Playing the Game
Determine which team will go first. Both members of a team go through the steps of a turn together. They clear and draw at the same time. They roll and reroll at the same time. They buy and field at the same time. You guessed it, they also go through the parts of the Attack Step at the same time. For the defending team, both members will declare blockers at the same time. In the case of timing conflicts, just as in a standard game of Dice Masters the active player chooses the order, in Doubles, the active team will choose the order. Players can discuss decisions at any time. Players must pay the cost to purchase and field dice individually from among the dice they personally rolled and cannot use their teammate’s energy.
Players may only attack the player directly across from them. Players may not block for their teammate.
Any player can use any Global Ability. Action Dice, Global Abilities and Character Abilities can target any player.
Effects that would apply to all of your characters include your teammate’s characters as well. So Captain America, Sentinel of Liberty’s effect would make all of your sidekicks and all of your teammate’s sidekicks get +2A. Effects that would apply to all of your opponent’s dice affect their entire team, such as Marvel Girl, Telekinesis who reads, “When fielded, spin each opposing character down one level (if able).” Effects that are centered on one character, such as Spider-Man, Webslinger only affect the player defending against him (that player’s teammate wouldn’t be allowed to have his characters block Spider-Man anyway).