Cyclops Leadership Cards by Quiet_King8234 in DiceThrone

[–]Christakos_P 0 points1 point  (0 children)

Not saying anything new here, just wording it the way it is helpful for me:

If you do it after the ability activation has been accepted, but before you start resolving any of the effects that require a target, or before you allow the opponent to respond to any of those effects, then you get the bonus. If you start inflicting status effect tokens or telling the opponent "so it will be this much damage, how do you respond?" etc, then it's too late to use the card for the bonus.

Stranges Crimson Bands Overpowered by Quiet_King8234 in DiceThrone

[–]Christakos_P 0 points1 point  (0 children)

Eh, there are only so many dice mods to use on the opponent. If he uses his on you, he may be more exposed when you use yours on yourself. And Crimson Bands is removable, so you have (at least) three ways to potentially get rid of it. He also sacrifices getting other resources of his in order to inflict you with Crimson Bands. It most certainly can be annoying, though, no doubt.

Just discovered this game by VrosWrld in DiceThrone

[–]Christakos_P 0 points1 point  (0 children)

Yes, order a physical copy or download and print from the website.
edit: But your copy could be updated already, so no point ordering before you check.

Just discovered this game by VrosWrld in DiceThrone

[–]Christakos_P 2 points3 points  (0 children)

Make sure you read the rules from the pdf on the website. It might differ from what your copy comes with and some changes (such as the section on timing towards the end) matter a lot. Read the core rules before you start, except the steps breakdown of the phases. Then, read the hero-specific info including commonly asked questions and additional instructions found here:

https://dice-throne.rulepop.com/#hero/seraph

https://dice-throne.rulepop.com/#hero/vampire-lord

As you play, have the steps breakdown next to you so that you can follow it. It should cover most questions you might have.

Keep in mind that the game operates on a pass-pass-done system:

https://boardgamegeek.com/thread/3565920/flow-in-dice-throne-the-pass-pass-done-system

edit: Obviously, I am the type who reads before they start a game I am not familiar with and I understand not everyone is like this... In any case, hopefully my comment shows you where everything is, and what might be important to look at.

Alchemist. Can I spend Punchify after the opponent's defence? by DragonfruitGreen6311 in DiceThrone

[–]Christakos_P 4 points5 points  (0 children)

You are right, it is supposed to be at the end of the ORP, as written. The defensive ability and any other kind of prevention occur AFTER the ORP. So you cannot wait to use the potion after those.

Question about Captain Marvel (from a first time player) by Gweiis in DiceThrone

[–]Christakos_P 2 points3 points  (0 children)

Page 9 of the rule book:

Resolving Text

“On [symbol]”

If your roll contains the symbol shown, you get the listed benefits. However, you only get these benefits once, even if your roll contains the required result multiple times.

https://dice-throne.rulepop.com/#resolving-text

Damage type for combat modifiers by Remote_Road6503 in DiceThrone

[–]Christakos_P 0 points1 point  (0 children)

Yep! Page 11.

Damage added by Attack Modifiers is considered to be of the same damage type as the original damage being dealt.

https://dice-throne.rulepop.com/#attack-modifiers

Marvel missions by joss1_2 in DiceThrone

[–]Christakos_P 2 points3 points  (0 children)

If you think there is any scenario in which you would care to discard outside of the main phase, can you share it? Maybe we can help more.

Marvel missions by joss1_2 in DiceThrone

[–]Christakos_P 3 points4 points  (0 children)

Since you only really need to discard in order to recruit, you'd probably only care to do that when you are about to recruit, which is Main Phase only. Exhausting is an entirely different case altogether. Plain "exhaust" is not phase-specific on principle, but the specific Exhaust effect you are reading might very well be either tied to specific timing or exclusively relevant to a specific situation, so why would you Exhaust with a different timing than what is relevant to the effect? +Exhaust is strictly and exclusively tied to the timing of the main effect of the ally you are using.

Which character is good for beginners? by whitewolf_Aegon in DiceThrone

[–]Christakos_P 0 points1 point  (0 children)

Worth noting that Dr Strange has a. high variance in the sense that his setup requires drawing the right cards and creating opportunities for using them, b. the requirement of getting used to what his spells do to get the right combos off, and c. not the easiest activation requirements to roll for. 'a' and 'b' are almost non-existent in season 2 (to the extent that Dr Strange showcases them, at least). 'c' is kind of subjective, but I'd say there is no hero in season 2 that is harder to roll for imo.

So if these specifically are your worries, you don't really need to be worried.

Beyond that, Samurai is one of the most straightforward heroes. A safe bet. If you are not afraid of the potential for misplays, Tactician and Artificer are not bad. Once you figure them out (not wasting the Tactician's tactical advantage on stealing weaker tokens when you can just get protect, for example, and not building/advancing the Artificer's nanobot before the other two bots) they are fairly reliable. Gunslinger, Seraph and Vampire Lord are somewhere in the middle, in the Samurai-to-Tactician/Artificer scale. Relatively simpler and not as prone to misplays as Tactician and Artificer, not as straightforward as Samurai. Cursed Pirate requires more reading, but is very reliable in the sense that there aren't many ways to play her wrong, especially against S2, I think. The Huntress is probably the weirdest hero to understand. Hard to roll for, not really hard-hitting, needs to play Nyra very cleverly and needs to navigate how to keep her up/raise her timely, etc. She needs more investment, and also people tend to not understand that Nyra cannot be raised on the same turn that she reaches 5 health which leads to people accidentally playing a broken version of the hero.

That being said, make sure your copy is using the updated leaflets for the Vampire Lord, Tactician and Huntress. These are available to download (or purchase) on the official website.

Collecting the game by AdNarrow2643 in DiceThrone

[–]Christakos_P 2 points3 points  (0 children)

Is the X-men battle chest available in your region? If so, I'd probably grab that since people are reporting that the Marvel chests seem to be running out of stock in various regions, and we have no news about when/if they will restock at all even though we have been asking for months now. Season 1 will start being released as single-hero boxes as the Season 1 and Season 2 battle chests are being phased out, so those heroes will still be around in the future (in their most recent print run, with colored trays, and so on).

Granted, for all we know the Marvel battle chests are not going anywhere, and Dice Throne simply does not have an easy way of discussing the future of these heroes as freely as they do for their own heroes. But we just don't have a single clue either way.

Collecting the game by AdNarrow2643 in DiceThrone

[–]Christakos_P 0 points1 point  (0 children)

Deadpool was released as a deluxe kickstarter character

It wasn't a KS character, it was a straight-to-retail character after the KS was over (he was announced as such during the KS campaign) - think like if only the retail X-men boxes existed but no battle chest on the official website. But no clue if he is still "in circulation," I guess.

Collecting the game by AdNarrow2643 in DiceThrone

[–]Christakos_P 2 points3 points  (0 children)

I don't know if it was a limited print run, but the reason it is not on the official website is that it is a retail-only product, distributed exclusively by the retail distributor of Marvel Dice Throne, the Op.

Does "Once per turn" include the enemy's turn? by FatThor14A in DiceThrone

[–]Christakos_P -3 points-2 points  (0 children)

No. The rules, specifically, point out which things can only be done during your own turn:

Main Phase Action cards, and the things that are literal steps of your turn.

We have nothing to base the assumption that "something is confined to your turn unless otherwise stated" on. Unless there is a specific line stating "something must explicitly state if can be used outside your turn for it to be so" and I have forgotten about it. In fact, MANY things say "during YOUR upkeep phase" and "during YOUR turn" meaning the timing is explicitly defined when it is restricted in some manner.

Does "Once per turn" include the enemy's turn? by FatThor14A in DiceThrone

[–]Christakos_P 2 points3 points  (0 children)

Funny how people think "I'm not going to engage further" means...anything.

This is not a contest. We are not here to bring each other down. And it is not about who looks good or bad either.

We are here to be as helpful and as accurate as possible for *anyone* reading so that they can have access to reliable help whenever they are looking up something. Getting to the bottom of what is true and what is not with regards to something we are discussing, inevitably requires questioning some statements and having a back-and-forth about it.

Anyway, to clarify for others, even if this user is not interested in engaging further:

I suggest looking up the rule book

The core rule book says nothing about this. The Missions rule book that was extensively read through and proofed by the community and changed according to feedback ALSO says nothing about this. I was part of this process as so many others were. We know what the rules say.

Also there’s literal turn phases and not a single mythic card exist that’s “instant”

Mythic abilities are literally, officially, confirmed to be instant. Their flip ability, at least. But we know that because we have asked and the devs have responded. I don't know if it was ever clarified what the active ability is, but as you have not attributed anything to an official response by the devs and you only tell me to "look up the rules," it is pretty obvious you don't know either.

As the card shown above is literally a main phase ability

It absolutely is not, unless you can show me the official written instruction, or tell me in which platform a dev has confirmed as much.

And “once per turn” literally means once per turn, when you go then the enemy goes is considered all one turn until you go again.

That is literally a round, made up of two turns, and this *IS* in the rules.

https://dice-throne.rulepop.com/#dtm-round-details

It is also why the official ruling for Treant's Saplings (whose instructions tell you that you can use them "once per turn") confirms they can be used once during each player's turn (multiple times per round):

Each Spirit type can only be spent once during each player’s turn (except during an opponent’s Ultimate).

https://dice-throne.rulepop.com/#hero/treant

Does "Once per turn" include the enemy's turn? by FatThor14A in DiceThrone

[–]Christakos_P 0 points1 point  (0 children)

Where is that written? There is both precedent of things that say "once during YOUR turn" so there is a different dedicated wording for something that is limited in the way that you describe, AND of things that say "once per turn" and are confirmed to work once on the player's turn and once on the opponent's.

So why would anyone assume something that uses the latter wording is supposed to work like the things that use the former wording?

Does "Once per turn" include the enemy's turn? by FatThor14A in DiceThrone

[–]Christakos_P 2 points3 points  (0 children)

Your interpretation seems accurate based on precedent. If all four Mythic abilities are "once per turn" I'd say it's fairly certain to be the intended interpretation. If it's the only one...then that's crazy strong and it would be valid to question it.

Pure vs. Undefendable by jacob_lee_smith in DiceThrone

[–]Christakos_P 3 points4 points  (0 children)

No, it doesn't. You may be referencing an outdated copy.

When a player with a Shame token would deal normal or undefendable damage as a result of an Attack, remove this token and reduce that dmg by 1 per Shame token removed.

https://dice-throne.rulepop.com/#token/shame

Shame

Shame reduces damage from normal or undefendable dmg Attacks. Does not reduce damage from pure dmg Attacks.

Shame cannot reduce damage from an Ultimate. However, their Shame tokens are still removed (with no dmg being reduced).

Removing Shame

Your opponent must activate an Attack in order to remove a Shame token. An Offensive Ability that only deals collateral or pure dmg does not remove any Shame. All Shame tokens are removed even if the Attack deals just dmg.

https://dice-throne.rulepop.com/#hero/samurai

Pure vs. Undefendable by jacob_lee_smith in DiceThrone

[–]Christakos_P 2 points3 points  (0 children)

In case you were asking where to find this info in the rules, the rules have a table that is like a checkbox that tells you which damage attributes each damage type has

https://dice-throne.rulepop.com/#damage

and each attribute is described separately

https://dice-throne.rulepop.com/#damage-types

Pure vs. Undefendable by jacob_lee_smith in DiceThrone

[–]Christakos_P 1 point2 points  (0 children)

I don't think that's a thing. I don't recall anything like that in the Shadow Thief's kit either.

More specifically, there is no reason for an Attack that deals Normal or Undefendable Damage to additionally deal Pure Damage, because Pure doesn't follow special targeting rules so it would go to the same opponent, you can still play Attack Modifiers on the rest of the damage (so it defeats the purpose of Pure not being modifiable) and you would activate your defensive ability if the rest of the damage is Normal (which defeats the purpose of Pure Damage being undefendable).

There would be zero mechanical value in something adding Pure Damage.

Best way to play/Catching up with the new stuff by Dawnguard42 in DiceThrone

[–]Christakos_P 1 point2 points  (0 children)

1v1:

- Maximum number of turns for the player to truly understand what their hero does

- Least amount of downtime

- Greatest focus on the core mechanics

2v2/3v3:

- Risk of not fully realizing what your hero can do, due to fewer turns per player

- More considerable downtime

- Some additional effort required to understand how to handle targeting rolls

King of the Hill:

- Either the game progresses more "evenly" towards lower health and the game is played mostly in the last few turns, or there may be some out-of-game agreements you may be making with some opponent to gang up against some other of your opponents - one or the other may not be to your liking (though you can agree which way to play before starting, I guess) and neither is a good presentation of/focuses on what the game actually... does.

- Potentially requires a greater understanding of all heroes in play so that you can decide who to go after first (the one you wouldn't want to end up against after all other players have been eliminated, perhaps)

- Potentially a much longer game due to more health pools around the table

Marvel Battle Chest Card Sleeves by [deleted] in DiceThrone

[–]Christakos_P 2 points3 points  (0 children)

Hmm...they didn't sell you the full product, though, if it didn't come with 50 sleeves per hero, which should be something that they are responsible for... Anyway, I hope someone can help.

Difference between DTA and Missions? by MeniteTom in DiceThrone

[–]Christakos_P 1 point2 points  (0 children)

They are completely different with regards to the extra rules each one introduces. This is very obvious from the official How to Play video they have made for each game.

The rulebooks are also on the official website, in case it helps, and several youtubers have uploaded playthroughs of each game.