Outcasts
Raveness
How to play Raveness
Overview & game plan
A raven keeper: Nevermore pecks, collects and heals – ignore the raven and lose slowly; manage it and win.
If after roll 1 5× Raven Eye for Fantastic Terrors! are reachable. Keep 5× Raven Eye and reroll all dice not needed, aiming at Fantastic Terrors! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Craven. Fantastic Terrors! deals a documented 13 damage and applies hex, so the 5 committed dice stay on the table.
Strengths
- Nevermore: 1 undefendable per activation + dial up; its return heals the dial value
- Nothing More: ~2 prevention + ~2 counter on 5 dice
- Hex turns all 6s into blanks – ultimates become impossible
- Peck (5–7) and Craven (8) are solid with zero setup
Weaknesses
- The Nevermore die on an opponent is a gamble – needs Feather management
- No burst past 9 outside the ultimate
Dice & symbols
Most likely attack
Requirement: 3× 🐾 Talon · Chance: 98.4%
Damage: 5 damage
Attacks & odds
| Ability | Requirement | Chance | Damage | Damage type | Effects |
|---|---|---|---|---|---|
| Peck | 3× 🐾 Talon | 98.4% | 5 damage | Normal | – |
| Fowl Friend | 4× 🪶 Wing | 53.6% | – | – | – |
| Murder of Crows | 2× 🐾 Talon + 3× 🪶 Wing | 48.5% | about 7 damage | Normal | – |
| Raven Sight | 2× 🐾 Talon + 2× 👁 Raven Eye | 49.3% | 3 damage | Undefendable | – |
| Craven | Small straight (4 in a row) | 58.7% | 8 damage | Normal | – |
| Chamber | 4× 👁 Raven Eye | 10.4% | 7 damage | Undefendable | – |
| Beguile | Large straight (5 in a row) | 24.9% | 9 damage | Normal | – |
| Fantastic Terrors! Ultimate | 5× 👁 Raven Eye | 1.3% | 13 damage | Ultimate | hex |
How you defend
Nothing More: 5 dice – prevent 2 per wing pair, counter 2 per talon pair, a raven activation per eye pair (~2 prevented, ~2 back). Reliable thanks to pair math on 5 dice.
Concrete dice decisions
- If after roll 1 5× Raven Eye for Fantastic Terrors! are reachable. Keep 5× Raven Eye and reroll all dice not needed, aiming at Fantastic Terrors! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Craven. Fantastic Terrors! deals a documented 13 damage and applies hex, so the 5 committed dice stay on the table.
- If after roll 1 a small straight for Craven are reachable. Keep a small straight and reroll all dice not needed, aiming at Craven (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Fantastic Terrors!. Craven deals a documented 8 damage, so the 4 committed dice stay on the table.
- If after roll 1 4× Raven Eye for Chamber are reachable. Keep 4× Raven Eye and reroll all dice not needed, aiming at Chamber (4 dice). If fewer than 4 matching dice remain after roll 1, switch to Fantastic Terrors!. Chamber deals a documented 7 damage and bypasses the defence roll, so the 4 committed dice stay on the table.
- If after roll 1 a large straight for Beguile are reachable. Keep a large straight and reroll all dice not needed, aiming at Beguile (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Fantastic Terrors!. Beguile deals a documented 9 damage, so the 5 committed dice stay on the table.
- If after roll 1 2× Talon + 3× Wing for Murder of Crows are reachable. Keep 2× Talon + 3× Wing and reroll all dice not needed, aiming at Murder of Crows (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Fantastic Terrors!. Murder of Crows deals a documented 7 damage, so the 5 committed dice stay on the table.
Concrete playing rules
Early game
Build Peck/Raven Sight and initial feathers; do not park Nevermore without a return plan.
Late game
Combine the 13-damage ultimate or repeated Nevermore cycles with stable defense.
Resources
- Nevermore: A companion with a dial (0–3): activating = send it to a target OR absorb vitality on an opponent (dial +1, 1 undefendable). When it returns you heal the dial value; the opponent rolls the Nevermore die every upkeep (effects from Hex to card loss). Activations via Raven Sight, Chamber ×2, Fowl Friend ×2, Beguile, a Peck four-of-a-kind, ultimate ×3. Park it on the opponent, absorb to dial 3, then bring it home: 3 chip damage + 3 healing per cycle.
- Feather: Max 5: 1 = force a reroll of the Nevermore die, 2 = shift the result by 1, 3 = activate Nevermore. Fowl Friend +4, Murder of Crows wings, Craven +1, Beguile +2. Twist away the 6 (raven returns with a dial reset!) – 2 Feathers save the whole absorb cycle.
Statuses & timing
- Nevermore dial 0–3; Feather max 5. The opponent's Nevermore upkeep roll has the documented outcomes and can be modified by Feather.
- Hex makes enemy sixes worthless as documented; do not infer a broader global rule.
- 3 Nevermore dial = maximum documented drain/heal cycle; 2–3 feathers enable meaningful die correction.
- 4 raven eyes = Chamber; 5 = ultimate threshold.
- Nevermore: Activations via Raven Sight, Chamber ×2, Fowl Friend ×2, Beguile, a Peck four-of-a-kind, ultimate ×3.
- Nevermore: Park it on the opponent, absorb to dial 3, then bring it home: 3 chip damage + 3 healing per cycle.
- Feather: Fowl Friend +4, Murder of Crows wings, Craven +1, Beguile +2.
- Feather: Twist away the 6 (raven returns with a dial reset!) – 2 Feathers save the whole absorb cycle.
Avoid these mistakes
Works well with
- Shadow ThiefRank #1/37Adds extra damage pressure (44 versus 49).No documented direct interaction – the rating relies solely on role and survival balance.
- PaladinRank #2/37Adds extra damage pressure (42 versus 49).No documented direct interaction – the rating relies solely on role and survival balance.
- RogueRank #3/37Adds extra damage pressure (41 versus 49).No documented direct interaction – the rating relies solely on role and survival balance.
- Black PantherRank #4/37No documented direct interaction – the rating relies solely on role and survival balance.
- GunslingerRank #5/37Adds extra damage pressure (37 versus 49).No documented direct interaction – the rating relies solely on role and survival balance.