Teenage Mutant Ninja Turtles Dice Masters: The Turtles!
We’ve looked at the villains and now it’s time to check out the heroes! We started looking at the heroes with April and Casey Jones, and Splinter and now we’re moving on to the Turtles themselves!
Does Machines (cost 4) – Nothing special
Donnie (cost 5) – Turtle Power – While Donatello is active, other Turtle character dice cost 1 less to purchase
The Mad Scientist (cost 5) – Wile Donatello is active, when you field a different Turtle character die, spin that die up one level. If that die is already level 3, instead draw and roll a die (place it in your Reserve Pool)
Die: Level 1 – Cost 1 4A 2D, Level 2 – Cost 1 4A 4D, Level 3 – Cost 2 5A 5D
Leads (cost 4) – Nothing special
Leo (cost 5) Turtle Power – While Leonardo is active, when a different Turtle character die of yours would be KO’d, instead KO a Leonardo die and gain 2 life
Big Brother (cost 6) – While Leonardo is active, other Turtle character dice cost 1 less to purchase
Die: Level 1 – Cost 0 2A 4D, Level 2 – Cost 1 3A 5D, Level 3 – Cost 1 4A 6D
Party Dude (cost 4) – Nothing special
Mikey (cost 5) – Turtle Power – While Michelangelo is active, other Turtle character dice cost 1 less to purchase
Par-taaaay! (cost 6) – Whenever a different Turtle character die is blocked, spin each Michelangelo character die up one level. For each Michelangelo character die already at level 3, instead KO target blocking character die
Die: Level 1 – Cost 1 4A 2D, Level 2 – Cost 1 5A 4D, Level 3 – Cost 2 6A 4D
Cool But Rude (cost 4) – Nothing special
Anger Issues (cost 4) – Whenever a different Turtle character die attacks, deal 1 damage to target character die
Raph (cost 5) – Turtle Power – While Raphael is active, other Turtle character dice cost 1 less to purchase
Die: Level 1 – Cost 0 3A 3D, Level 2 – Cost 1 4A 4D, Level 3 – Cost 2 5A 5D
Thoughts: The Turtles are all about working together and off of each other with their abilities. Each die helps to give a boost to the rest of them. The two abilities that really stand out to me is Michelangelo where you get to spin up a die and if you can’t you’re able to KO a blocking die. The function could do wonders to knock out opponents’ dice. Leo with Turtle Power is also interesting with the ability to gain two life. Since life gaining is not common, this ability I’ve found have become pretty key in some games.
If I were to pick a set of four, I’d choose Donnie, Leo, Par-taaay!, and Anger Issues. The thought from me is Donnie decreases the cost of everyone and the rest become an offensive function with you spinning up Michelangelo, gaining life through Leo and dealing damage with Raphael’s Anger Issues. It fits my style of play and is a bit aggressive in the attack. Buy Donnie early, then get everyone else out cheaper.
In the end, there’s a combo of Turtles that’ll fit everyone’s style of play.
Check out the full unboxing video below, and join me tomorrow when I take a look at the Basic Action Cards.