![]() ![]() Once a dungeon is in play, you move through its rooms one at a time following the arrow path that connects the rooms. The “ venture into the dungeon” keyword action is how you actually move through the dungeons. If you’ve got one in there, there’s just no room for a second dungeon.ĭungeons are not considered permanents, even when they’re in play. Think of it like there only being one “dungeon slot” in your command zone. You can only have one dungeon in your command zone at a time. A dungeon card that’s in play exists in the command zone and leaves the game again as soon as you complete it. The Basicsĭungeon cards exist outside of the game you don’t put them in your deck or sideboard. They’re pretty unique (that’s an understatement), so I’ll try to break them down as simply as I possibly can. ![]() They’re very cool and flavorful and introduce an entirely new keyword action to go along with the new card type and make it all work. Eccentric Apprentice | Illustration by Campbell Whiteĭungeon is a new card type, introduced in the Adventures in the Forgotten Realms set, that allow you to “venture” down a series of rooms printed on the card to get a number of value-granting effects. ![]()
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