

Dice Throne Hero Pack Sun Elf
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Dice Throne · Hero Pack Sun Elf
The Moon Elf hides in the shadows. She doesn't: she stands in the light, accumulating energy turn after turn, and when dawn breaks, there's nothing left to hide.
What it's about
Accumulate light. Then decide whether to heal or incinerate.
The Dice Throne Hero Pack Sun Elf comes from Vanguard, the latest set in the series, along with Duelist, Druid, and Forgemaster. Designed by Nate Chatellier, Manny Trembley, and Gavan Brown, it's a single hero pack for the Dice Throne system — and is, declaratively, the solar counterpart to the Moon Elf from Season One.
Its mechanic is called Sun Dial. The dial starts on the Dusk side, and each turn you can raise it by accumulating solar energy. When it reaches five, it flips to Dawn — unlocking new powers. But you can also spend that energy immediately to add damage to your attacks. This is the dilemma of every turn: do I save it to reach the light, or do I burn it now?
The Sun Elf doesn't just attack: she heals herself and her allies, and in a team, she becomes the linchpin of the game. Complexity 3 out of 6: you learn quickly, and the choice between patience and voracity you only understand after losing a few games.
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 back in.
— Meeple Mountain
Dice Throne — Sun Elf
Your arsenal
What you bring to the Mad King's arena
The solar dice
Five custom dice. Up to three rolls per turn: block what you need, reroll the rest — and each roll fuels the light.
The Sun Dial
A two-sided dial. Starts at Dusk: raise the number turn after turn, and at five it flips to Dawn, changing your powers.
Energy to spend
The energy accumulated on the dial isn't just for reaching dawn: you can burn it immediately to add damage to an attack. Every turn is a crossroads.
Light that heals
She's not just a cannon: her solar magic gets her and her allies back on their feet. In 2v2, she's why your team never falls.
The dial rises, and everyone at the table sees it rise. The beauty is that no one knows what you'll do when it reaches five.
A five-moment game
What happens at the table
Not the rules. The experience.
The dial is at dusk
I open the board, set up the counter, turn the Sun Dial to the Dusk side. It's night, for now: no light, no power. But I have five notches ahead of me, and everyone at the table knows what happens when I reach the end.
One notch. Then two.
I could burn the energy now and add damage to my attack. It would be useful: he's already ahead. But the dial goes up, and every notch I don't spend is a piece of dawn getting closer. I grit my teeth and wait.
Meanwhile, I get my companion back on their feet
They're getting demolished. The light reaches them and they start breathing again: the Sun Elf doesn't just heal herself. The table realizes at that moment that to win, they have to take me down first — and I'm the least interesting target.
Five. The dial turns: it's dawn.
Dawn. The board changes, powers change with it, and all the energy I've saved for six turns becomes a blow no one at the table expected. She doesn't hide in the shadows: she burns you in broad daylight.
Zero life points, in full light
It ends like this: me with half health and him at zero. Twenty-five minutes. He says he should have attacked me before the dial reached five. He's right. That's exactly why you play.
How to play
The flow of each turn
Four phases that take less than two minutes. With the Sun Elf, each one comes down to the same question: accumulate or burn?
Resolve active effects on the board, then draw a card and gain a combat point. This is also when the light you've sown works for you.
Spend combat points on permanent upgrades and cards. And keep an eye on the Sun Dial: how long until dawn, and how much do you need now instead.
Roll the five dice up to three times. Abilities hit or heal — and you can spend accumulated solar energy to add damage to the hit. Each burned notch is a deferred dawn.
Last cards, last upgrades, discard excess hand. Then the Sun Dial advances: when it reaches five, it flips to Dawn and your board's powers change.
Why choose the Sun Elf
Six reasons to bring her to the arena
The Sun Dial: from Dusk to Dawn
A two-sided dial that advances turn after turn. At five, it flips to dawn and your powers change. It's a second half of the game that you build with your own hands.
Accumulate or burn
You can spend the energy on the dial immediately to add damage. But each burned notch postpones dawn. It's the tension that holds the whole character together, turn after turn.
Heals herself and allies
It's not just offense: the sunlight gets her and her team back on their feet. In 2v2, she's the linchpin that keeps everyone else alive — and forces opponents to decide who to hit.
Blinding damage
When she decides to strike, she strikes. The same energy that heals you can incinerate whoever is in front of you: she's the most two-faced hero in the Vanguard set.
The answer to the Moon Elf
Dice Throne announced her this way: the moon has watched the arena for years, now a new light rises. They are opposites — and pitted against each other, they are the most beautiful thematic clash in the series.
From the new Vanguard set
She comes from Vanguard, the series' most recent line featuring Duelist, Druid, and Forgemaster. Still compatible with all Dice Throne heroes, Marvel included.
How it ends
One way to win. One way to fade.
No scores, no final count. You fight until someone runs out of life points — and the Sun Elf plays the whole game to stay alive until the sun rises.
Victory
- Bring the opponent's life points to zero — or the last one standing
- In 2v2, the team that eliminates both enemy heroes wins: and your team heals
- You win by having the patience to let the dial rise and the coolness to burn it at the right moment
Defeat
- Your life points reach zero: you're out of the arena
- If you accumulate too long without reacting, dawn arrives when there's no one left to illuminate
- There's no consolation, but no waiting either: the rematch starts in two minutes
Add the Sun Elf to your arena if you enjoy building your victory one ray at a time — and if you already have the Moon Elf, you've just found her natural rival. Remember: you need at least two Hero Packs to fight.
Frequently asked questions
FAQ about Dice Throne Hero Pack Sun Elf
Can I play with this Hero Pack alone?
No, and it's best to say so immediately. The Sun Elf Hero Pack contains everything needed for a single heroine: to fight, at least a second Hero Pack (or a Dice Throne box you already own) is required. It's not a base box: it's designed for those who already have the system, or for those who are building it one hero at a time.
Doesn't waiting for dawn mean suffering for half the game?
Only if you decide to wait at all costs — and you're not obligated to. You can spend the energy on the Sun Dial at any time to add damage to an attack: so you're never truly idle, you're choosing. The real question isn't "when will dawn come," but "how much am I willing to postpone it to survive now." That's where the Sun Elf becomes interesting.
How exactly does the Sun Dial work?
It's a two-sided dial. It starts on the Dusk side, and each turn you can increase its value by accumulating solar energy. When it reaches five, the dial flips to Dawn, unlocking new powers and effects. The stored energy, however, can also be spent to boost attacks with bonus damage.
What is her relationship with the Moon Elf?
She is her declared counterpart: Dice Throne introduced her precisely this way, as the light that rises after years of moonlight in the arena. Mechanically, they are opposites — the Moon Elf dodges, blinds, and strikes from afar, while the Sun Elf stays in the light, accumulates, and heals. If you already have the Moon Elf, this is the rematch you've been waiting for.
Is it suitable for those who have never played Dice Throne?
It's complexity 3 out of 6: the dial is understood in thirty seconds, but mastering it well requires a few games. As a very first hero, the Barbarian (complexity 1) or the Moon Elf (2) are more immediate. As a second or third, she is among the most satisfying — especially in a team.
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 Sun Elf 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 asymmetrical powers. The Sun Elf comes from the Vanguard set, the series' most recent line, and is complexity 3 out of 6: she introduces the Sun Dial, a two-sided dial that starts on the Dusk side and flips to Dawn when accumulated solar energy reaches five, unlocking new powers; the energy can also be spent to add damage to attacks. She heals herself and allies and is the solar counterpart to the Moon Elf from Season One. 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.