War
War's Skills[edit | edit source]
Berserk[edit source]
Button Notation: | B |
BMO Notation: | B |
Berserk Dice cannot be used in Skill Attacks, but may make Power Attacks normally.
Berserk Attack: Berserk Dice also have a second attack, called a Berserk Attack, which is the equivalent of a Speed Attack. In this attack, one die can capture any number of dice which add up exactly to its value. However, unlike in a Speed Attack, after making a Berserk Attack the Berserk Die is replaced by a normal die half its size (rounding fractions up) before it is rerolled.
Berserk Dice were first published in the Bruno set.
Speed[edit source]
Button Notation: | Red frame, lighting bolt |
BMO Notation: | z |
Speed Dice are normal in all respects, except that they have an additional attack called a Speed Attack. This is basically an inverted Skill attack.
Speed Attack: Use one Speed die to capture any number of your opponent’s dice. The dice you capture must add up exactly to the value of the Speed die. Re-roll the Speed Die and take the captured dice out of play.
Turbo Swing[edit source]
Button Notation: | ! |
BMO Notation: | ! |
Before the round, a Turbo Swing can be any size in the allowable range. During the game, whenever you re-roll a Turbo Swing you may choose a new size for it.
In a tournament, if you are not allowed to change Swing Dice, your Turbo must start the next round with the same value that it started the last round.
Twin[edit source]
Button Notation: | Two numbers in a figure-eight frame |
BMO Notation: | ( , ) |
Twin dice are played as two dice that are rolled together and added together.
For example, a Twin 8 is represented as (8,8) and is treated as a single die that can roll values between 2 and 16. The two 8s are rolled as one, captured as one, and scored as one die worth 16 points. When they first appeared, Twin Dice always had the same number repeated twice. Twin Dice with unequal numbers also appeared in later expansions.
W Swing Dice can be any die between 4 and 12. Swing Dice are allowed to be any integral size between their upper and lower limit, including both ends, and including nonstandard die sizes like 17 or 9. Each player chooses his or her Swing Die in secret at the beginning of the match, and thereafter the loser of each round may change their Swing Die between rounds. If a character has any two Swing Dice of the same letter, they must always be the same size.