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 StaffStandard 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 FaceSetup
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
- BojutsuBurst
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 SharkBurst
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' CajunControl
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 HandStandard 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
Level I abilities
- Bo StaffNormal
- 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
- BojutsuUndefendable
- Dice requirement:
- 2× 🥍 Staff + 2× ♠ Spade/Club
- Damage/healing:
- 2 damage
- Card SharkNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- 7 damage
- Ragin' CajunUndefendable
- Dice requirement:
- 4× ✺ Super Charge
- Damage/healing:
- 6 damage
- Key effects:
- disruption
- Sleight of HandNormal
- 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 CompanionAll 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 MechanicThe 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 mechanicPassive 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 mechanicAt 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 Mechanic3 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 StaffLevel II
- Damage: 6 damage instead of 5 damage
- Dice requirement: 4× 🥍 Staff instead of 3× 🥍 Staff
- Bo StaffLevel III
- Damage: 7 damage instead of 5 damage
- Dice requirement: 5× 🥍 Staff instead of 3× 🥍 Staff
- Card SharkLevel 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
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