Iceman’s organized play performance is on the Stats page.

Face 1: Ice
Ice
Face 2: Ice
Ice
Face 3: Ice
Ice
Face 4: Slide
Slide
Face 5: Slide
Slide
Face 6: Frost
Frost

Setup. Begin the game with The Freezer card set to the side of your Hero Board.

Status Effects

Dice Cube Negative Status Effect

Stack limit 2

  • A player afflicted with this token cannot alter the lowest value die from their first Roll Attempt during their Offensive Roll Phase. If at Stack Limit, this affects the two lowest value dice rolled (instead of one). At the conclusion of the Roll Phase, remove these tokens (even if an Ability wasn't activated successfully).

Ice Shard Positive Status Effect

Stack limit 5

  • You may spend 5 Ice Shards at any time to gain Glide.

Glide Unique Status Effect

Stack limit 1

  • If your Offensive Roll Phase resulted in an ability that has a Glide Path, you may spend this token at the conclusion of your opponent's Defensive Roll Phase. If spent, follow the Glide Path to immediately activate an additional Offensive Ability targeting the same opponent (without needing to satisfy the roll objective). This token can only be spent once per turn and cannot be removed or transferred by any means.

Other Rules

The Freezer and Glide Paths Mechanic

  • The Freezer is a card set to the side of the Hero Board. Up to 5 Ice Shard and 1 Glide can be Stored on it. Tokens stored in The Freezer are not in play (they are taken from the leaflet and are not gained like normal status effects) until an ability or card lets Iceman transfer them to his Hero Board. A Glide Path is an arrow printed between two Offensive Abilities: a Glide token lets Iceman follow the arrow to activate the second ability after the first (see the Glide status effect). Secondary abilities added by Hero Upgrade cards cannot be glided to or from.

Abilities

Frostbite Offensive (98.4% / 87.9% / 51.3%)

  • IceIceIce Deal 5 dmg
  • IceIceIceIce Deal 6 dmg
  • IceIceIceIceIce Deal 7 dmg

Glide path to Everybody Chill.

Everybody Chill Offensive (31.0%)

Needs IceFrostFrostFrost

  • Gain Ice Shard. Then deal 5 dmg. Choose one: add 1 dmg per Ice Shard - or - gain 2 Ice Shard and draw 1.

Glide path to Cold Treat.

Glide path from Frostbite.

Cold Treat Offensive (55.7%)

Needs IceIceSlideSlideSlide

  • Gain 1 CP. Store 1 Ice Shard in The Freezer. Deal 7 dmg.

Glide path to Ice to Meet You.

Glide path from Everybody Chill.

Ice to Meet You Offensive (53.6%)

Needs SlideSlideSlideSlide

  • Gain Ice Shard. Inflict Dice Cube. Roll 5 dice: Deal 1 x Ice undefendable dmg. Store 1 x Slide Ice Shard in The Freezer. For each Frost, gain Glide or draw 1.

Glide path from Cold Treat.

Hail the King Offensive (10.4%)

Needs FrostFrostFrostFrost

  • Gain 3 Ice Shard. Inflict Dice Cube. Deal 5 undefendable dmg. Additionally, deal 2 collateral dmg to all opponents.

Glide path to Thawsome.

Hoarfrost Offensive (26.1%)

Needs a Large Straight

  • Store 3 Ice Shard in The Freezer. Then, you may transfer any tokens stored in The Freezer to your Hero Board. Deal 8 dmg.

Glide path to Thawsome.

Thawsome Offensive (61.5%)

Needs a Small Straight

  • Store 2 Ice Shard in The Freezer. Inflict Dice Cube. Deal 6 dmg.

Glide path from Hail the King.

Glide path from Hoarfrost.

Rime Defensive

Defense Roll 3 dice

  • On Ice, deal 1 dmg. On Slide, prevent 2 dmg. On Frost, deal 2 dmg. On 2-of-a-kind, Store 1 Ice Shard in The Freezer.

Ice Storm! Ultimate (1.3%)

Needs FrostFrostFrostFrostFrost

  • Store 5 Ice Shard in The Freezer. Inflict 2 Dice Cube. Then deal 13 dmg.

Upgrades

Everybody Chill II Upgrade of Everybody Chill (2 CP)

Needs IceFrostFrostFrost

  • Gain 2 Ice Shard. Then deal 5 dmg. Choose one: add 1 dmg per Ice Shard - or - gain 2 Ice Shard and draw 1.

Subzero Same card (57.6%)

Needs IceIceFrostFrost

  • Deal 5 undefendable dmg.

Cold Treat II Upgrade of Cold Treat (2 CP)

Needs IceIceSlideSlideSlide

  • Gain 1 CP. Store 2 Ice Shard in The Freezer. Deal 8 dmg.

Frosting Same card (90.1%)

Needs IceIceSlideSlide

  • Gain 2 Ice Shard. Inflict 2 Dice Cube.

Hail the King II Upgrade of Hail the King (2 CP)

Needs FrostFrostFrostFrost

  • Gain 3 Ice Shard. Inflict Dice Cube. Deal 7 undefendable dmg. Additionally, deal 2 collateral dmg to all opponents.

Snow Cone Same card (35.5%)

Needs FrostFrostFrost

  • Store 8 Ice Shard in The Freezer.

Hoarfrost II Upgrade of Hoarfrost (2 CP)

Needs a Large Straight

  • Store 3 Ice Shard in The Freezer. Then, you may transfer any tokens stored in The Freezer to your Hero Board. Deal 10 dmg.

Icy Come, Icy Go Same card (17.3%)

Needs SlideSlideSlideSlideSlide

  • Gain Glide. Inflict 2 Dice Cube. Deal 5 undefendable dmg.

Thawsome II Upgrade of Thawsome (1 CP)

Needs a Small Straight

  • Store 2 Ice Shard in The Freezer. Inflict Dice Cube. Deal 7 dmg.

Rime II Upgrade of Rime (2 CP)

Defense Roll 4 dice

  • On Ice, deal 1 dmg. On Slide, prevent 2 dmg. On Frost, deal 2 dmg. On 2-of-a-kind, Store 2 Ice Shard in The Freezer.

Hero Cards

I Only Have Ice for You! Card

Roll Phase Action, 2 CP, Attack Modifier

  • Add 1 dmg per Ice Shard.

Ice Cool! Card

Instant Action, 1 CP

  • You may transfer any tokens stored in The Freezer to your Hero Board.

Winter Punderland! Card

Instant Action, 3 CP

  • Gain Glide.

Icesight! Card

Instant Action, 1 CP

  • Gain 2 Ice Shard.

Skiing Is Believing! Card

Main Phase Action, 1 CP

  • Roll 1 die: Gain 1/2 the value as Ice Shard (rounded up).

Gliding on Thin Ice! Card

Main Phase Action, 2 CP

  • Roll 1 die: On Ice, Store 3 Ice Shard in The Freezer. On Slide, Store 4 Ice Shard in The Freezer. On Frost, Store 5 Ice Shard in The Freezer.

Froze and Cons! Card

Main Phase Action, 0 CP

  • Remove Ice Shard from The Freezer. Then roll 1 die: On Ice, inflict 2 Dice Cube on a chosen opponent. On Slide, gain 3 CP. On Frost, draw 2.

Freeze the Day! Card

Main Phase Action, 1 CP

  • Remove Ice Shard to deal 3 dmg to an opponent.

I Thaw, I Conquered! Card

Main Phase Action, 0 CP, Promo card

  • Roll 1 die: On Frost, gain Glide. On any other outcome, draw 1.