Iceman
Playstyle: Defensive · Complexity: 4/6 · Marvel X-Men
Who is this character?
A frost controller: stack Ice Shards, freeze enemy dice and fire two abilities per roll with Glide.
How to play Iceman
If after roll 1 5× Frost for Ice Storm! are reachable. Keep 5× Frost and reroll all dice not needed, aiming at Ice Storm! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Cold Treat. Ice Storm! deals a documented 13 damage and applies Dice Cube/Ice Shard/Dice Cube, so the 5 committed dice stay on the table.
If after roll 1 2× Ice + 3× Slide for Cold Treat are reachable. Keep 2× Ice + 3× Slide and reroll all dice not needed, aiming at Cold Treat (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Ice Storm!. Cold Treat deals a documented 7 damage and applies Ice Shard, so the 5 committed dice stay on the table.
Ice Storm! banks 5 shards into The Freezer: pull them back next turn with a Frostbite four-of-a-kind and Everybody Chill goes double-digit.
Firing Everybody Chill while the shards still sit in The Freezer – only board shards count.
Burning Glide on a Frostbite→Everybody Chill with 0 shards.
Strengths
- Rime counters hard: ~2 pure prevention from slides + ~2.5 counter damage per attack
- Dice Cube locks the opponent's lowest die – combos break
- Glide Paths: one roll, two abilities (Frostbite→Everybody Chill, Hail the King→Thawsome)
- Everybody Chill: +1 per held Ice Shard – scales past 10
Weaknesses
- Needs shard buildup to exceed 7 damage
- Rime only prevents via slides: 0 prevention in about 29.6% of defense rolls
- Managing The Freezer (board vs. storage) takes attention
Key attacks
- FrostbiteStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× 🧊 Ice is mostly on the table after roll 1 (98% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× 🧊 Ice · 5 damage
- Ice to Meet YouControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (54% across all three rolls): the effect beats a few extra damage points there.
4× 🌀 Slide · about 2.5 damage · dice-cube
- Everybody ChillBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 1× 🧊 Ice + 3× ❄ Frost is missing after roll 1 (24% across all three rolls); otherwise you give up an already safe route.
1× 🧊 Ice + 3× ❄ Frost · 5 damage
- Cold TreatBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 2× 🧊 Ice + 3× 🌀 Slide is missing after roll 1 (49% across all three rolls); otherwise you give up an already safe route.
2× 🧊 Ice + 3× 🌀 Slide · 7 damage
- ThawsomeControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (59% across all three rolls): the effect beats a few extra damage points there.
Small straight (4 in a row) · 6 damage · dice-cube
- Hail the KingControl
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× ❄ Frost · 5 damage · dice-cube, All opponents
- HoarfrostBurst
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
- Ice Storm!Finisher
Ultimate: the board's highest damage value with the hardest requirement.
Do not force 5× ❄ Frost (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.
5× ❄ Frost · 13 damage · dice-cube
Key statuses & resources
- Ice Shards: Max 5 on the board (+ storage in The Freezer): Everybody Chill adds +1 per held shard; 5 at once buy 1 Glide. Almost every ability banks 1–3 (some into The Freezer); a Frostbite four-of-a-kind and Hoarfrost pull storage back. Only board shards count for damage: pull Freezer stock back BEFORE the big Everybody Chill turn.
- Glide: Max 1: spend after the enemy defense and fire the Glide-Path-linked second ability on the same target for FREE. Ice to Meet You (frost on the follow-up roll), redeeming 5 shards. Hail the King → Thawsome is the dream chain: 5 undefendable + 2 collateral + 6 + 2× Dice Cube from ONE roll.
- Ice Shards: Almost every ability banks 1–3 (some into The Freezer); a Frostbite four-of-a-kind and Hoarfrost pull storage back.
- Ice Shards: Only board shards count for damage: pull Freezer stock back BEFORE the big Everybody Chill turn.
- Glide: Ice to Meet You (frost on the follow-up roll), redeeming 5 shards.
- Glide: Hail the King → Thawsome is the dream chain: 5 undefendable + 2 collateral + 6 + 2× Dice Cube from ONE roll.
Abilities & board
Health: 50 · Starting CP: 2
Dice symbols
Level I abilities
- FrostbiteNormal
- Dice requirement:
- 3× 🧊 Ice
- Damage/healing:
- 5 damage
- Ice to Meet YouUndefendable
- Dice requirement:
- 4× 🌀 Slide
- Damage/healing:
- about 2.5 damage
- Key effects:
- dice-cube
- Everybody ChillNormal
- Dice requirement:
- 1× 🧊 Ice + 3× ❄ Frost
- Damage/healing:
- 5 damage
- Cold TreatNormal
- Dice requirement:
- 2× 🧊 Ice + 3× 🌀 Slide
- Damage/healing:
- 7 damage
- ThawsomeNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- 6 damage
- Key effects:
- dice-cube
- Hail the KingCollateralArea
- Dice requirement:
- 4× ❄ Frost
- Damage/healing:
- 5 damage
- Key effects:
- dice-cube, All opponents
- HoarfrostNormal
- Dice requirement:
- Large straight (5 in a row)
- Damage/healing:
- 8 damage
Ultimate
- Ice Storm!Ultimate
- Dice requirement:
- 5× ❄ Frost
- Damage/healing:
- 13 damage
- Key effects:
- dice-cube
Defense
Rime The defense roll is made whenever you are attacked. On average it prevents about 2 damage. The prevention depends on the roll. Rime: 3 dice – prevent 2 per slide (~2), counter 1 per ice (~1.5), counter 2 per frost; a pair banks a shard. One of the best defenses in the game.
Special mechanics
- Dice Cube as a die lock Token mechanicAt most 2 stacks on a player. At the start of their offensive roll one die per stack is frozen, starting with the lowest; the stack is spent afterwards. · Maximum: 2
- Ice Shards on the board Token mechanicBoard limit 5. Each board shard gives Everybody Chill +1 damage, 5 shards alternatively buy 1 Glide. · Maximum: 5
- The Freezer as storage Board mechanicA separate storage next to the board. Ice Shards there do not increase Everybody Chill. Ice Storm! puts 5 shards in; a Frostbite four-of-a-kind and Hoarfrost bring them back onto the board while there is room.
- Glide Paths as a chained turn Token mechanicAt most 1 Glide. Spend it after the opposing defense roll: Frostbite chains into Everybody Chill, Hail the King into Thawsome - both free and on the same target. · Maximum: 1
- Rime: prevention and counter separated Mechanic3 defense dice: only slides prevent damage (2 per slide, about 2 on average), ice deals 1 counter damage per symbol (about 1.5 on average), frost 2 per symbol (about 1 on average), a pair banks 1 Ice Shard. Counter and shard are explicitly not prevention.
Resources
- Ice ShardsMax 5 on the board (+ storage in The Freezer): Everybody Chill adds +1 per held shard; 5 at once buy 1 Glide. · Almost every ability banks 1–3 (some into The Freezer); a Frostbite four-of-a-kind and Hoarfrost pull storage back. · Only board shards count for damage: pull Freezer stock back BEFORE the big Everybody Chill turn.
- GlideMax 1: spend after the enemy defense and fire the Glide-Path-linked second ability on the same target for FREE. · Ice to Meet You (frost on the follow-up roll), redeeming 5 shards. · Hail the King → Thawsome is the dream chain: 5 undefendable + 2 collateral + 6 + 2× Dice Cube from ONE roll.
Upgrades & cards
What changes?
- FrostbiteLevel II
- Damage: 6 damage instead of 5 damage
- Dice requirement: 4× 🧊 Ice instead of 3× 🧊 Ice
- FrostbiteLevel III
- Damage: 7 damage instead of 5 damage
- Dice requirement: 5× 🧊 Ice instead of 3× 🧊 Ice
Hero-specific cards
Not sufficiently verified
Works well with
Good matchups
- Loki
Iceman keeps Loki tied up with Dice Cube, many of Loki's effects get cancelled that way.
- Gunslinger
Iceman keeps Gunslinger tied up with Dice Cube, and Gunslinger already needs tight rolls.
- Psylocke
Iceman keeps Psylocke tied up with Dice Cube, and Psylocke already needs tight rolls.
Tough matchups
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