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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 Hand
    Standard 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 Acquired
    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 (50% across all three rolls): the effect beats a few extra damage points there.

    4× ✊ Fist + 1× ✸ Blast · 5 damage · focus-fire

  • Teamwork
    Standard 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 Down
    Burst

    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

  • Regroup
    Burst

    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

  • Strafe
    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 (10% across all three rolls): the effect beats a few extra damage points there.

    4× ✸ Blast · 5 damage · focus-fire

  • Assault
    Burst

    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

✊ Fist · 3/6 (faces 1, 2, 3)▣ Pouch · 2/6 (faces 4, 5)✸ Blast · 1/6 (faces 6)

Level I abilities

  • Hand to Hand
    Normal
    Dice requirement:
    3× ✊ Fist
    Damage/healing:
    4 damage
  • Target Acquired
    Normal
    Dice requirement:
    4× ✊ Fist + 1× ✸ Blast
    Damage/healing:
    5 damage
    Key effects:
    focus-fire
  • Teamwork
    Normal
    Dice requirement:
    1× ✊ Fist + 3× ▣ Pouch
    Damage/healing:
    5 damage
  • Never Back Down
    Normal
    Dice requirement:
    3× ✊ Fist + 2× ✸ Blast
    Damage/healing:
    8 damage
  • Regroup
    Normal
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    6 damage
  • Strafe
    Undefendable
    Dice requirement:
    4× ✸ Blast
    Damage/healing:
    5 damage
    Key effects:
    focus-fire
  • Assault
    Normal
    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 mechanic
    Focus 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 mechanic
    Up 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 mechanic
    Start 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
    Mechanic
    3 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 Hand
    Level II
    • Damage: 5 damage instead of 4 damage
    • Dice requirement: 4× ✊ Fist instead of 3× ✊ Fist
  • Hand to Hand
    Level 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

  • Druid

    Druid pushes damage through that Cyclops barely stops with Recourse.

  • Storm

    Storm pushes damage through that Cyclops barely stops with Recourse.

  • Huntress

    Huntress keeps Cyclops tied up with Bleed, and Cyclops already needs tight rolls.

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