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Outcasts

Raveness

Complexity: 3/6
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 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

🐾 Talon · 3/6 (faces 1, 2, 3)🪶 Wing · 2/6 (faces 4, 5)👁 Raven Eye · 1/6 (faces 6)

Most likely attack

Peck
Normal

Requirement: 3× 🐾 Talon · Chance: 98.4%

Damage: 5 damage

Attacks & odds

AbilityRequirementChanceDamageDamage typeEffects
Peck3× 🐾 Talon98.4%5 damageNormal
Fowl Friend4× 🪶 Wing53.6%
Murder of Crows2× 🐾 Talon + 3× 🪶 Wing48.5%about 7 damageNormal
Raven Sight2× 🐾 Talon + 2× 👁 Raven Eye49.3%3 damageUndefendable
CravenSmall straight (4 in a row)58.7%8 damageNormal
Chamber4× 👁 Raven Eye10.4%7 damageUndefendable
BeguileLarge straight (5 in a row)24.9%9 damageNormal
Fantastic Terrors!
Ultimate
5× 👁 Raven Eye1.3%13 damageUltimatehex

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

No reliable data is available for this section.

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