
被遗忘国度战记小游戏 Adventures in the Forgotten Realms Minigames
发布日期: 2021-07-23
卡牌数量: 5 张
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Booster Blitz
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MAFR · 1
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Totally Lost in Translation // Totally Lost in Translation (cont'd)
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MAFR · 2
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Magic and Minions // Magic and Minions (cont'd)
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MAFR · 3
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Mimic Match // Mimic Match (cont'd)
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MAFR · 4
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Roll for Initiative // Roll for Initiative (cont'd)
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MAFR · 5
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2 players | 2 packs | 10 minutes
OBJECTIVE:
Best your opponent in a series of fast Magic games using only the cards in a single pack!
GET READY:
Each player opens a pack and makes four face-down piles of three cards each using the Magic cards inside. Players make their piles with the goal of winning a series of Magic games with these modified rules:
Players start at 5 life, have infinite mana, and cannot lose by drawing from an empty library.
LET'S PLAY:
Randomly determine who goes first. Each player chooses which pile their opponent will use for each round. Then both players draw all three of their cards and play a game of Magic. When a player loses a game, they get to go first in the next game.
TO WIN:
The first player to win two games wins the match.

2-6 players | 3 packs | 15 minutes | d20
OBJECTIVE:
Work together to score as many points as possible by deciphering your teammates' clues and correctly guessing the mystery card.
GET READY:
Open three boosters and remove any cards without _Magic_ card backs. Shuffle the remaining cards into a face down deck. Randomly determine who goes first—that player is the *Interpreter*.
LET'S PLAY:
The interpreter draws a *mystery card* from the top of the deck, rolls a d20, and then gives a clue determined by the result of their roll (see opposite side of card). The Interpreter then draws five more cards from the deck, shuffles them together with the mystery card, and then reveals them. The other players collectively guess which of the six cards is the mystery card. If they guess correctly, all players score 1 point as a team. After guessing, the round ends and the Interpreter puts the used cards in a discard pile. If the deck runs out of cards, shuffle the discard pile to create a new deck.
The Interpreter role then passes to the next player. The game ends after six rounds.

TO WIN:
After the end of the sixth round, count up your points and get your team ranking! 4+ is a winning score!
0-1 points: Common, 2-3 points: Uncommon, 4-5 points: Rare, 6 points: Mythic. 4+ is a winning score!
CLUE RESTRICTIONS:
1. Name a mood.
2. Name a type of plant.
3. Name a movie or TV show.
4. Name a game.
5. Name a household item.
6. Name a food.
7. Name a beverage.
8. Name a geographic location.
9. Name a celebrity or historical figure.
10. Name a landmark.
11. Hum or sing part of a song.
12. Make a sound effect.
13. Show a photo saved on your phone.
14. Show an emoji on your phone.
15. Make a gesture with one hand.
16. Draw a shape in the air.
17. Perform a puppet show.
18. Act out a scene without talking.
19. Make a facial expression.
20. Draw a picture with your eyes closed.
When doing a naming clue, don't name a word in the card name.

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.)

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!

2-4 players | 2+ packs | 10 minutes
OBJECTIVE: Match and collect the most treasure chests before someone uncovers the mimics hiding amongst the loot!
GET READY: Open one booster per player and remove any lands and cards without _Magic_ card backs, and then shuffle them together. Then put *two lands* back into the deck (to represent the mimics) and shuffle. Deal 16 cards face down in a *4x4 grid*. Randomly determine who goes first.
LET'S PLAY:
On your turn, secretly look at *two cards* from the grid. If they share a *color* or *mana value*, you may reveal them, announce what matches and take those cards, then take another turn.

Otherwise, leave them in place, and the next player takes their turn.
NOTE: Colorless cards can be matched with other colorless cards, but mimics can only be matched with each other.
After a match has been made, replace the empty spaces with two new cards from the deck, face down.
The game ends when a player reveals the two mimics, uncovering them!
TO WIN:
At the end of the game, each player scores 1 point for every card they collected. The player who uncovered the mimics by matching the two lands scores an additional 2 points. If there is a tie, the player who uncovered the mimics decides who wins!

2+ players | 1+ packs | 5 minutes | d20
OBJECTIVE:
As you enter the room, the terrible dragon opens its eyes and lets out a roar. Everybody... roll for initiative! Roll a d20 and modify the result with some _Magic_ cards to get the highest initiative!
GET READY:
Open a booster and remove all cards without _Magic_ card backs. Use an additional booster for groups of five players or more. Shuffle, then deal the same number of cards to each player. If there are extra cards after dealing, set them aside. Each player then rolls a d20 to determine their *initiative*. In case of a tie, the tied players roll again. The player with the lowest starting initiative goes first.
LET'S PLAY:
On each player's turn, they play a card to modify a player's initiative (see reverse side for card effects). Cards with effects that will be counted at the end of the game should be placed in front of the target player. All other cards go into the discard pile.

Play continues until all players are out of cards.
*White Card*: At the end of the game, increase a player's roll by 2.
*Blue Card*: Reroll another player's die, but use the new result only if it's lower.
*Black Card*: At the end of the game, decrease a player's roll by 2.
*Red Card*: Reroll another player's die. They must use the new result.
*Green Card*: Reroll your own die, but use the new result only if it's higher.
*Colorless Card*: Each player may reroll their die. if they do, they must use the new result.
*Multicolored Card*: Apply the effects of each of the card's colors. Each effect can target a different player.
*Any Card Played Face Down*: At the end of the game, increase or decrease a player's die roll by 1.
TO WIN:
Once everyone is out of cards, check to see who has the highest roll. That player wins initiative!