Tactician
Playstyle: Balanced · Complexity: 5/6 · Season 2
Who is this character?
A commander: stockpile Tactical Advantage and buy exactly the answer you need.
How to play Tactician
If after roll 1 5× Star for Higher Ground! are reachable. Keep 5× Star and reroll all dice not needed, aiming at Higher Ground! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Exploit. Higher Ground! deals a documented 12 damage and applies Targeted/Constrict/Targeted/Constrict, so the 5 committed dice stay on the table.
Early game: Saber Strike / Profiteer as the baseline, use the starting Tactical Advantage.
Mid game: Combine Strategic Approach / Flank to keep Constrict up consistently.
If after roll 1 a large straight for Exploit are reachable. Keep a large straight and reroll all dice not needed, aiming at Exploit (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Higher Ground!. Exploit deals a documented 9 damage and applies Constrict/Tactical Advantage/Constrict, so the 5 committed dice stay on the table.
Constrict + enemy combo heroes = poison: every reroll beyond the first costs them 1 CP.
Crumbling TA away on trifles and entering the enemy burst turn without a 4-token reserve.
Putting targeted on a nearly dead target instead of the one with the most health left.
Strengths
- Tactical Advantage is universal currency: CP, rerolls, cards, targeted, protect
- Profiteer grants an ENTIRE second attack phase
- Higher Ground!: 12 damage + targeted + constrict + a full TA stock
Weaknesses
- Saber Strike is the weakest core attack of the season (4–6)
- Needs 2–3 turns of economy before the toolbox carries
Key attacks
- Saber StrikeStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× ⚔ Saber is mostly on the table after roll 1 (98% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× ⚔ Saber · 4 damage
- Carpet BombControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (49% across all three rolls): the effect beats a few extra damage points there.
2× ⚔ Saber + 2× ★ Medal · 2 damage · All opponents
- ProfiteerStandard route
Reliable damage route for turns without special setup.
Take it as soon as 1× ⚔ Saber + 3× 🚩 Flag is mostly on the table after roll 1 (72% across all three rolls): safe damage beats rerolling working dice for a harder route.
1× ⚔ Saber + 3× 🚩 Flag · about 5 damage
- Strategic ApproachControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (32% across all three rolls): the effect beats a few extra damage points there.
3× ⚔ Saber + 2× ★ Medal · 7 damage · constrict
- FlankBurst
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) · 6 damage
- ManeuverBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 4× ★ Medal is missing after roll 1 (10% across all three rolls); otherwise you give up an already safe route.
4× ★ Medal · 5 damage
- ExploitControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (25% across all three rolls): the effect beats a few extra damage points there.
Large straight (5 in a row) · 9 damage · constrict
- Higher Ground!Finisher
Ultimate: the board's highest damage value with the hardest requirement.
Do not force 5× ★ Medal (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.
5× ★ Medal · 12 damage · targeted, constrict
Key statuses & resources
- Tactical Advantage: Start 2, max 5 (ultimate: 6). Exchange rate: 1 = 1 CP or 1 reroll, 3 = 1 card or targeted on a foe, 4 = protect or a status transfer. Maneuver +5, the Profiteer flag +4, Flank +1, Exploit +2, Countermeasures per medal. Rerolls towards straights/4× targets first; targeted (3 TA) once the focus target is set; protect (4 TA) before enemy burst turns.
- Tactical Advantage: positive; start 2, cap 5 (6 right after the ultimate); tokens do not expire and are only consumed when redeeming the thresholds 1, 3 or 4.
- Constrict: negative, single stack, triggered by Strategic Approach, Exploit and Higher Ground!; it applies in the next enemy roll phase (every roll beyond the first costs 1 CP) and is discarded afterwards.
- Tactical Advantage starts at 2 and stocks up to 5 (6 right after Higher Ground!). Thresholds: 1 = 1 CP or 1 reroll, 3 = 1 card or Targeted, 4 = protect or a status transfer. From 4 tokens it pays to keep the reserve for protect; exploit Targeted immediately after the ultimate for the +2 bonus.
- Tactical Advantage: Maneuver +5, the Profiteer flag +4, Flank +1, Exploit +2, Countermeasures per medal.
- Tactical Advantage: Rerolls towards straights/4× targets first; targeted (3 TA) once the focus target is set; protect (4 TA) before enemy burst turns.
Abilities & board
Health: 50 · Starting CP: 2
Dice symbols
Level I abilities
- Saber StrikeNormal
- Dice requirement:
- 3× ⚔ Saber
- Damage/healing:
- 4 damage
- Carpet BombCollateralArea
- Dice requirement:
- 2× ⚔ Saber + 2× ★ Medal
- Damage/healing:
- 2 damage
- Key effects:
- All opponents
- ProfiteerNormal
- Dice requirement:
- 1× ⚔ Saber + 3× 🚩 Flag
- Damage/healing:
- about 5 damage
- Strategic ApproachNormal
- Dice requirement:
- 3× ⚔ Saber + 2× ★ Medal
- Damage/healing:
- 7 damage
- Key effects:
- constrict
- FlankNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- 6 damage
- ManeuverUndefendable
- Dice requirement:
- 4× ★ Medal
- Damage/healing:
- 5 damage
- ExploitNormal
- Dice requirement:
- Large straight (5 in a row)
- Damage/healing:
- 9 damage
- Key effects:
- constrict
Ultimate
- Higher Ground!Ultimate
- Dice requirement:
- 5× ★ Medal
- Damage/healing:
- 12 damage
- Key effects:
- targeted, constrict
Defense
Countermeasures The defense roll is made whenever you are attacked. On average it prevents about 1.3 damage. The prevention depends on the roll. Countermeasures: 4 dice – prevent 1 per flag (~1.3 on average), retaliate 1 per 2 sabers, gain 1 TA per medal.
Special mechanics
- Tactical Advantage economy Token mechanicStart 2, cap 5 (6 after the ultimate). Spend tiers: 1 = 1 CP or 1 reroll, 3 = 1 card or Targeted, 4 = protect or a status transfer. Maneuver delivers 5 at once, Countermeasures about 0.7 per defense on average. · Maximum: 5
- Targeted mark Board mechanicTargeted sits once on exactly one target and raises EVERY attack against it by 2 - including teammates' attacks. Source: Higher Ground! (about 1.3%) or 3 Tactical Advantage. · Maximum: 1
- Profiteer bonus phase MechanicProfiteer (1 saber + 3 flags, about 71.6%) appends an entire second attack phase and refills up to 4 Tactical Advantage in the process.
Resources
- Tactical AdvantageStart 2, max 5 (ultimate: 6). Exchange rate: 1 = 1 CP or 1 reroll, 3 = 1 card or targeted on a foe, 4 = protect or a status transfer. · Maneuver +5, the Profiteer flag +4, Flank +1, Exploit +2, Countermeasures per medal. · Rerolls towards straights/4× targets first; targeted (3 TA) once the focus target is set; protect (4 TA) before enemy burst turns.
Upgrades & cards
What changes?
- Saber StrikeLevel II
- Damage: 5 damage instead of 4 damage
- Dice requirement: 4× ⚔ Saber instead of 3× ⚔ Saber
- Saber StrikeLevel III
- Damage: 6 damage instead of 4 damage
- Dice requirement: 5× ⚔ Saber instead of 3× ⚔ Saber
Hero-specific cards
Not sufficiently verified
This summary follows the current rules revision (2022 leaflet V2); older printings may differ.
Works well with
- Barbarian
Barbarian adds the healing that Tactician lacks.
- Cursed Pirate
Cursed Pirate adds the attack denial that Tactician lacks.
- Monk
Monk takes over damage and fills the open team role.
Good matchups
- Headless Horseman
Headless Horseman lands spikes up to 14 damage off Dreadful without a long ramp – and Tactician has little to absorb it.
- Black Panther
Tactician keeps Black Panther tied up with Constrict and Targeted, and Black Panther already needs tight rolls.
- Captain Marvel
Captain Marvel lands ~6 damage per turn off Cosmic Ray without a long ramp – and Tactician has little to absorb it.
Tough matchups
- Wolverine
Wolverine keeps Tactician tied up with Alpha, many of Tactician's effects get cancelled that way.
- Barbarian
Barbarian keeps Tactician tied up with Concussion and Stun, many of Tactician's effects get cancelled that way.
- Necromancer
Necromancer keeps Tactician tied up with Decrep Ify, many of Tactician's effects get cancelled that way.
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