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Step 1: Prepare to Play

Basic Play consists of just the Starter Set, 6 figures and 6 dice.

Divide the figure into Heroes (Captain America, Spider Man and Wolverine) and Villains (Ultron, Doc Ock and Magneto). Randomly choose a die of each color. Each player then rolls a single die and low score chooses Heroes or Villains.
Place the figures and dice in your Staging Zone.

Staging Zone
Ready Zone
Battle Zone
Holding Zone
Dice Zone
Step 2: Prepare your team

Read your die and decide which figure to place in each one. (Players should shield this action so your opponent cannot see which figure is in each colored die.)
Place the loaded dice into your Ready Zone.

Step 3: Let the battle begin

Each player rolls a dice and places them on the Battle Zone on it's corresponding number. Ties are re-rolled and lowest score picks the Current Battle Stat.

Open the Battle Dice

Take out your figures and select the number from the Current Battle Stat, add this to your dice roll This is your Battle Total.



Activate Powers

Check to see if any of your figures' powers activate. Turn over the figure and look for the current battle stat on the label. If your figure has any power icons of the same color as the battle stat those powers automatically activate. (See the Reference Card to see how each power works.)

Starting with the play who chose the battle stat, you announce any and all powers your figure is using and then apply the results (you do not have to activate any power if you don't want to. But once you pass you can't go back) Then the other player does the same.

Some powers are always on. They are usually white and are activated, no matter what the battle stat is.



See Who Wins the Battle

 Once you've applied all the activated powers, compare the Battle Totals again, if you have the highest total, you win the battle, Take your opponent's figure and put it in your Holding Zone. Put your own figure and battle die into your Staging Zone. If you lost the battle put your empty battle die into your Dice Zone. 

NOTE: Only the one who lost puts their die into their Dice Zone.

If both players have the same total it's a tie. All figures and die go into their own Staging Zones.
DICE RULES

 When you lose a battle, you place your empty battle die into your Dice Zone. Once you have a battle die there you can use the rule on the label inside the lid. Unless the rule says otherwise, you can play it at any time.

Once you use a battle die's rule, return the battle die into your Staging Zone.

You can only play a single rule at a time. You must give your opponent a chance to play a rule of their own before you play a second rule. (Alternate Dice Rules back and forth until you both have run out of rules. Unless you have more rules than your opponent.)
Step 4: Keep Fighting!

 After each battle, the players pick another loaded battle die from their Ready Zones and battle again.

Step 5: Reloading

 If you run out of loaded battle dice in your Ready Zone, it's time to reload them. Take the figures in your Staging Zone and put them in any of your empty battle dice.
Start with the dice in your Staging Zone, if you still have figures you must take dice from the Dice Zone. The chance to play the rules from these dice are now lost, until they get placed back in the Dice Zone again.

Step 6: The Winner!

 Keep playing until one player has three captured foes in their Holding Zone. This player wins the game.

Once you've mastered the basic game and begin collecting more figures it's time to move onto the Standard game.

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Standard play works much the same as the basic game. Some of the differences are; You roll 3 die at a time and must reload when you have less then 3 loaded die, and you can build teams based on figure values.

Number Of Players

 This section is geared towards two players see the Multiplayer section for more details.

Building Your Team

 You must start the game with a group of figures worth a set total Value that both players agree upon. (The value of each figure is in the center of its Stats found on the bottom sticker.) Recomended Value is 30 but this is up to you and your opponent.

It is also recomended that each player has at least six figures and six battle dice. Since the total is set you do not have to have the same number of figures as your opponent. You may choose to have fewer but more powerful figures. And your opponent may try to use sheer numbers to take out these powerhouse figures.

As you advance in the game feel free to experiment. (Please post your game ideas either on the Official Battle Dice Forums Or the forums Here so others can get a chance to experience your versions of the game.)

Unique and Cosmic

 You can only have one of any particular figure on your team. If you and your opponent have the same figure that's fine but the only figures you are allow to have more than one of are Non-unique figures designated by a  symbol on the bottom of the figure.
Cosmic Level figures  are said to be powerful enough to shake worlds. These are limited to one figure for every 30 points used to compromise a "Team". So you would have to agree on a team value of 60 points per side to get more than one.

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Standard game play follows in this order.

1. Load your battle dice and put them in your Ready Zone.

2. Pick three loaded battle dice of any color from your Ready Zone and roll them to start a battle round. Line them up along the numbers in your Battle Zone. The total of these three dice are your Strike Total.

NOTE: If you don't have enough loaded battle dice, reload ALL the figures in your Staging Zone. Move these loaded dice into your Ready Zone. If you do not have enough dice to load all your figures from your Staging Zone you must take the Dice from your Dice Zone. (You can choose not to take dice from your Staging Zone and pull from your Dice Zone, but you cannot leave dice in your Dice Zone so long as there are figures left in the Staging Zone when it's time to reload.)
3. The player with the lowest current Strike Total chooses the match-up. (Picks not only the dice they want to play but they also get to choose which one of your dice you will be playing with. If you hid your choices well they will not know which figure is in your die.) If you don't have any dice left, you are done until the next round starts.

4. The player with the lowest single battle die roll in the match-up chooses the battle stat for that match-up.

5. Open the battle dice in the match-up and apply any activated powers.
6. The player with the highest battle total wins the battle. They take the loosing figure into their Holding Zone. Their dice and figure goes into their Staging Zone. The loser puts their die into their Dice Zone.

7. If a player loses all their figures to their opponent they lose.

8. If more than one player has battle dice in the Battle Zone go back to #3. Otherwise go to #2 to start a new round. If your opponent runs out of figures in their Battle Zone. Take any left in your Battle Zone and unload them into their Staging Zone.
Getting Ready

 Before the game starts, show your opponent the figures in your team. Verify that your opponents overall Value add up to the total you agreed upon.

Then place all your figures and dice into the Staging Zone and begin loading your Battle Dice. Place them all into your Ready Zone..

Battle

 When it's time to start each player picks three battle dice and rolls them all at once. Place each die in the Battle Zone in front of the corresponding number on th e dice.
Choose the Match-ups

 Total the numbers you rolled. This is your current Strike Total. The player with the lowest total choose one die from your Battle Zone and one from your opponent's Battle Zone. This is the current Match-up. Each Round consists of three match-ups.

After a die has been placed into the Battle Zone it cannot be re-rolled.

When one battle is over, add up the dice still in your Battle Zone to get your new Strike Total. The lowest Strike Total chooses the current Match-up.

The Round ends when either player runs out of battle dice in the Battle Zone. If you still have any loaded dice in the Battle Zone when the round ends. Unload them and put the figures and dice in your Staging Zone.

Start a new battle round by choosing three more dice from the Ready Zone and roll all three at once. This starts a new Round.
Strike Total Ties

 If there is a tie for the lowest strike total, the players each roll and empty battle die to break the tie.

The player who rolls the lowest number breaks the tie and chooses the match-up. Break a tie during any Stage in the Round.

Choosing the Battle Stat

 The player with the lowest battle die roll from the current Strike Total chooses which stat will be used. This is the current Battle Stat.

In the case of a tie in the match-up, both players choose which battle stat they want their figure to use.

Example: You roll 3 = 4 = 6 and your opponent rolls 2 = 4 = 6. Your opponents Strike total is 12 and yours is 13 your opponent grabs his 6 and your 3 as the Match-up. Since your Battle Die roll of 4 is lower than their 6 you choose the Battle Stat for this Stage.

Now for the second Stage your total is now 4 + 6 = 10 and your opponent is 2 + 4 = 6, again they choose the Match-up. This time they grab their 2 and your 6, now your opponent also chooses the current Battle Stat. This leaves you both die that have 4. This would be a Strike Total tie and you both choose an empty die to break the tie. You roll a 2 and your opponent rolls a 4. You win the tie and grab both die, but you both get to choose a different or the same Battle Stat. The advantage of you winning the Tie is your dice rules and powers activate before your opponents.

Activate Powers

 Starting with the player who chose the Match-up, they announce any and all powers their figure is using and then apply the results, or they can pass. The player to their left then gets to do the same, and so on. When all players pass in a row, you are finished activating powers during this battle.
Applying Powers

 When multiple powers affect a figure, each power can only affect another figure or player once.

For instance Ranged Weapon adds +2 to your Battle Total. If your figure has Ranged Weapon and uses Magic to copy Ranged Weapon again, it still only gets a +2 bonus not +4 you have all ready used that figures Ranged Weapon. Same for Telepathy 2 figures only give -2 to your Strike Total.

Dice Rules

 If there is a question as to whose battle die rule takes effect first, start with the player who chose the last match-up and then go around the table to the left.

You can only play a single die rule at a time. You must give each or your opponents a chance to play a die rule of their own before you play a second die rule.

Reloading

 If you don't have three loaded battle dice in your Ready Zone when it's time to enter a battle, it's time to reload. Take all the figures you have in your Staging Zone and put them into the dice from your Staging Zone.

If you don't have enough battle dice for all your figures, move dice from your Dice Zone into your Staging Zone until you have enough. If you still don't have enough (You can hypnotize your opponents figures this gives you more figures than dice.) leave any extra figures in your Staging Zone.

If you cannot load at least three battle dice, put as many loaded battle dice in your Ready Zone as you can. When it's time to move them into the Battle Zone, roll them, place them and add up your Strike Total normally.

Winning

 When any player is the only one with any uncaptured figures. That player wins the Game.

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Adding more players to the Marvel Heroes Battle Dice standard game is easy. The multiplayer game is much like the standard game except for the following differences. The Match-Up

 The player with the lowest Strike Total chooses one rolled battle die from each player for the fist match-up of a battle round. In a three player game for instance you have three battle dice involved in each match-up one from each player. Roll spare battle dice to break any Strike Total ties.

A battle round ends when only one player or no players still have battle dice in the Battle Zone. If you still have loaded battle dice in your Battle Zone when the round ends, unload those dice and put the figures and dice in your Staging Zone.
Battle Stat

 If two or more players tie for the lowest battle die roll in a match-up, treat this as if all the players are tied. Each player chooses which battle stat their figure uses.

Battle Total Ties

 If two or more players tie for the highest battle total, those players have fought to a draw. Their figures and battle dice go to their own Staging Zones.

Start with the player who chose the match-up and go around the table to the left. In order, each winning player puts one of the losing figures (if any) into their Holding Zone. The losers' empty battle dice go into their Dice Zones.

The losers' empty battle dice go into their own Dice Zone.

Holding Zones

 Keep seperate rows for your opponents figures in your Holding Zones so that you can identify whose figures you have when it's time to return them. You may also want to ensure that you can tell your figures apart from those of your opponents, so you may want to mark your figures in some way.

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 Once you've mastered all the versions of Marvel Heroes Battle Dice® ™ here are some options to make your game even more interesting. You can only use an option in a game if all of the players agree to it before the game begins.

Popped Rolls

 If someone's die pops open on a roll, you should let the player reload the die and roll again. This shouldn't happen often but it can. To discourage players from rolling their dice too hard, you can agree that any time a battle die pops open on a roll the result is considered to be a 1.

Multiplayer Mayhem

 All battles are one-on-one between two figures. When you choose a match-up, pick one of your rolled battle dice and one of an opponent's rolled battle dice to do battle. Keep battling like this until you cannot make any more match-ups. If any loaded battle dice are left in a Battle Zone at the end of a round, unload them and return the battle dice and figures to their player's Staging Zone.

Two Minute Warning

 As the game winds down and a single figure is left. It becomes obvious that this player will choose the same Stat over and over. To get past this, instigate a Two Minute Warning. At this point the Stats are rolled first roll becomes Intelligence, Second roll is Strength, Third Roll is Speed keep going until you have gone all the way through the Stats and start over. Or switch back and forth low roll picks a die and 1 = Intelligence and 6 = Fighting Skills each number on the die represents a Stat.