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Gambit

Playstyle: Offensive · Complexity: 6/6 · Marvel X-Men

Who is this character?

A card gambler: charge Aces and explode them at the right moment – risky, but stylish.

How to play Gambit

If after roll 1 5× Supercharge for Le Diable Blanc! are reachable. Keep 5× Supercharge and reroll all dice not needed, aiming at Le Diable Blanc! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Card Shark. Le Diable Blanc! deals a documented 11 damage and applies Disruption/Molecular Acceleration/Dissolution/Disruption, so the 5 committed dice stay on the table.

Early game: Charge up: safe High Stakes, prioritise Poker Face, set Disruption on the side.

If after roll 1 a small straight for Card Shark are reachable. Keep a small straight and reroll all dice not needed, aiming at Card Shark (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Le Diable Blanc!. Card Shark deals a documented 7 damage and applies Molecular Acceleration, so the 4 committed dice stay on the table.

Play Sleight of Hand when an Ace is spent and the next explosion would otherwise be lost.

Charging Aces and never exploding – undetonated charges are lost damage.

Strengths

  • High Stakes (passive): free charges every upkeep – 2 safe or 5 risky dice
  • Dissolution heals 2 OR removes a status – on ANY player
  • Disruption taxes 1 CP or 2 damage every round

Weaknesses

  • Complexity 6 – the hardest kit in the box
  • Creole Crusader prevents 0 (only heals ~1)
  • Bo Staff (5–7) does not carry a game alone

Key attacks

  • Bo Staff
    Standard route

    Reliable damage route for turns without special setup.

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

    3× 🥍 Staff · 5 damage · disruption

  • Poker Face
    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 Poker Face deals no damage.

    1× 🥍 Staff + 2× ♥ Heart/Diamond · disruption

  • Bojutsu
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 2× 🥍 Staff + 2× ♠ Spade/Club is missing after roll 1 (50% across all three rolls); otherwise you give up an already safe route.

    2× 🥍 Staff + 2× ♠ Spade/Club · 2 damage

  • Card Shark
    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) · 7 damage

  • Ragin' Cajun
    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× ✺ Super Charge · 6 damage · disruption

  • Sleight of Hand
    Standard route

    Reliable damage route for turns without special setup.

    Take it as soon as 2× 🥍 Staff + 1× ♥ Heart/Diamond + 1× ✺ Super Charge is mostly on the table after roll 1 (65% across all three rolls): safe damage beats rerolling working dice for a harder route.

    2× 🥍 Staff + 1× ♥ Heart/Diamond + 1× ✺ Super Charge · 7 damage · disruption

  • Le Diable Blanc!
    Finisher

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

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

    5× ✺ Super Charge · 11 damage · disruption

Key statuses & resources

  • Disruption: negative, taxes 1 CP or 2 damage each round.
  • Dissolution: positive, max 2, cashed in the main phase (heal 2 OR remove 1 negative status).
  • Ace Cards: 4 Aces with charge slots, explosion once per turn (twice with Bojutsu); the Ace then flips face down.
  • From one full Ace plan an explosion window every turn; from two, look for Bojutsu.
  • Ace Cards / Ladungen: High Stakes in upkeep (2 dice safe / 5 with bust risk on a 1), Poker Face +3, Ragin' Cajun +3, Card Shark +1–2, ultimate +4.
  • Ace Cards / Ladungen: Put explosions on hits of 6+; Bojutsu allows a SECOND Ace in the same turn – that is your burst window.
  • Dissolution: Poker Face, Bojutsu, ultimate.

Abilities & board

Health: 50 · Starting CP: 2

Dice symbols

🥍 Staff · 3/6 (faces 1, 2, 3)♥ Heart/Diamond · 1/6 (faces 4)♠ Spade/Club · 1/6 (faces 5)✺ Super Charge · 1/6 (faces 6)

Level I abilities

  • Bo Staff
    Normal
    Dice requirement:
    3× 🥍 Staff
    Damage/healing:
    5 damage
    Key effects:
    disruption
  • Poker Face
    Dice requirement:
    1× 🥍 Staff + 2× ♥ Heart/Diamond
    Damage/healing:
    Not sufficiently verified
    Key effects:
    disruption
  • Bojutsu
    Undefendable
    Dice requirement:
    2× 🥍 Staff + 2× ♠ Spade/Club
    Damage/healing:
    2 damage
  • Card Shark
    Normal
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    7 damage
  • Ragin' Cajun
    Undefendable
    Dice requirement:
    4× ✺ Super Charge
    Damage/healing:
    6 damage
    Key effects:
    disruption
  • Sleight of Hand
    Normal
    Dice requirement:
    2× 🥍 Staff + 1× ♥ Heart/Diamond + 1× ✺ Super Charge
    Damage/healing:
    7 damage
    Key effects:
    disruption

Ultimate

  • Le Diable Blanc!
    Ultimate
    Dice requirement:
    5× ✺ Super Charge
    Damage/healing:
    11 damage
    Key effects:
    disruption

Defense

Creole Crusader The defense roll is made whenever you are attacked. It does not prevent damage directly. Creole Crusader: 3 dice – 0 prevention, but 1 counter per staff, 2 healing per heart/diamond, a charge per supercharge. You defend through a health lead, not blocking.

Special mechanics

  • Four Ace Cards as companions
    Companion
    All 4 Ace Cards start face up. Each collects Molecular Acceleration, detonates as an attack modifier on a normal or undefendable hit and then flips face down; Sleight of Hand turns it face up again. At most 1 explosion per turn, 2 with Bojutsu. · Maximum: 4
  • Ace Card explosion value unverified
    Mechanic
    The bonus damage of the four physical Ace Cards is not reliably documented publicly. Therefore no number and no estimate is stored as a rules value; all explosion effects carry amount = null.
  • High Stakes as a gamble roll
    Board mechanic
    Passive in every upkeep: either 2 dice without risk or 5 dice where any 1 busts the whole roll (about 59.8% risk on 5 dice). The results are placed as Molecular Acceleration on Ace Cards.
  • Dissolution as healing or cleanse
    Token mechanic
    At most 2 tokens; per token in a main phase heal 2 health OR remove one negative status, on any player of your choice including teammates. · Maximum: 2
  • Creole Crusader: counter, heal, charge - no prevention
    Mechanic
    3 defense dice: 1 counter damage per staff (about 1.5 on average), 2 healing per heart/diamond (about 1 on average), 1 Molecular Acceleration per supercharge. None of it prevents damage - the hit lands in full.

Resources

  • Ace Cards / Ladungen4 Aces (one per suit) with charge slots. A full Ace = explode once per turn: bonus damage per the physical card (value unverified), the Ace flips face down. Heart/diamond and spade/club turns charge matching suits too. · High Stakes in upkeep (2 dice safe / 5 with bust risk on a 1), Poker Face +3, Ragin' Cajun +3, Card Shark +1–2, ultimate +4. · Put explosions on hits of 6+; Bojutsu allows a SECOND Ace in the same turn – that is your burst window.
  • DissolutionMax 2: in your main phase heal 2 OR remove a negative status – on any player. · Poker Face, Bojutsu, ultimate. · Status removal almost always beats the 2 healing – scrub knockdown/burn off yourself or teammates.

Upgrades & cards

What changes?

  • Bo Staff
    Level II
    • Damage: 6 damage instead of 5 damage
    • Dice requirement: 4× 🥍 Staff instead of 3× 🥍 Staff
  • Bo Staff
    Level III
    • Damage: 7 damage instead of 5 damage
    • Dice requirement: 5× 🥍 Staff instead of 3× 🥍 Staff
  • Card Shark
    Level II
    • Damage: 9 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

  • Barbarian

    Barbarian adds the attack denial that Gambit lacks.

  • Cursed Pirate

    Cursed Pirate adds the attack denial that Gambit lacks.

  • Monk

    Monk takes over damage and fills the open team role.

Good matchups

  • Gunslinger

    Gambit keeps Gunslinger tied up with Disruption, and Gunslinger already needs tight rolls.

  • Psylocke

    Gambit keeps Psylocke tied up with Disruption, and Psylocke already needs tight rolls.

  • Pyromancer

    Gambit keeps Pyromancer tied up with Disruption, and Pyromancer already needs tight rolls.

Tough matchups

  • Druid

    Druid pushes damage through that Gambit barely stops with Creole Crusader.

  • Storm

    Storm pushes damage through that Gambit barely stops with Creole Crusader.

  • Huntress

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

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