Gotta Go Fast!

Rookie Difficulty


1) The Game State

Things are bleak. Your opponent has been purchasing some high cost dice and now their side of the board has become very intimidating, with a wall of heaving hitting heroes. Your opponent is currently hiding behind it, sitting comfortably with 11 life.

Your goal is to snatch victory away from your opponent by dealing 11 damage to them this turn, but it’s not going to be easy.

2) The Play Area

Your Opponent has the following dice in the Field Zone:

  • Ant-Man: Level 3
  • Iceman: Level 1
  • Marvel Girl: Level 2
  • Namor: Level 3
  • Namor: Level 3

You have the following dice:

… in the Field Zone:

  • Cyclops: Level 3
  • Sidekick Die
  • Sidekick Die
  • Sidekick Die

… in your Reserve Pool:

Characters:

  • Angel: Level 1
  • Cyclops: Level 1
  • Psylocke: Level 3
  • Quicksilver: Level 2

Energy:

  • Sidekick Die on [Wild]
  • Sidekick Die on [Wild]
  • Psylocke Die on [Mask][Mask]

… in your Used Pile:

  • 2 Sidekick Dice

… in your Prep Area:

  • N/A

… in your dice bag:

  • N/A
Dice

Click on card to expand image.

3) The Teams

Your Opponent’s Team:

  • Ant-Man: Pym Particles
  • Iceman: Too Cool for Words
  • Marvel Girl: Telekinetic
  • Namor: The Sub-Mariner

Your Team:

  • Angel: Air Transport
  • Cyclops: Overlook
  • Psylocke: Kwannon the Assassin
  • Quicksilver: Villainous

Basic Action Cards:

  • N/A

4) Possible Hints:

4.1: Can you get more energy than you rolled?

4.2: Quicksilver’s effect triggering once isn’t enough, can you trigger it again?

It’s going to take some hard work clearing out all those opposing X-Men, and making sure we don’t lose any of ours in the process. Let’s get to work!

  1. Spend one of your Wild energy as a Fist energy to activate Ant-Man’s Global, swapping your Cyclops’ stats. He becomes a 4A 6D character now. (He will need the extra defense to survive)
  2. Spend the other Wild energy as a Bolt energy to activate Iceman’s global ability. We will spin all three of our fielded Sidekicks to their Bolt energy side. They move to the Reserve Pool as a result.
  3. Spend one of those new Bolt energy to field Quicksilver. When Quicksilver is fielded, his ability triggers, and he deals 2 damage to all X-Men, even our Cyclops.
  4. Spend another of those new Bolt energy to field Psylocke. When Psylocke is fielded, spend two Mask energy to activate her ability. As a result, you get to knock out a character, choosing your own Quicksilver. When Quicksilver is knocked out, his ability triggers again. This knocks out the opposing Iceman. (It would have knocked out your Cyclops too, but you swapped his stats earlier.)
  5. Spend the last Bolt energy to field your level 1 Cyclops. When Cyclops is fielded, he deals 1 damage to your Opponent, and to each of their characters. This gives the last damage needed to knock out Marvel Girl, and both of your opponent’s Namors. All that’s left is their Ant-Man.
  6. Field Angel for free, and when he is fielded, you get to field a Sidekick from your Used Pile as well.
  7. Attack with everything. Your opponent will block your largest character with their Ant-Man, stopping one of your Cyclops dice from damaging them.

You hit for:

  • Angel: 2
  • Cyclops: 0 (Blocked)
  • Cyclops: 4
  • Psylocke: 3
  • Sidekick: 1

For a total of 10 damage from our attack.

This combined with the 1 damage we did in Step 5 from fielding Cyclops is the 11 damage needed. Victory!