Friday, 30 January 2015
Thursday, 29 January 2015
For those of you that have purchased Star Realms and enjoying playing what is simply a great game the wait is almost over for the first expansion.
I have today placed our initial order and it should be with us for 10th February. Given the popularity of the original game I expect this to sell out fast. I will be adding it to our website next Friday (6th) so that you can place pre-orders, it will be a case of first come first served. I hope to have it on sale at KD Games night on the 10th as well (depending on pre-orders obviously)
Following on from that there will be some organised events/tournaments as we should be getting our prize support kits before the end of February. I will post more details of prizes and formats in the coming weeks, so if your interested then watch this space!
If you have not played Star Realms yet or have not been able to get hold of the game as it has been out of stock for a number of weeks then the core game should be back in stock as well - let me know if you want one ordered/reserved.
Tuesday, 27 January 2015
Saturday, 24 January 2015
From today at GAMBIT GAMES monthly game day in Vale Park, Hove, KD Games will be reducing the price of the small (fighter size) ships in this popular range.
Why not pop along today and enjoy a full day of gaming and maybe have a look at the models we have in stock.
The boosters will be 2 Khans of Tarkir and 1 Fate Reforged and the prize booster will be Fate Reforged.
I need at least 4 players and a maximum of 8 players for this event. I will be creating an event in the coming days, if you interested in playing please let me know as soon as possible.
Thursday, 22 January 2015
We will be starting with Age of Apocalypse this Sunday at Gambit Games, the time of the event will depend on how many Dice Masters players will be attending the day in general so on this occasion it will need to be arranged on the day.
Every player will get 'Magneto: Heir to the Dream Limited Edition Card', the event winner will get 'Apocalypse: Earth-295 Limited Edition Card' and second place will get 'Beast: Nefarious Geneticist Limited Edition Card'
- 2 different Basic Action cards (with Basic Action Dice)
- Up to 8 Character and/or Action cards with up to 20 corresponding dice
- Players may bring any mix of characters and actions (except Basic actions)
- Players may mix team affiliations, heroes/villains, etc.
- As per standard rules, players may not have more than one Character/Action card with the same title on it, even if the cards have different subtitles.
- Players may not have more dice on a card than its listed MAX value.
- Players may bring less than 8 cards/20 dice if they choose, however each card on a Team must have at least one die assigned to it.
This year I have moved the location of the Friday MTG events to the Riyal British Legion and as well as be better for most players travel arrangement and much closer to the shop, it will also have an effect of the prize pool.
The high rent costs have meant that our prizes have been static at 2 boosters and promo card for the winner and 1 booster for second and a promo card for second. This has now changed and will be directly connected to the attendance. The follow will apply to all FNM events being held at the Legion....
Up to 8 player - 2 for first and 1 for second.
9 or 10 players - 2 for first and 1 for second and 1 for third.
11 or 12 players - 3 for first, 1 for second and 1 for third.
13 or 14 players - 3 for first, 2 for second and 1 for third.
15 or 16 players - 3 for first, 2 for second and 1 for third and 1 for fourth.
17 or 18 players - 4 for first, 2 for second, 1 for third and 1 for fourth.
20+ players - 4 for first, 3 for second, 2 for third, 1 for fourth.
If we get to more than 24 players the prize pool will be decided at the event.
Tuesday, 20 January 2015
Booster Draft is a method of play where players have no cards to begin with. They are required to
have 6 Future Card Buddyfight Booster Packs per player, at the moment of play.
Players then open 1 pack at a time, choose a card they would like to put in their deck in a
predetermined order (this is known as the “draft”), and then the decks are built right then and
With this unique style, players get to experience the thrill of drawing and selecting cards, along with
the joy of playing with a different deck each time!
1. Played with 2 or more players (Recommended 8 players for maximum fun!)
2. Each player will require 6 Future Card Buddyfight Booster Packs
Deck Building and Special Rulings
1. Players will build a deck consisting of 30 cards (29 cards + 1 buddy card chosen by you)
2. Players are not required to have a flag card
3. Players life points will start at 10
4. Players with no cards in the deck zone will automatically lose the game
5. Players will draw 6 cards into their hand at the start as per normal
6. World restriction does not apply to the Booster Draft deck construction (i.e. you may have a
Dragon World monster and a Magic World monster in your deck)
7. Attributes still work as per normal
8. Standard game rules apply, except you may have more than 4 copies of the same card in
1. Decide on the seating arrangement around the table with a random method.
2. Each person will then proceed to open one of their booster packs and check the cards in the pack
3. Players will now choose 1 card and place it face down in front of you.
4. Once all players have chosen one card and placed it in front of them, pass the remainingcards to person on their left (clockwise direction)
5. From the remaining cards handed over, players will then choose another card and add it to the face down card in front of them
6. Once the cards have been given out, open the next booster pack
7. Repeat steps 3 to 6 until the first 3 booster packs have been disseminated 8. Between the third and fourth booster pack, players are encourage to look at what they have drawn thus far in order to plan what other cards they should draw for the remaining few booster packs
9. Starting from the fourth booster pack, pass the cards that you did not draft to the player on the right instead (anti-clockwise direction)
10. Once all 6 packs have been opened and disseminated, the draft is over
11. Each player should ensure that they have 30 cards each and select their buddy from within their deck (Players will play with 29 cards in their deck)
The basic rules of Future Card Buddyfight can be found here: http://fc-buddyfight.com/en/rules/
Each player gets to keep all cards that he/she drafted during the booster draft. If all participants
agree, they can redistribute the cards in another method.
Monday, 19 January 2015
"Decks playing the powerful card drawers have been winning a lot, and pushing a lot of other decks down in competitive play. Blue-Red Delver decks, playing efficient creatures, card drawers, burn, and some permission spells have been the most successful. Also, decks focused on more burn, or combination decks using Jeskai Ascendancy, have done well. However, as these decks have occupied a large portion of the competitive metagame, the overall variety of successful decks has been suppressed. It is imbalanced enough that Wizards of the Coast has decided to act. In Modern, these cards are easy replacements for one another—while a Delver deck might use Treasure Cruise overDig Through Time, banning one but not the other would do little to change the deck. Dig Through Time and Treasure Cruise are banned.
Over the past year, Birthing Pod decks have won significantly more Grand Prix than any other Modern decks and compose the largest percentage of the field. Each year, new powerful options are printed, most recently Siege Rhino. Over time, this creates a growing gap between the strength of the Pod deck and other creature decks. Pod won five of the twelve Grand Prix over the past year, including winning the last two. The high percentage of the field playing Pod suppresses decks, especially other creature decks, that have an unfavorable matchup. In the interest of supporting a diverse format, Birthing Pod is banned.
When cards are banned from a format, Wizards investigates whether there is a banned card that, if not banned, might add new decks to competitive play. We look for cards that are unlikely to add power to existing top decks, but instead add new strategies or augment decks that are not currently as successful. Golgari Grave-Troll is very powerful in a deck based on getting a lot of cards into its graveyard. Replacing a card draw with dredge 6 is a terrific rate. However, that type of deck has not been as successful in Modern tournaments recently. While taking such a card off the banned list has some risks, this is a good time to see what happens. Golgari Grave-Troll is no longer banned."
The mana cost may be have double red which could be a slight issue, but this card is simply great. It's like Chandra's Phoenix, but even though it is easily killable, as it comes back much more often and at a cheaper cost. Even if it dies on turn three after it has just been played (earlier with many decks) your opponents will have to stop you from playing a 4-power creature, which should be easy enough at some point in the next couple of turns, and all you need is for it to survive until your combat step and the Phoenix will be reborn.
I seemed to miss this card when I was looking at the gallery before the events. It seems a pretty good three drop for many decks. Yasova is a 4/2 trample for three, which is ok, not amazing but ok. However, stealing any creature with 3 or less power and attacking with is it is really good, and will lead to some very interesting turns (maybe as early as turn three with ramp?). Yasova triggers even the turn you play her, so she does not need to tap to use the ability making her good late game as well as an interesting threat early on. She is legendary, so you probably don't want to just run four, but playing a couple copies sounds like an excellent idea. What about using Boon Satyr, which I have not seen for a while making her a pretty aggressive card!
Friday, 16 January 2015
Thursday, 15 January 2015
Abzan is the white-black-green clan. Its clan icon is a crossed pair of dragon scales. Dromoka is the dragon who embodies the Abzan ideal of endurance.
Bolster is a new keyword action that puts +1/+1 counters on your smallest creature, ensuring there are no weak links in your army.
The official rules for bolster are as follows:
701.30a "Bolster N" means "Choose a creature you control with the least toughness or tied for least toughness among creatures you control. Put N +1/+1 counters on that creature."
Bolster itself doesn't target any creature, though some spells and abilities that bolster may have other effects that target creatures. For example, you could put counters on a creature with protection from white with Abzan Skycaptain's bolster ability.
You determine which creature to put counters on as the spell or ability that instructs you to bolster resolves.
Jeskai Keyword: Prowess
Jeskai is the blue-red-white clan. Its clan icon is a dragon eye. Ojutai is the dragon who embodies the Jeskai ideal of cunning.
Prowess is a returning keyword that gives a creature a size bonus whenever you cast a noncreature spell. It hasn't changed since its appearance in the Khans of Tarkir set.
The official rules for prowess are as follows:
702.107a Prowess is a triggered ability. "Prowess" means "Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn."
702.107b If a creature has multiple instances of prowess, each triggers separately.
Any spell you cast that doesn't have the type creature will cause prowess to trigger. If a spell has multiple types, and one of those types is creature (such as an artifact creature), casting it won't cause prowess to trigger. Playing a land also won't cause prowess to trigger.
Prowess triggers only once for any spell, even if that spell has multiple types.
Prowess goes on the stack on top of the spell that caused it to trigger. It will resolve before that spell.
Once it triggers, prowess isn't connected to the spell that caused it to trigger. If that spell is countered, prowess will still resolve.
Sultai Keyword: Delve
Sultai is the black-green-blue clan. Its clan icon is a single dragon fang. Silumgar is the dragon who embodies the Sultai ideal of ruthlessness.
Delve is a returning keyword that lets you exile cards from your graveyard to help pay for spells. It hasn't changed since its appearance in the Khans of Tarkir set.
The official rules for delve are as follows:
702.65a Delve is a static ability that functions while the spell with delve is on the stack. "Delve" means "For each generic mana in this spell's total cost, you may exile a card from your graveyard rather than pay that mana." The delve ability isn't an additional or alternative cost and applies only after the total cost of the spell with delve is determined.
702.65b Multiple instances of delve on the same spell are redundant.
You exile cards from your graveyard at the same time you pay the spell's cost. Exiling a card this way is simply another way to pay that cost.
Delve doesn't change a spell's mana cost or converted mana cost. For example, the converted mana cost of Tasigur's Cruelty is 6 even if you exiled three cards to cast it.
You can't exile cards to pay for the colored mana requirements of a spell with delve.
You can't exile more cards than the generic mana requirement of a spell with delve. For example, you can't exile more than five cards from your graveyard to cast Tasigur's Cruelty.
Because delve isn't an alternative cost, it can be used in conjunction with alternative costs.
Mardu Keyword: Dash
Mardu is the red-white-black clan. Its clan icon is a pair of dragon wings. Kolaghan is the dragon who embodies the Mardu ideal of speed.
Dash is a keyword that lets you cast creature spells for an alternative cost, giving the creature haste and returning it to its owner's hand at the end of the turn.
The official rules for dash are as follows:
702.108a Dash represents three abilities: two static abilities that function while the card with dash is on the stack, one of which may create a delayed triggered ability, and a static ability that functions while the object with dash is on the battlefield. "Dash [cost]" means "You may cast this card by paying [cost] rather than its mana cost," "If you chose to pay this spell's dash cost, return the permanent this spell becomes to its owner's hand at the beginning of the next end step," and "As long as this permanent's dash cost was paid, it has haste." Paying a card's dash cost follows the rules for paying alternative costs in rules 601.2b and 601.2e–g.
If you choose to pay the dash cost rather than the mana cost, you're still casting the spell. It goes on the stack and can be responded to and countered. You can cast a creature spell for its dash cost only when you otherwise could cast that creature spell. Most of the time, this means during your main phase when the stack is empty.
If you pay the dash cost to cast a creature spell, that card will be returned to its owner's hand only if it's still on the battlefield when its triggered ability resolves. If it dies or goes to another zone before then, it will stay where it is.
You don't have to attack with the creature with dash unless another ability says you do.
If a creature enters the battlefield as a copy of or becomes a copy of a creature whose dash cost was paid, the copy won't have haste and won't be returned to its owner's hand.
Temur Ability Word: Ferocious
Temur is the green-blue-red clan. Its clan icon is a dragon's claws. Atarka is the dragon who embodies the Temur ideal of savagery.
Ferocious is a returning ability word that appears in italics at the beginning of abilities that improve if you control a creature with power 4 or greater. (An ability word has no rules meaning.) It hasn't changed since its appearance in the Khans of Tarkir set.
Some ferocious abilities that appear on instants and sorceries use the word "instead." These spells have an upgraded effect if you control a creature with power 4 or greater as they resolve. For these, you only get the upgraded effect, not both effects.
Ferocious abilities of instants and sorceries that don't use the word "instead" will provide an additional effect if you control a creature with power 4 or greater as they resolve.
See the "Card-Specific Notes" section for cards with static or triggered ferocious abilities and more information about how they work.
New Keyword Action: Manifest
The Spirit Dragon Ugin and his magic are very much alive in Tarkir's past. Manifest is a new keyword action that puts cards onto the battlefield face down as 2/2 creatures, hiding their true identities. If a creature card is put onto the battlefield this way, you can turn it face up at any time by paying its mana cost.
The official rules for manifest are as follows:
701.31a "Manifest [a card]" means "Put [that card] onto the battlefield face down." That permanent is a 2/2 creature with no text, no name, no subtypes, and no mana cost. That permanent is a manifested permanent as long as it's face down. The effect defining its characteristics works any time the card is face down and ends when it's turned face up.
701.31b Any time you have priority, you may turn a manifested permanent you control face up. This is a special action that doesn't use the stack (see rule 115.2b). To do this, show all players that the card representing that permanent is a creature card and what its mana cost is, pay that cost, then turn the permanent face up. The effect defining its characteristics while it was face down ends, and it regains its normal characteristics. If the card representing that permanent isn't a creature card or doesn't have a mana cost, it can't be turned face up this way.
701.31c If a card with morph is manifested, its controller may use the procedure described in rule 702.36d to turn a face-down permanent with morph face up rather than the procedure described above to turn a manifested permanent face up.
701.31d If an effect instructs a player to manifest multiple cards from his or her library, those cards are manifested one at a time.
701.31e A face-down permanent represented by an instant or sorcery card can't be turned face up. If an effect instructs a player to turn one face up, its controller reveals it and leaves it face down. Abilities that trigger whenever a permanent is turned face up won't trigger.
701.31f See rule 707, "Face-Down Spells and Permanents," for more information.
The face-down permanent is a 2/2 creature with no name, mana cost, creature types, or abilities. It's colorless and has a converted mana cost of 0. Other effects that apply to the permanent can still grant or change any of these characteristics.
Any time you have priority, you may turn a manifested creature face up by revealing that it's a creature card (ignoring any type-changing effects that might be applying to it) and paying its mana cost. This is a special action. It doesn't use the stack and can't be responded to.
If a manifested creature would have morph if it were face up, you may also turn it face up by paying its morph cost.
Unlike a face-down creature that was cast using the morph ability, a manifested creature may still be turned face up after it loses its abilities if it's a creature card.
Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.
Because face-down creatures don't have a name, they can't have the same name as any other creature, even another face-down creature.
A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent, as well as Auras and Equipment that were attached to the permanent, aren't affected.
Turning a permanent face up or face down doesn't change whether that permanent is tapped or untapped.
At any time, you can look at a face-down permanent you control. You can't look at face-down permanents you don't control unless an effect instructs you to do so.
If a face-down permanent you control leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or if the game ends.
You must ensure that your face-down spells and permanents can easily be differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield in order to confuse other players. The order they entered the battlefield should remain clear. Common methods for indicating this include using markers or dice, or simply placing them in order on the battlefield. You must also track how each became face down (manifested, cast face down using the morph ability, and so on).
There are no cards in the Fate Reforged set that would turn a face-down instant or sorcery card on the battlefield face up, but some older cards can try to do this. If something tries to turn a face-down instant or sorcery card on the battlefield face up, reveal that card to show all players it's an instant or sorcery card. The permanent remains on the battlefield face down. Abilities that trigger when a permanent turns face up won't trigger, because even though you revealed the card, it never turned face up.
Some older Magic sets feature double-faced cards, which have a Magic card face on each side rather than a Magic card face on one side and a Magic card back on the other. The rules for double-faced cards are changing slightly to account for the possibility that they are manifested. If a double-faced card is manifested, it will be put onto the battlefield face down. While face down, it can't transform. If the front face of the card is a creature card, you can turn it face up by paying its mana cost. If you do, its front face will be up. A double-faced card on the battlefield still can't be turned face down.
The Three "Forms"
Three enchantment cards in the Fate Reforged set have enters-the-battlefield abilities that turn them into Auras, manifest a creature, and attach them to the manifested creature.
You'll still manifest the top card of your library even if the "Form" isn't on the battlefield as its enters-the-battlefield ability resolves.
If you have no cards in your library as the ability resolves, the "Form" will be put into its owner's graveyard as a state-based action.
If the enchanted creature is turned face up, the "Form" will continue to enchant it.
The Sieges are a cycle of enchantments that ask you to declare your allegiance as they enter the battlefield.
Each Siege will have one of the two listed abilities, depending on your choice as it enters the battlefield.
The words "Khans" and "Dragons" are anchor words, connecting your choice to the appropriate ability. Anchor words are a new rules concept. "[Anchor word] — [Ability]" means "As long as you chose [anchor word] as this permanent entered the battlefield, this permanent has [ability]." Notably, the anchor word "Dragons" has no connection to the creature type Dragon.
Each of the last two abilities is linked to the first ability. They each refer only to the choice made as a result of the first ability. If a permanent enters the battlefield as a copy of one of the Sieges, its controller will make a new choice for that Siege. Which ability the copy has won't depend on the choice made for the original permanent.
Cycle: Creatures with Modal Enters-the-Battlefield Abilities
This set includes a cycle of creatures with modal enters-the-battlefield abilities. For each, you may choose either to put a +1/+1 counter on the creature or for another effect to happen.
You choose which mode you're using as you put the ability on the stack, after the creature has entered the battlefield. Once you've chosen a mode, you can't change that mode even if the creature leaves the battlefield in response to that ability.
If a mode requires a target and there are no legal targets available, you must choose the mode that adds a +1/+1 counter.
Tuesday, 13 January 2015
In Star Wars: Armada, you assume the role of fleet admiral, serving with either the Imperial Navy or Rebel Alliance. It’s your job to issue the tactical commands that will decide the course of battle and, perhaps, the fate of the galaxy.
However, battles between capital ships are fought on a massive scale all their own; the more powerful your ships, the harder it is to adjust their actions on the fly. Capital ships can’t easily vary their speeds or execute hairpin turns like the starfighters that buzz around them, so successful admirals must learn to master every aspect of the ships in their fleet and learn how best to implement their strategies well in advance of the initial engagement.
There is an important change for drafts in regards to Legion Cards which is ...
"If a fighter opens a Legion Rare, that fighter may ask for a judge to verify it. If it is verified, each player chooses the trigger unit, as well as two other cards, and places them face down."
Booster Draft is a method of play which involves purchasing, opening and building a deck straight away for a game!
Fighters open the packs and choose a card he or she would like to use in a predetermined order (this is known as a “draft”), and decks are built right there and then!
With this unique style, fighters get to experience the thrill of selecting cards, and the joy of playing with a different deck every time!
How to do a Draft?
1. Decide on the seating arrangement around the table with a random method.
2. Each person will open one pack, and check the cards inside that pack.
3. Choose a card and place it face down in front of you. (On you first pick for a pack you will take a trigger unit and one other card) Fighters may not peek at the face down cards.
4. Once everyone has chosen their cards, all fighters will pass the rest of the cards in hand to the person on the left, in a clockwise direction.
5. With the cards received from the fighter on the right, choose a card and place it face down. Once everyone is done, pass the rest of the cards in hand to the left again. Repeat until all the cards have been taken.
6. Between the third and fourth pack, you may check your own face down cards.
Starting from the fourth pack, pass the cards in hand to the person on your
7. Once all 6 packs have been opened and passed around, the draft ends. The fight will now begin with the 30 cards chosen and formed as a deck!
2. The rules which restrict only 4 of the same card, as well as only 4 heal triggers in a deck do not apply here.
Monday, 12 January 2015
I will post some more details once I know which cards we will be getting and what the events will be, so if you play Dice Masters watch this space.
The two decks in the coming release are ...
1 Neutralizing Blast
1 Monastery Siege
Saturday, 10 January 2015
to review the cards, they select one, setting it face down in front of them, and passing the remaining
cards to the player to their right. This card begins a pile of cards that players will be able to use in their
team. After all players have selected a card, they take the pile from their left to select their next card
and repeat the process until they are passed a single card to be placed into their pile.
After the first stack of 12 cards have been depleted, players should take a moment to review the
cards they drafted (each player should have 12 cards at this point). After reviewing their cards, players
will return them to a face-down pile in front of them and draft the second pack the same way as they
did the first, this time passing in the opposite direction (left).
After drafting all packs, players should take dice from those that were set aside to match each of
their cards. They will then construct a tournament team based on the Basic Action Cards they own and
the cards they drafted. This tournament team can have up to 8 cards and up to 20 dice across those
cards (many teams will have less than this). The basic action dice and cards and sidekick dice do not
count against this limit of 8 cards and 20 dice.
- If for some reason a card and die within a draft pack do not match, the card isconsidered to be correct. If a suitable die is available to swap in, that may be done up tothe tournament organizer’s discretion. Alternatively, a pack containing an error may bereplaced by a new unopened pack if it’s identified before the draft begins.
- In the event that the draft has occurred and a player has a card that they drafted that does not have a matching die, the store should allow a die to be added to the player’sdice after verifying it has not made its way into another player’s pile.
- Ideal draft pods include 6 players, but may have less or more. Pods should be as similar in size as possible with randomized seating. The total ratio of packs (12 per player) should be maintained per player regardless of pod size.
- Once the first deck of cards has been placed face down and boosters are opened to construct the second deck, players may not look at the first deck.
- Once the draft has begun players cannot look at the prior cards they have drafted except in-between the rounds as described above.
Thursday, 8 January 2015
As you know I simply love dragons and it is nice to get a set with so many to choose from. No matter what colour you play there may well be a dragon for you ...
There are still many more card to be revealed but one of the most exciting so far has to be...