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Dice Mage is a light dueling game between 2 players. Before starting, make sure you have the following components ready : • 2 Character Sheets and markers • 6 Unit Capacity Sheets • 36 Basic Unit Cards • 36 Mercenaries Cards • 18 Traps Cards • 18 Necromancy Cards • 18 Pyromancy Cards • 18 Cryomancy Cards • At least 15 D6 dices • Tokens to calculate gold SET-UP 1. Each players starts with 1 Character Sheet, 1 Unit Capacity Sheet, and 5 dices. 2. Separate the 36 Basic Unit cards into 3 stacks of Guard Infantries, Scout Archers and Worthy Knights. Set them aside face-up within easy reach of either players. 3. Take the 18 Traps Cards, shufNle them face-down and put them on the side. They form the Traps Deck. 4. Do the same with the 18 Necromancy Cards, forming the Necromancy Deck. 5. Do the same with the 18 Pyromancy Cards, forming the Pyromancy Deck. 6. Do the same with the 18 Cryomancy Cards, forming the Cryomancy Deck. 7. Do the same with the 36 Mercenaries Cards, forming the Mercenaries Deck. Reveal the top 4 cards of the Mercenaries Deck and place them on a row, forming the Recruiting Pool. 8. Roll dices to determine the Nirst player. Give the second player 2 gold. 9. Your play area should look like the diagram below. You are now ready to start!

Dice Mage is a light dueling game between 2 players

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Page 1: Dice Mage is a light dueling game between 2 players

DiceMageisalightduelinggamebetween2players.Beforestarting,makesureyouhavethefollowingcomponentsready:

•2CharacterSheetsandmarkers•6UnitCapacitySheets•36BasicUnitCards•36MercenariesCards•18TrapsCards•18NecromancyCards•18PyromancyCards•18CryomancyCards•Atleast15D6dices•Tokenstocalculategold

SET-UP

1.Eachplayersstartswith1CharacterSheet,1UnitCapacitySheet,and5dices.

2.Separatethe36BasicUnitcardsinto3stacksofGuardInfantries,ScoutArchersandWorthyKnights.Setthemasideface-upwithineasyreachofeitherplayers.

3.Takethe18TrapsCards,shufNlethemface-downandputthemontheside.TheyformtheTrapsDeck.

4.Dothesamewiththe18NecromancyCards,formingtheNecromancyDeck.

5.Dothesamewiththe18PyromancyCards,formingthePyromancyDeck.

6.Dothesamewiththe18CryomancyCards,formingtheCryomancyDeck.

7.Dothesamewiththe36MercenariesCards,formingtheMercenariesDeck.Revealthetop4cardsoftheMercenariesDeckandplacethemonarow,formingtheRecruitingPool.

8.RolldicestodeterminetheNirstplayer.Givethesecondplayer2gold.

9.Yourplayareashouldlooklikethediagrambelow.Youarenowreadytostart!

Page 2: Dice Mage is a light dueling game between 2 players

GAMEPLAY

1.Eachplayer'sturnwillbedividedinto3phases.

2.TheNirstphaseistheResourcesPhase.Atthebeginningofyourturn,youwilltakeallthedicesyouownandrollthemforresources.YougainGoldforeachsuccessfullrolls(atthebeginning,onlyrollsof4,5and6willearnyouGold).TakeGoldtokensfromthesupplyaccordingtotheamountofyoursuccessfullrolls.

3.ThenextphaseistheActionPhase.Duringthisphaseyoucan: •UsetheGoldyouhavetopurchaseUpgradesavailableinyoursheet. •Oncetheabilityisopened,recruitBasicUnitsfromtheavailablepool(GuardInfantries,ScoutArchersandWorthyKnights)andorhireMercenariesfromtheRecruitingPool. •Paytogainaccesstooneofthethreemagicalbranchesavailable(Necromancy,PyromancyandCryomancy). •Onceyouhaveaccesstothosepowerfulmagic,youcanalsocastSpellsandsummonpowerfulmagicalCreaturesduringthisphase. •Oncetheabilityisopened,SetTrapsinpreparationforyourenemy'sattack. •Finally,youcancommenceanAttack! •Youmayonlyattackonceeachturn,buttherearenolimitstotheotheractionsavailabletoyou,aslongasyouhavetheGoldandManatopayforthem.Youmayalsochoosetodoyourvarietyofactionbeforeandorafteryourattack. •Pleasenoteaswellthatyoumayonlycastspellsandoractivateabilitiesoutsideofyourattack.Somakesureyouprepareyourarmiesandhavethemreadybeforeattacking.

REMINDER:Onceanupgradeisbought,marktheminyourcharactersheetsoyoudon'tforgetthem!

6.Attheend,thereistheDiscardPhase,whereallplayersmustdiscarddownto5cardsintheirhand.Atthebeginningofthegame,youdonothaveanycardsinyourhand,sothereisnothingtodointhisphaseotherthanresolveendofturneffects,shouldtherebeany.

Eachplayertakesturnplayingtheirturn;rollingdicesandpurchasingUpgrades,accessingpowerfulmagicalSpellsandattackingeachotheruntiloneplayerhastheirlifereducedto0andisdefeated.

Page 3: Dice Mage is a light dueling game between 2 players

EXPLAININGTHECARDS

1.Thenameofthecard

2.Therearethreetypesofcards,Creatures,SpellsandTraps.SpellsandTrapswillbespeciNiedhere,whereasCreaturescardswillsimplymentionedtheirClassType.

Inthisexample,theClassTypeofSengirVampireareVampireandKnight.Itwillcountasboth,andgainbonusesforVampiresandKnights,shouldtherebeanyavailable.

3.Therearealsocoloredlabelstomakethecardseasiertosort.nolabel=BasicUnitslightgrey=Mercenariespastelbrown=Trapsdarkgrey=Necromancyred=Pyromancyblue=Cryomancy

4.Thecastingcostrequiredtoplaythecard.Ifthecardhasamagicalsymbolonit,itisconsideredtobelongtoanyoneofthe3magicschools,Necromancy,PyromancyandCryomancy.Iftherearenone,thenitwillbeconsideredasNeutralCards.

IMPORTANT:Ifacardismagical,itwillnotgotoyourgraveyardwhenitdies(SpellsTinishedcastingorCreaturesdying).Instead,thesemagicalcardswillautomaticallygoesbacktothebottomoftheirrespectivedecks.ThesamegoesforTraps,oncetheyareactivatedandtheeffectscompleted,theywillgobacktothebottomoftheTrapsdeck.BasicUnitsandMercenaryUnits,however,willgotoyourownGraveyardstackwhentheydie.

5.IfthecardisaCreature,itwillhaveanATKandDEFvalue.

6.Theabilityeffectofthecard.Someabilityeffecthavekeywords,whichareincapitalletters.CheckouttheHelpSheetforalistofkeywordsandwhattheydo.Someabilitieseffecthasanactivationcoststothem,shownbythecharacter":".Theseeffectcanonlybeactivatedonceeachturn.

Inthisexample,thecardCrimsonHellkitehasanactivationwhichmeansthatyouneedtoT(Taptheunit,turningitsideways),andpayanyamountinredmana.Onceyoudoso,CrimsonHellkitewilldealthatsameamountofdamageastheamountyoupaytotargetcreature.Thisabilitycanonlybeactivatedonceeachturnduringyourturn.

Page 4: Dice Mage is a light dueling game between 2 players

RECRUITINGUNITS

1.Onceyouopenthevariousrecruitingabilities,youmayrecruitthespeciNiedbasicunitsaswellasunitsofthespeciNiedclassfromRecruitingPool.

2.WhenaunitisrecruitedfromtheRecruitingPool,immediatelyrevealanewcardfromtheMercenariesDeckandplaceinontheemptyspotintheRecruitingPool.

3.IftherearenomorecardsintheMercenariesDeck,thegamecontinues,butsimplywithlessoptionsavailableforeachplayers.TheunitsineachplayersGraveyardsdonotgetshufNledbackintotheMercenariesDeck.

4.Thesameistrueforthe3stacksofBasicUnits,GuardInfantries,ScoutArchersandWorthyKnights.Oncetheyrunout,thereisnomorelefttorecruit,youmustrelyonyourmagicalprowess.

5.UnitsthatarerecruitedorsummonedthisturnareunabletoattackoruseanyabilitiesthatrequiresTap.Thisiscalled"summoningsickness".Thoseunitscanstillblock,andwillbeabletoattackoruseanyabilitiesthatrequiresTappingfromyournextturnonwards.UnitsthathasthekeywordHASTEisunaffectedbysummoningsickness.

ATTACKINGANDDEFENDING

DuringyourActionPhase,youareabletocommenceanattack.Theattackissplitinto4steps.

BeginningofCombatTheattackingplayerdeclaresthatheisgoingtoattack.ThedefendingplayerhasachancetorevealandactivateanyofhisTraps,ifthereareany.

DeclareAttackersTheattackingplayerdeclarestheUnitsthatheisgoingtoattackwith.CreaturesthatareTappedandoraffectedbysummoningsicknessisnotabletoattack.Taptheattackingcreatures.

DeclareBlockersAftertheattackingplayerdeclaresattackers,thedefendingplayerchooseswhichUnitsheorshewillblockwith.Acreaturemustbeuntappedinorderforittoblock.Unlikeattacking,theactofblockingdoesnotcausetheblockingcreaturestotap,andcreatureswithsummoningsicknesscanblock.Eachcreaturecanonlyblockasingleattacker,butthedefendingplayermaychoosetoblockanattackingcreaturewithmorethanonecreature.ThedefendingplayerhasachancetorevealandactivateanyofhisTraps,ifthereareany.Ifanattackingcreatureisblockedbymorethan2players,thentheattackingcreaturewilldecidehowthedamageisdealt.

Page 5: Dice Mage is a light dueling game between 2 players

EndofCombatDamagestocreaturesandplayers(forunblockedattackers)arecalculated,andcreaturesthatarekilledwillbediscardedintotheirowners'GraveyardsorinthecaseofmagicalCreatures,returnedtothebottomoftheirrespectivedecks.

Eachattackinganddamagingcreatureswilldealcombatdamageequaltoitspowerduringcombat.IfanyunitreceivesdamagethatisequalorexceedingthevalueofitsDEFinaturn,thatUnitiskilled.Attheofturn,iftheUnitsurvives,thedamagesreceivedarereset.

Forexample:

TomattacksJeanwithhisTreetopArcher(3/3,RANGED).JeanhasaScoutArcher(2/3,RANGED)andaKnight'sSquire(2/1,Tap:Targetknightgets+1/+1thisturn)thatareuntappedandisabletoblock.ShechoosestoblocktheattackingTreetopArcherwithbothheruntappedunits.

Theattackerandblockerbothdealdamagesatthesametime.Tom'sScoutArcherreceivesatotalof4dmg(2fromScoutArcherand2fromKnight'sSquire),soitwilldie.

Tomhasachoicetodeal3damagefromhisTreetopArcher.Hecanchoosetodeal3dmgtotheScoutArcher(killinghim)or1dmgtoKnight'sSquireand2dmgtotheScoutArcher.Inthesecondcase,theKnight'sSquirewilldie,whiletheScoutArcherwillsurvive.

TomVindstheabilityoftheKnight'sSquiretobeespeciallyannoying,sohechoosesthesecondoption,tokilltheKnight'sSquireandlettheScoutArchersurvive.

Andhehasasurprise!Aftertheattackends,TomsummonsanEmberPyromaniac(1R,2/2,SUMMON:Deal2dmgtotargetcreature).Hechoosestodealanadditional2dmgtotheScoutArcher.This2dmgaloneisusuallynotenoughtokilltheScoutArcher,butbecausetheunithasreceived2dmgpreviouslyfromdefending,itnowdiesandisdestroyed.

NotethatthisisonlypossiblebecauseTomsummonedtheEmberPyromaniacatthesameturnheattacked.Ifhewaiteduntilhisnextturn,the2dmgfromEmberPyromaniacwillnotkilltheScoutArcher.

Page 6: Dice Mage is a light dueling game between 2 players

DETAILEDEXPLANATIONOFCHARACTERSHEET

1.Atthebeginning,rollsof4,5and6willearnyouGold. •Youmaypay5Goldtomakeallfuturerollsof3earnyouGold. •Youmaypay7Goldtomakeallfuturerollsof2earnyouGold. •YoumayalsopayGoldtoearnadditionaldices. •Toaddadditionaldices,youmustpayGoldequaltotheamoutofyourdicescurrently–1.(Ifyoucurrentlyhave5dices,youneedtopay4Goldtoadd1dice).

2.Youmaypay2GoldtogiveyoutheabilitytorecruitInfantriesunits.Oncemarked,youareabletorecruitthebasicinfantryunitGuardInfantry,aswellasanyotherunitsclassedasInfantryontheRecruitingPool.DonotethatthenumberofbasicinfantryunitGuardInfantry,islimitedto15units.Oncethestackrunsout,youarenolongerabletorecruitGuardInfantry. •Youmaypay2GoldtoupgradetheATKandorDEFofallInfantries.

3.Youmaypay3GoldtogiveyoutheabilitytorecruitArcherunits.Oncemarked,youareabletorecruitthebasicarcherunitScoutArcher,aswellasanyotherunitsclassedasArchersontheRecruitingPool.DonotethatthenumberofbasicarcherunitScoutArcher,islimitedto12units.Oncethestackrunsout,youarenolongerabletorecruitScoutArcher. •Youmaypay3GoldtoupgradetheATKandorDEFofallArchers.

4.Youmaypay4GoldtogiveyoutheabilitytorecruitKnightsunits.Oncemarked,youareabletorecruitthebasicknightunitWorthyKnight,aswellasanyotherunitsclassedasKnightsontheRecruitingPool.DonotethatthenumberofbasicknightunitWorthyKnight,islimitedto9units.Oncethestackrunsout,youarenolongerabletorecruitWorthyKnight. •Youmaypay4GoldtoupgradetheATKandorDEFofallKnights.

5.Youmaypay6GoldtogiveyouaccesstoNecromancy.TheNirsttimeyoudoso,youmustchooseanumberfrom2to6.ThatchosennumberwillnowprovideyouwithBlackManawhenyouareRollingforResources.IfthatnumberpreviouslygivesyouGold,itnolongerdoes.Then,draw3cardsfromtheNecromancyDeck. •AfteryouhaveaccessedNecromancy,youmaypay6GoldtoshufNletheNecromancyDeckanddraw3cardsfromit.

6.Youmaypay6GoldtogiveyouaccesstoPyromancy.TheNirsttimeyoudoso,youmustchooseanumberfrom2to6.ThatchosennumberwillnowprovideyouwithRedManawhenyouareRollingforResources.IfthatnumberpreviouslygivesyouGold,itnolongerdoes.Then,draw3cardsfromthePyromancyDeck. •AfteryouhaveaccessedPyromancy,youmaypay6GoldtoshufNlethePyromancyDeckanddraw3cardsfromit.

7.Youmaypay6GoldtogiveyouaccesstoCryomancy.TheNirsttimeyoudoso,youmustchooseanumberfrom2to6.Thatchosennumberwillnowprovide

Page 7: Dice Mage is a light dueling game between 2 players

youwithRedManawhenyouareRollingforResources.IfthatnumberpreviouslygivesyouGold,itnolongerdoes.Then,draw3cardsfromtheCryomancyDeck. •AfteryouhaveaccessedCryomancy,youmaypay6GoldtoshufNletheCryomancyDeckanddraw3cardsfromit.

IMPORTANT:Eachplayersarefreetoaccessasmanybranchesofmagicastheysowish.However,theymustbewaryofovercommittingtheirdicerollstonolongerprovideadequateGold.Theymustalsobewaryofhavingtoomuchcardsattheendoftheirturn,whereeveryplayersmustdiscarddownto5.

8.Youmaypay6GoldtogiveyouaccesstoTraps.Onceyoudoso,youmaynowpay3GoldtopaySetTraps.WhenSettingTraps,youshufNletheTrapsDeckanddraw3cardfromit.Choose1ofthatandputitface-downinfrontofyou.Returntheremaining2cardstothebottomoftheTrapsDeck.Trapsprovidesavarietyofeffectswhichyoucanactivateduringyouropponent'sturn.Toactivateatrap,simplyrevealthemandfollowtheeffect,andthendiscardit.DiscardedtrapsarereturnedtothebottomoftheTrapsDeck.

Page 8: Dice Mage is a light dueling game between 2 players

You may now access TRAPS.6

Shu!e the TRAPS deck and draw 3 cards from it. Choose 1 and SET IT. Discard the rest. Maximum 3 traps.

3

= 1

= 15

= 17

Pay (number of your dices - 1) to add a dice to your dice pool.

You can now accessNECROMANCY. Shu!e theNECROMANCY deck and draw 3 cards from it.

You can’tchoose

6

? =

6 Shu!e the NECROMANCY deck and draw 3 cards from it.

You can now accessPYROMANCY. Shu!e thePYROMANCY deck and draw 3 cards from it.

You can’tchoose

6

? =

6 Shu!e the PYROMANCYdeck and draw 3 cards from it.

You can now accessCRYOMANCY. Shu!e theCRYOMANCY deck and draw 3 cards from it.

You can’tchoose

6

? =

6 Shu!e the CRYOMANCYdeck and draw 3 cards from it.

DICE MAGE

+1

+1

You can now recruit Infantries.2

All infantries2

All infantries2

+1

+1

You can now recruit Archers.3

All archers3

All archers3

+1

+1

You can now recruit Knights.4

All knights4

All knights4

Page 9: Dice Mage is a light dueling game between 2 players

+1

+1

You can now recruit Infantries.2

All infantries2

All infantries2

+1

+1

You can now recruit Archers.3

All archers3

All archers3

+1

+1

You can now recruit Knights.4

All knights4

All knights4

You may now access TRAPS.6

Shu!e the TRAPS deck and draw 3 cards from it. Choose 1 and SET IT. Discard the rest. Maximum 3 traps.

3

= 1

= 15

= 17

Pay (number of your dices - 1) to add a dice to your dice pool.

You can now accessNECROMANCY. Shu!e theNECROMANCY deck and draw 3 cards from it.

You can’tchoose

6

? =

6 Shu!e the NECROMANCY deck and draw 3 cards from it.

You can now accessPYROMANCY. Shu!e thePYROMANCY deck and draw 3 cards from it.

You can’tchoose

6

? =

6 Shu!e the PYROMANCYdeck and draw 3 cards from it.

You can now accessCRYOMANCY. Shu!e theCRYOMANCY deck and draw 3 cards from it.

You can’tchoose

6

? =

6 Shu!e the CRYOMANCYdeck and draw 3 cards from it.

DICE MAGE

Page 10: Dice Mage is a light dueling game between 2 players

DICE MAGEDICE MAGE

This is a unit capacity sheet, which allow

s you to field 3 units. You can purchase additional sheets by paying (num

ber of sheet you own * 3). There is a cap of 3 sheets for each players.

DICE MAGEDICE MAGE

This is a unit capacity sheet, which allow

s you to field 3 units. You can purchase additional sheets by paying (num

ber of sheet you own * 3). There is a cap of 3 sheets for each players.

Page 11: Dice Mage is a light dueling game between 2 players

DICE MAGEDICE MAGE

This is a unit capacity sheet, which allow

s you to field 3 units. You can purchase additional sheets by paying (num

ber of sheet you own * 3). There is a cap of 3 sheets for each players.

DICE MAGEDICE MAGE

This is a unit capacity sheet, which allow

s you to field 3 units. You can purchase additional sheets by paying (num

ber of sheet you own * 3). There is a cap of 3 sheets for each players.

Page 12: Dice Mage is a light dueling game between 2 players

DICE MAGEDICE MAGE

This is a unit capacity sheet, which allow

s you to field 3 units. You can purchase additional sheets by paying (num

ber of sheet you own * 3). There is a cap of 3 sheets for each players.

DICE MAGEDICE MAGE

This is a unit capacity sheet, which allow

s you to field 3 units. You can purchase additional sheets by paying (num

ber of sheet you own * 3). There is a cap of 3 sheets for each players.

Page 13: Dice Mage is a light dueling game between 2 players

2 2

2Guard InfantryBasic Infantry

2 2

2Guard InfantryBasic Infantry

2 2

2Guard InfantryBasic Infantry

2 2

2Guard InfantryBasic Infantry

2 2

2Guard InfantryBasic Infantry

2 2

2Guard InfantryBasic Infantry

2 2

2Guard InfantryBasic Infantry

2 2

2 2Guard InfantryBasic Infantry

2 2

2Guard InfantryBasic Infantry

DICE MAGE

Page 14: Dice Mage is a light dueling game between 2 players

RANGED.

2 3

Scout Archer 3Basic Archer

RANGED.

2 3

Scout Archer 3Basic Archer

RANGED.

2 3

Scout Archer 3Basic Archer

DICE MAGE

2 2

2Guard InfantryBasic Infantry

2 2

2Guard InfantryBasic Infantry

2 2

2Guard InfantryBasic Infantry

2 2

2Guard InfantryBasic Infantry

2 2

2Guard InfantryBasic Infantry

2 2

2Guard InfantryBasic Infantry

Page 15: Dice Mage is a light dueling game between 2 players

DICE MAGE

RANGED.

2 3

Scout Archer 3Basic Archer

RANGED.

2 3

Scout Archer 3Basic Archer

RANGED.

2 3

Scout Archer 3Basic Archer

RANGED.

2 3

Scout Archer 3Basic Archer

RANGED.

2 3

Scout Archer 3Basic Archer

RANGED.

2 3

Scout Archer 3Basic Archer

RANGED.

2 3

Scout Archer 3Basic Archer

RANGED.

2 3

Scout Archer 3Basic Archer

RANGED.

2 3

Scout Archer 3Basic Archer

Page 16: Dice Mage is a light dueling game between 2 players

DICE MAGE

ARMOR.

3 3

Worthy Knight 4Basic Knight

ARMOR.

3 3

Worthy Knight 4Basic Knight

ARMOR.

3 3

Worthy Knight 4Basic Knight

ARMOR.

3 3

Worthy Knight 4Basic Knight

ARMOR.

3 3

Worthy Knight 4Basic Knight

ARMOR.

3 3

Worthy Knight 4Basic Knight

ARMOR.

3 3

Worthy Knight 4Basic Knight

ARMOR.

3 3

Worthy Knight 4Basic Knight

ARMOR.

3 3

Worthy Knight 4Basic Knight

Page 17: Dice Mage is a light dueling game between 2 players

DICE MAGE

SWIFT.

2 3

Swiftwing Infantry 3Infantry

SWIFT.

2 3

Swiftwing Infantry 3Infantry

SWIFT.

2 3

Swiftwing Infantry 3Infantry

ARMOR.

2 3

Armored Infantry 3Infantry

ARMOR.

2 3

Armored Infantry 3Infantry

ARMOR.

2 3

Armored Infantry 3Infantry

Other Infantries you control gets +1/+1.

2 1

Infantry Elite 3Infantry

Other Infantries you control gets +1/+1.

2 1

Infantry Elite 3Infantry

Other Infantries you control gets +1/+1.

2 1

Infantry Elite 3Infantry

Page 18: Dice Mage is a light dueling game between 2 players

DICE MAGE

T : Target creature gets +1/+0this turn.

2 1

Support Infantry 3Infantry

T : Target creature gets +1/+0this turn.

2 1

Support Infantry 3Infantry

T : Target creature gets +1/+0this turn.

2 1

Support Infantry 3Infantry

RANGED.

3 3

Treetop Archer 4Archer

RANGED.

3 3

Treetop Archer 4Archer

RANGED.

3 3

Treetop Archer 4Archer

ATTACK : deals 1 dmg to target creature.

2 2

Slingshot Infantry 3Infantry

ATTACK : deals 1 dmg to target creature.

2 2

Slingshot Infantry 3Infantry

ATTACK : deals 1 dmg to target creature.

2 2

Slingshot Infantry 3Infantry

Page 19: Dice Mage is a light dueling game between 2 players

DICE MAGE

RANGED. Other Archers youcontrol gets +1/+1.

2 2

Archer Captain 4Archer

RANGED.T : Deal 1 dmg to target creature.

1 3

Surefire Archer 4Archer

RANGED. SENTINEL.

2 3

Steadfast Archer 4Archer

RANGED. Other Archers youcontrol gets +1/+1.

2 2

Archer Captain 4Archer

RANGED.T : Deal 1 dmg to target creature.

1 3

Surefire Archer 4Archer

RANGED. SENTINEL.

2 3

Steadfast Archer 4Archer

RANGED. Other Archers youcontrol gets +1/+1.

2 2

Archer Captain 4Archer

RANGED.T : Deal 1 dmg to target creature.

1 3

Surefire Archer 4Archer

RANGED. SENTINEL.

2 3

Steadfast Archer 4Archer

Page 20: Dice Mage is a light dueling game between 2 players

DICE MAGE

ARMOR. Other Knights youcontrol gets +1/+1.

3 3

Knight General 5Knight

ARMOR. SENTINEL.

3 4

White Knight 5Knight

ARMOR. SWIFT. HASTE.

4 3

Dark Knight 5Knight

ARMOR. Other Knights youcontrol gets +1/+1.

3 3

Knight General 5Knight

ARMOR. SENTINEL.

3 4

White Knight 5Knight

ARMOR. SWIFT. HASTE.

4 3

Dark Knight 5Knight

ARMOR. Other Knights youcontrol gets +1/+1.

3 3

Knight General 5Knight

ARMOR. SENTINEL.

3 4

White Knight 5Knight

ARMOR. SWIFT. HASTE.

4 3

Dark Knight 5Knight

Page 21: Dice Mage is a light dueling game between 2 players

DICE MAGE

Deal 2 damage to all attacking creatures.

Explosive AmbushTrap

Return target attacking creature to its owners' hand.

UnsummonTrap

Deal 4 dmg to a creature that has just been summoned.

Sureshot SnipeTrap

Counter target Spell.

CounterspellTrap

Untap 2 target creature.

Sentinel DuoTrap

Target creature gains LIFELINK this turn.

Vampiric TouchTrap

Target creature loses FLYING this turn.

Spider WebTrap

Deal damage to target player equals to the number of attacking creatures.

CounterattackTrap

Target creature gains +2/+2 this turn.

Savage PunchTrap

Page 22: Dice Mage is a light dueling game between 2 players

DICE MAGE

Deal 2 damage to all attacking creatures.

Explosive AmbushTrap

Return target attacking creature to its owners' hand.

UnsummonTrap

Deal 4 dmg to a creature that has just been summoned.

Sureshot SnipeTrap

Counter target Spell.

CounterspellTrap

Untap 2 target creature.

Sentinel DuoTrap

Target creature gains LIFELINK this turn.

Vampiric TouchTrap

Target creature loses FLYING this turn.

Spider WebTrap

Deal damage to target player equals to the number of attacking creatures.

CounterattackTrap

Target creature gains +2/+2 this turn.

Savage PunchTrap

Page 23: Dice Mage is a light dueling game between 2 players

DICE MAGE

At the end of your turn, deal 2 dmg to you.

4 4

Yawgmoth's Shade 1Demon

Pay 2 life, Sacrifice a Creature : Put a +1/+1 counter on this unit.

4 4

Ihsan's Shade 3Demon

FLYING. LIFELINK.

3 3

Sengir General 2Vampire

ARMOR. FLYING. LIFELINK.

2 2

Sengir Vampire 1Vampire Knight

Your units gain +1/+1 tokens.

Blood Moon 2Spell

Pay 2 life : Search the NECRO Deck for any card and put it into your hand.

Demonic Tutor 1Spell

Destroy target PYRO or NEUTRAL creature.

Necro Blast 1Spell

LIFELINK. Deal 4 dmg to target creature.

Soul Drain 2Spell

Look at target players' hand and choose a card. That player discard that card.

DuressSpell

Page 24: Dice Mage is a light dueling game between 2 players

DICE MAGE

ARMOR. When this unit kills another creature, gain a +1/+1 counter.

3 3

Ebon Legion 2Vampire Knight

RANGED. SUMMON : Gain a +1/+0 counter for each PYRO creatures opponents' control.

1 3

Ebon Sureshot 2Zombie Archer

SUMMON : Return target creature from your graveyard into play.

2 2

Ebon Gravedigger 3Zombie Infantry

ARMOR. When this unit kills another creature, gain a +1/+1 counter.

3 3

Ebon Legion 2Vampire Knight

RANGED. SUMMON : Gain a +1/+0 counter for each PYRO creatures opponents' control.

1 3

Ebon Sureshot 2Zombie Archer

SUMMON : Return target creature from your graveyard into play.

2 2

Ebon Gravedigger 3Zombie Infantry

Destroy target PYRO or NEUTRAL creature.

Necro Blast 1Spell

LIFELINK. Deal 4 dmg to target creature.

Soul Drain 2Spell

Look at target players' hand and choose a card. That player discard that card.

DuressSpell

Page 25: Dice Mage is a light dueling game between 2 players

DICE MAGE

HASTE. TRAMPLE.

6 1

Ball Lightning 1Elemental

FLYING. , pay X : deal X dmg to target creature. You may only spend to pay for X.

4 4

Crimson Hellkite 3Dragon

Untap target creature and gain control of it until end of turn. It is una!ected by summoning sickness.

Treasonous Bond 3Spell

Your units gain TRAMPLE and +2/+0 this turn.

Bloodlust 2Spell

FLYING. HASTE. ATTACK : +2/+0 this turn.

2 3

Fledgling Hellkite 2Dragon

FLYING. ARMOR. DEATH : Put a 3/3 Dragon Token with FLYING into play under your control.

2 3

Dragonrider 3Dragon Knight

Deal 3 dmg to target creature.

Lightning BoltSpell

Destroy target CRYO or NEUTRAL creature.

Pyro Blast 1Spell

Deal 5 dmg to all creatures without FLYING and each players.

Earthquake 2Spell

Page 26: Dice Mage is a light dueling game between 2 players

DICE MAGE

Deal 3 dmg to target creature.

Lightning BoltSpell

Destroy target CRYO or NEUTRAL creature.

Pyro Blast 1Spell

Deal 5 dmg to all creatures without FLYING and each players.

Earthquake 2Spell

ARMOR. ATTACK : Deal 2 dmg to target creature.

3 3

Ember Blitzkrieg 2Elemental Knight

RANGED. SUMMON : Deal 4 dmg to target CRYO creature.

2 3

Ember Fireslinger 2Elemental Arcer

SUMMON : Deal 2 dmg to target creature.

2 2

Ember Pyromaniac 1Elemental Infantry

ARMOR. ATTACK : Deal 2 dmg to target creature.

3 3

Ember Blitzkrieg 2Elemental Knight

RANGED. SUMMON : Deal 4 dmg to target CRYO creature.

2 3

Ember Fireslinger 2Elemental Arcer

SUMMON : Deal 2 dmg to target creature.

2 2

Ember Pyromaniac 1Elemental Infantry

Page 27: Dice Mage is a light dueling game between 2 players

DICE MAGE

: Draw a card from the CRYO Deck.

1 2

Archivist 1Wizard

FLYING. SUMMON : Gain +1/+1 for each card in your hand.

1 1

Mahamoti Djinn 3Djinn

RANGED. ATTACK : Tap target creature.

3 3

Tempest Djinn 2Djinn

Discard X cards : Tap X target creatures.

Mind Over MatterSpell

Gain control of target creature.

Control Magic 3Spell

Draw 3 cards from the CRYO Deck. Then discard 2 cards.

BrainstormSpell

Destroy target NECRO or NEUTRAL creature.

Cryo Blast 1Spell

Deal 5 dmg to all creatures with FLYING.

Needle Storm 2Spell

RANGED. ATTACK : Tap target creature.

2 2

Zanam Djinn 2Djinn

Page 28: Dice Mage is a light dueling game between 2 players

DICE MAGE

ARMOR. RANGED. DEATH : Draw a card from the CRYO Deck.

3 3

Tidal Charger 2Merfolk Knight

RANGED. When fighting NECRO creatures, gain +1/+1 this turn. DEATH : Draw a card from the CRYO Deck.

2 3

Wave Runner 2Merfolk Archer

RANGED. DEATH : Draw a card from the CRYO Deck.

2 2

Mist Caller 1Merfolk Infantry

ARMOR. RANGED. DEATH : Draw a card from the CRYO Deck.

3 3

Tidal Charger 2Merfolk Knight

RANGED. When fighting NECRO creatures, gain +1/+1 this turn. DEATH : Draw a card from the CRYO Deck.

2 3

Wave Runner 2Merfolk Archer

RANGED. DEATH : Draw a card from the CRYO Deck.

2 2

Mist Caller 1Merfolk Infantry

Draw 3 cards from the CRYO Deck. Then discard 2 cards.

BrainstormSpell

Destroy target NECRO or NEUTRAL creature.

Cryo Blast 1Spell

Deal 5 dmg to all creatures with FLYING.

Needle Storm 2Spell