Turn structure
At the start of your turn, roll all 3 Dice.
At the start of your turn, roll all 3 Dice. Your goal is to use the resulting values to match the numbers shown on Villain Cards currently on the board, thereby defeating those Villains.
Turn structure
You may add, subtract, multiply, and divide any of the 3 dice values to create numbers matching Villains.
You may Add, Subtract, Multiply, and Divide any of the 3 dice values together in any order and any combination to produce a number matching a Villain Card. You can perform as many operations as you want in any sequence, but each individual die may only be used once per turn. Once a die is used, set it aside. Any remaining dice can then be used to target additional Villains.
Turn structure
You may 'Power Up' a value by squaring it (multiplying it by itself).
At any point during your turn, you may Power Up a value by squaring it — that is, multiplying the value by itself (e.g., 8² = 64). This can be applied to a single die value or to a result obtained by combining dice. Powering Up counts as using the die/dice that produced that value. It helps reach large numbers quickly.
Restriction
Each die may only be used once per turn.
Each of the 3 dice may be used only once per turn, regardless of how the value is used (in operations, Power Up, or combined with others). Once a die has been used to help defeat a Villain or contribute to a math operation, it is set aside and cannot be used again that turn.
Turn structure
Create a number matching a Villain Card's number to defeat that Villain; defeated Villains are discarded.
To defeat a Villain, you must produce a number (through dice math operations, Power Up, and/or your Hero Power) that exactly matches the number shown on that Villain Card. Once defeated, the Villain Card is discarded and the dice used are set aside. You may continue targeting additional Villains with any remaining dice.
Special
Once per turn, you may use the Hero Power printed on your Hero Card.
Each Hero Card has a unique Hero Power that can be used once per turn. Example powers include: REROLL (reroll any or all of your dice), DOUBLE (double a value), ADD 1 (add 1 to a value), and FLIP (flip a die to its opposite side, e.g., a 1 becomes a 6). The Hero Power may be used in any order relative to your math operations and Power Ups. It can only be used once per turn.
Card play
Defeat a Villain on a Yellow Space using Dice to draw 1 Bonus Power Card.
When you defeat a Villain that is occupying a Yellow Space on the board, and that defeat was accomplished using Dice (not a Bonus Power), draw 1 Bonus Power Card. Bonus Powers provide powerful abilities for defeating additional Villains. Note: defeating a Villain using a Bonus Power does not earn you another Bonus Power, even if the Villain was on a Yellow Space.
Card play
Bonus Powers may be played on your own turn only, and cannot chain into earning more Bonus Powers.
You may play Bonus Power Cards immediately upon drawing them or save them for a later turn. However, you may only play Bonus Powers on your own turn. If a Bonus Power is used to defeat a Villain, that defeat does not earn an additional Bonus Power, even if the Villain was on a Yellow Space.