Saturday, May 31, 2014

Revved up like a deuce, another crawler in the night

Nightcrawler won the first character overview poll, narrowly beating out Hawkeye, and so he's the next one up. 

Our next poll is also ready to go. You can find that here. If you haven't signed up for Board Game Geek yet, do so here. And, of course, join our guild - then you'll be able to participate in the polls.  Each time, I'll remove the one who got the least votes, so two will remain from before and two will be new.

My first memories of Nightcrawler actually came when I got the X-Men Sega Genesis game years and years ago. I definitely didn't understand that game at the age of six (specifically, how you beat the computer towards the end - INGENIOUS) but Nightcrawler always stuck out to me. I loved how he could teleport through walls and the way that he bounded through levels. 

Let's see if the Dice Masters version of Nightcrawler stacks up!

Friday, May 30, 2014

News: Things we Know - Dice Masters Uncanny X-Men (and a new announcement)

Normally I wouldn't want to do a pair of news posts in one week, but we have two bits of really exciting new Dice Masters news that I didn't want to wait to share with you!

Firstly, we have a new announcement from WizKids that says we can expect Dungeons and Dragons Dice Masters in Q4 2014! I don't know about you, but Dungeons and Dragons is near and dear to my heart, and I know The Reserve Pool's own Evan is a huge D&D fan as well. This release will coincide with the release of the new D&D rules sets from Wizards of the Coast (called simply 'Dungeons & Dragons Next' by WotC, or 5e by those who want to be precise and differentiate it from the rest of the editions). So it's unsurprising that Q3 2014 bringing us a new rule set for the roleplaying game, and Q4 will bring us new Dice Masters dice.

The second piece of news come from Board Game Geeks user jhoratio in this thread, a picture from the Origins program guide that brings is more information about the upcoming Uncanny X-Men Dice Masters set. Let's break down what we've learned from this and the earlier thread from zeroeo. Originals are available at the links, but I've scaled these pictures down to fit in our article.

Squad Building 4: Tying It All Together

Welcome back to the last of my introductory series on choosing a squad for your Marvel Dice Masters games!  This time, we're going to focus on tying together what we've learned when we looked at purchase and fielding costs, and see how we can use that to smooth out the process of cooking up a squad.

Let's dial back to a couple of weeks ago, and remember the three things every squad should have:

1) Ways to beat your opponent
2) Ways to stop your opponent from beating you
3) Ways to make sure 1 and 2 happen when you need them

These points haven't changed!  No matter how much you analyze where your energy is going to come from, and how, and when, you still need to accomplish these things.  What that knowledge does give us, though, is some direction.

Thursday, May 29, 2014

Podcast 3: The Action Meta

In this episode of The Reserve Pool, Dave, Katie, and Evan discuss their recent gaming. Then, we discuss the thoughts that go into choosing the two basic actions that everyone must bring to the table. We also debut a new segment - Combo Killers - and complain a little bit more about the rules!

Would you like to submit something for our mailbag? Email us. We look forward to it!


  |  

Wednesday, May 28, 2014

News: Things We Know - Dice Masters OP

There's definitely been some buzz on the street about the upcoming Organized Play for Marvel Dice Masters Avengers vs. X-Men, along with a little frustration. I know The Reserve Pool's own Dave doesn't have an OP scheduled anywhere near him yet, and I'm looking at a long trek to make it to mine. Hopefully as the second shipment of Starter Kits is shipped, and the game gains in popularity in stores, people will start to be more interested in the OP. Sadly it's a recipe for a lot of frustration in the early months, but I hope it can land on its feet.

I can't stress this enough: if you want the OP in your local store, make sure you talk to your Friendly Local Gaming Shop. They want your business, I promise, it's just a matter of staffing that could make things a little difficult. To look up OPs in your local area use the WizKids Event System

So, this news is coming a little later than the actual news post itself, but a few teasers of all of the cards became available on Dicemasters.com in their Organized Play section! They seem oriented to not give us too much, so we can't expect all the information from the cards, I'm afraid. Dave already given is a peek at the full cards for the first month of Organized Play, but we only have low-res cropped images of the remaining cards. What can we learn about these cards from the little clues?

Ghost Rider: Brimstone Biker, The Churn of the Century

Katie here, coming back at you with a bit of a character review and podcast followup! We talked about him in this week's podcast, but I want to touch on him again today in more detail: Ghost Rider: Brimstone Biker can be a cornerstone of your team and really speed up the rate you can bring your hard hitters to the table.

Ghost Rider, in comics, has gone through more host characters that Wolverine has guest appearances, so it's only fitting that two of his forms are geared around churn. It might be tempting to pick up Ghost Rider: Spirit of Vengeance for the dice draw, but the truth is that the value of knowing exactly what you're going to get cannot be undervalued.

Here I'm going to be talking in a more open-ended fashion about how you might want to bring Brimstone Biker to your team, and the sorts of characters that can most benefit from his amazing ability.

Tuesday, May 27, 2014

Gambit: Cards Against Mutant-ity

I think it's possible that I've mentioned just a couple of times that a certain energy-infused card-spewing member of the X-Men is my favorite Marvel hero or something? Maybe once or twice? I guess that made it a pretty easy place to start for my non-starter set character overviews.

For future overviews, I'm going to try something a little different.

This link right here is our guild page on Board Game Geek. Every time we do a review, I'll have a poll topic up for who the next one should be. It'll be a choice of four, and I'll try to be creative with my distribution of it. So while you won't be able to specifically request the next character, you will have a voice in the process!

Before you do this, you'll need to do the following:


  • Sign up for BGG - this is absolutely worth it; the site isn't as modern as it could be but it's a fantastic gaming resource, the best one out there.
  • Join the guild, which you can do from the guild page.


And finally, here's the link to our first poll topic. Tell me who I should review next! And feel free to get some discussion going on the boards!

It's NOGG, NOGG, NOGG

I'll be honest - while Gobby Green Goblin has gotten a lot of discussion since Dice Masters hit the streets, I don't think it's the biggest kid on the block; heck, we've discussed several ways to best deal with it here on The Reserve Pool.  To me, Gobby isn't the best of the Green Goblin picks; no, that would go to his rare form, Norman Osborne - NOGG, for short.  It's probably my favorite card in the initial set, and I'm going to show my appreciation for it by taking a break from my usual strategy pieces to explain why I like him so much, and how you, noble reader, can also take advantage of him.  Without further ado: A Love Letter to NOGG.

Monday, May 26, 2014

Assassinating the Competition

While you don't need to have characters specifically focused on 'assassination' in your deck, the value of being able to pick a character of your opponent and kill it outright cannot be overstated. Today I want to talk about the assassin archetype of card: who is in this category, what the strengths and weaknesses of the characters are, and how to figure out which one or two to bring to the table when you are building your deck.

These are some powerful cards, and I think you really need to have a strong idea of what your strategy is if you don't have any characters on the table who fit this type. It's going to make it very hard for you to deal with that annoying back-field character of your opponent if you don't have at least one of these guys.

Sunday, May 25, 2014

The Reserve Pool, Social Media, and You!

Hello everyone! We're taking an oh-so-short Memorial Day Weekend break from some of the Dice Masters content. I'm working on editing the podcast that'll drop on Thursday, but we wanted to take the time to say -

Thank you so much for the incredible response to The Reserve Pool so far. We can't thank you enough. This has just been too much fun and we're truly lucky to have received the support that we have thus far.

If you like the content that we have, there are certainly some things that you can do to help us make the site more visible. Some of these are incredibly easy!

Board Game Links


Remember how I said "incredibly easy"? This is that. You don't have to sign up, or post anything, or confirm your email. You just have to click on the little heart next to the name of our site. 


You can also vote for Dice Masters - let's get this game waaaay up the page. Linky link link.


BoardGameGeek Guild


If you're on BGG, then you know what these are. If you aren't using Board Game Geek, I strongly recommend that you do - it's a great resource for just about every single board game that's out there. It's a fantastic site.

We have a guild page there, and when we run contests and some other means of interaction - such as poll topics for content that you'd like to see, and we're starting that soon - that'll be the place to go.



Other Media



iTunes - We'll love you forever! Maybe! We'd love to shout out to the five-star reviewers on the show.


* * *


These (hopefully) seem like very small things but they mean a lot to our visibility. Thanks again for all that you've done so far. The Dice Masters community is shaping up to be a wonderful one and we're so happy that you're letting us be a part of it.

Sincerely,

Dave, Katie, & Evan

Saturday, May 24, 2014

Control Part One - Imposing Your Will

A concept that's been popular in competitive collectable games as long as Magic: The Gathering's "Counterspell" has existed is the control deck.

The purpose of a control deck is in the name - to control everything that your opponent does to the greatest extent that you can. An MTG Salvation article notes two flaws that are common to a pure control deck:
  1. In order to reach the point of total control, one needs many resources and access to many cards
  2. Generally, if one's opponent can play more spells and threats than one can respond to, pure Control decks can have difficulty recovering.
The article goes on to list the following two ways that control decks overcome these issues:
  1. Continual card drawing is a major aspect in control decks, as it keeps one's resources consistently available.
  2. The vast majority of cards that are not win conditions or card drawing spells are spells that react to any threat one's opponent can play, so that you can, ideally, respond to everything.
While we don't have anything quite so direct as Counterspell, the structure of Dice Masters enables us to use both of the "solution" strategies within every game, yet decks that include control elements are often limited to blocker control or "bad bargain" cards like Punisher: "McRook." So what can we do to control our opponent?

Friday, May 23, 2014

Squad Building 3: Field Day

HULK FIELDING COSTS SMASH PUNY HAWKEYE
Welcome back for another round of discussion on basic Dice Masters strategy!  Seeing as how we covered buying dice last time, we'll be moving on to how you want to think about fielding your dice this time.  And let's face it - fielding costs are a drag.

You've finally managed to get that seven energy you need to buy your If Looks Could Kill Cyclops...but your opponent has a Green Goblin die at level three breathing down your neck, and if it gets through, you doubt you'll make it around to fielding that Cyclops.  Fortunately you've got a Beast that didn't roll energy, but...darn, it's level three - the only one that actually costs energy. Stuff like this drives me nuts - it's like the gamer's own little Sophie's Choice.

Really, the answer to that is pretty situational, but the best way to think about it is "how can I prevent myself from having to make that sort of game-deciding choice as much as possible."  And that's where building your squad with an eye towards fielding costs comes in.

Thor, God of Overviews

We've reached a milestone - with today's character feature, we've finished with the starter set!

Thor is one of the more notable characters of late, starring in two movies as the headliner and a third as part of a certain super hero team - all smashing successes.

They also feature Natalie Portman, but that's a discussion for another day. Also, don't tell my wife about this.

Today's overview is a little bit unique in that we can also include Thor's organized play card in the mix. This is our first opportunity to do so.

Ok, all of that said, let's get down to business.

Thursday, May 22, 2014

Podcast 2: Churn!


In this episode of The Reserve Pool, Evan joins Dave and Katie as we answer some reader mail, discuss the all-important facet of the game - churn - and dig further into some of the cards that we think would benefit from a FAQ. What's churn? You'd better listen to find out!

Would you like to submit something for our mailbag? Email us. We look forward to it!


 |  

Wednesday, May 21, 2014

Friendly Neighborhood Spider-Man Post

We're getting close to the end of our starter set hero recaps, and soon we'll be into the heroes and villains that we'll only find in the wild. You can almost taste it - but we're not there yet.

Our penultimate starter set overview is Spider-Man. The lone unaffiliated hero contained within the starter set, Spider-Man's cards have some interesting effects. I'd assert that the potential of a couple of Spidey's iterations have not yet been fully realized - though it is also possible that we don't have all of the tools to let these abilities shine the way that they could.

Let's dig in a little deeper to the things that Peter Parker brings to the table.

Tuesday, May 20, 2014

Team Up: Hawkeye and Doctor Doom

Last week we talked about a pretty plain team up: Hulk and Human Torch, an interesting little offensive combo that has a lot of potential to clear your opponent out of his or her defensive line. It gives you a really beefy blocker in the form of The Hulk, and some nice direct damage to your opponent from Human Torch. It's a solid combination and I have a feeling a lot of people will enjoy it. This time, I've decided to go a little more out there: Hawkeye and Doctor Doom.

This isn't a team-up that immediately springs to mind as obvious; clearly Hawkeye still has some latent annoyance about that time he hooked up with Wanda and it turned out she was a Doombot... and Doctor Doom has never been the greatest team player except for the love of his quasi-niece Valeria, but they can maybe set aside their differences and learn to make an interesting team that also has a few nice side benefits.

Monday, May 19, 2014

Teaching New Players

You might think that this topic is redundant given that the rules include a beginner game, but I don't find that the beginner game does enough to demonstrate the potential that Marvel Dice Masters has. This is a great time to discuss it, as new base sets should be right around the corner and lots of folks will be looking to get into this.

The rulebook gets it right in that it starts with the simple and moves to the complex.

And in that way, the beginner game described in the rulebook is good as a walkthrough for a new player, but I recommend that it should not be played to completion - rather, it should be used only to explain the mechanisms involved in the game as three to four turns play out.

So what should you do after that?

Why we need a change


The first problem is that the starting characters are a bit imbalanced. One side gets two characters that enable dice manipulation - perhaps not a big deal to an inexperienced gamer who might not "get it" right away, but if the people who are learning are familiar with deck builders they'll see that. Beast "666" speaks for itself. Captain America lets you roll a sidekick from used when fielded. These are beneficial actions and they work together a bit, too. 

The other side does have special abilities, but they don't help with efficiency, and efficiency is king in a game like this. The Human Torch that is recommended for the starter game is useful only for cheap energy - which you don't need in this game. The Spider-Man is balanced enough, but his ability is rather useless except to demonstrate how paid abilities work.

The second problem is that with a total of four unique dice and nine community dice available for purchase, there are just very few options, even for starting at just ten life. There quickly becomes nothing that you want to do with the non-character faced dice. That would rarely, if ever, happen in the casual (six-card) or tournament (eight-card) game. 


The ideal first game 


What you actually do should be a bit fuller. You can still provide some simplicity but on a scale that actually communicates the potential of the game.

What I've found to be successful is the following -

  1. Four Characters
  2. Two dice per character
  3. Same basic actions as the basic game
  4. 12-15 life
  5. One of the following means of character selection:

Drafting


This is good if your "student" is a more experienced gamer. I like to use the cards from the base set for this, but you can use whatever set of cards you choose. This might be useful if you know that there are a few in the Marvel universe that they gravitate towards - if Ghost Rider is their favorite (despite his horrible movie), you might want to make that option available.

Of course it's important to give advice about the choices that the new player is making.

I lay out each of the cards in sets, by character. Players take turns drafting - but they're drafting the character itself, not the individual card. In other words, if they want Iron Man, they're taking every Iron Man. Once each player has four characters, they then pick which iteration of those characters that they actually want to use, ending with a squad of four.

If you've advised them well and explained some of the choices, then they ought to have a serviceable team.

The Set Squad


This would be a better one to use if the new player is more of a novice to these types of games.

Here, you want to use two predefined sets of characters for each side to use, sticking to the same limits as above. This can be variable for you, but should include something fairly balanced. The archetypes that you may want to fill are:

1) One character that helps with churn (Beast "666", Gambit "Ace in the Hole, and the like)
2) Two pieces of a combo (Torch/Hulk, Iron Man/War Machine, etcetera)
3) One utility (Storm, Loki, and so forth)

Chosen carefully, you'll have two sets of small squads that each have a means of efficiency, a clear way to win and the ability to counter the other. This is easily justified - consider the duel decks that Wizards of the Coast releases for Magic: The Gathering. The two are made to play one another and the box includes strategic information for each deck.

If you're using just the base set, it's a little more complicated to set this up because it's hard to get the costs to align perfectly. I recommend the draft there, just because of the limited selection.

Merits of this method


In teaching my brother, we played the basic game and I unwittingly let him choose which set of characters that he wanted to start with from the beginning game. He had a fairly miserable time and I would have been able to crush him early on - something that I avoided doing so that he could see how the mechanisms interacted. With so few dice to choose from, it becomes an exercise in futility rather quickly.

It really just ended up being a frustrating experience for all involved and I'd like to change that.

This version of teaching the game gives you far more dice options and many decisions to make. It throws global abilities into the mix, and so playing out a turn is much more true to the actual game. Putting some potential combos into the mix lets new players see the types of synergy that are possible within the game and shows the real draw - not some nifty dice and a cool intellectual property, but an enjoyable, strategic game.

Please share your own experiences! How do you teach the game?

Strategy: Tsarina Countering

In a lot of ways, we probably should have mentioned Tsarina in our first podcast, as she is meta defining in her own right. People talk about Gobby more, but there is nothing more terrifying for me than looking across the table and seeing 4 dice sitting neatly atop a Tsarina card. She is FAST. She is BRUTAL. If all goes wrong she can clean you out for sixteen life on your opponent's third turn. If you are going second and your opponent first, you must be prepared to take a violent hit on that third turn and salvage the rest of the game if you can.

I hesitate to say it, but if I were going to nerf a card, it would probably be her. There are no hard, fast counters for her, but today I hope to address how to weather the storm and hopefully pull out the win. Keep in mind, even if you manage to pull out the first few turns, there is still a great deal of danger as you move into the mid-game.

Saturday, May 17, 2014

Pyromania: The Human Torch

As I'm not up on Marvel Comics, it seemed a bit weird to see a member of the Fantastic Four included among the Avengers vs. X-Men starter set. Considering that all of the other starter characters are either part of those two teams or unaffiliated - and even Spider Man has worked with the Avengers - I was unaware of any additional affiliations that our boy Johnny Storm had. Wikipedia tells me that he was a part of the "Secret Avengers" for maybe a year.

I have no idea what the "Secret Avengers" are. Though I don't want to make light of it - as a DC fan, I'm the first to admit that there have been many odd variants of the Justice League. It's just off-putting for someone that you immediately associate with the Fantastic Four to be the oddball among a bunch of Avengers and X-Men.

Regardless of all of that, Katie went into a bit of depth already about some of the combo opportunities that Human Torch presents. Now, it's time to analyze all of the Human Torch variants, see what we like, and see what we don't.

Squad Building 2: The High Cost Of Dice

So powerful...but so expensive!
Welcome back, True Believers!  Today I'm going to talk about how to go about buying your dice.  Some people may be thinking, 'don't I want to just field all the characters I can, and pick up the awesomest things I can with the energy I have left?'  As Dave alluded to in To Buy Or Not To Buy, no, not always.

The first few turns in particular, I find it generally more useful to get yourself cheap characters, especially ones with no or low fielding cost, ones that will speed up drawing, or ones that I can buy two of in a turn. If your strategy revolves around getting some really expensive characters, like If Looks Could Kill or Piotr Rasputin, and your opponent's squad doesn't involve a weenie rush, I may consider buying an action die or two.

Friday, May 16, 2014

Opening Moves

There are three philosophies that I see discussed frequently in regards to the first turn of the game, and additionally, one that I don't see discussed very often at all. Options are fairly limited when you're talking about this early point in the game - all you have are your sidekicks.

In reality, thinking just about the first turn is false, because the second turn is very similar and, without fail, presents many of the same possibilities. 

Let's examine the possible plays that one can make for their first and second turns as well as the merits of each.

Thursday, May 15, 2014

In the lab with The Beast

One of my favorite X-Men (but not the favorite - that honor is reserved for a certain cajun card dealer) has always been the Beast. I love the dichotomy between his extreme intelligence and his uncouth, almost animal appearance. It was interesting to see how he would react to people - and how others would react to him - given his mutation and the results of his genetic manipulation.

The Beast is an integral part of this first Dice Masters set, with one of the absolute best dice that you can field on your first turn - and that's just a common from the starter set! Let's get up close and personal with dear old Hank McCoy.

Wednesday, May 14, 2014

Intro to Squad Building: Picking Your Team

Greetings, Reserve Pool fans!  I'm Evan, and I'm pleased as (one-two) punch to be joining Dave and Katie here.  I was introduced to the Atari 2600 in kindergarten, and have carried a love of games of all stripe - video, board, and otherwise - since.  When Wizkids announced they were making a CCG-like dice game featuring Marvel characters, I knew that I'd have to give it a look, and I'm very glad I did - it's proved fertile ground for all kinds of thoughts about strategy, tactics, and probability, which I'll be sharing on the blog.

My intro aside, it's time to get to the single most important element of strategy for the game: how to build out your squad.  A poor choice of characters will make it exponentially harder to win, even with the best rolls, while a well-thought-out, balanced team will see things fall into place more often than not.

The good news is, at its heart, choosing your team is pretty simple!

Tuesday, May 13, 2014

iTunes news!

The iTunes listing for our podcast is now live!



The show image is still propagating around the interwebs, so that's not there yet. Note that this Thursday's episode is the one that's on there now - as I said before, it was done early for logistical reasons.

ALSO: We're migrating the feed over to a different location so that those who are just subscribing to the podcast feed have no issues. This feed will be just the podcast. Give it a day and it should all be in the right place. You don't have to change a thing - I just changed where I pointed Feedburner.

Thanks for the support, everyone!

Team Ups: Hulk and Human Torch

Hi, Katie here, and I'm beyond excited to be joining Dave and Evan here at The Reserve Pool. I've been an avid gamer since I was very young, and my love of CCGs and Boardgames has carried throughout my life. Dicemasters has gotten me back into the card game spirit, however, so I'm going to be coming to you with a few thoughts, perspectives, and features from here on out. I'm also joining Dave on the podcast, with our first episode dropping today! Make sure you check out our first episode: Shaping the Meta

As any comics enthusiast can tell you, nothing says 'comics' like the Team-Up. It can be the unlikely collaboration between hero and villain, the long-standing heroic rivalry getting another installment, or just two old friends you love seeing side by side teaming up again. In this feature, I'll be bringing you some of the little team-ups that you could build around to make your deck efficient, or just hard-hitting in its nastiness.

Today, we're going to be talking about a solid team-up available to you right out of the Starter Box: Hulk and Human Torch!

Sunday, May 11, 2014

EP1: Shaping the Meta


It's Episode One of the podcast, a little early so that the podcast services get the listing! Dave and Katie introduce themselves and get right down to business - what cards are shaping the meta? What cards should be but aren't yet? And finally, we close with FAQTalk, a segment dedicated to the cards, abilities, and rules that we think need to be covered on a FAQ or errata.


|    |   - Now Live!

Iron Man: Visiting Stark Tower

First off, I was looking at referring sites and hello Sweden! Thank you for reading!

Next up in the character review series is Mr. Tony Stark. It seems that Iron Man has a lot of fans these days. It's pretty easy to see why. After all, in The Avengers, he got to spend about 20 minutes fixing a plane. Woo!

He also upgrades his power suit like Apple upgrades smartphones - every year, he's got something different. To that end, we have four different iterations of ol' Iron Guts to discuss here.

Ok, and before we begin, I'll admit that all of my snark, every bit of it, is out of jealousy - who wouldn't want to fly around in that suit? It's crazy awesome. Especially when you have a plane to fix.

Saturday, May 10, 2014

Exciting Announcements!

Like Nick Fury gathering the Avengers, I'm pleased to announce that I have two more people joining the team. Well, it wasn't a team when it was just me but now it is. I hope that you'll all welcome Katie and Evan to the website.

Katie will be joining me on the podcast. She'll also add her author's voice to the blog. We've just finished recording a pilot episode and everything went incredibly well - look for that to drop on Thursday, and every Thursday thereafter.

Evan will also be a writer for the blog and will guest on the podcast for some of the meatier strategy episodes.

I don't want to put words in their mouths so I'll let them introduce themselves later on. It will be a little bit before we get scheduling figured out, but rest assured, you'll start to see content from them before long.

I'm really excited at the early response to this site. Now, we'll be able to have even more quality content for you. After talking to these two, I'm convinced that they'll be outstanding editions!

Welcome, Katie and Evan!

Uncanny X-Men News & Reactions

WizKids released an update detailing the future of the Dice Masters game. You can find the full update here. The first item is that the reprint is on its way - of course, we all knew that. The second is that new shipments of boosters will hit in July. I don't think anyone had worried too much about this given the availability of the boosters to this point. Another reprint of starters is on its way, but won't hit until August.

The other big item is that Uncanny X-Men (currently slated for launch in September) will have gravity feeds that feature 90 packs, up from 60. This should help with the rarity distribution.

The main question that I have: Is the projected September release of Uncanny X-Men realistic? If starters for Avengers vs. X-Men will only be in wide availability in August, is it feasible to release an entirely new set in September? No one likes delays, but I myself wouldn't mind a delay on the release of Uncanny X-Men.

Thursday, May 8, 2014

To Buy, Or Not To Buy...

After a few days of character posts, everything seems to be off to a good start. I'm going to get back to some strategy articles, which should be what the majority of the Monday/Thursday posts are (though not always) and get posting to a normal rate from the accelerated one that I'd been doing.

On to the subject at hand.

The title has nothing to do with buying or not buying Dice Masters. The answer is, obviously, buy. This is about when it's smart to make a purchase of a die. To help make my point we'll start with a story.

Wednesday, May 7, 2014

Organized Play Cards

An article on Marvel.com revealed the organized play exclusive cards today and also gave us an idea of the structure of the Avengers vs. X-Men storyline. It's slated to take place over six months of events and these exclusives will be available through participation.

Here's a link to the article.

The new Thor uses the same dice but provides a new card. Like the rest of the Thors, this variant has to do with controlling fist characters; the life gain is a nice bonus, too. I'm not certain how effective this is in the current card environment, but more options are always better than fewer options. This is a good counter if you find that fist characters are ruining your day, but otherwise, I don't know that this one does enough for a seven-cost card.

The basic action provides rewards for team affiliations, meaning that there is now a potential reason to match up teams that don't yet have synergy, like the Fantastic Four (currently the Fantastic Three). It also has the potential to make Avengers and X-Men teams more dangerous. This could be a scary pairing with a Black Widow rush, especially if other Avengers are involved in that team.

One way or another, organized play is coming. I hope to get my hands on Teamwork at the least!

EDIT: Shaudius states below in the comments that the basic action cards will be the monthly participation prizes - so that'll work!

Severe Weather Alert: Storm

Bonus! It's another character review in less than 24 hours! Because sleep is overrated!

Ok, so next up in our series of character assassination analysis is the aptly named Storm. Let me first say something that's really stuck out to me early on in this process: I like every character in the base set. Every single one of them, even the less optimal cards, do a great job at demonstrating the potential of the game. Beast "666" showcases dice efficiency; Hulk is a bruiser with various triggers. Spidey and Thor can control blockers. Human Torch deals in direct damage. I could go on and on.

This is true once more in the inclusion of Storm, who is all about dice manipulation for the opponent - another key tool in the toolbox of this game. As with many of the other starter set characters, she also is quite effective even as you buy boosters. But I won't rain on your parade with thunderous banter - let's blow through this review of Storm.


Tuesday, May 6, 2014

Character Review: Hulk

Hulk may have been played by approximately seventeen different actors in the last decade, but in Marvel Dice Masters, there are just four cards that feature our green gamma-ray-bombarded friend.

Continuing with our trend started by Captain America, the Hulk is one of the starter set characters, and there is one additional uncommon hidden amongst the booster packs at your friendly local gaming store or wherever you choose to buy them.

As you might expect, the Hulk is a heavy hitter and features high-damage attacking and knocks out opposing characters with ease. Let's have a look.

Will Loki: Gem Keeper be everyone's answer to everything?

And is that ok?

Loki: Gem Keeper is one of the more interesting cards out there because, when fielded, it prevents your opponent from fielding any dice from a specific character. This is pretty huge and can have quite the impact on someone who is relying on one character to drive their car.

Imagine - one player quickly buys three to four of Black Widow: Tsarina within their first two turns and their opponent manages to field Loki and bring the character ability to bear upon Black Widow. Now 50% of the faces on that die are useless until the first player finds a way to deal with him.

Perhaps you've recognized the synergies that your opponent has out on the table, the strategy that they are working towards  - now you can disable the character that is essential to it. That's powerful stuff and will disrupt a lot of strategies.

Monday, May 5, 2014

Character Reviews: Captain America

This will be the first in an ongoing series of reviews of the cards found in this set. We'll go character by character looking at all of their cards at once, discussing what I like and what I don't. I've arbitrarily decided to start with Captain America. There isn't going to be any particular order except that I'll look at the starter set characters (along with their uncommon counterparts) before I get to the rest.

Why? Because just about everyone will have at least three of the four of these, unless you've yet to find your starter set. If that is your situation, well, I can do nothing for you, son.


And so, without further ado, let us examine those Captains America. Captain Americas? Captains Americas...?

Saturday, May 3, 2014

Think Like a CCG or Deck Builder?

Found on Flickr, user wgunther. Some rights reserved.
I know that I said that I would hold off until Mondays and Thursdays in my prior post, but some of the traffic makes me want to give people more of a reason to visit in the early days of this site.

A lot of strategy comparisons - some of them by me - have put this game up against collectable card games like Magic and others. The collectable nature of the game, as well as the combat system, helps to drive those comparisons.

While those games can absolutely inform the decisions that we make in this young game, there's something else that's at least as important to consider with Dice Mastesr: Its similarities to deck building games like Dominion, Ascension, and all the rest.

Friday, May 2, 2014

The Plan

Just a quick note for how I'm going to try to go about things here. Plan on seeing larger posts on Mondays and Thursdays, with the occasional character discussion thrown around in between and/or as one of the Monday/Thursday posts. That'll depend on the length of the post and how some of those things turn out. Several articles are still in the planning stages, and so I'm not 100% on how they'll turn out yet.

I'm currently considering options for the podcast. Really, I just need some inspiration to strike - I'm trying to determine what topics to discuss without either taking away from the blog OR being redundant. Please get in touch if you have thoughts to share. Thanks for reading!

Thursday, May 1, 2014

The Must-Haves

Every competitive game has the ideal structure that everything becomes centered around. For example, if you've ever played Magic: The Gathering, you know that you want to stick to 60 cards, and that 20 of those should be lands. If you play Android: Netrunner, you know that the corporation should stick with 49 cards so that they don't have to include extra agenda points.

Now, these are never unbreakable rules, but they provide a starting point for players that are new. And right now, we're all new.

This game, too, will certainly have some of those guidelines develop as it gets into the hands of more and more gamers, as the meta develops, and as archetypes evolve. Some of the most fun that you can have with competitive collectable games - apart from playing - is through building your forces, and the more of us that discuss it, the faster we'll find the best answers.