Forgemaster
Playstyle: Defensive · Complexity: 4/6 · Vanguard
Who is this character?
A smith: mine Ore, craft Armor – Helmets counter, Shields block, and the workshop wins the long game.
How to play Forgemaster
If after roll 1 5× Anvil for Final Touches! are reachable. Keep 5× Anvil and reroll all dice not needed, aiming at Final Touches! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Furnace. Final Touches! deals a documented 14 damage, so the 5 committed dice stay on the table.
Late game: Exploit anvil rolls for Smelting Time and Final Touches!.
If after roll 1 4× Forge for Furnace are reachable. Keep 4× Forge and reroll all dice not needed, aiming at Furnace (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Final Touches!. Furnace deals a documented 11 damage, so the 4 committed dice stay on the table.
Armored Up with 2 Armor pieces is 9/12 instead of 7/10 – craft first, then chase the straight.
The Ultimanium Shield answers undefendable-heavy opponents (Pirate, Gunslinger): prioritize it in those matchups.
Ignoring Furnace because 4× forge 'feels unlikely' – 2 after roll 1 is a legitimate chase.
Strengths
- Armor is permanent protection: an Ultimanium Shield prevents 2 against EVERYTHING except ultimates
- Smelting Time: 9 undefendable + a card – one of the hardest 4× turns
- Pick Axe (5–7) and Furnace (~8.5) carry with zero setup
- Final Touches!: 14 damage + Ore restock
Weaknesses
- Masterwork (1 die) prevents nothing alone – without Armor he is soft
- Ore/blueprint management costs tempo in the first rounds
Key attacks
- Pick AxeStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× ⛏ Pick is mostly on the table after roll 1 (98% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× ⛏ Pick · 5 damage
- FurnaceBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 4× 🔨 Forge is missing after roll 1 (54% across all three rolls); otherwise you give up an already safe route.
4× 🔨 Forge · Sum of 1 dice + 5
- Armored UpBurst
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
- Smelting TimeBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 4× ⚒ Anvil is missing after roll 1 (10% across all three rolls); otherwise you give up an already safe route.
4× ⚒ Anvil · 9 damage
- A Good HaulBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 1× ⛏ Pick + 1× 🔨 Forge + 2× ⚒ Anvil is missing after roll 1 (49% across all three rolls); otherwise you give up an already safe route.
1× ⛏ Pick + 1× 🔨 Forge + 2× ⚒ Anvil · 8 damage
- Final Touches!Finisher
Ultimate: the board's highest damage value with the hardest requirement.
Do not force 5× ⚒ Anvil (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.
5× ⚒ Anvil · 14 damage
Key statuses & resources
- Ore / The Forge: Mine Ore cards from the deck (The Mines: every upkeep) and bank them on The Forge in the main phase; there they pay for Armor blueprints or get scrapped. The Mines passive, A Good Haul, the Masterwork pick, ultimate (targeted search). A Shield first (permanent prevention), then a Helmet (permanent counter) – the goal is both at once (Armored Up +2).
- Armor: Max 1 Helmet + 1 Shield: the Helmet counters 1/2/3 (Gold/Diamond/Ultimanium), the Shield prevents 1/2/2 – the Ultimanium Shield even against undefendable/pure. Craft from Ore blueprints in the main phase. Stays in place and works on every attack – Masterwork can double the effect.
- Armor (positive) is the only recorded status: max 1 Helmet + 1 Shield at a time.
- Ore / The Forge: The Mines passive, A Good Haul, the Masterwork pick, ultimate (targeted search).
- Ore / The Forge: A Shield first (permanent prevention), then a Helmet (permanent counter) – the goal is both at once (Armored Up +2).
- Armor: Craft from Ore blueprints in the main phase.
- Armor: Stays in place and works on every attack – Masterwork can double the effect.
Abilities & board
Health: 50 · Starting CP: 2
Dice symbols
Level I abilities
- Pick AxeNormal
- Dice requirement:
- 3× ⛏ Pick
- Damage/healing:
- 5 damage
- FurnaceNormal
- Dice requirement:
- 4× 🔨 Forge
- Damage/healing:
- Sum of 1 dice + 5
- Armored UpNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- 7 damage
- Smelting TimeUndefendable
- Dice requirement:
- 4× ⚒ Anvil
- Damage/healing:
- 9 damage
- A Good HaulNormal
- Dice requirement:
- 1× ⛏ Pick + 1× 🔨 Forge + 2× ⚒ Anvil
- Damage/healing:
- 8 damage
Ultimate
- Final Touches!Ultimate
- Dice requirement:
- 5× ⚒ Anvil
- Damage/healing:
- 14 damage
Defense
Masterwork The defense roll is made whenever you are attacked. It does not prevent damage directly. Masterwork: 1 die – a pick mines, a forge doubles ONE Armor effect, an anvil doubles up to two. With a Diamond Shield + Helmet every attack on you is a losing trade (~2 prevented + counter).
Special mechanics
- The Mines Board mechanicPassive: Ore is mined every upkeep. Additionally 3 CP can be converted into a card, which converts the CP surplus later in the game.
- The Forge Board mechanicBanked ore sits on the forge and pays for blueprints there. Each blueprint has a fixed ore threshold; until the first threshold is met the build-up yields no defensive return at all, after that it works every following round.
- Armor: Helmets and Shields Token mechanicAt most 1 helmet and 1 shield at a time, each in gold, diamond or ultimanium. The shield prevents 1/2/2 damage per attack, the helmet counters 1/2/3. Both work permanently and without roll risk, but apply only to his own figure. · Maximum: 2
- Masterwork Board mechanicDefense roll on a single die: a pick mines 1 ore, a forge doubles one armor effect, an anvil up to two. The roll itself prevents no damage – its value depends entirely on the current armor state.
Resources
- Ore / The ForgeMine Ore cards from the deck (The Mines: every upkeep) and bank them on The Forge in the main phase; there they pay for Armor blueprints or get scrapped. · The Mines passive, A Good Haul, the Masterwork pick, ultimate (targeted search). · A Shield first (permanent prevention), then a Helmet (permanent counter) – the goal is both at once (Armored Up +2).
- ArmorMax 1 Helmet + 1 Shield: the Helmet counters 1/2/3 (Gold/Diamond/Ultimanium), the Shield prevents 1/2/2 – the Ultimanium Shield even against undefendable/pure. · Craft from Ore blueprints in the main phase. · Stays in place and works on every attack – Masterwork can double the effect.
Upgrades & cards
What changes?
- Pick AxeLevel II
- Damage: 6 damage instead of 5 damage
- Dice requirement: 4× ⛏ Pick instead of 3× ⛏ Pick
- Pick AxeLevel III
- Damage: 7 damage instead of 5 damage
- Dice requirement: 5× ⛏ Pick instead of 3× ⛏ Pick
- Armored UpLevel II
- Damage: 10 damage instead of 7 damage
- Dice requirement: Large straight (5 in a row) instead of Small straight (4 in a row)
Hero-specific cards
Not sufficiently verified
Works well with
Good matchups
- Pyromancer
Forgemaster keeps Pyromancer tied up with attack denial, and Pyromancer already needs tight rolls.
- Cursed Pirate
Forgemaster keeps Cursed Pirate tied up with attack denial, and Cursed Pirate already needs tight rolls.
- Gunslinger
Forgemaster keeps Gunslinger tied up with attack denial, and Gunslinger already needs tight rolls.
Tough matchups
- Tactician
Forgemaster pushes damage through that Tactician barely stops with Countermeasures.
- Black Widow
Forgemaster pushes damage through that Black Widow barely stops with Sabotage.
- Storm
Storm pushes damage through that Forgemaster barely stops with Masterwork.
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