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

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

Regular Price $0.60
Hurry! Only
0
units left in stock!
Near Mint Lightly Played Moderately Played Heavily Played Damaged
-
+
In Stock SOLD OUT
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!

Returns

We do not offer refunds for change-of-mind purchases. In some circumstances we may offer an exchange, this must be organised through contacting the staff. Additional shipping costs may apply.

To complete your return, we require a receipt or proof of purchase.

Refunds
Once your return is received and inspected, we will send you an email to notify you that we have received your returned item. We will also notify you of the approval or rejection of your refund.
If you are approved, then your refund will be processed, and a credit will automatically be applied to your credit card or original method of payment, within a certain amount of days. Refunds are only applicable for items that are faulty.

NO cards are guaranteed in any product unless otherwise specified. We will not accept returns on the grounds of not getting the cards you wanted.

Shipping
Return shipping must be arranged by speaking with a staff member by contacting us on info@cardmerchantblenheim.co.nz

You will be responsible for paying for your own shipping costs for returning your item. Shipping costs are non-refundable. If you are shipping an item over $75, you should consider using a trackable shipping service or purchasing shipping insurance. We don’t guarantee that we will receive your returned item.