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JG

Marvel X-Men

Jean Grey

Complexity: 6/6
Health / CP (1v1): 50 / 2 CP
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Community-derived: this data does not come from official boards and is less certain.

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

👁 Astral · 3/6 (faces 1, 2, 3)🌀 Control · 2/6 (faces 4, 5)🔥 Phoenix · 1/6 (faces 6)

Most likely attack

Mind Attack
Normal

Requirement: 3× 👁 Astral · Chance: 98.4%

Damage: 4 damage

Attacks & odds

AbilityRequirementChanceDamageDamage typeEffects
Mind Attack3× 👁 Astral98.4%4 damageNormal
Psychic Multiplier3× 🌀 Control84.2%2 damagePure
Occlusion1× 👁 Astral + 2× 🌀 Control + 1× 🔥 Phoenix71.3%5 damageNormal
Astral CombatSmall straight (4 in a row)58.7%5 damageUndefendable
Firebird4× 🔥 Phoenix10.4%5 damageUndefendable
Telekinetic Blast3× 👁 Astral + 2× 🔥 Phoenix31.4%7 damageNormal
One True Phoenix!
Ultimate
5× 🔥 Phoenix1.3%12 damageUltimate

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

No reliable data is available for this section.

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