Barbarian
Playstyle: Offensive · Complexity: 1/6 · Season 1
Who is this character?
Pure aggression: Smack almost every turn, stun chains for extra attacks.
How to play Barbarian
If after roll 1 3× Sword + 2× Pow for Overpower are reachable. Keep 3× Sword + 2× Pow and reroll all dice not needed, aiming at Overpower (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Rage!. Overpower deals a documented 18 damage and applies Concussion/Concussion, so the 5 committed dice stay on the table.
Early game: Run safe Smack turns and stabilise health via Fortitude.
Mid game: Use Overpower on good rolls for burst damage.
Late game: Aim for Crit Bash / Rage! for a stun window and ultimate damage.
If after roll 1 5× Pow for Rage! are reachable. Keep 5× Pow and reroll all dice not needed, aiming at Rage! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Overpower. Rage! deals a documented 15 damage and applies Stun/Stun, so the 5 committed dice stay on the table.
Sturdy Blow (2 swords + 2 pows) deals 4 undefendable damage – take it against strong defenders instead of a 4-damage Smack.
After a stun, use the bonus attack phase immediately: even a small Smack is free damage.
Reckless (large straight, 15 damage) costs you 4 health – only take it when it puts the opponent in kill range.
Overpower with a 14+ on 3 dice inflicts concussion: the opponent loses their entire income phase (CP + card).
Fishing for the large straight (only ~25% chance) while 3 swords are already banked.
Strengths
- Smack lands very reliably on 3+ swords (half the die faces are swords)
- Stun (Crit Bash, Rage!) grants an immediate extra attack phase
- Fortitude heals 4–6 on heart-heavy rolls
Weaknesses
- No real damage prevention – Thick Skin only heals afterwards
Key attacks
- SmackStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× ⚔ Sword is mostly on the table after roll 1 (98% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× ⚔ Sword · 4 damage
- Sturdy BlowBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 2× ⚔ Sword + 2× ✶ Pow is missing after roll 1 (49% across all three rolls); otherwise you give up an already safe route.
2× ⚔ Sword + 2× ✶ Pow · 4 damage
- FortitudeHealing
Healing instead of damage this turn.
Only take it once you have taken enough damage for the healing to land in full – at full health the turn is wasted.
3× ♥ Heart · healing: 4 health
- OverpowerControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (31% across all three rolls): the effect beats a few extra damage points there.
3× ⚔ Sword + 2× ✶ Pow · Sum of 3 dice · concussion
- Mighty BlowBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of Small straight (4 in a row) is missing after roll 1 (59% across all three rolls); otherwise you give up an already safe route.
Small straight (4 in a row) · 9 damage
- Crit BashControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (10% across all three rolls): the effect beats a few extra damage points there.
4× ✶ Pow · 5 damage · stun
- RecklessBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of Large straight (5 in a row) is missing after roll 1 (25% across all three rolls); otherwise you give up an already safe route.
Large straight (5 in a row) · 15 damage · 4 self damage
- Rage!Finisher
Ultimate: the board's highest damage value with the hardest requirement.
Do not force 5× ✶ Pow (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.
5× ✶ Pow · 15 damage · stun
Key statuses & resources
- Concussion: negative, conditional side effect of Overpower per the recorded status list.
- Stun: negative, inflicted by Crit Bash and the Rage! ultimate.
- Only use Reckless (15 damage, 4 self-damage) with sufficient own health cushion.
Abilities & board
Health: 50 · Starting CP: 2
Dice symbols
Level I abilities
- SmackNormal
- Dice requirement:
- 3× ⚔ Sword
- Damage/healing:
- 4 damage
- Sturdy BlowUndefendable
- Dice requirement:
- 2× ⚔ Sword + 2× ✶ Pow
- Damage/healing:
- 4 damage
- Fortitude
- Dice requirement:
- 3× ♥ Heart
- Damage/healing:
- healing: 4 health
- OverpowerNormal
- Dice requirement:
- 3× ⚔ Sword + 2× ✶ Pow
- Damage/healing:
- Sum of 3 dice
- Key effects:
- concussion
- Mighty BlowNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- 9 damage
- Crit BashUndefendable
- Dice requirement:
- 4× ✶ Pow
- Damage/healing:
- 5 damage
- Key effects:
- stun
- RecklessNormal
- Dice requirement:
- Large straight (5 in a row)
- Damage/healing:
- 15 damage · 4 self damage
Ultimate
- Rage!Ultimate
- Dice requirement:
- 5× ✶ Pow
- Damage/healing:
- 15 damage
- Key effects:
- stun
Defense
Thick Skin The defense roll is made whenever you are attacked. It does not prevent damage directly. Thick Skin prevents nothing: roll 3 dice and heal 2 per heart (about 2 on average).
Special mechanics
- Stun extra attack phase Board mechanicInflicted Stun (Crit Bash, Rage!) costs the opponent their attack phase and immediately grants the Barbarian an additional attack phase – in team play the action loss applies regardless of who the targeting roll hits next.
- Healing instead of damage prevention Board mechanicThe Barbarian has no damage prevention: Thick Skin heals 2 health per heart (3 dice, avg ~2, max 6) only after damage is taken; Fortitude heals 4–6 as its own attack turn. Pure prevention = 0.
Upgrades & cards
What changes?
- SmackLevel II
- Damage: 6 damage instead of 4 damage
- Dice requirement: 4× ⚔ Sword instead of 3× ⚔ Sword
- SmackLevel III
- Damage: 8 damage instead of 4 damage
- Dice requirement: 5× ⚔ Sword instead of 3× ⚔ Sword
- FortitudeLevel II
- Healing: 5 damage instead of 4 damage
- Dice requirement: 4× ♥ Heart instead of 3× ♥ Heart
- FortitudeLevel III
- Healing: 6 damage instead of 4 damage
- Dice requirement: 5× ♥ Heart instead of 3× ♥ Heart
Hero-specific cards
Not sufficiently verified
Works well with
- Tactician
Tactician takes over support and fills the open team role.
- Seraph
Seraph takes over support and fills the open team role.
- Shadow Thief
Shadow Thief adds the attack avoidance that Barbarian lacks.
Good matchups
- Loki
Barbarian keeps Loki tied up with Concussion and Stun, many of Loki's effects get cancelled that way.
- Scarlet Witch
Barbarian keeps Scarlet Witch tied up with Concussion and Stun, many of Scarlet Witch's effects get cancelled that way.
- Tactician
Barbarian keeps Tactician tied up with Concussion and Stun, many of Tactician's effects get cancelled that way.
Tough matchups
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