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How to Run a Dice Masters Draft with Friends: Rules, Setup, and Team Building

How to Run a Dice Masters Draft with Friends: Rules, Setup, and Team Building

By WizKids Store | Published: 2026-09-15

Category: How-to Guides

Run a Dice Masters draft night in about two hours: set the card pool, draft dice in snake order, build 8-die teams, and play best-of-three matches with a simple bracket.

Quick answer

Set up a shared card pool, draft cards in snake order, build teams of eight dice, then run best-of-three matches with a simple bracket. Keep the first event to four to six players and two hours so everyone finishes a game. If you have never played, learn the basic turn flow before draft night so the rules do not slow the room down.

A Dice Masters draft turns a casual game night into a deck-building session where everyone starts from the same pile of cards. You do not need a store event or a judge. You need a table, a shared pool, and a clear order for picking cards.

This guide walks through the full process: preparing the pool, drafting in snake order, building eight-die teams, and running matches. It also covers the mistakes that stall a first draft, like uneven card counts and unclear basic action rules.

Before draft night: what you need

You need enough cards and dice for every player to build a legal team. A simple baseline is a shared pool of at least 24 character cards and 24 matching dice, plus a set of basic action cards and their dice. For four players, that gives each person roughly six character cards to choose from during the draft. If you have more players, add cards and dice in the same ratio rather than letting one person hoard the best options.

You also need a way to track life totals, a few dice bags or cups, and a printed copy of the turn sequence. A phone timer works for pick limits. If your group is new to the game, run one practice turn before drafting so everyone understands energy, fielding, and attacking.

  • Use a shared pool of character cards, matching dice, and basic action cards.
  • Keep a printed turn sequence on the table for quick reference.
  • Set a pick timer (30 to 45 seconds) to keep the draft moving.

Step 1: Set the card pool and draft order

Lay every character card face up in the center of the table with its matching dice nearby. Separate basic action cards into their own small pile. Decide the draft order randomly, then draft in snake order: player 1 picks first, player 2 second, and so on, then the last player picks twice in a row and the order reverses. This keeps the first picker from dominating every round.

A common mistake is mixing basic actions into the character draft. Basic actions work differently because both players can buy them, so draft them separately or assign them after character picks. Checkpoint: before you start, count that every character card has at least one matching die. A card without a die is unusable and will confuse new players.

  • Snake order: 1-2-3-4, then 4-3-2-1.
  • Draft character cards first, then basic actions.
  • Verify every card has a matching die before the first pick.

Step 2: Draft cards in rounds

Run enough rounds so each player ends with six to eight character cards. With four players and a 24-card pool, three rounds of four picks each gives everyone six cards. Announce each round and keep the timer visible. Players should pick cards that support a simple plan, not just the flashiest character. A cheap, consistent attacker often wins more games than an expensive card you can rarely buy.

The most common mistake is letting the draft drag while players read every card. Give a 30-second pick window and a 10-second warning. Checkpoint: at the end of the draft, each player should have a mix of low-cost and high-cost characters. If someone has only expensive cards, they will struggle to buy anything in the first few turns.

  • Aim for six to eight character cards per player.
  • Encourage a mix of cheap and expensive characters.
  • Use a timer and a warning to keep picks moving.

Step 3: Build teams of eight dice

After the draft, each player chooses which drafted cards to field and assigns dice. A standard team uses eight dice total across your chosen cards. You do not have to use every card you drafted; the extras stay in your side area. This is where dice masters team building matters most: pick cards that share energy types or abilities so your turns are consistent.

A common mistake is putting all eight dice on two or three expensive characters. Spread dice across cheap and mid-cost cards so you can buy something useful every turn. Checkpoint: count your dice before play. If you have more than eight, cut the least useful card. If you have fewer, add a die to a card you expect to buy often.

  • Eight dice total is the standard team size for a draft.
  • Favor cards you can buy in the first three turns.
  • Double-check your dice count before the first match.

Step 4: Run matches and a simple bracket

Pair players randomly for round one, then use a simple bracket or Swiss-style pairing for later rounds. Best-of-three matches keep a draft night moving; a single game can swing on one lucky roll, while three games reward consistent team building. Set a 30-minute time limit per match and call a draw if neither player has won when time expires.

The mistake that ruins a casual event is unclear life totals or missed triggers. Assign one player per match to track both life totals and announce changes out loud. Checkpoint: after each match, have players report the result to the organizer so the next round pairs correctly. If you have an odd number of players, give one person a bye and let them watch a match to learn the flow.

  • Best-of-three matches with a 30-minute limit.
  • Track life totals out loud so both players agree.
  • Report results immediately to keep the bracket moving.

Step 5: Wrap up and plan the next draft

When the bracket finishes, return all cards and dice to the shared pool. Ask each player for one thing that worked and one thing they would change. That feedback helps you set the pool size and pick timer for next time. If the draft ran long, reduce the number of rounds or add a second table so more players can draft at once.

A common mistake is skipping the reset. Cards left in pockets or dice left on the table will be missing at the next event. Checkpoint: do a full count of cards and dice before anyone leaves. If your group enjoyed the format, try a different pool next time, such as a themed set or a mix of basic actions.

  • Reset the pool and count all cards and dice before people leave.
  • Collect one improvement note from each player.
  • Adjust pool size or timer for the next draft night.

Dice Masters draft night steps at a glance

  1. Set the pool and order: Lay out character cards with matching dice, separate basic actions, and choose a random snake draft order. Checkpoint: every character card has at least one matching die.
  2. Draft in rounds: Run three to four rounds with a 30-second pick timer so each player ends with six to eight character cards. Checkpoint: each player has a mix of cheap and expensive characters.
  3. Build eight-die teams: Choose which drafted cards to field and assign eight dice total, favoring cards you can buy early. Checkpoint: count dice before the first match.
  4. Run best-of-three matches: Pair players, set a 30-minute limit per match, and track life totals out loud. Checkpoint: report results immediately so the next round pairs correctly.
  5. Reset and review: Return all cards and dice to the pool, count them, and collect one improvement note from each player. Checkpoint: no cards or dice leave the table.

Miniatures and accessories for draft night

  • WizKids Deep Cuts Wave 15 Bundle: The WizKids Deep Cuts Wave 15 Bundle brings together two Deep Cuts sets in one package: Plague Doctor & Cultist and Bounty Hunter & Outlaw. These unpainted miniatures are part of the Deep Cuts line from WizKids, sized for tabletop use. The bundle includes four medium-sized humanoid figures total. Four medium humanoids give you quick tabletop markers for characters, tokens, or scenario pieces during a draft night, and the bundle covers two themed sets in one purchase.
  • D&D Nolzur's Marvelous Miniatures: Harengon Rogues: Dungeons & Dragons Nolzur’s Marvelous Miniatures come with highly-detailed figures, primed and ready to paint out of the box. These fantastic miniatures include deep cuts for easier painting. The packaging displays these miniatures in a clear and visible format, so customers know exactly what they are getting. Primed and ready to paint means you can add tabletop markers without a long prep step, and the clear packaging lets you check the sculpt before you buy.

A Dice Masters draft works best when the pool is balanced, picks are timed, and teams stay at eight dice. Start with four to six players and two hours, then adjust the pool size and timer based on how the night went. Once the group knows the turn flow, you can run a draft in a single evening without a judge.

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