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Dice Throne - Mystic Brawler: Review

Dice Throne - Mystic Brawler: Review

Information:

Mechanics: Engine Builder, Head to Head, Yahtzee Mechanism, Variable Player Powers, Take That
Player Age: 8+ 
Player Count: 2 - 6
Time to Play: 20 - 40 Minutes 
Game Designer: Manny Trembley, Nick Malara, Nate Chatellier
Game Artist:  Manny Trembley, Gavan Brown
Publisher: Dice Throne
Year Published: 2026
Disclaimer: A review copy for the game was provided by the publisher.

Introduction:

I personally am a massive fan of variable setup games in particular head to head games. Dice throne is essentially mixing head to head games and Yahtzee. For the initial review of how the mechanism work click here. This review however, is focusing on the character Mystic Brawler. Dice Throne is a system that is constantly looking at how they release their expandable game. So far there have been numerous sets of four character packs and duel character packs of two characters. Spanning over forty characters. I am no expert of this game probably only played under 20 of these characters (hoping to grow that as I continue to expand my dice throne collection). 


Due to this vast array of choice and character range, the business model of Dice Throne has now pivoted to one large Kickstarter a year and a few single character retail releases. What's more interesting than this is when these kickstarter characters are released in retail format. They actually release as single packs. This personally excites me, since not every character released will instantly resonate with every player. This allows owners to pick and choose the character that resonates with them. Personally I know in the vanguard the Druid and Forge master resonate with me but I'm not sure if i will pick up the other two characters. This review is going to focus on the Mystic Brawler an explanation of how he plays, the kind of cards he has and his status effects. So if you're selective with your collection you know if he fits your play style. 


Contents:

Besides the character specific components of health/CP dial, board, dice, cards and one of the most important components for me the character case.

There are some other more diverse components. There is a standee for the cooperative modes, a randomiser card, a character display label for the new battle box variable solution, and even a Slam Throne cameo token.  

Complexity:

Mystic Brawler is a three dice complexity on his player sheet, however I would find him to be more of a one or two dice. I don't mean this negatively. This character is what his name suggests a brawler he gains his unique status of strength to enhance key features over the course of the game. His effects require low manipulation and low upkeep overhead during the game. That makes him an easy to use character. 

Status Effects:

Concussion is back from the barbarian. If the Mystic Brawler hits the opponent with certain attacks he can smack them so hard they miss their next I come phase. Locking that player out of a new card and CP for that turn.

His main status engine however, is strength. Mystic Brawler has several effects and cards that will give him strength.

When the player gains strength they have a choice out of which three strengths they choose to gain. There is an ocean which can stack up to three and be spent once per turn to gain one CP for the cost of one or a CP and two health for the cost of two. 

The other two strengths are persistent effects, enhancing Mystic Brawlers raw power. Both of these effects can stack two high. The mountain increases his attack value by one per mountain held and the sky adds an additional die when rolling defence. Allowing for a consistent four value defence. With the defence allowing for healing, attacking and gaining strength.

What further excites me about strength is that rarely it is also a resource that can be spent. There are roll phase cards that allow for particular strength to be spent to make the attack undefendable or prevent incoming damage. Knowing this is in your deck would be where some of the character complexity comes in.

Upgrades:

All but two for his abilities have one singular upgrade. The Healing Wind (which this charter has a good level of healing already) and Strong Arm don't have any upgrade avaliable. 

The standouts are the straight damage abilities, especially the Knockout and Ancestral Strength which deal undefendable damage, these are even stronger once stacked with some mountains.

Final Thoughts:

- Easy to use character with choice in how he wishes to enhance his strength.
- Great components as always.
- Strong attacks.
- New method of purchasing single heroes, which some may not enjoy but I personally prefer.
- Low card draw.

Mystic Brawler is as his name suggests a brawler. He has a mid complexity die of three but I find him much more straightforward than that. His main engine is strength. Whenever he gains strength he selects which status out of three he wishes to enhance. From the ocean that gains CP and sometimes health once per turn, to the mountains which is a persistent modifier to damage and sky which increases the amount for defence dice rolled. Rarely but some effects of the character allow particular strengths to be spent for other one-off benefits such as making the attack undefendable or reducing damage. If you are looking to add a straightforward character, that offers the player versatility in what strengths are important and when. I can easily recommend Mystic Brawler and he will be a character I choose when I want a smoother strategy while still having versatility. 

Click...feed the addiction: 

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