Magic and Minions // Magic and Minions (cont'd)
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Magic and Minions
Card
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.)
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.)
Magic and Minions (cont'd)
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!
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!
Detalles
- Colección
- Adventures in the Forgotten Realms Minigames (MAFR)
- Número
- #3
- Rareza
- Común
Legalidad
Alchemy
Ilegal
Brawl
Ilegal
Commander
Ilegal
Competitive brawl
Ilegal
Duel
Ilegal
Explorer
Ilegal
Future
Ilegal
Gladiator
Ilegal
Historic
Ilegal
Legacy
Ilegal
Modern
Ilegal
Oathbreaker
Ilegal
Old school
Ilegal
Pauper
Ilegal
Pauper commander
Ilegal
Penny
Ilegal
Pioneer
Ilegal
PreDH
Ilegal
Premodern
Ilegal
Standard
Ilegal
Standard brawl
Ilegal
Timeless
Ilegal
TLR
Ilegal
Vintage
Ilegal
Precios
Ofertas detalladas
A fecha de 14/10/2026
| Estado | País | Idioma | Mínimo | Media | Ofertas |
|---|---|---|---|---|---|
| Todavía no hay datos de precios. | |||||