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Magic & Minions (Magic Minigame) [Dungeons & Dragons: Adventures in the Forgotten Realms Minigame]
Product Type : MTG Single
| Set: | Dungeons & Dragons: Adventures in the Forgotten Realms Minigame |
| Type: | Card — Magic Minigame |
| Rarity: | Common |
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!
Any other damaged or Faulty goods must be reported within a two-day period of receipt. The products will be exchanged for the same item if indeed found to be damaged / faulty by D20 Battleground. Returns must include its original packaging and all it's original content as applicable on return. If the replacement item is unavailable a credit amount to the value of the returned product will be issued, or a refund on request.
Any item that has been incorrectly sent to you, as a result of our error, may be returned or refunded credit on your account, or a full refund on request. The item will only be accepted if it is returned in an unused and unopened condition. D20 Battleground will pay the return delivery charges of a return if it is a result of our error. In the unlikely event of being charged for an unavailable item of a processed order, D20 Battleground will refund the full amount of that item.
Gift vouchers and in store credit are non-refundable and not redeemable for cash.
Returns on any item may only be made within seven (7) days of the items purchase. Items must be in the same condition as when purchased and still in original packaging.
D20 Grading Guide
'Near Mint (NM)'
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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'Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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'Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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'Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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'Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
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