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Necromancer

Playstyle: Balanced · Complexity: 6/6 · Outcasts

Who is this character?

A summoner: weak himself, but the undead army adds damage every round – first corpses, then skeletons, then victory.

How to play Necromancer

If after roll 1 5× Soul for Necro-Dancer! are reachable. Keep 5× Soul and reroll all dice not needed, aiming at Necro-Dancer! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Corpse Explosion. Necro-Dancer! deals a documented 10 damage and applies Decrep-ify/Decrep-ify, so the 5 committed dice stay on the table.

Early game: Prioritize Reanimate and build the first Warriors/Mage.

If after roll 1 1× Scythe + 1× Bones + 2× Soul for Corpse Explosion are reachable. Keep 1× Scythe + 1× Bones + 2× Soul and reroll all dice not needed, aiming at Corpse Explosion (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Necro-Dancer!. Corpse Explosion deals a documented 8 damage and bypasses the defence roll, so the 4 committed dice stay on the table.

UNEARTH covers Black Shroud until moved – plan the unlock before chasing 4 souls.

Attacking with Shear while Reanimate is reachable – 3 damage builds no army.

Activating all undead on normal rounds and losing half the army to scythe rolls.

Strengths

  • Full army: 3 Warriors (+3) + Bone Golem (+2) on every attack
  • Resurrect (10 corpses): the killing blow sets you to 5 instead of 0
  • Corpse Explosion: 4 + up to 3 bonus dice, a soul makes it all undefendable
  • Decrep-ify: −1 damage and a reroll cap on the next enemy turn

Weaknesses

  • Shear (3–5) is the weakest core attack in the roster
  • Undead die to his own scythe rolls at phase end
  • Complexity 6 with UNEARTH management on top

Key attacks

  • Shear
    Standard route

    Reliable damage route for turns without special setup.

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

    3× 🗡 Scythe · 3 damage

  • Reanimate
    Setup

    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 Reanimate deals no damage.

    3× 🦴 Bones

  • Harvest
    Standard route

    Reliable damage route for turns without special setup.

    Take it as soon as 3× 🗡 Scythe + 1× 💀 Soul is mostly on the table after roll 1 (78% across all three rolls): safe damage beats rerolling working dice for a harder route.

    3× 🗡 Scythe + 1× 💀 Soul · about 2 damage

  • Corpse Explosion
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 1× 🗡 Scythe + 1× 🦴 Bones + 2× 💀 Soul is missing after roll 1 (49% across all three rolls); otherwise you give up an already safe route.

    1× 🗡 Scythe + 1× 🦴 Bones + 2× 💀 Soul · about 8 damage

  • Blight
    Control

    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) · 5 damage · decrep-ify

  • Black Shroud
    Burst

    High single-turn damage that locks several dice.

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

    4× 💀 Soul · 4 damage

  • Deadman's Party
    Burst

    High single-turn damage that locks several dice.

    Only go for it when at most one symbol of 3× 🦴 Bones + 2× 💀 Soul is missing after roll 1 (21% across all three rolls); otherwise you give up an already safe route.

    3× 🦴 Bones + 2× 💀 Soul · 6 damage

  • Necro-Dancer!
    Finisher

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

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

    5× 💀 Soul · 10 damage · decrep-ify

Key statuses & resources

  • Corpse Dial: Max 10: 2 = Skeletal Warrior (max 3, +1 each), 3 = Skeletal Mage (Decrep-ify/health steal), 6 = Bone Golem (+2, sacrifice block), 10 = Resurrect. Reanimate 3–4, Blight +1–2, Harvest +1, Resist Death per bones, Corpse Explosion returns. Order: 2 Warriors → Mage → 3rd Warrior → Golem. Buying instantly off Reanimate saves 1 corpse per undead.
  • Untote (Companions): Each usable once per turn: Warrior +1 damage, Mage Decrep-ify or steal 1 health, Golem +2 or sacrifice when attacked (2 counter + 2 prevention). At phase end: 1 die per activated undead – every scythe removes one. Summon with corpses in the main phase; Black Shroud summons for free. Deadman's Party and the ultimate skip the removal roll – THOSE are the rounds for full activation.
  • Corpse Dial max 10; Skeletal Warriors max 3; after activation, undead face scythe removal at phase end.
  • Decrep-ify is marked only where ability/profile data names it; no extra stack limit is inferred.
  • 2 corpses = first Warrior, 3 = Mage, 6 = Bone Golem, 10 = Resurrect as documented in the profile.
  • 3/5 souls are relevant Corpse Explosion/ultimate thresholds.
  • Corpse Dial: Reanimate 3–4, Blight +1–2, Harvest +1, Resist Death per bones, Corpse Explosion returns.
  • Corpse Dial: Order: 2 Warriors → Mage → 3rd Warrior → Golem. Buying instantly off Reanimate saves 1 corpse per undead.
  • Untote (Companions): Summon with corpses in the main phase; Black Shroud summons for free.
  • Untote (Companions): Deadman's Party and the ultimate skip the removal roll – THOSE are the rounds for full activation.

Abilities & board

Health: 50 · Starting CP: 2

Dice symbols

🗡 Scythe · 3/6 (faces 1, 2, 3)🦴 Bones · 2/6 (faces 4, 5)💀 Soul · 1/6 (faces 6)

Level I abilities

  • Shear
    Normal
    Dice requirement:
    3× 🗡 Scythe
    Damage/healing:
    3 damage
  • Reanimate
    Dice requirement:
    3× 🦴 Bones
    Damage/healing:
    Not sufficiently verified
  • Harvest
    Normal
    Dice requirement:
    3× 🗡 Scythe + 1× 💀 Soul
    Damage/healing:
    about 2 damage
  • Corpse Explosion
    Undefendable
    Dice requirement:
    1× 🗡 Scythe + 1× 🦴 Bones + 2× 💀 Soul
    Damage/healing:
    about 8 damage
  • Blight
    Normal
    Dice requirement:
    Small straight (4 in a row)
    Damage/healing:
    5 damage
    Key effects:
    decrep-ify
  • Black Shroud
    Undefendable
    Dice requirement:
    4× 💀 Soul
    Damage/healing:
    4 damage
  • Deadman's Party
    Normal
    Dice requirement:
    3× 🦴 Bones + 2× 💀 Soul
    Damage/healing:
    6 damage

Ultimate

  • Necro-Dancer!
    Ultimate
    Dice requirement:
    5× 💀 Soul
    Damage/healing:
    10 damage
    Key effects:
    decrep-ify

Defense

Resist Death The defense roll is made whenever you are attacked. It does not prevent damage directly. Resist Death: 4 dice – 0 prevention, but 1 corpse per bones and 1 health steal per soul (~0.7 healing). The Golem is the real block: sacrificing = 2 prevented + 2 back.

Special mechanics

  • Corpse Dial
    Board mechanic
    Persistent corpse count from 0 to 10 on the character sheet. It is summoning currency (2 / 3 / 6), ammunition for Corpse Explosion and the Resurrect threshold at 10 all at once – so every spend is also a decision against the life insurance. · Maximum: 10
  • Undead Army
    Companion
    Up to 3 Skeletal Warriors (+1 damage each), 1 Skeletal Mage (Decrep-ify or 1 stolen health) and 1 Bone Golem (+2 damage or a sacrifice for 2 prevented and 2 counter damage). Each figure can be activated once per turn; at the end of the phase every scythe in the roll removes one activated undead. · Maximum: 5
  • Bone Golem Sacrifice
    Companion
    During an incoming attack the golem can be sacrificed: 2 damage prevented, 2 damage back. This is the Necromancer's only genuine block and costs 6 corpses to rebuild. · Maximum: 1
  • UNEARTH
    Board mechanic
    A marker covers one ability on the sheet while it sits there. UNEARTH controls the unlocking – while Black Shroud is covered there is no free summon, and chasing 4 souls for it does not pay off before that. · Maximum: 1

Resources

  • Corpse DialMax 10: 2 = Skeletal Warrior (max 3, +1 each), 3 = Skeletal Mage (Decrep-ify/health steal), 6 = Bone Golem (+2, sacrifice block), 10 = Resurrect. · Reanimate 3–4, Blight +1–2, Harvest +1, Resist Death per bones, Corpse Explosion returns. · Order: 2 Warriors → Mage → 3rd Warrior → Golem. Buying instantly off Reanimate saves 1 corpse per undead.
  • Untote (Companions)Each usable once per turn: Warrior +1 damage, Mage Decrep-ify or steal 1 health, Golem +2 or sacrifice when attacked (2 counter + 2 prevention). At phase end: 1 die per activated undead – every scythe removes one. · Summon with corpses in the main phase; Black Shroud summons for free. · Deadman's Party and the ultimate skip the removal roll – THOSE are the rounds for full activation.

Upgrades & cards

What changes?

  • Shear
    Level II
    • Damage: 4 damage instead of 3 damage
    • Dice requirement: 4× 🗡 Scythe instead of 3× 🗡 Scythe
  • Shear
    Level III
    • Damage: 5 damage instead of 3 damage
    • Dice requirement: 5× 🗡 Scythe instead of 3× 🗡 Scythe
  • Blight
    Level II
    • Damage: 7 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 takes over damage and fills the open team role.

  • Monk

    Monk takes over damage and fills the open team role.

  • Cursed Pirate

    Cursed Pirate takes over damage and fills the open team role.

Good matchups

  • Loki

    Necromancer keeps Loki tied up with Decrep Ify, many of Loki's effects get cancelled that way.

  • Scarlet Witch

    Necromancer keeps Scarlet Witch tied up with Decrep Ify, many of Scarlet Witch's effects get cancelled that way.

  • Tactician

    Necromancer keeps Tactician tied up with Decrep Ify, many of Tactician's effects get cancelled that way.

Tough matchups

  • Druid

    Druid keeps Necromancer tied up with Wound, and Necromancer already needs tight rolls.

  • Huntress

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

  • Forgemaster

    Necromancer lands spikes up to 10 damage once Corpse Dial is up – more than Masterwork prevents.

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