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Dungeon Dice Masters Talk
Dungeon Dice Monster Bio’s Part 2: Starter Set
by TheDungeonMaster
04.11.05  

Ratings for the Starter set.

1. Knight of Twin Swords
LV 2 Summoning.
HP: 30/ATK: 20/DEF: 10

Effect:
Movement Crest: Knight of Twin Swords can move 2 squares for each Movement Crest spent. When this monster performs this effect, he can’t make a regular movement.

Ratings:
Traditional: 4/5
Advanced: 3.5/5


2. Thunder Ball
LV 3 Summoning.
HP: 30/ATK: 10/DEF: 10

Ratings:
Traditional: 4.5/5
Advanced: 3.5/5


3. Strike Ninja
LV 3 Summoning.
HP: 20/ATK: 20/DEF: 10

Effect:
Movement Crest: Strike Ninja can move 3 spaces for each progress crest spent. When this monster performs this effect, he can’t make a regular movement.
Trap Crest x3: For one turn, attacking or items don’t work on this monster. At this time, other monsters can move through him.

Ratings:
Traditional: 4.5/5
Advanced: 4.5/5


4. Buster Blader
LV 3 Summoning.
HP: 30/ATK: 40/DEF: 10

Effect:
(O): This monster will not be affected by any attacks or effects produced by a monster from the Dragon Tribe.

Ratings:
Traditional: 4/5
Advanced: 2/5


5. Vorse Raider
LV 1 Summoning.
HP: 10/ATK: 20/DEF: 10

Effect:
(3): Without spending an Attack Crest, this monster can attack.
(O): During a battle, this monster can add a additional 20 Attack Power points to itself if it attacks a monster from the Beast Tribe.

Ratings:
Traditional: 4/5
Advanced: 2/5


6. Gearfried the Iron Knight
LV 2 Summoning.
HP: 10/ATK: 10/DEF: 30

Effect:
Trap Crest x3: This effect only works when your Monster Lord gets attacked. Sacrifice this monster during one turn, and your Monster Lord won’t receive any damage until the turn ends.
(3): Without spending a Defense Crest, this monster can defend itself.

Ratings:
Traditional: 3.5/5
Advanced: 2.5/5

Effect:
Magic Crest x3: Thunder Ball moves straight forward until it hits a monster/item and destroys it. It does not move onto the destroyed monsters space. If Thunder Ball doesn’t hit anything, it continues until it hits a dead end.


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