

Dice Throne Hero Pack Headless Horseman
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Dice Throne · Hero Pack Headless Horseman
He has no head to lose: he has one to throw at you. And as long as the pumpkin stays on your side of the table, terror works for him.
What it's about
Fear is a resource. And he hoards it.
The Dice Throne Hero Pack Headless Horseman comes from the Outcasts set, the horror line of Dice Throne. He rides, slashes with his axe, and collects Dreadful tokens — the terror he sows with every gallop. Signed by Nate Chatellier, Manny Trembley and Gavan Brown, it is a single hero pack for the Dice Throne system.
His signature is the Haunted Head: a companion pumpkin that physically moves across the board. You can assign it to an opponent and leave it there to scare them, or — with four Dreadfuls accumulated — Terrorize them: retrieve the head, deal undefendable damage, and collect resources. Meanwhile, Grim Pursuit tokens give you extra dice rolls: you're the hero who rolls more than others.
One thing to know before buying it: the Headless Horseman has a complexity of 4 out of 6 and is a character who starts slow. In the first few turns, you accumulate. Then the machine starts up and doesn't stop — but you need to have the patience to get there.
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 — Headless Horseman
Your arsenal
What you bring to the Mad King's arena
The knight's dice
Five custom dice with axes, horseshoes, and pumpkins. Up to three rolls per turn — and with Grim Pursuit, a few more.
The hero board
Cleave, Reap, Ride Down, Sow Despair, Spectral Assault, Hallowed Reckoning. And at the bottom, Dreadful Charge!, the unstoppable Ultimate.
The Haunted Head
The companion that switches sides of the table. You leave it with an opponent to scare them, then retrieve it by Terrorizing them. If the knight falls, the pumpkin leaves the game.
Dreadful and Grim Pursuit
Up to 5 terror tokens that power abilities and unlock Terrorize. Up to 3 pursuit tokens: extra rolls and additional damage after the attack.
For a few turns, he seems harmless. Then someone finds a grinning pumpkin in front of them and realizes it was only a matter of time.
A game in five moments
What happens at the table
Not the rules. The experience.
The pumpkin is already on the table
I open the board, set up the counter, place the Haunted Head next to my dice. My opponent looks at it and asks what it's for. I tell him we'll find out together in three or four turns.
Quiet turns. Too quiet.
I cleave with my axe, dealing honest damage, collecting Dreadful. Nothing spectacular — the rider starts slow, and he begins to relax. Meanwhile, tokens accumulate on my side of the table, meaning only one thing.
The head changes sides of the table
I push the grinning pumpkin in front of him. It's physical, he sees it, it's right there. It doesn't deal him damage immediately — but as long as he has it, I continue to collect terror every time I end my turn. And he knows it.
Terrorize. Then Dreadful Charge!
Four Dreadful spent: I reclaim the head and deal him damage he can't defend against. Then the Ultimate arrives, and the charge cannot be prevented in any way. From a hero who "starts slow" to an avalanche, in just one turn.
Zero health, pumpkin in hand
It ends with the head returning to me, as always. Twenty-four minutes. He says the first half of the game felt easy. Exactly: that's the whole point of the character.
How to play
The flow of each turn
Four phases that flow in less than two minutes. With the horseman, one phase counts more than the others: maintenance.
This is where you decide what to do with the Haunted Head: move it to an opponent, or — with at least four Dreadful — Terrorize them, reclaiming the head and dealing undefendable damage. You can also do nothing and wait.
Draw, collect combat points, and spend them: permanent board upgrades or cards like Dark Surprise! and Thundering Hooves to raise the pressure.
Roll the five dice up to three times — and with Grim Pursuit, you get an extra roll compared to other heroes. Sow Despair, Spectral Assault, and Ride Down convert dice into damage and more terror.
Last cards, last upgrades, discard excess hand. And if the pumpkin is still in front of an opponent, you collect more Dreadful at the end of the turn. Fear accrues interest.
Why choose the Headless Horseman
Six reasons to bring him to the arena
A companion that crosses the table
The Haunted Head isn't an abstract token: it physically moves in front of the opponent and stays there to remind them that something is coming. No other hero does anything similar.
Terrorize: the reckoning
Four Dreadful tokens spent in maintenance: reclaim the pumpkin, deal undefendable damage, and collect resources. It's the moment when accumulation turns into violence.
Grim Pursuit: you roll more than others
An extra roll in the offensive phase, or additional damage after the attack. In a game built on three rolls, having a fourth is an advantage felt every turn.
Undefendable damage in bursts
Reap, Sow Despair, Spectral Assault: much of his arsenal cuts through any defense and scales with accumulated terror. The more fear you sow, the more it hurts.
Dreadful Charge!, the Ultimate
The horseman's final charge: terror and heavy damage in one blow. Like all Dice Throne Ultimates, it cannot be prevented in any way.
The most theatrical hero of the Outcasts set
He comes from Dice Throne's horror line, with Pale Lady, Necromancer, and Raveness. Still compatible with all heroes in the series, including Marvel.
How it ends
One way to win. One way to lose your head.
No scores, no final tally. You fight until someone runs out of health — and with the horseman, the ending always comes faster than the opponent expects.
Victory
- Reduce the opponent's — or the last one standing's — health to zero
- In 2v2, the team that eliminates both enemy heroes wins
- If you eliminate the one with the Haunted Head, the pumpkin immediately returns to you
Defeat
- Your health reaches zero: you're out of the arena — and the pumpkin leaves the game with you
- Against heroes that hit very hard early, slow first turns are costly
- There's no consolation, but no waiting either: the rematch starts in two minutes
Add the Headless Horseman to your arena if you want the hero who turns fear into a resource — and a pumpkin into a weapon to throw. Remember: you need at least two Hero Packs to fight.
Frequently Asked Questions
FAQ about Dice Throne Hero Pack Headless Horseman
Can I play with this Hero Pack alone?
No, and it's best to say so right away. The Headless Horseman 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.
Is it true he starts slow?
Yes, and it's good to know. In the first turns, the horseman deals honest but not terrifying damage: he's accumulating Dreadful. His power explodes later, when the pumpkin starts moving and Terrorize comes into play. Against aggressive heroes like the Barbarian or the Pyromancer, you have to survive that first phase. If you like characters that grow during the game, he's exactly your type.
How exactly does the Haunted Head work?
It's a physical companion that starts on your board. In maintenance, you can move it to an opponent — and as long as they have it, you gain Dreadful at the end of your turn — or, with at least four Dreadful, you can Terrorize: reclaim the head, deal undefendable damage, and collect resources. If you eliminate the one with the pumpkin, it immediately returns to you; if you eliminate the horseman, the pumpkin leaves the game with you.
Which set does it come from and is it compatible with other heroes?
It comes from Dice Throne Outcasts, the horror line with Pale Lady, Necromancer, and Raveness. It is, however, compatible with all Dice Throne heroes: Season One, Season Two, and Marvel Dice Throne can be freely mixed, in 1v1, 2v2, or free-for-all.
Is it suitable for those who have never played Dice Throne?
No. It's complexity 4 out of 6: two tokens to manage, a companion that moves, and a power curve that requires patience. For beginners, the Barbarian (complexity 1) or the Moon Elf (2) are much more suitable. The horseman is an excellent third or fourth hero.
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 can be read on their own. Keep in mind that the horseman has more text than simple heroes — basic English is really needed here.
Dice Throne Hero Pack Headless Horseman is a single hero pack for the Dice Throne dice-combat system (2–6 players, ages 14+, 30 min duration). Designed by Nate Chatellier, Manny Trembley, and Gavan Brown, published by Dice Throne Inc. Core mechanic: dice rolling and manipulation with card play and asymmetrical powers. The Headless Horseman comes from the Outcasts set, the horror line of the series, and is complexity 4 out of 6: five custom dice, the Haunted Head companion that moves between players, Dreadful tokens and Grim Pursuit, Cleave, Reap, Sow Despair, and Spectral Assault abilities, Hallowed Reckoning defense, and the Ultimate Dreadful Charge!. Compatible with all Dice Throne heroes, including Marvel Dice Throne. At least two Hero Packs are required to play. English edition. Available at FroGames.it.

Dice Throne Hero Pack Headless Horseman
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