Dungeon: Difference between revisions
>Hunterofsalvation No edit summary |
>Hunterofsalvation No edit summary |
||
Line 1: | Line 1: | ||
'''Dungeon''' is a new [[card type|card type]] introduced in ''[[Dungeons & Dragons: Adventures in the Forgotten Realms]]''.<ref>{{DailyRef|feature/adventures-forgotten-realms-mechanics-2021-06-24|Adventures in the Forgotten Realms Mechanics|[[Matt Tabak]]|June 24, 2021}}</ref> | '''Dungeon''' is a new [[card type|card type]] introduced in ''[[Dungeons & Dragons: Adventures in the Forgotten Realms]]''.<ref>{{DailyRef|feature/adventures-forgotten-realms-mechanics-2021-06-24|Adventures in the Forgotten Realms Mechanics|[[Matt Tabak]]|June 24, 2021}}</ref> | ||
==Description== | |||
Dungeons don't go in your [[deck]]. Rather, they start [[outside the game]] and end up in the [[command zone]] for a while. In games held under tournament conditions, "cards from outside the game" means cards from your [[sideboard]], but dungeons don't take up sideboard slots. You always have access to all three dungeons, and you'll never need more than one of the same one. | Dungeons don't go in your [[deck]]. Rather, they start [[outside the game]] and end up in the [[command zone]] for a while. In games held under tournament conditions, "cards from outside the game" means cards from your [[sideboard]], but dungeons don't take up sideboard slots. You always have access to all three dungeons, and you'll never need more than one of the same one. | ||
The way to bring dungeons into the game is a new keyword action: [[venture into the dungeon]]. Several traditional ''Magic'' cards will instruct you to venture into the dungeon. This can be the [[effect]] of a [[spell]], an [[activated ability]], or a [[triggered ability]]. | The way to bring dungeons into the game is a new keyword action: [[venture into the dungeon]]. Several traditional ''Magic'' cards will instruct you to venture into the dungeon. This can be the [[effect]] of a [[spell]], an [[activated ability]], or a [[triggered ability]]. | ||
If you venture into the dungeon while you don't have any dungeons in the command zone you put the dungeon of your choice into the command zone and put a [[venture marker]] on the first room, at the top. Every time you enter a room, including the first room, its '''room ability''' triggers. These abilities all read "When you enter this room, [the effect printed in the room]." | |||
The next time you venture into the dungeon, you'll move to the next room. You can't start a new dungeon until you complete the one you're in. When moving to the next room, follow the arrows down the card. After the final room ability resolves or otherwise leaves the [[stack]], the dungeon is removed from the game. Removing it from the game results in you '''completing the dungeon'''. When you complete a dungeon certain cards receive a bonus. | |||
The next time you venture into the dungeon, you can choose the very same dungeon you were just in or you can head into a new one. | |||
==References== | ==References== | ||
{{Reflist}} | {{Reflist}} | ||
{{Card types}} | {{Card types}} |
Revision as of 15:32, 24 June 2021
Dungeon is a new card type introduced in Dungeons & Dragons: Adventures in the Forgotten Realms.[1]
Description
Dungeons don't go in your deck. Rather, they start outside the game and end up in the command zone for a while. In games held under tournament conditions, "cards from outside the game" means cards from your sideboard, but dungeons don't take up sideboard slots. You always have access to all three dungeons, and you'll never need more than one of the same one.
The way to bring dungeons into the game is a new keyword action: venture into the dungeon. Several traditional Magic cards will instruct you to venture into the dungeon. This can be the effect of a spell, an activated ability, or a triggered ability.
If you venture into the dungeon while you don't have any dungeons in the command zone you put the dungeon of your choice into the command zone and put a venture marker on the first room, at the top. Every time you enter a room, including the first room, its room ability triggers. These abilities all read "When you enter this room, [the effect printed in the room]."
The next time you venture into the dungeon, you'll move to the next room. You can't start a new dungeon until you complete the one you're in. When moving to the next room, follow the arrows down the card. After the final room ability resolves or otherwise leaves the stack, the dungeon is removed from the game. Removing it from the game results in you completing the dungeon. When you complete a dungeon certain cards receive a bonus.
The next time you venture into the dungeon, you can choose the very same dungeon you were just in or you can head into a new one.
References
- ↑ Matt Tabak (June 24, 2021). "Adventures in the Forgotten Realms Mechanics". magicthegathering.com. Wizards of the Coast.