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Black Widow

Playstyle: Balanced · Complexity: 4/6 · Marvel

Who is this character?

Balanced snowball: Ability Upgrades and Time Bomb raise the damage of every later turn while Infiltrate ticks the bombs closer to detonation.

How to play Black Widow

If after roll 1 5× Widow for Widow's Bite! are reachable. Keep 5× Widow and reroll all dice not needed, aiming at Widow's Bite! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Grapple. Widow's Bite! deals a documented 10 damage and applies Time Bomb, so the 5 committed dice stay on the table.

If after roll 1 4× Widow for Grapple are reachable. Keep 4× Widow and reroll all dice not needed, aiming at Grapple (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Widow's Bite!. Grapple deals a documented 7 damage and bypasses the defence roll and applies Agility/Ability Upgrades, so the 4 committed dice stay on the table.

With 6+ upgrades Time Bombs start at 0:01 – they explode almost surely next upkeep.

Hoarding Covert Ops instead of placing an upgrade every turn – otherwise your damage stays at starting level.

Tossing Agility singly at 3-point hits instead of saving pairs for the big attacks.

Strengths

  • At 5+ upgrades in play: +1 on ALL attacks; Grapple/Gauntlets scale per upgrade
  • Covert Ops (start: 3): every turn put an upgrade into play from hand or dig for one
  • Time Bombs tick towards 4 undefendable – the opponent only defuses on a 6
  • Agility halves hits on 1–3 – two tokens can cancel everything

Weaknesses

  • Starts soft: early on upgrades are missing and Baton Strike 5–7 is everything
  • Sabotage prevents only ~1 on average

Key attacks

  • Baton Strike
    Standard route

    Reliable damage route for turns without special setup.

    Take it as soon as 3× ⚡ Batons is mostly on the table after roll 1 (98% across all three rolls): safe damage beats rerolling working dice for a harder route.

    3× ⚡ Batons · 5 damage

  • Infiltrate
    Setup

    Setup attack: places effects that later turns rely on.

    Play it early while turns remain for the effect to pay off – as the last action of a close game Infiltrate deals no damage.

    2× 👁 Espionage + 1× ⚡ Batons + 1× 🕷 Widow · time bomb

  • Widows Gauntlets
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 3× 👁 Espionage + 2× ⚡ Batons is missing after roll 1 (49% across all three rolls); otherwise you give up an already safe route.

    3× 👁 Espionage + 2× ⚡ Batons · about 7 damage

  • Hacked
    Control

    Control route: damage plus an effect against the opponent's next turn.

    Worth it when the opponent is hunting their strong route next turn (59% across all three rolls): the effect beats a few extra damage points there.

    Small straight (4 in a row) · about 6 damage · time bomb

  • Grapple
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 4× 🕷 Widow is missing after roll 1 (10% across all three rolls); otherwise you give up an already safe route.

    4× 🕷 Widow · about 7 damage

  • Vengeance
    Control

    Control route: damage plus an effect against the opponent's next turn.

    Worth it when the opponent is hunting their strong route next turn (25% across all three rolls): the effect beats a few extra damage points there.

    Large straight (5 in a row) · about 9 damage · time bomb

  • Widow's Bite!
    Finisher

    Ultimate: the board's highest damage value with the hardest requirement.

    Do not force 5× 🕷 Widow (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.

    5× 🕷 Widow · 10 damage · time bomb

Key statuses & resources

  • Covert Ops: Start with 3; Vengeance on a widow pair in the bonus roll.
  • Covert Ops: One every turn – the goal is 5 upgrades in play (permanent +1 on everything).
  • Agility: Infiltrate, Grapple, Vengeance.
  • Agility: Both at once against a big hit: two successes erase it completely.

Abilities & board

Health: 50 · Starting CP: 2

Dice symbols

👁 Espionage · 2/6 (faces 1, 2)⚡ Batons · 3/6 (faces 3, 4, 5)🕷 Widow · 1/6 (faces 6)

Level I abilities

  • Baton Strike
    Normal
    Dice requirement:
    3× ⚡ Batons
    Damage/healing:
    5 damage
  • Infiltrate
    Dice requirement:
    2× 👁 Espionage + 1× ⚡ Batons + 1× 🕷 Widow
    Damage/healing:
    Not sufficiently verified
    Key effects:
    time bomb
  • Widows Gauntlets
    Normal
    Dice requirement:
    3× 👁 Espionage + 2× ⚡ Batons
    Damage/healing:
    about 7 damage
  • Hacked
    Normal
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    about 6 damage
    Key effects:
    time bomb
  • Grapple
    Undefendable
    Dice requirement:
    4× 🕷 Widow
    Damage/healing:
    about 7 damage
  • Vengeance
    Normal
    Dice requirement:
    Large straight (5 in a row)
    Damage/healing:
    about 9 damage
    Key effects:
    time bomb

Ultimate

  • Widow's Bite!
    Ultimate
    Dice requirement:
    5× 🕷 Widow
    Damage/healing:
    10 damage
    Key effects:
    time bomb

Defense

Sabotage The defense roll is made whenever you are attacked. On average it prevents about 1 damage. The prevention depends on the roll. Avoiding the attack is also possible. Sabotage: 3 dice – prevent 1 per espionage (~1), counter 1 per baton, a widow pair plants a Time Bomb. With 4+ upgrades you may reroll these dice. The real protection is Agility.

Special mechanics

  • Covert Ops as upgrade engine
    Token mechanic
    Start 3, cap 3, resupply only via Vengeance. One token per turn puts an Ability Upgrade into play for free or searches the top 3 cards for one. · Maximum: 3
  • Agility as a halving roll
    Token mechanic
    At most 2 tokens. When taking damage spend 1 token and roll 1 die: success on 1-3 per the hero leaflet, then the hit is halved and rounded up. Does not work against ultimate damage and is consumed on 4-6 as well. · Maximum: 2
  • Time Bomb with countdown
    Mechanic
    Up to 3 bombs sit on the opposing side at once. Each ticks down one step during the enemy upkeep, is only defused on a 6 (about 16.7%) and detonates at 0 for 4 undefendable damage. Infiltrate ticks all bombs one extra step. · Maximum: 3
  • Upgrade thresholds as a state
    Board mechanic
    The effect of many abilities depends solely on the number of Ability Upgrades in play: +1 per upgrade on Grapple and Widows Gauntlets, 4 upgrades allow the Sabotage reroll, 5 upgrades give +1 on all attacks, 6 upgrades let new Time Bombs start at 0:01.
  • Sabotage: prevention and counter separated
    Mechanic
    3 defense dice: 1 damage prevented per espionage (about 1 on average), 1 counter damage per baton (about 1.5 on average), a widow pair plants a Time Bomb. Only the espionage share is prevention.

Resources

  • Covert OpsMax 3, once per turn in a main phase: put an upgrade from hand into play OR dig the top 3 deck cards for an upgrade. · Start with 3; Vengeance on a widow pair in the bonus roll. · One every turn – the goal is 5 upgrades in play (permanent +1 on everything).
  • AgilityMax 2: spend when damaged, roll 1 die – on 1–3 the hit is halved (rounded up). Not against ultimates. · Infiltrate, Grapple, Vengeance. · Both at once against a big hit: two successes erase it completely.

Upgrades & cards

What changes?

  • Baton Strike
    Level II
    • Damage: 6 damage instead of 5 damage
    • Dice requirement: 4× ⚡ Batons instead of 3× ⚡ Batons
  • Baton Strike
    Level III
    • Damage: 7 damage instead of 5 damage
    • Dice requirement: 5× ⚡ Batons instead of 3× ⚡ Batons

Hero-specific cards

Not sufficiently verified

Works well with

  • Barbarian

    Barbarian adds the healing that Black Widow lacks.

  • Seraph

    Seraph adds the healing that Black Widow lacks.

  • Wolverine

    Wolverine adds the healing that Black Widow lacks.

Good matchups

  • Headless Horseman

    Headless Horseman lands spikes up to 14 damage off Dreadful without a long ramp – and Black Widow has little to absorb it.

  • Black Panther

    Black Widow keeps Black Panther tied up with Time Bomb, and Black Panther already needs tight rolls.

  • Vampire Lord

    Black Widow pushes damage through that Vampire Lord barely stops with Immortal Flesh.

Tough matchups

  • Wolverine

    Wolverine keeps Black Widow tied up with Alpha, many of Black Widow's effects get cancelled that way.

  • Necromancer

    Necromancer keeps Black Widow tied up with Decrep Ify, many of Black Widow's effects get cancelled that way.

  • Barbarian

    Barbarian keeps Black Widow tied up with Concussion and Stun, many of Black Widow's effects get cancelled that way.

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