Cyclops
Playstyle: Balanced · Complexity: 4/6 · Marvel X-Men
Who is this character?
A squad leader: Focus Fire on the target, tokens for the team – his damage grows with every marked hit.
How to play Cyclops
If after roll 1 3× Fist + 2× Blast for Never Back Down are reachable. Keep 3× Fist + 2× Blast and reroll all dice not needed, aiming at Never Back Down (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Optic Blast!. Never Back Down deals a documented 8 damage and applies Battle Plan/Support, so the 5 committed dice stay on the table.
Early game: Set the mark (Target Acquired or 3 Battle Plan) and bank tokens.
Mid game: Never Back Down and Hand to Hand into the marked target; play Leadership Cards before attacking.
Late game: Keep Focus Fire at 2 and use the blast routes for Strafe / Optic Blast!.
If after roll 1 a large straight for Assault are reachable. Keep a large straight and reroll all dice not needed, aiming at Assault (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Optic Blast!. Assault deals a documented 8 damage and applies Battle Plan, so the 5 committed dice stay on the table.
Play Leadership Cards before attacking in the same turn: Teamwork 5→7, Assault 8→10, Regroup +1 Support.
Hoarding Support tokens to game end – unused rerolls win no rolls.
Strengths
- Focus Fire: EVERY attack on the marked target deals +1 per stack (max 2, persistent)
- Support tokens give ANY player CP, rerolls, or cards
- Never Back Down: 8 damage + 2 tokens from 5 symbols
- Optic Blast!: 11–13 damage + 2 Focus Fire + 5 tokens
Weaknesses
- Hand to Hand starts small (4/5/7) – he needs the mark
- Recourse only prevents ~1 reliably
Key attacks
- Hand to HandStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× ✊ Fist is mostly on the table after roll 1 (98% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× ✊ Fist · 4 damage
- Target AcquiredControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (50% across all three rolls): the effect beats a few extra damage points there.
4× ✊ Fist + 1× ✸ Blast · 5 damage · focus-fire
- TeamworkStandard route
Reliable damage route for turns without special setup.
Take it as soon as 1× ✊ Fist + 3× ▣ Pouch is mostly on the table after roll 1 (72% across all three rolls): safe damage beats rerolling working dice for a harder route.
1× ✊ Fist + 3× ▣ Pouch · 5 damage
- Never Back DownBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 3× ✊ Fist + 2× ✸ Blast is missing after roll 1 (31% across all three rolls); otherwise you give up an already safe route.
3× ✊ Fist + 2× ✸ Blast · 8 damage
- RegroupBurst
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) · 6 damage
- StrafeControl
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× ✸ Blast · 5 damage · focus-fire
- AssaultBurst
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) · 8 damage
- Optic Blast!Finisher
Ultimate: the board's highest damage value with the hardest requirement.
Do not force 5× ✸ Blast (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.
5× ✸ Blast · 11 damage · focus-fire
Key statuses & resources
- Battle Plan: Max 4, each once per turn: 1 = look at an enemy hand; 3 = dig top 3 deck cards for a Leadership Card; 3 = inflict Focus Fire. Regroup +2, Strafe +3, Assault +3, Never Back Down +1, ultimate +3. Priority: Focus Fire (3) on the main target as soon as 3 are banked – the rest is bonus.
- Battle Plan: max 4, each option once per turn (1 = look at an enemy hand, 3 = dig for a Leadership Card, 3 = inflict Focus Fire).
- Support: max 3 (1 = 1 CP, 1 = 1 reroll any time, 3 = 1 card).
- At 3 Battle Plan set Focus Fire immediately; beyond 4 the surplus is lost.
- Never stack Support past 3 – unused rerolls win no rolls.
- Battle Plan: Regroup +2, Strafe +3, Assault +3, Never Back Down +1, ultimate +3.
- Battle Plan: Priority: Focus Fire (3) on the main target as soon as 3 are banked – the rest is bonus.
- Support: Teamwork +2, Never Back Down +1, a Hand to Hand four-of-a-kind, ultimate +2.
Abilities & board
Health: 50 · Starting CP: 2
Dice symbols
Level I abilities
- Hand to HandNormal
- Dice requirement:
- 3× ✊ Fist
- Damage/healing:
- 4 damage
- Target AcquiredNormal
- Dice requirement:
- 4× ✊ Fist + 1× ✸ Blast
- Damage/healing:
- 5 damage
- Key effects:
- focus-fire
- TeamworkNormal
- Dice requirement:
- 1× ✊ Fist + 3× ▣ Pouch
- Damage/healing:
- 5 damage
- Never Back DownNormal
- Dice requirement:
- 3× ✊ Fist + 2× ✸ Blast
- Damage/healing:
- 8 damage
- RegroupNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- 6 damage
- StrafeUndefendable
- Dice requirement:
- 4× ✸ Blast
- Damage/healing:
- 5 damage
- Key effects:
- focus-fire
- AssaultNormal
- Dice requirement:
- Large straight (5 in a row)
- Damage/healing:
- 8 damage
Ultimate
- Optic Blast!Ultimate
- Dice requirement:
- 5× ✸ Blast
- Damage/healing:
- 11 damage
- Key effects:
- focus-fire
Defense
Recourse The defense roll is made whenever you are attacked. On average it prevents about 1 damage. The prevention depends on the roll. Recourse is a choice defense: 3 dice, 1 damage prevented per pouch (about 1 on average – that is the pure prevention). Each blast is additionally an either-or: 3 counter damage OR 2 further damage prevented; the counter does not count as prevention.
Special mechanics
- Focus Fire as a shared mark Token mechanicFocus Fire sits on the target, not on Cyclops, and works for every attacker: +1 damage per stack, at most 2 stacks. The status persists, so on a long-lived target it is worth more across a full match than any single attack. Sources: Target Acquired (about 50%), Strafe (about 10.4%), Optic Blast! and the roll-independent spend of 3 Battle Plan. · Maximum: 2
- Support as an ally-facing token bank Token mechanicUp to 3 tokens, starting at 0. Every spend targets any player: 1 token = 1 CP, 1 token = 1 reroll (usable at any time, including on a teammate's defense roll), 3 tokens = 1 card. Support is therefore the only Cyclops effect that goes directly to allies. · Maximum: 3
- Battle Plan as a spend menu Token mechanicStart 0, maximum 4, persists between turns. Three spends, each once per turn: 1 token to look at an enemy player's cards, 3 tokens to dig the top 3 deck cards for a Leadership Card, 3 tokens for Focus Fire with no roll risk. Because the maximum is 4, two 3-token spends can never be paid from one full bank. · Maximum: 4
- Recourse as a prevention-or-counter choice Mechanic3 defense dice. Each pouch prevents 1 damage - that is the pure prevention and averages about 1. Each blast is additionally an either-or choice: 3 counter damage to the attacker or 2 further damage prevented. Because both sides share the same source, the counter must not be counted as prevention.
Resources
- Battle PlanMax 4, each once per turn: 1 = look at an enemy hand; 3 = dig top 3 deck cards for a Leadership Card; 3 = inflict Focus Fire. · Regroup +2, Strafe +3, Assault +3, Never Back Down +1, ultimate +3. · Priority: Focus Fire (3) on the main target as soon as 3 are banked – the rest is bonus.
- SupportMax 3: 1 = give any player 1 CP; 1 = give any player 1 reroll (any time!); 3 = give any player a card. · Teamwork +2, Never Back Down +1, a Hand to Hand four-of-a-kind, ultimate +2. · The 1-token reroll is gold: rescue a teammate's 4× chase or their defense roll.
Upgrades & cards
What changes?
- Hand to HandLevel II
- Damage: 5 damage instead of 4 damage
- Dice requirement: 4× ✊ Fist instead of 3× ✊ Fist
- Hand to HandLevel III
- Damage: 7 damage instead of 4 damage
- Dice requirement: 5× ✊ Fist instead of 3× ✊ Fist
Hero-specific cards
Not sufficiently verified
Works well with
- Barbarian
Barbarian adds the healing that Cyclops lacks.
- Cursed Pirate
Cursed Pirate adds the attack denial that Cyclops lacks.
- Monk
Monk takes over damage and fills the open team role.
Good matchups
- Gunslinger
Cyclops keeps Gunslinger tied up with Focus Fire, and Gunslinger already needs tight rolls.
- Pyromancer
Pyromancer lands ~6 damage per turn once Fire Mastery is up – and Cyclops has little to absorb it.
- Cursed Pirate
Cursed Pirate lands ~5 damage per turn off Cursed Doubloons without a long ramp – and Cyclops has little to absorb it.
Tough matchups
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