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Jean Grey

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

Who is this character?

Two heroes in rhythm: Jean turns build up, Dark Phoenix turns burn everything down – the swap is mandatory, the rhythm is your game.

How to play Jean Grey

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 and applies Force Field/Flame Blast, so the 5 committed dice stay on the table.

Early game: Use Jean turns for Acuity, Flame Blast and Force Field.

Mid game: Put Phoenix turns on Telekinetic Blast or Astral Combat and spend Flame Blast.

Late game: Set Phoenix Burn early and chase the ultimate on a Phoenix round with a full bank.

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 and applies Flame Blast/Acuity/Flame Blast, so the 5 committed dice stay on the table.

4 Acuity = Phoenix Burn: 2 damage per upkeep, removed only on 5–6 – set early against healers.

Rolling the big attack on a Jean turn and leaving the Flame Blast bank unused.

Entering the Phoenix round without hand cards – with no income you are stranded there.

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

Key attacks

  • Mind Attack
    Standard route

    Reliable damage route for turns without special setup.

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

    3× 👁 Astral · 4 damage

  • Psychic Multiplier
    Standard route

    Reliable damage route for turns without special setup.

    Take it as soon as 3× 🌀 Control is mostly on the table after roll 1 (84% across all three rolls): safe damage beats rerolling working dice for a harder route.

    3× 🌀 Control · 2 damage

  • Occlusion
    Standard route

    Reliable damage route for turns without special setup.

    Take it as soon as 1× 👁 Astral + 2× 🌀 Control + 1× 🔥 Phoenix is mostly on the table after roll 1 (71% across all three rolls): safe damage beats rerolling working dice for a harder route.

    1× 👁 Astral + 2× 🌀 Control + 1× 🔥 Phoenix · 5 damage

  • Astral Combat
    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) · 5 damage

  • Firebird
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 4× 🔥 Phoenix is missing after roll 1 (10% across all three rolls); otherwise you give up an already safe route.

    4× 🔥 Phoenix · 5 damage

  • Telekinetic Blast
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 3× 👁 Astral + 2× 🔥 Phoenix is missing after roll 1 (31% across all three rolls); otherwise you give up an already safe route.

    3× 👁 Astral + 2× 🔥 Phoenix · 7 damage

  • One True Phoenix!
    Finisher

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

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

    5× 🔥 Phoenix · 12 damage

Key statuses & 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.
  • 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.

Abilities & board

Health: 50 · Starting CP: 2

Dice symbols

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

Level I abilities

  • Mind Attack
    Normal
    Dice requirement:
    3× 👁 Astral
    Damage/healing:
    4 damage
  • Psychic Multiplier
    Pure
    Dice requirement:
    3× 🌀 Control
    Damage/healing:
    2 damage
  • Occlusion
    Normal
    Dice requirement:
    1× 👁 Astral + 2× 🌀 Control + 1× 🔥 Phoenix
    Damage/healing:
    5 damage
  • Astral Combat
    Undefendable
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    5 damage
  • Firebird
    Undefendable
    Dice requirement:
    4× 🔥 Phoenix
    Damage/healing:
    5 damage
  • Telekinetic Blast
    Normal
    Dice requirement:
    3× 👁 Astral + 2× 🔥 Phoenix
    Damage/healing:
    7 damage

Ultimate

  • One True Phoenix!
    Ultimate
    Dice requirement:
    5× 🔥 Phoenix
    Damage/healing:
    12 damage

Defense

Psionic Shield The defense roll is made whenever you are attacked. On average it prevents about 0.7 damage. The prevention depends on the roll. Form-dependent defense without a blanket value. 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.

Special mechanics

  • Jean form (board side 1)
    Board mechanic
    Build-up side: normal income phase, Occlusion grants Force Field, Psionic Shield rolls 2 dice and prevents 2 damage per phoenix face. Astral Combat stays defendable here and Flame Blast cannot be spent.
  • Dark Phoenix form (board side 2)
    Board mechanic
    Burn side: the income phase is skipped, Flame Blast becomes spendable, Astral Combat becomes undefendable, a three-of-a-kind grants +2 damage or Phoenix Burn. Psionic Shield rolls 4 dice but prevents 0 damage.
  • Mandatory form switch
    Mechanic
    The switch happens mandatorily in your own upkeep and is not optional. Both sides belong to the same figure: health, CP, cards, tokens and statuses carry over unchanged. The game therefore runs in two-turn packages of build-up and payoff.
  • Call of the Phoenix
    Mechanic
    Form-dependent center-panel passive: in Jean form it supports token build-up, in Dark Phoenix form it turns a three-of-a-kind in the offensive roll into +2 damage or Phoenix Burn.

Resources

  • Flame BlastMax 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 FieldAcuity (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.

Upgrades & cards

What changes?

  • Mind Attack
    Level II
    • Damage: 5 damage instead of 4 damage
    • Dice requirement: 4× 👁 Astral instead of 3× 👁 Astral
  • Mind Attack
    Level III
    • Damage: 6 damage instead of 4 damage
    • Dice requirement: 5× 👁 Astral instead of 3× 👁 Astral
  • Astral Combat
    Level II
    • Damage: 8 damage instead of 5 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 healing that Jean Grey lacks.

  • Cursed Pirate

    Cursed Pirate adds the attack denial that Jean Grey lacks.

  • Monk

    Monk takes over damage and fills the open team role.

Good matchups

  • Gunslinger

    Jean Grey keeps Gunslinger tied up with Phoenix Burn, and Gunslinger already needs tight rolls.

  • Pyromancer

    Pyromancer pushes damage through that Jean Grey barely stops with Psionic Shield.

  • Rogue

    Jean Grey pushes damage through that Rogue barely stops with Duplicate.

Tough matchups

  • Druid

    Druid pushes damage through that Jean Grey barely stops with Psionic Shield.

  • Huntress

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

  • Forgemaster

    Forgemaster keeps Jean Grey tied up with attack denial, and Jean Grey already needs tight rolls.

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