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Marvel Dice Masters: AvX Promo Cards thumbnail

Marvel Dice Masters: AvX Promo Cards

Expansion for Marvel Dice Masters: Avengers vs. X-Men

Marvel Dice Masters: AvX Promo Cards Rulebook

Table of Contents

Table of Contents

  • Wolverine, Walking His Own Path
  • Thor, The Mighty
  • Iron Man, Phoenix Buster
  • Colossus, Phoenix Force
  • Cyclops, Phoenix Force
  • Spider-Man, The Amazing
  • Phoenix Force, Force of Nature
  • Basic Action Cards
    • Teamwork
    • Deflection
    • Rally!
    • Collateral Damage
    • Teleport
    • Takedown

Wolverine, Walking His Own Path

Cost: 7 (fist). Max: 2.

When Wolverine attacks alone, double your life. This effect cannot raise your life to a value higher than 10.

Thor, The Mighty

Cost: 7 (bolt). Max: 4.

When fielded, you may knock out an opposing fist character and gain life equal to its level.

Iron Man, Phoenix Buster

Cost: 7 (shield). No maximum is printed on the card.

Each time Iron Man takes damage, you may move 1 Sidekick from your used pile to your prep area.

Colossus, Phoenix Force

Cost: 8 (fist). Max: 2.

While Colossus is active, knock out the non-Sidekick character with the lowest cost at the end of your turn (you break ties).

Global: Pay two fists. Double the attack and defense of one of your fielded Phoenix Force dice this turn. Limit once per turn.

Cyclops, Phoenix Force

Cost: 8 (bolt). Max: 2.

When Cyclops is blocked, your opponent must immediately knock out one of his other characters if able.

Global: Pay two fists on your turn. Move a Phoenix Force die from your used pile to the field at its lowest level.

Spider-Man, The Amazing

Cost: 6 (fist). No maximum is printed on the card.

When Spider-Man attacks, you may pay three fists to make your opponent lose half his life, rounded down (before damage is dealt).

Phoenix Force, Force of Nature

Cost: 10. Max: 1.

While Phoenix Force is active, each of your opponent's characters deals no more than 1 damage to you while attacking.

Transcriber's note: this card ships with a physical promo die showing Phoenix Force faces. The die is a component, not rules text, and is not transcribed.

Basic Action Cards

The six Basic Action Cards below each carry a Use value of 3 and a cost printed in the top-left corner. Their text is reproduced as printed.

Teamwork

Cost: 3. Use: 3.

Each of your fielded characters gains +1A and +1D for each other of your fielded characters that shares a team affiliation with it.

Deflection

Cost: 3. Use: 3.

Choose an energy type. Characters of that type get +1D.

★★ Those characters get +3D instead.

Global: Pay [not legible]. Prevent 1 damage to a character.

Transcriber's note: the energy glyph in the Global cost is too small in the photo to confirm its type and is marked [not legible].

Rally!

Cost: 3. Use: 3.

Move up to 2 Sidekicks from your used pile to the field.

★★ Move 3 Sidekicks instead.

Collateral Damage

Cost: 4. Use: 3.

Deal one damage to your opponent for each opposing character you knock out this turn.

Teleport

Cost: 4. Use: 3.

Swap your fielded character with a character die of the same energy type from your used pile or prep area. Spin it to the same level.

★★★ Spin the new character up a level.

Takedown

Cost: 3. Use: 3.

Deal 2 damage to a non-[not legible] character. If it is a Villain, deal 4 damage instead.

Global: Pay [not legible]. Target character gains the Villain affiliation until the end of the turn.

Transcriber's note: the character-type glyph in "non-" and the Global cost glyph of Takedown are not legible at the photo resolution and are marked [not legible].