Revised November 9, 2017
Abilities: The text on the die’s associated card.
Action Die: A die that has no character faces. A face on such a die that shows the special graphic and can be used for a powerful effect.
Active: A character is active if at least one copy of that character die is in the Field Zone. Effects that are applied while a character is active don’t stack for multiple copies of that die in one player’s Field Zone.
Adventurer: Any character with the Experience ability.
Aftershock: When this character leaves the Field Zone because of your opponent (damage from their characters or actions, getting KO’d, being removed from the game, sent to the Used Pile or Reserve Pool) you must use their Aftershock effect. (MDM4)
Ally: Character dice with the Ally ability count as Sidekicks while in the Field Zone in addition to their other designations. They don’t count as Sidekick Dice while in the bag, Prep Area, Used Pile, or anywhere else. (MDM4)
Anti-Breath Weapon: When a character die with Breath Weapon X attacks, you may pay X energy to prevent that damage. (DDDM2)
Assign: To commit your character dice to attack or block. Also, to designate how damage is dealt to attackers or blockers during the Attack Step.
Attack: To send your characters to try to damage your opponent.
Attune: While a character you control with Attune is active, when you use an action die, that character deals 1 damage to target player or character die (no matter how many of that character’s dice are active). (DDDM3)
Awaken: When a die with Awaken spins up 1 or more levels, you may use its Awaken effect. You get to use the effect for each individual die that spins up, so if you have two copies of the same die active and they both spin up, you will get two instances of the effect. (MDM8)
Back for More: When a die with Back for More begins the turn in your Prep Area, and is rolled during the Roll and Reroll Step, use its Back for More effect (this isn’t optional). (MDM 6)
Boomerang: Action dice with boomerang are re-rolled after they’re used. If they reveal an action face, add them to your Prep Area. (DCDM 5)
Breath Weapon: When a character die with Breath Weapon X attacks, you may pay X energy. Deal X damage to your opponent and all of their character dice. You may use multiple Breath Weapons in a turn, but only one per character (no matter how many copies of that die are attacking). (DDDM1)
Burst: A star-shaped symbol that indicates extra abilities may be in effect for a die.
Call Out: When a character die with Call Out attacks, you target an opposing character die. The targeted die can only legally block the attacking die that used Call Out on it, and no other die can legally blocked the die that used Call Out. If the die that used Call Out cannot legally be blocked for any reason (an effect made it unblockable, two different dice chose the same target for their Call Out, the die targeted with Call Out was KO’d, etc.) then the effect of Call Out is cancelled. (MDM7)
Capture: To place under your die and temporarily remove from the game. This only lasts until end of turn unless otherwise stated.
Cleave: If a die with Cleave attacks and KOs a blocking character die with combat damage, they deal half of their A (rounded down) to another character die your opponent controls as combat damage (only once). (DDDM2)
Combat Damage: The damage a character die deals during the Attack Step as a result of attacking or blocking. (MDM3)
Common Ground: When a character die with Common Ground attacks with at least one Villain character die, you get to use the character die’s Common Ground ability. (DCDM5)
Continuous: Actions with Continuous move from the Reserve Pool to the Field Zone and can stay there at the end of the turn. Sometimes they’ll send themselves to the Used Pile for an effect whenever you could use a Global Ability. (DCDM2)
Crossover: Crossover characters have two or more types of energy. To purchase them you’ll need to spend at least one of each type of energy they require. You won’t be able to reduce their cost to avoid paying each type of energy to purchase their dice. They count as every type of energy you must spend to purchase their die. (DCDM4)
Crosspulse: Crosspulse is a special version of Impulse found only on Crossover Characters. When you only spend the matching type of energy to purchase them, you get to use their Crosspulse ability. (DCDM4)
Deadly: Character dice that are engaged with a character die that has Deadly are KO’d at the end of the turn (even if the character with Deadly has been KO’d or leaves the Field Zone). (MDM6)
Energy Drain: After blockers are assigned, spin each character engaged with a character die with Energy Drain down one level. Character dice at level 1 can’t be spun down. (DDDM1)
Engaged: A character blocking or being blocked is engaged with the opposing character.
Enlistment: Enlistment effects let you get extra effects unless your opponent KOs one of their character dice. (MDM5)
Equip: When this die is fielded, and at the beginning of each turn that this die is active (any player’s turn), you may attach this die to a character with the Equip icon immediately below their alignment icon. You may switch the attachment from one character die to another. If the character die the equipped die leaves the Field Zone, the equipped die remains in the Field Zone (unattached). As with all non-character dice, Gear dice can’t attack or block. (DDDM1)
Experience: While a character die with Experience is active, if you KO’d an opposing monster (as noted by the black Monster allegiance banner) during your turn, place one Experience Token on this character die’s card at the end of your turn. Each Experience Token provides each of this card’s dice with +1A and +1D (at each level). A card can only gain 1 Experience Token per turn (unless otherwise stated). Multiple cards can each gain an Experience Token during the same turn. An opposing player KOing their own Monster will not generate Experience Tokens. (DDDM1)
Fabricate: Characters with Fabricate will have 2 numbers (X-Y). If you KO X characters with total purchase cost Y or more, you can purchase the die with Fabricate X-Y for free. (DDDM 2)
Face: One side of a die.
Fast: Characters with Fast deal combat damage before other characters, all at the same time, instead of at the regular time for combat damage. (DDDM2)
Field: Paying a character’s fielding cost (which might be 0) to move them from the Reserve Pool to the Field Zone. Some other effects will also field character dice.
Field Zone: The area where your characters go when you pay for them to fight your opponent and their character dice. The Attack Zone is a subset of the Field Zone.
Flip: Cards with the Flip keyword have a different face on each physical side of the card (front and back). All dice you control are represented by the face up side of your card with the Flip keyword, regardless of which face the card was on previously. At the beginning of each of your turns, you may flip any card with Flip to its other face. There also may be game effects that direct you to flip cards. Only cards with two faces may be flipped. (DCDM5)
Fusion: During your Main Step, you may move a number of appropriate fusion material monsters (denoted on the card) from your Field Zone to your Prep Area. Move the die with Fusion from its card to the Prep Area. (YGO1)
Gadgeteer: When a character die with Gadgeteer attacks, you may roll a gear die or an action die with the Continuous keyword in your Used Pile. If you roll a non-energy face, you may move it unto your Field Zone. Otherwise, return it to your Used Pile. (DCDM5)
Gate: When you field a die with Gate, you may take an unpurchased, qualifying die from one of your cards and roll it. On a character face, you can place the unpurchased die into your Prep Area. (DDDM 2)
Global Ability: A type of game effect that is available for both players to use.
Heroic: Dice with Heroic can pair up with other dice (different character) that you control that have the Heroic ability. Place paired up dice side by side. Heroic takes place at the same time a character is fielded. Dice may only be paired up with one other die (the new partner replaces the old one). They attack and block separately. (MDM2)
Impulse: Impulse abilities happen when you purchase a character die with the Impulse ability. The character does not need to be already active to use the Impulse ability. (DCDM4)
Iron Will: This character cannot be KO’d unless it was previously damaged this turn or if it is simultaneously damaged by two different sources. If this character was previously damaged this turn and (a) it is damaged a second time and the total damage it received this turn equals or exceeds its D, or (b) a game effect later in the same turn reduces this character’s defense such that the damage it previously received this turn is equal to or greater than its new D, or (c) a later game effect this turn directs that the character be KO’d, then KO this character. Also KO this character if it is simultaneously damaged by more than one source (for example, being blocked by more than one character die) and the total damage it receives from those sources equals or exceeds its D. (DCDM3)
Immmortal: When a character die with Immortal would go to the Used Pile (except when it is purchased, swapped, or sent as energy), instead add that character die to its owner’s bag. (MDM9)
Infiltrate: When a character die with Infiltrate attacks and is not blocked, you may choose to remove that character die from combat and not deal combat damage to your opponent. If you do, that character die deals 1 damage to your opponent and the die remains in your Field Zone instead of going to your Used Pile. (MDM7)
Intimidate: When fielded, remove target character die from the Field Zone until end of turn. Place it next to your character cards during that turn as a reminder. (MDM5)
Opposing: Controlled by another player (either because it belongs to them, or they’ve taken control of one of your dice).
Overcrush: When attacking, if this character KOs all of its blockers (or they are removed for other reasons), it deals any remaining damage to your opponent.
Regenerate: If this character would be KO’d, roll it. If you roll a character face, return it to the field on the rolled face (but not the Attack Zone). Otherwise, move the die to your Prep Area. (DDDM1)
Resistance: Resistance effects let you get extra effects if one of your character dice was KO’d this turn. (MDM5)
Retaliation: If an affiliated character you control is KO’d, deal 1 damage to an opponent. (DCDM1)
Ritual: Instead of paying this monster’s Fielding Cost you may send a monster [character] die from your Reserve Pool to Out of Play in order to field this monster. (YGO1)
Sacrifice: Sacrificed characters are moved from the Field Zone to the Used Pile (often as a cost or penalty). (MDM4)
Spin: To turn or rotate a die so that it shows a different face.
Stats: The numbers on a character die face.
Stun Tokens: Certain abilities let you place Stun tokens on cards. While a card has a Stun token on it, its dice cannot attack or block. The owner of a card with a Stun token on it may pay 2 energy at any time they could use a Global Ability to destroy one Stun token on that card. (DCDM5)
Suit Up: When you purchase a character die with the Suit Up keyword, you may KO a character you control whose name matches one of those listed in the ability. If you do, you may immediately field the purchased die at level 2. For example, if you purchased a character die with Suit Up Iron Man, you may immediately KO an Iron Man character die to immediately field the purchased character die at level 2.(MDM2017)
Swarm: While a die with Swarm is active, and you draw another copy of that die from your bag during your Clear and Draw Step, draw and roll an extra die from your bag. You do this for each matching die with Swarm drawn from your bag.
Synergy: While a character with Synergy is active, you can pay the cost of their Synergy ability to use it. (DCDM4)
Teamwatch: Teamwatch abilities reward you for having characters that share an affiliation. When a character with Teamwork is active and you field another character with the same affiliation, you’ll get a bonus.
Teamwork: Teamwork abilities will let you get extra effects from actions when you have multiple character dice from the same team.
Traps: Traps are action dice that move to the Field Zone when used, and stay there until Triggered. When the criteria of the Trap die’s Trigger is met, you must immediately send the die to your Used Pile and use its Effect. (DDDM3)
Turtle Power: While a character with Turtle Power is active, all other character dice with the Teenage Mutant Ninja Turtles affiliation cost 1 energy less to purchase for each active character with Turtle Power you control. (TMNT1)
Underdog: This ability can be used when you have fewer character dice fielded than your opponent. Sometimes the character won’t need to be fielded. (MDM4)
Vengeance: Vengeance effects take place when you’re dealt damage and the character with Vengeance is active. (DCDM3)
When Fielded: An effect that takes place when you pay a character’s fielding cost to move it to the Field Zone, once for each copy of that die you field.
While Active: See Active.