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And for every venturing trigger you have, you'll move between rooms in the dungeon until you complete it, performing an effect for each room.īefore we go any further, I'd like to leave a disclaimer: I'm writing this article the day after the mechanics were revealed. So, in summary: Dungeons are cards that are out of the game and can be brought into the command zone through cards that tell you to venture into them. On completion of a Dungeon, its last effect triggers and then the card is exiled. To enter another dungeon, the player needs to complete the one they're in first. If the arrow points to two different rooms, you choose one of them to enter.įor each room you enter, an effect described in the room will occur in the game.Ī player can only be in one dungeon at a time.
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If you're already in a dungeon, you'll move the adventure counter to the next room, following the arrows shown on the card. When you use a card that says, "venture into a dungeon", you have two options:įirst, if you're not in a dungeon, you'll take a dungeon card of your choice from the sideboard and put it in the command zone, placing an adventure counter in the first room. They are extra cards, which can be presented at the beginning of the game and will stay on the sideboard until they are placed in the Command Zone for some venture ability. The first thing to note is that Dungeons are neither part of the deck nor they belong in the sideboard. You can check, in a simplified way, how Dungeons work here, but I'll point out the most relevant parts to elaborate some of the ideas I want to share. This past week, we've been graced with the revelation of a new card type and mechanic in Adventures in the Forgotten Realms: The Dungeons.
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