Duelist
Playstyle: Offensive · Complexity: 3/6 · Vanguard
Who is this character?
A fencer on the Footwork Track: forward for +3 damage, backward for +3 prevention – position is everything.
How to play Duelist
If after roll 1 5× Pierce for Master of the Blade! are reachable. Keep 5× Pierce and reroll all dice not needed, aiming at Master of the Blade! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Bladestorm. Master of the Blade! deals a documented 11 damage and applies disarm, so the 5 committed dice stay on the table.
Early game: Play Balestra/Retreat to push the track forward.
Late game: Use pierce rolls for Bladestorm and Master of the Blade!.
If after roll 1 4× Pierce for Bladestorm are reachable. Keep 4× Pierce and reroll all dice not needed, aiming at Bladestorm (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Master of the Blade!. Bladestorm deals a documented 8 damage and applies disarm, so the 4 committed dice stay on the table.
En Garde's 4-die follow-up can inflict Disarm multiple times – gold against card hoarders.
Oscillating around the middle of the track and never collecting a +3 bonus.
Staying forward while the opponent visibly builds towards their ultimate.
Strengths
- Footwork: forward positions add +1/+3 to attacks, backward +1/+3 prevention
- Reposition (passive): 1–2 free steps every round; moving back grants Guard Break
- Strike: 7/10 damage from straights with no token needs
- Disarm: discard a card OR lose the income phase
Weaknesses
- Retreat blocks almost nothing (~1) and forces you backward
- Only ONE bonus per turn: never offense and defense at once
Key attacks
- Blade FlurryStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× 🗡 Blade is mostly on the table after roll 1 (98% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× 🗡 Blade · 4 damage
- Feint AttackBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 2× 🗡 Blade + 2× ➹ Pierce is missing after roll 1 (49% across all three rolls); otherwise you give up an already safe route.
2× 🗡 Blade + 2× ➹ Pierce · 2 damage
- BalestraBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 2× 🗡 Blade + 3× 👢 Boot is missing after roll 1 (49% across all three rolls); otherwise you give up an already safe route.
2× 🗡 Blade + 3× 👢 Boot · 6 damage
- StrikeBurst
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) · 7 damage
- BladestormControl
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× ➹ Pierce · 8 damage · disarm
- En GardeStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× 👢 Boot + 1× ➹ Pierce is mostly on the table after roll 1 (60% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× 👢 Boot + 1× ➹ Pierce · 8 damage · disarm
- Master of the Blade!Finisher
Ultimate: the board's highest damage value with the hardest requirement.
Do not force 5× ➹ Pierce (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.
5× ➹ Pierce · 11 damage · disarm
Key statuses & resources
- Footwork Track: The token starts at Neutral: forward +1, far forward +3 on attacks; back +1, far back +3 prevention. Only ONE bonus per turn. The Reposition passive 1–2 steps per upkeep, Balestra/Bladestorm up to 2, ultimate up to 4, a Blade Flurry four-of-a-kind 1. All the way forward before your burst turn, backward before enemy burst rounds – budget for Retreat's forced steps.
- Guard Break: Max 2: spend at attack conclusion and roll – on 4–5 the attack becomes undefendable. Feint Attack, Bladestorm, backward steps via Reposition, ultimate +2. On Strike (10) or En Garde (8) – a one-third chance the big blow becomes unblockable.
- Guard Break (positive) and Disarm (negative, via Bladestorm/En Garde/ultimate).
- Spend the +3 Footwork bonus only on attacks of 6 or more; it is wasted on Blade Flurry (4).
- Footwork Track: The Reposition passive 1–2 steps per upkeep, Balestra/Bladestorm up to 2, ultimate up to 4, a Blade Flurry four-of-a-kind 1.
- Footwork Track: All the way forward before your burst turn, backward before enemy burst rounds – budget for Retreat's forced steps.
- Guard Break: Feint Attack, Bladestorm, backward steps via Reposition, ultimate +2.
- Guard Break: On Strike (10) or En Garde (8) – a one-third chance the big blow becomes unblockable.
How you defend
Retreat: 4 dice – 1 counter per 2 blades (~1), each boot/pierce pushes you a step back. The real block is the far-back Footwork position (+3 prevention).
Dice & symbols
Works well with
- Cursed Pirate
Cursed Pirate adds the attack denial that Duelist lacks.
- Monk
Monk takes over damage and fills the open team role.
- Moon Elf
Moon Elf adds the attack denial that Duelist lacks.
Good matchups
- Cursed Pirate
Duelist pushes damage through that Cursed Pirate barely stops with Ahoy Matey.
- Gunslinger
Duelist keeps Gunslinger tied up with Disarm, and Gunslinger already needs tight rolls.
- Pyromancer
Pyromancer lands ~6 damage per turn once Fire Mastery is up – and Duelist has little to absorb it.
Tough matchups
- Storm
Storm pushes damage through that Duelist barely stops with Retreat.
- Huntress
Huntress keeps Duelist tied up with Bleed, and Duelist already needs tight rolls.
- Forgemaster
Forgemaster keeps Duelist tied up with attack denial, and Duelist already needs tight rolls.