Keeping with our example, pretend you decided you were impatient and moved from Trapped Entry to Oubliette. Once you do, you move your venture marker to that room and its ability triggers. You get to pick which of the two rooms you’d like to move into the next time you venture into the dungeon. There are two arrows that point down from that room one goes into Veils of Fear and the other goes into Oubliette. Let’s say you’re currently in the Trapped Entry room of Tomb of Annihilation. This is where you’ll need to pay attention to the little white arrows: If you are currently in a dungeon (i.e., there is a dungeon in your command zone), you instead move one step forward within the dungeon. The chosen dungeon goes into the command zone with a venture marker on the first room and that room’s ability triggers. If you’re not currently in a dungeon (i.e., there’s no dungeon in your command zone), you pick which of the three dungeons you want to venture into. Gloom Stalker | Illustration by Tomas DuchekĪnytime you play a card that says “venture into the dungeon,” you’ll do one of two things: These don’t affect the game in any way, they’re just pure flavor text for the D&D nerds out there. There’s some fun flavor in the dungeons with each room having a unique name. These are called “ room abilities.” They can only be triggered as long as the dungeon is in play in the command zone and are controlled by the player that owns the dungeon. The RoomsĮach room in the dungeons has an ability that triggers when you enter it. The Raven's Warning’s final phase won’t give you a free dungeon card, sorry to report. A venture marker indicates which room of the dungeon you’re currently in, and you move it as you move through the dungeon.Īnd in case you were thinking of getting cute with this new card type and keyword, you can’t bring dungeons into the game with anything other than venture. 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 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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