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1 Gree$ngs from WizKids Games/NECA! We recently released more informa1on regarding the upcoming Yu- Gi- Oh! HeroClix: Series One starter set (SKU 71169) and as a follow up, we partnered with a handful of websites to promote the figural contents of this exci1ng HeroClix starter set. The fan community response to the Yu- Gi- Oh! HeroClix previews has been nothing short of phenomenal. We re very excited to couple one of the most popular Anime proper1es with the #1 collec1ble miniatures game, HeroClix. This packet contains all of the Yu- Gi- Oh! HeroClix: Series One starter set preview content collected in one convenient and informa1ve resource for your perusal and your staff s reference. Please feel free to share this with your sales teams, social media outlets, distribu1on newslegers, retailers, and any other interested par1es! Please note that all images display the Not Final Image watermark due to minor color revision in the final product. Beginning December 2013, it s 1me to duel as never before with Yu- Gi- Oh! HeroClix! And prepare for the wider 55- figure set release with the Yu- Gi- Oh! HeroClix: Series One gravity feed (SKU 71170), due out in February 2014! 2013 WizKids/NECA, LLC. HeroClix, SwitchClix and WizKids are trademarks of WizKids/NECA, LLC. All rights reserved Kazuki Takahashi

2 The Dark Magician begins the game with Running Shot, which allows him to move and make a ranged a6ack u8lizing his impressive 8 range value. With Energy Explosion, the Dark Magician can make a ranged a6ack against a single target (denoted by the solitary lightning bolt on his combat dial) but has the poten8al to damage adjacent opposing figures as well! Facing a cluster of Feral Imps? No problem for the Dark Magician thanks to Energy Explosion! Some early- dial Probability Control demonstrates the Dark Magician s mys8cal acumen, as he re- weaves the tapestry of 8me and forces a re- roll on an opponent s turn or re- rolling an ac8on of his own during his turn! Mid- dial the Dark Magician switches tac8cs slightly as Running Shot gives way to Phasing/Teleport, allowing the Dark Magician to ignore terrain and other characters as he maneuvers around the ba6lefield. Energy Explosion gives way to Penetra9ng/Psychic Blast. Whenever the Dark Magician makes a ranged a6ack using Penetra9ng/Psychic Blast, the damage dealt by his a6ack cuts through any damage- reducing powers on his targets! Speaking of damage- reducing powers, Dark Magician enjoys protec8on from damage on its opening clicks thanks to Impervious, which gives Dark Magician a chance to reduce all damage dealt to it to 0! Mid- dial Impervious gives way to Invulnerability (- 2 to damage dealt to Dark Magician), and then to Toughness (- 1 to damage dealt to Dark Magician) towards the end of his dial. Mid- to late- dial we also see Outwit appear on the Dark Magician s dial. Give the Dark Magician a free ac8on to use Outwit and he can counter any power showing on an opposing figure that is within the Dark Magician s line of fire! Some late- dial Pulse Wave allows the Dark Magician to stay in the fight to the very end. Pulse Wave will a6ack everyone within 4 squares and deal damage that ignores any powers or abili8es on the hit characters! At 150 points, the Dark Magician is half of a standard 300 point HeroClix build, but with a great array of ranged and support abili8es, as well as consistent combat values, the Dark Magician is a great asset to many different strategies. The Dark Magician possesses the Yugi Muoto, Dark, and Mys9cal keywords, allowing for some thema8c team builds, capitalizing even more on the Dark Magician s strengths on the ba6lefield!

3 Breaker the Magical Warrior is an impressive melee combatant and his HeroClix combat dial represents that well. Breaker the Magical Warrior begins play able to bring the fight to his enemies thanks to Charge; he can move up to half his speed value and then make a close combat a;ack! To add a li;le more pepper to Breaker the Magical Warrior s close combat a;acks, he also possesses Blades/Claws/Fangs, which allows him to subs?tute the result of rolling one die for his standard damage value. That means Breaker the Magical Warrior can do as much as 6 damage with a single a;ack! Even be;er, Breaker the Magical Warrior also has Exploit Weakness, which means that damage from his close combat a;ack will bypass any damage reducing powers his target may possess! Talk about a potent combina?on of powers! Mid- dial Breaker the Magical Warrior gives up Charge in favor of Flurry, which allows him to make two close combat a;acks against one target or two different targets! Late- dial Breaker the Magical Warrior regains both Charge and Exploit Weakness. Ini?ally, Breaker the Magical Warrior relies on Invulnerability to protect him from damage dealt (- 2 to damage dealt to Breaker the Magical Warrior), and then to Toughness (- 1 to damage dealt to Breaker the Magical Warrior) towards the end of his dial. Breaker the Magical Warrior possesses the Yugi Muoto, Dark, and MysAcal keywords, and at only 100 points he is an asset as both a primary or secondary a;acker on your HeroClix team.

4 The Feral Imp begins the game maneuvering into posi2on to make a close combat a6ack thanks to Charge, which allows the Feral Imp to move up to half its speed value before a6acking. Blades/Claws/Fangs gives the Feral Imp the poten2al to deal as much as 6 damage with its close combat a6ack, since it can replace its standard damage value with the result of a single die roll! Moving the Feral Imp into the melee allows you to capitalize on its close combat strengths as well as take greatest advantage of its Combat Reflexes, which adds +2 to its defense value against retaliatory close combat a6acks by opposing figures. That 16 defense? Thanks to Combat Reflexes it s now an 18 versus close combat a6acks! Some mid- to late- dial Leap/Climb enhances the Feral Imp s mobility as it can move without concern for opposing figures or terrain. Leap/Climb also has the added benefit of allowing the Feral Imp to make close combat a6acks against opposing figures regardless of eleva2on! That Blue- Eyes White Dragon hiding out on the edge of a cliff seemingly out of your reach? No problem for the Feral Imp thanks to Leap/Climb! We also see Close Combat Expert appear on the Feral Imp s dial at this point as well. Close Combat Expert gives you the choice to modify either Feral Imp s a6ack and/or damage values (for a total of +2 between the two values), allowing the Feral Imp to adapt to the needs of the moment and further increasing its versa2lity in combat. Late- dial the Feral Imp gains a very potent close combat combina2on of powers. We re familiar with the effects of Blades/Claws/ Fangs but the addi2on of Flurry means that the Feral Imp can make not one, but two close combat a6acks each 2me using Blades/ Claws/Fangs to do as much as 6 damage to two separate targets or even 12 damage to one target! At only 50 points, the Feral Imp will be a very popular addi2on to many teams that need an inexpensive secondary or ter2ary a6ack piece. The addi2on of the Yugi Muto and Dark keywords gives players some addi2onal theme team op2ons as well..

5 Blue Eyes White Dragon maneuvers into posi.on for a ranged a2ack thanks to Running Shot, which allows Blue Eyes White Dragon to move up to half its speed value and then take advantage of its 7 range. As you move Blue Eyes White Dragon around the ba2lefield, you also want to remember that it is a flier (denoted by the wing symbol on its combat dial), meaning it can ignore most terrain and characters as it moves! A healthy run of Penetra/ng/Psychic Blast on its ini.al clicks ensures that Blue Eyes White Dragon s ranged a2acks will cut through any pesky damage- reducing defense powers on successfully hit targets. Speaking of damage- reducing powers, Blue Eyes White Dragon enjoys protec.on from damage on its opening clicks thanks to Impervious, which gives Blue Eyes White Dragon a chance to reduce all damage dealt to it to 0! Mid- dial Impervious gives way to Invulnerability (- 2 to damage dealt to Blue Eyes White Dragon), and then to Toughness (- 1 to damage dealt to Blue Eyes White Dragon) towards the end of its dial. Switching back to the offense, mid- dial we see that Blue Eyes White Dragon changes tac.cs slightly as Running Shot gives way to Hypersonic Speed. Hypersonic Speed allows Blue Eyes White Dragon to move up to its speed value and make a close or ranged combat a2ack at any point during its movement! (Just remember that ranged a2acks will be at half range because Blue Eyes White Dragon is moving so fast it s harder to aim at Hypersonic Speed!) Blue Eyes White Dragon also gains Energy Explosion mid- dial, which is super - helpful when facing clusters of opposing characters. Blue Eyes White Dragon can use Energy Explosion to a2ack not only its chosen target, but to also poten.ally damage figures around its target as well! Ranged Combat Expert gives the Blue Eyes White Dragon another weapon in its ranged combat arsenal as well. The ability to modify its a2ack and/or damage (for a total of +2 between the two combat values) allows Blue Eyes White Dragon to adapt to the needs of the moment and best take advantage of its ranged a2ack. At 150 points, Blue Eyes White Dragon brings durability and great damage output to your HeroClix team. Event be2er, thanks to a healthy run of Leadership on its dial, Blue Eyes White Dragon can poten.ally earn your HeroClix team an extra ac.on and remove a token from an adjacent friendly figure (so long as the other figure is 150 points or less). Blue Eyes White Dragon will work well on a variety of HeroClix team strategies, but its Seto Kaiba and Light keywords can be used for theme team builds..

6 The Hitotsu- Me Giant begins the game by bringing the fight directly to the opposing force thanks to Charge, which allows the Hitotsu- Me Giant to move up to half its speed value and make a close combat a;ack at the end of its movement. The Hitotsu- Me Giant also possesses Super Strength which means as it moves in for the a;ack, it can pick up an object on the ba;lefield and use that in an a;ack against an opposing figure for more damage! Some early- dial Invulnerability grants the Hitotsu- Me Giant some protecaon against damage (- 2 to damage dealt to the Hitotsu- Me Giant) while Ba4le Fury allows the Hitotsu- Me Giant to ignore Mind Control and Incapacitate a;acks as well as any Shape Change that the target of its a;ack may be trying to use. Mid- dial the Hitotsu- Me Giant sall has Super Strength but trades in its Charge for Flurry, meaning that it can make up to two close combat a;acks per turn (either against the same target or two different targets if applicable). It s at this point in the dial that the Hitotsu- Me Giant loses Invulnerability and gains Toughness instead, which reduces damage dealt by - 1 instead. However, while its damage reducaon goes down, its damage output goes up thanks to Close Combat Expert! Close Combat Expert gives you the choice to modify either the Hitotsu- Me Giant s a;ack and/or damage values (for a total of +2 between the two values), allowing the Hitotsu- Me Giant to best adapt to the needs of the moment. The final power we see on the Hitotsu- Me Giant s dial is Regenera@on, which gives it the potenaal to heal up to four clicks! The Hitotsu- Me Giant can potenaally heal up to its second click thanks to Regenera@on! However, that s not all! Players using the Hitotsu- Me Giant have two opaons on how they prefer to use the Hitotsu- Me Giant in their HeroClix games: as a 100 point figure or as a 10 point Spell/Trap (denoted by the bear trap symbol on its character card). Don t worry; if you choose to play the Hitotsu- Me Giant as a 100 point character, you sall gain the Spell/Trap ability if the Hitotsu- Me Giant is knocked out ( K.O. ed ). The Hitotsu- Me Giant s Spell/Trap ability allows you to give a power acaon to another friendly figure and turn the Hitotsu- Me Giant s dial so either the Spell or Trap symbol is showing. You ll want to hide this choice from your opponent by placing the combat dial face down on the friendly figure s character card. Whenever your chosen effect would be triggered, you flip the Hitotsu- Me Giant Spell/Trap combat dial up and reveal it to your opponent, and then follow the effects described on the Hitotsu- Me Giant s character card. But wait, how can you place your Hitotsu- Me Giant s combat dial face down on the character card in the first place? Well, the Hitotsu- Me Giant is a SwitchClix, which means you can remove the Hitotsu- Me Giant sculpt from the combat dial base thanks to a special locking mechanism!

7 Des Feral Imp begins play skulking in the shadows thanks to an opening click of Stealth, allowing it to use hindering terrain on the map to hide from ranged effects and a:acks. However, once it s ready to a:ack it springs into ac?on star?ng on its second click thanks to a useful array of close combat powers! Des Feral Imp can use Charge to move up to half its speed value and make a close combat a:ack with Blades/Claws/Fangs! Blades/ Claws/Fangs gives you the choice to use either Des Feral Imp s printed damage value or to replace it with the result of a single die roll! Des Feral Imp could poten?ally do as much as 6 damage in a single a:ack! Mid- to late- dial Des Feral Imp gains Quake, allowing it to a:ack all adjacent opposing figures with a single close combat a:ack! Leap/Climb gives Des Feral Imp a nice boost in mobility as well since Leap/Climb allows Des Feral Imp to ignore terrain and characters for movement purposes and allows it to a:ack other characters on the edge of elevated terrain. A final click of Blades/Claws/Fangs means Des Feral Imp is deadly right up to the bi:er end of the fight. Ini?ally, Des Feral Imp has some poten?al protec?on from opposing a:acks thanks to Super Senses, which gives it a 1 in 3 chance of avoiding a:acks altogether! Later in its dial, Des Feral Imp gains Toughness which reduces damage dealt to it by - 1. At only 50 points, Des Feral Imp will make a great addi?on to a variety of team builds and strategies. Consistent combat values and a good power selec?on will ensure that Des Feral Imp will see play on theme teams u?lizing its Seto Kaiba and Dark keywords as well.

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