

Dice Throne Hero Pack Duelist
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Dice Throne · Hero Pack Duelist
One step forward and the blade becomes deadly. One step back and no one can touch you. The whole game revolves around that token sliding back and forth.
What it's about
The first Dice Throne hero that truly moves
The Dice Throne Hero Pack Duelist comes from Vanguard, the latest set in the series, along with Druid, Forgemaster, and Sun Elf. Designed by Nate Chatellier, Manny Trembley, and Gavan Brown, it's a single hero pack for the Dice Throne system — and it brings a mechanic that has never existed in the game before.
It's called Footwork: a token on a position track. Each "step" moves it forward — towards the opponent — or backward. When you attack, you get the offensive bonus of the space you are on. When you are attacked, you get the defensive bonus of your position. Only one bonus per turn: so every step is a gamble on what will happen next.
Advancing means hitting harder and being more exposed. Retreating means parrying, and giving up the big hit. The Duelist is complexity 3 out of 6: you understand it in one game, but reading your opponent to know when to advance requires many more evenings than that. It's fencing, after all.
What they say abroad
"Created with simple premise, simple concept, and gorgeous execution."
Simple premise, simple concept, splendid execution.
— Sprites and Dice
"The game feels fresh each time you jump in."
The game feels new every time you dive into it.
— Meeple Mountain
Dice Throne — Duelist
Your arsenal
What you bring to the Mad King's arena
The Duelist's Dice
Five custom dice. Up to three rolls per turn: block what you need, reroll the rest — then decide where you are when the hit lands.
The Footwork track
A token that slides back and forth. The space you stop on determines your offensive bonus when attacking and your defensive bonus when attacked.
The hero board
Attacks that disarm, parries that turn into counterattacks, and an Ultimate that — like all in Dice Throne — cannot be prevented in any way.
The dedicated deck
Cards to pay with combat points: they enhance the board, modify the dice, and make you move on the track when least expected.
He's not the strongest at the table. He's the one who's always in the right place — and that, in a duel, counts more.
A five-moment game
What happens at the table
Not the rules. The experience.
On Guard
I open the board, set up the counter, place the Footwork token in the center of the track. I'm neither attacking nor defending. I'm exactly where I want to be: in the spot from which I can still choose.
A Step Forward
I advance on the track and strike: the offensive bonus of the space adds to the damage. It hurts more than he expected. But then I stay there – and he still has a turn to play.
A Step Back, Just in Time
I see him charging his big hit. I retreat on the track: now my position gives me a defensive bonus, and his attack arrives dampened. I didn't parry with dice. I parried with my feet.
I read him, and he doesn't read me
From now on, it's fencing: he starts playing by looking where my token is, and I start moving it to make him believe one thing and do another. Only one bonus per turn — so every step is a declared gamble.
Final Lunge, Zero Health
I finish with the Ultimate, which cannot be prevented in any way. Twenty-three minutes. He puts the dice away saying he didn't understand when I decided to advance. Neither did I, to be honest — it went well.
How to Play
The flow of each turn
Four phases that flow in less than two minutes. With the Duelist, there's a fifth, invisible one: where you are on the track when the hit comes.
Resolve active effects on the board, then draw a card and gain a combat point. This is the fuel for everything you'll do in the turn.
Spend combat points: permanently upgrade a board ability or play cards that modify dice and your position on the track.
Roll the five dice up to three times. The abilities you activate also move you on the track: when the attack resolves, the space you are in determines the offensive bonus.
Last cards, last upgrades, discard your excess hand. Then it's his turn — and the position where you left the token determines the defensive bonus you get when he hits you.
Why Choose the Duelist
Six Reasons to Bring Him to the Arena
Footwork: Position Enters Dice Throne
A track, a token, and for the first time in the series, it matters where you are. You advance towards your opponent or retreat, and the space determines how much you hit and how much you take.
Advancing Hurts More
The further you push towards him, the greater the offensive bonus. But you also stay there on his turn — aggression comes at a cost, and this is the tension that sustains the whole character.
Retreating Truly Parries
In the retreated spaces, you gain a defensive bonus that reduces incoming normal damage. You don't roll more dice: you are simply in the right place to avoid being hit.
Only one bonus per turn
You cannot be aggressive and cautious at the same time. Every step is a declaration of intent, and your opponent sees it — so the real game begins: making him believe the wrong thing.
Complexity 3: Elegant, Not Difficult
The track can be explained in thirty seconds. Reading it well against an opponent who studies you is another matter, and it's worth many games of learning.
From the New Vanguard Set
Comes from Vanguard, the series' latest line with Druid, Forgemaster, and Sun Elf. Still compatible with all Dice Throne heroes, including Marvel.
How it Ends
One way to win. One way to be pierced.
No score, no final count. You fight until someone runs out of health — and in a duel, the one who best chose where to stand almost always wins.
Victory
- Reduce the opponent's health points to zero — or the last one standing
- In 2v2, the team that eliminates both enemy heroes wins
- With the Duelist, you win by advancing when they are weak and retreating when they are charged
Defeat
- Your health points reach zero: you are out of the arena
- Staying too far forward when the big hit comes is the quickest way to lose
- There's no consolation, but no waiting either: the rematch starts in two minutes
Add the Duelist to your arena if you enjoy the idea of winning a dice duel with fancy footwork. Remember: you need at least two Hero Packs to fight.
Frequently Asked Questions
Dice Throne Hero Pack Duelist FAQ
Can I play with this Hero Pack alone?
No, and it's best to say it right away. The Duelist Hero Pack contains everything needed for a single hero: to fight, you need at least a second Hero Pack (or a Dice Throne box you already own). It's not a core box: it's designed for those who already have the system, or for those building it one hero at a time.
Isn't Footwork just a bonus disguised as a mechanic?
It would be if you could advance and retreat without consequences. But the position where you leave the token also accompanies you on your opponent's turn, and you can only get one bonus per turn: either the offensive one when you attack, or the defensive one when you are attacked. It's not a modifier — it's a continuous and visible choice that your opponent reads and tries to punish.
How exactly does the track work?
"Taking a step" means moving the Footwork token forward (towards the opponent) or backward on the track. When you attack, you get the offensive bonus of the space you are in; when you are attacked with normal damage, you get the defensive bonus of your space. Bonuses are resolved before the final damage calculation, and only one bonus is applicable per turn.
Which set does it come from and is it compatible with other heroes?
It comes from Dice Throne Vanguard, the latest set in the series, along with Druid, Forgemaster, and Sun Elf. It is still compatible with all Dice Throne heroes: Season One, Season Two, Outcasts, and Marvel Dice Throne can be mixed freely, in 1v1, 2v2, or free-for-all.
Is it suitable for those who have never played Dice Throne?
It's complexity 3 out of 6: the track is learned in one game, but it requires reading the opponent, and that's not taught in half an hour. For a first hero ever, the Barbarian (complexity 1) or the Moon Elf (2) are more suitable. As a second hero, it's one of the most elegant you can choose.
Is it available in Italian?
This is the English edition. The text on the board and cards is in English, but the language is repetitive and highly iconic: after one game, the symbols are self-explanatory. Basic English is needed to play without hesitation.
Dice Throne Hero Pack Duelist is a single hero pack for the Dice Throne dice combat system (2–6 players, ages 10+, 30 min duration). Designed by Nate Chatellier, Manny Trembley, and Gavan Brown, published by Dice Throne Inc. Main mechanic: dice rolling and manipulation with card play and asymmetric powers. The Duelist comes from the Vanguard set, the latest line in the series, and is complexity 3 out of 6: it introduces Footwork, a position track with a token that advances towards the opponent or retreats, assigning offensive bonuses when attacking and defensive bonuses when being attacked, with only one bonus activatable per turn. Compatible with all Dice Throne heroes, including Marvel Dice Throne. At least two Hero Packs are required to play. English edition. Available on FroGames.it.

Dice Throne Hero Pack Duelist
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