Marvel Super Dice/Dragon Dice Crossover Rules


The X-Men awoke to find themselves prisoners of Mojo. Cyclops set his jaw in defiance. "What is your futile plan this time?"

"Rest assured X-fool, it is nothing like you have ever seen before. My ratings have slipped and demographics indicate that an escapist-fantasy-war-drama would be well received. To this end I have procurred an entire cross-section of the population of an alternate dimension and recreated their world for them. You will be transported to this pseudo-planet to join them as they fight each other. Do well and you may be returned home in the end."

Cyclops and the rest of the X-men struggled to free themselves as Mojo threw the switch to send them off an yet another of his quests for ratings dominance...


This document contains the basic rule adjustments, icon conversions and Super Power equivalents needed to integrate Marvel Super Dice characters into a Dragon Dice setting.

The Basics


Character Dice:
  1. Only the Marvel Super Dice character dice should be included in a Dragon Dice game. Normal dice from the set are generally weaker than a Dragon Dice die of the same health value.
  2. Character dice keep their normal health point values when included in Dragon Dice. Uncommon dice are still worth 3 health, Rare dice are worth 4 health. Even though the values of the equivalent size of Dragon Dice are worth only 2 or 3 health respectively the Marvel Super Dice characters have Super Powers that make them more powerful than the average Dragon Dice character. Keeping the health values higher helps to compensate for this power increase.
  3. Only one of each Marvel Super Dice character may belong to a single player during a game. Duplicates may exist between players.
  4. The colors of the Marvel Super Dice have no effect in the Dragon Dice setting. Only the Advanced Rules Super Power effects can be used and their equivalent Dragon Dice effects are listed in a later section.
  5. All Marvel Super Dice included in the Dragon Dice game behave identically to Dragon Dice in most ways. Notable points are:

Icon Equivalents:

  1. ID faces can be used in 1 of 2 ways:
  2. All icons other than ID faces retain their normal weights when rolled, and are still multiplied times their usual factors so a Punch is still worth 1 point times the appropriate modifier, a Power Punch is worth 2 points times the appropriate modifier.
  3. This table lists all MSD icons with their DD equivalents:
    Marvel Dice Icon Value Dragon Dice Equivalent
    Punch 1 Point Melee
    Gun 1 Point Missile
    Energy Blast 2 Points Missile
    Power Punch 2 Points Melee
    Claw 2 Points Double Strike SAI
    Block 1 Point Save
    Mental Shield 2 Points Save
    Move 2 Points Fly SAI
    Sword 1 Point Counter SAI
    Magic 2 Points Magic
    Command 2 Points Needed Effect
  4. Magic for Marvel Super Dice characters is handled similarly to Amazon magic. The points of magic rolled by MSD characters may be used to cast any of the basic spells of a color matching the current terrain. No special racial spells may be cast by the Marvel Super Dice. Hero dice are forbidden from casting Black spells, but Villians may use Black magic at will, regardless of the terrain. Black magic rolled by MSD characters is doubled in the usual manner.
  5. Marvel Super Dice rolling their ID faces during a magic action may double the number of points of magic generated by their ID face. Sentinels, and other machines, may not use their ID faces to generate magic results. If rolled during a magic action the ID of a machine is negated.

Super Powers:

Whenever possible, the Marvel Super Dice Super Powers have been set equivalent to an existing Dragon Dice SAI. Like SAIs, the effects of Super Powers are resolved before normal effects are applied in most cases. Any opposing units defeated by an SAI are removed from play before proceeding. If any modifications are needed they are noted in the table below.
Marvel Super Dice Character Super Power Dragon Dice Equivalent
Archangel Negate 4 health worth of foes' effects 4 point Web SAI with no save roll allowed. Owner chooses target dice.
Beast 4 Points of attack 4 Point Smite SAI
Bishop Negate and reflect 3 Points of damage to foes 3 Point Volley SAI
Cannonball Immune to any effects and cause 3 Points of damage During roll for Saves, counts as 3 Saves. During melee counts as 3 melee hits and Cannonball may not be killed regardless of total melee damage taken by his team.
Captain Britian 5 Points Attack 5 Point Smite SAI
Colossus Double 1 Ally's Attack Acts as a Burning Hands spell. Owner chooses target die after it is rolled.
Cyclops 4 Points attack, owner's choice 4 individual 1 Point Stone SAI, owner chooses target dice.
Gambit 3 individually targeted 1 Point attacks 3 individual 1 Point Bullseye SAI, owner chooses target dice.
Iceman Halve the value of 5 health 5 health of foes affected as Frost Breath SAI, owner chooses target dice.
Magicienne Teleport 3 Health Away 3 Point Firewalking SAI, owner chooses target dice. Magicienne remains at the starting terrain.
Nightcrawler Teleport 4 Health Away 4 Point Firewalking SAI, owner chooses target dice. Nightcrawler returns after round is complete and cannot be harmed in any way during the current action.
Phoenix 4 Points Attack or Defense 4 Points melee or save, whichever is needed.
Professor X 4 Points of Dice Reroll, Apply New Effect Instead 4 Points Confuse SAI, owner chooses target dice.
Psylocke 3 Points Negated Effects 3 Point Web SAI, no save roll allowed. Owner chooses target dice.
Rogue Steal the Power of Any Character 4 Health or Less that Did Not Roll ID Face 4 Point Web SAI, no save roll allowed. Owner chooses a single target from the either army that did not roll its ID Icon or ID Face. Rogue may then use any of that die's SAIs or Super Power. Rogue may not target machines.
Shadowcat 3 Points Negated Effects 3 Points save, may even stop attacks that normally do not allow saves, for example Stone and Smite.
Storm Move 4 Health Away 4 Point Firewalking SAI, Storm remains at the starting terrain.
Tapestry 1 Point Attack + 1 Point For Each City Zone Controlled 1 Point melee + 2 Points melee For each captured terrain + 1 for each minor terrain in each army controlled by Tapestry's owner.
Pete Wisdom 4 Points Attack on a Single Die 4 Point Bullseye SAI
Wolfsbane 3 Points Attack + 1 Reroll 3 Point Double Strike SAI. If ID face is rerolled it adds 3 more Points melee and terminates the roll sequence.
Wolverine Reroll once and double the value of the next icon and count as attack. If ID face is rerolled kill character of choice on opponent's team. Acts as a Burning Hands spell on Wolverine. Reroll immediately and double the value of the icon, counting as melee. If ID face is rolled a second time it acts as the Slay SAI.
Apocalypse Target Single Foe, Roll for Attack, High Damage Wins. If Apocalypse Wins Target is Killed, Tie or Loss Returns Both Dice to Origianl Teams Slay SAI, owner chooses target. Both dice roll for highest melee damage. No saves or SAIs that are not specifically melee damage are counted. If the target ties or rolls more melee damage than Apocalypse it saves and is eturned to its army.
Black Queen Single die up to 4 health is turned to face of Black Queen owner's choice Target a single die up to 4 health, owner chooses target die. Target die is turned to any face the owner of the Black Queen chooses. The target die's initial roll is negated and replaced with the new result.
Black Tom Cassidy 4 Points attack 4 Points Bullseye SAI
Blob Become equivalent to a 6 health die and become immovable During any action, require 6 Points damage to kill Blob. The Blob cannot be forcibly moved by any effect, spell or SAI. This effect lasts until the start of the next player's turn. Owner may choose to move Blob to the reserves normally.
Dark Beast 4 Points Attack deflected at opponents normals 4 Counter SAI, all damage from the counter must target common dice, owner chooses targets
Holocaust Absorb all energy and magic, convert into attack damage During melee all energy and magic results, including Cantrips, from both armies are negated and cannot be used. The total number of points negated becomes normal melee damage.
Juggernaut Knock 5 health worth of dice to an adjacent zone During melee target 5 health worth of opposing dice. Those dice return to their owner's reserve area, no save possible. The dice may not be used to reinforce until thier owner's next turn.
Magneto 5 Points attack damage then reroll. Continue to reroll and apply until a result other than the ID occurs. 5 Point Double Strike SAI.
Mastermind 3 Points of dice retreat from combat During melee target 3 health from the opposing army. Those dice return to their owner's reserve, no save possible.
Sabretooth 4 Points Claw, only 1 reroll allowed. 4 Point Double Strike SAI.
Sebastian Shaw Negate the effects of all normal dice, total becomes a single attack During a save roll during melee all melee results from a single die in the opposing army are negated. The total damage negated is then targeted at the target die. This die may roll for saves.
Sentinel Mark I 3 Points of attack, reroll once 3 Point Smite SAI
Sentinel Mark II Move 3 Points of dice 2 zones away, return at the end of the round During melee target 3 health worth of dice and move those dice to their owner's reserve area. The Sentinel is removed from battle and cannot be harmed during the current action. It returns before the next action begins.
Sentinel Mark III Subtract 1 from the results of each opposing die, reroll once inflicting 3 Points damage id ID is rolled again During melee every die in the opposing army is effected as though an individual Palsy spell had targeted it. Every result is reduced by 1 point. The Sentinel may then reroll. If its ID face is rolled again it counts as 3 points of melee damage. Any other result is negated.
Sentinel Mark IV Negate the effects of 4 health worth of opposing dice 4 Point Web SAI, no save roll allowed. Owner chooses target dice.
Sinister Recover 4 points of lost dice 4 Point Regenerate SAI.
Sugarman Exchange 3 Points of normal dice for 3 points of character dice During any action up to 3 health worth of common dice from Sugarman's army may be traded into the dead unit area and replaced by any 3 health worth of dice there. The recovered dice join Sugarman's army and may immediately roll and add their results to the current action. Any combination of 3 health may be returned to play, so a rare could be brought back in this way.
Tessa 3 Points of opposing team's normals join Tessa's side 3 Point Charm SAI.
Toad 3 Points of attack plus a bonus based on the value of the combat area. During melee inflict 3 points of melee damage plus one half the value of the current terrain face, rounded up.
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