table or end up cocked must be rolled again.

    • Rerolling DiceMany powers allow you to “reroll” a die. When you reroll a die, it

    stays in the same area it was in unless (a) otherwise specified by thecard text or the resulting ace, or (b) it’s in a location that the die acecannot be (or example, an energy result in the field). I the die acecannot be in the specified location and its ate is not specified in thecard text, move the die to the Reserve Pool.

    • Capturing, Controlling, and CopyingWhen you capture a die, move the captured die to your field and

    place your capturing die on top o it. Te captured die no longer existsor game purposes. Once the capturing ends, place the die wherever itcame rom (the text on the capturing die’s card will tell you where youcaptured it rom). Unless otherwise noted, capturing ends at the endo the turn, or when the capturing die is knocked out.

    When you take control o a die, it becomes yours or game purposes.Move it into your field and place it on top o the die controlling it.Your controlling die cannot attack, but can send the controlled die to

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    attack (controlling another mind takes a lot o effort). I the controlleddie is o a character that you also have (e.g., you take control o aGreen Arrow, Oliver Queen die when you have a Green Arrow, TeEmerald Archer  card on your side o the table), the controlled diestill continues to reerence your opponent’s card. I the controlled die

    is sent to your Prep Area or Used Pile, it goes to your opponent’s PrepArea instead. Otherwise, when your control o the die ends (at the endo the turn or when your controlling character is knocked out), returnthe controlled die to your opponent, placing it in whatever area youtook it rom. Your die (that was controlling the other die) remainswhere it was.

    Copying means that your die takes on the stats and/or abilities o

    another die. I the text says, “copy the stats,” then the die copies thenumerals o the other die, including any benefits that die may have by

     virtue o a burst symbol. Your copying die also gets to retain its ownburst symbol or extra game effects. I the text says, “copy the abilities,”the die uses the opposing die’s card as i it were its own. When a diecopies another die, text that reerences the die’s name applies to thecopying die as well.

    LEVELS AND SPINNING

    Characters have levels (normally three levels, although the Sidekickdie has only one); these are the die aces at the bottom o a card thatshow the die’s custom symbol and the character stats. Te lefmostcharacter dice ace shown is level 1, and the level increases by one oreach ace (thus the next die ace on the card to the right o the level 1die ace would be level 2). Note that a die face’s level is different fromits fielding cost.

    Some abilities have you take a die and spin it up or down a level.o do this, check the card and locate the ace corresponding to yourcharacter to determine its level. Ten set the die ace up one level or

    down one level using the character card as a guide. I an effect causesa character to spin up one level, move it to the next ace to the righton the card. Characters that are already at their highest level cannot bespun up. I an effect causes a character to spin down one level, moveit to the next character ace to the lef. Unless specified, a charactercannot spin down rom level 1 to a non-character ace.

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    USING GLOBAL ABILITIES

    During the Main Step and Attack step, both players can use GlobalAbilities. In many cases, Global Abilities may be used more than oncei the cost can be paid multiple times. As with purchasing dice, you canpartially spend non-generic energy. Global Abilities that are paid orin a batch resolve as a single effect.

    During the Main Step, the active player can use a Global Ability asone o the actions available during the Main Step. Te other player canalso initiate a Global Ability (that is, use one that is not a reaction tosomething else happening) afer each action (purchase, field, etc.) thatthe active player uses during the Main Step.

    However, in cases where both players may wish to use GlobalAbilities at the same time (e.g., one player is trying to use a GlobalAbility to knock out a character, and the other wants to boost thecharacter’s deense), the active player always takes precedence. Tus,while it is fine to play loose in casual play, tournament play requires astricter procedure.

    I a Global Ability prevents or redirects damage, then the damageinflicted on the original target no longer exists and cannot be reactedto.

    CUSTOMIZING YOUR TEAM

    Tere are 138 different cards in the first release o DC Comics Dice

    Masters: Justice League. Each card is marked with its collector numberin the upper right-hand corner o the card. You opened 34 cards inthis starter set. More cards and dice can be ound in expansion packs!

    RARITY

    Each expansion pack has cards o different rarities, each with amatching die. Common cards (including all the ones ound in thisset) have a gray border above the die index (Superman on page 2 is acommon card). Uncommon cards have a green border, and rare cardshave a yellow border. Te super-rare cards have a red border. Bluebordered cards are promo cards.

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     PLAY VARIANTS

    Once you’ve mastered the rules and expanded your collection, you’llwant to try these variants. However, regardless o which variant youuse, you always start each game with 8 sidekick dice. No more, no less.You cannot buy more, nor can you get rid o them.

    • Rainbow DraftRainbow Draf ormat is a draf ormat unique to Dice Masters

    which allows players to use Basic Action Cards they already own alongwith dice rom 12 packs o Dice Masters to build a team.

    Find complete details on Rainbow Draf at http://dicemasters.com/

    rainbowdraf.pd

    •  Tournament TeamsFor tournament competition, each player starts with 20 lie and 20

    dice. For un games, eel ree to use 15 lie and 15 dice instead. Eachplayer will choose 2 different Basic Action Cards and up to 8 characteror action cards. While you can use heroes and villains together, orcharacters rom different teams, you can’t use two cards with the samename (even i they have different subtitles). For example, i you chooseGreen Arrow, Te Emerald Archer, you cannot also choose GreenArrow, Te Battling Bowman. Your 20 dice can be distributed amongyour 8 cards however you like, as long as no individual card has morethan the maximum number o dice listed on it. Each card must haveat least 1 die.

    In official play, reveal all the cards and dice you chose at the sametime, simultaneously as your opponent.

    • Dice Masters DoublesDice Masters Doubles lets you play Dice Masters in a 2 vs 2 ormat!

    It gives players a new Dice Masters experience or constructed play.

    Each team will have 30 lie, and each player gets to bring 4 cards withup to their maximum number o dice and a Basic Action Card with 6dice. For complete details on this ormat, please see http://dicemasters.com/dicemastersdoubles.pd 

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    LEXICON

    Abilities: Te text on the die’s associated card.

     Action: A die that has no character aces. A ace on such a die thatshows the special graphic and can be used or a powerul effect.

    Active: An effect that takes place when one or more o that card’sdice are in the field.

     Assign: o commit your characters to attack, or to block an attackingcharacter. Also, to designate how a character’s attack value is dealt asdamage to targets in an attack step.

    Attack: o send your characters to try to damage your opponent.

    Burst: A star-shaped symbol that indicates extra abilities may be ineffect or a die.

     Capture: o place under your die and temporarily remove rom thegame.

    Engaged: A character blocking or being blocked is engaged with the

    opposing character.Face: One side o a die.

     Field: Te area where your characters go when you pay or them tofight your opponent.

    Global: A type o game effect that is available or both players to use.

    Opposing: Owned or controlled by the other player. Overcrush: When attacking, i this character knocks out all o itsblockers, it deals any lefover damage to your opponent.

    Regenerate:  I this character is knocked out, roll it. I you roll acharacter ace, return it to the field (but not the Attack Zone).Otherwise, move the die to your Prep Area.

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

    Spin: o turn or rotate a die so that it shows a different ace.

    Stats: Te numbers on a character die ace.

     When Fielded: An effect that takes place when you pay a character’s

    fielding cost.While Active: See Active.

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    © 2014 WizKids/NECA, LLC. Quarriors, WizKids,

    and “Dice Building Game” are trademarks of

    WIZKIDS/NECA, LLC. All rights reserved.

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