Magic & Minions (Magic Minigame) [Dungeons & Dragons: Adventures in the Forgotten Realms Minigame]

Magic & Minions (Magic Minigame) [Dungeons & Dragons: Adventures in the Forgotten Realms Minigame]

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Set: Dungeons & Dragons: Adventures in the Forgotten Realms Minigame
Type: Card — Magic Minigame
Rarity: Common
4 players | 2 packs | 45 minutes | d6

OBJECTIVE:

Use the cards in a booster to inspire your own one-shot adventure!

GET READY:

Pick one player to be the Dungeon Master (DM). The DM opens a booster and selects a hand of 6 non-land Magic cards to inspire the adventure. They then open a second booster and deal 4 non-land Magic cards to each of the three other players. These cards represent actions. Discard all remaining cards.

Actions: Card color represents the type of action, and mana value represents its power.

• White = Charisma (coercion, leadership, etc.)

• Blue = Intelligence (investigation, knowledge, arcane lore, etc.)

• Black = Strength (melee attacks, climbing, moving large objects, etc.)

• Red = Dexterity (ranged attacks, dodging, sleight of hand, etc.)

• Green = Wisdom (common sense, intuition, empathy, etc.)

• Colorless = Constitution (running, swimming, resisting disease, etc.)

LET'S PLAY:

First, each player describes their character based on the most powerful action or actions they have, including a name and backstory. The DM secretly picks a card from their hand to represent the first encounter, using the name and art of the card as inspiration for storytelling. They note the Difficulty Class (DC) for the encounter, which is 6 plus the mana value of the card.

Players use their actions to try to overcome the encounter. One player reveals a card and describes what their character does, using the color, name, and art of the card as inspiration. Then they roll a six-sided die and add the result to the mana value of their chosen action.

If the total is greater than or equal to the DC, the players overcome the encounter, and the DM describes their success! If the total is lower than the DC, the DM describes their failure, and other players may use additional actions, adding their mana value and dice roll to the total until they overcome the encounter.

After the players overcome the encounter, the DM reveals the encounter card and sets up the next encounter using another card from their hand.

TO WIN:

If the players can overcome all six encounters without running out of actions, they win!

Due to the volatile nature of the singles market, returns on singles are not accepted unless they are defective, damaged, or incorrect. If your online order contains a discrepancy or the condition of the items are not as described, please contact us and include photos of those items if able.

If you wish to make a return, please contact Customer Support within 48 hours of receiving your order. Requests will be evaluated on a case-by-case basis; items submitted without a preauthorized return, may or may not be refunded. 

Orders picked up in person in our Noordhoek location need to be reviewed before leaving the store and may not be eligible for return once they leave the premises. If a return is needed while still in-store, please work with a Greedygold Representative to facilitate. 

Once a return is authorized, please pack it safely and send it back. For valuable cards/products, we recommend getting a tracking number and insurance to ensure your package makes it safely back to us. 

For manufacturing-related damage to  items you should reach out to the manufacturer of the item for replacement. This is including but not limited to sleeves, deck boxes, playmats, ect. This also includes singles from sealed packs with damages such as crimping and miscut cards.