MTG Single
Magic & Minions (Magic Minigame) [Dungeons & Dragons: Adventures in the Forgotten Realms Minigame]
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Card details
| 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!
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!
Orders placed before 3PM ET ship the same business day. Free standard shipping on orders over $75 across Canada, or pick up free at the shop, usually ready within two hours. Tracking on every order.
We grade conservatively: NM looks pack-fresh, LP has minor edge wear, MP shows moderate whitening or light scratches, and HP is well-loved but tournament-legal in a sleeve. Photos of the exact card available on request.