Marvel X-Men
Jean Grey
How to play Jean Grey
Overview & game plan
Two heroes in rhythm: Jean turns build up, Dark Phoenix turns burn everything down – the swap is mandatory, the rhythm is your game.
If after roll 1 5× Phoenix for One True Phoenix! are reachable. Keep 5× Phoenix and reroll all dice not needed, aiming at One True Phoenix! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Telekinetic Blast. One True Phoenix! deals a documented 12 damage, so the 5 committed dice stay on the table.
Strengths
- Flame Blast: +1 per token, 3 at once = +4 – the ultimate reaches 18
- Force Field halves a hit for ANY player
- Acuity: rerolls, CP, or Phoenix Burn – flexible currency
- Astral Combat becomes undefendable as Dark Phoenix
Weaknesses
- Dark Phoenix skips the income phase – cards/CP dry up on burn turns
- Psionic Shield only prevents in Jean form (~0.7)
- Complexity 6: bad timing wastes entire turns
Dice & symbols
Most likely attack
Requirement: 3× 👁 Astral · Chance: 98.4%
Damage: 4 damage
Attacks & odds
| Ability | Requirement | Chance | Damage | Damage type | Effects |
|---|---|---|---|---|---|
| Mind Attack | 3× 👁 Astral | 98.4% | 4 damage | Normal | – |
| Psychic Multiplier | 3× 🌀 Control | 84.2% | 2 damage | Pure | – |
| Occlusion | 1× 👁 Astral + 2× 🌀 Control + 1× 🔥 Phoenix | 71.3% | 5 damage | Normal | – |
| Astral Combat | Small straight (4 in a row) | 58.7% | 5 damage | Undefendable | – |
| Firebird | 4× 🔥 Phoenix | 10.4% | 5 damage | Undefendable | – |
| Telekinetic Blast | 3× 👁 Astral + 2× 🔥 Phoenix | 31.4% | 7 damage | Normal | – |
| One True Phoenix! Ultimate | 5× 🔥 Phoenix | 1.3% | 12 damage | Ultimate | – |
How you defend
Psionic Shield: as Jean 2 dice (phoenix faces prevent 2 each), as Dark Phoenix 4 dice with NO prevention (only counter/tokens). Force Field is the real panic button: one hit halved.
Concrete dice decisions
- If after roll 1 5× Phoenix for One True Phoenix! are reachable. Keep 5× Phoenix and reroll all dice not needed, aiming at One True Phoenix! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Telekinetic Blast. One True Phoenix! deals a documented 12 damage, so the 5 committed dice stay on the table.
- If after roll 1 3× Astral + 2× Phoenix for Telekinetic Blast are reachable. Keep 3× Astral + 2× Phoenix and reroll all dice not needed, aiming at Telekinetic Blast (5 dice). If fewer than 5 matching dice remain after roll 1, switch to One True Phoenix!. Telekinetic Blast deals a documented 7 damage, so the 5 committed dice stay on the table.
- If after roll 1 4× Phoenix for Firebird are reachable. Keep 4× Phoenix and reroll all dice not needed, aiming at Firebird (4 dice). If fewer than 4 matching dice remain after roll 1, switch to One True Phoenix!. Firebird deals a documented 5 damage and bypasses the defence roll, so the 4 committed dice stay on the table.
- If after roll 1 a small straight for Astral Combat are reachable. Keep a small straight and reroll all dice not needed, aiming at Astral Combat (4 dice). If fewer than 4 matching dice remain after roll 1, switch to One True Phoenix!. Astral Combat deals a documented 5 damage and bypasses the defence roll, so the 4 committed dice stay on the table.
- If after roll 1 3× Astral for Mind Attack are reachable. Keep 3× Astral and reroll all dice not needed, aiming at Mind Attack (3 dice). If fewer than 3 matching dice remain after roll 1, switch to One True Phoenix!. Mind Attack deals a documented 4 damage, so the 3 committed dice stay on the table.
Concrete playing rules
Early game
Use Jean turns for Acuity, Flame Blast and Force Field.
Resources
- Flame Blast: Max 5, usable only as Dark Phoenix: 1 token = +1 damage, 3 at once = +4. Psychic Multiplier (half a die's value), Firebird +2, Telekinetic Blast +2, Occlusion (Jean form), Psionic Shield control faces. Collect on Jean turns, fire as a 3-pack (+4) on the biggest hit during Phoenix turns.
- Acuity / Force Field: Acuity (max 4): 1 = own reroll any time, 2 = 1 CP, 4 = Phoenix Burn (2 damage/upkeep until a 5–6). Force Field (max 1): + another positive token → halve a hit for any player. Mind Attack (always 1), Astral Combat +2, Telekinetic Blast +2, Occlusion, Firebird, ultimate. Rerolls on phoenix chases; Force Field for the enemy burst – on you OR a teammate.
Statuses & timing
- Flame Blast: positive, max 5, only spendable as Dark Phoenix (1 token = +1, 3 at once = +4).
- Acuity: positive, max 4 (1 = own reroll any time, 2 = 1 CP, 4 = Phoenix Burn).
- Force Field: positive, max 1; redeeming it also costs another positive token.
- Phoenix Burn: negative, 2 damage per upkeep, removed only on a 5–6.
- From 3 Flame Blast the pack (+4) pays off on the biggest Phoenix hit.
- Always hold 1 Acuity to pay for Force Field; 4 Acuity = Phoenix Burn.
- Flame Blast: Psychic Multiplier (half a die's value), Firebird +2, Telekinetic Blast +2, Occlusion (Jean form), Psionic Shield control faces.
- Flame Blast: Collect on Jean turns, fire as a 3-pack (+4) on the biggest hit during Phoenix turns.
- Acuity / Force Field: Mind Attack (always 1), Astral Combat +2, Telekinetic Blast +2, Occlusion, Firebird, ultimate.
- Acuity / Force Field: Rerolls on phoenix chases; Force Field for the enemy burst – on you OR a teammate.
Avoid these mistakes
Works well with
- NinjaRank #1/37Closes missing survival areas: damage prevention (coverage 0/4 → 1/4).Adds new roles: damage.
- IcemanRank #2/37Closes missing survival areas: damage prevention (coverage 0/4 → 1/4).Adds new roles: damage.
- RavenessRank #3/37Closes missing survival areas: damage prevention (coverage 0/4 → 1/4).Adds new roles: damage.
- SeraphRank #4/37Adds new roles: damage.Adds extra damage pressure (49 versus 43).
- Headless HorsemanRank #5/37Adds new roles: damage.No documented direct interaction – the rating relies solely on role and survival balance.