|Venture into the Dungeon|
|Introduced||Adventures in the Forgotten Realms|
|Last Used||Adventures in the Forgotten Realms|
|Reminder Text||Venture into the dungeon (Enter the first room or advance to the next room)|
24.3% 18.9% 16.2% 5.4% 16.2% 2.7% 5.4% 2.7% 5.4% 2.7%
|oracle:"Venture into the Dungeon"|
If you venture into the dungeon while you don't have any dungeons in the command zone you put the dungeon of your choice into the command zone and put a venture marker on the first room, at the top. The next time you venture into the dungeon, you'll move to the next room by placing the marker on that room. When you enter a room, the room ability of that room triggers. After the final room ability resolves or otherwise leaves the stack, the dungeon is removed from the game. Removing it from the game results in you completing the dungeon. When you complete a dungeon certain cards receive a bonus.
The next time you venture into the dungeon, you can choose the very same dungeon you were just in or you can head into a new one.
- Venture into the Dungeon
- A keyword action that can bring dungeon cards into the game from outside the game or move a player’s venture marker. See rule 701.46, “Venture into the Dungeon.”
- 701.46. Venture into the Dungeon
- 701.46a If a player is instructed to venture into the dungeon while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game and put it into the command zone. They put their venture marker on the topmost room. See rule 309, “Dungeons.”
- 701.46b If a player is instructed to venture into the dungeon while their venture marker is in any room except the dungeon card’s bottommost room, they choose an adjacent room, following the direction of an arrow pointing away from their current room. If there are multiple arrows pointing away from the room the player’s venture marker is in, they choose one of them to follow. They move their venture marker to that adjacent room.
- 701.46c If a player is instructed to venture into the dungeon while their venture marker is in the bottommost room of a dungeon card, they remove that dungeon card from the game. Doing so causes the player to complete that dungeon (see rule 309.7). They then complete the procedure outlined in rule 701.46a again.
- Venture Marker
- A marker used to track which room of a dungeon card a player is currently in. See rule 309, “Dungeons.”
- Dungeon cards begin outside the game, and can only be brought into the game by cards that say "venture into the dungeon."
- The player venturing into the dungeon chooses which dungeon they will venture into.
- Dungeon cards are not part of a player's deck or sideboard. Players can use any dungeon they own.
- You can only move forward (downward) in a dungeon, never backwards or sideways.
- Dungeons are removed from the game as a state-based action.
- If you somehow venture into the dungeon while a room's ability is on the stack, you will continue on in the dungeon. If you're already in the last room, complete that dungeon and start a new one.
- Whenever a player ventures into the dungeon, no player can respond until after that player has selected which dungeon to enter and its first room ability has triggered.
- Matt Tabak (June 24, 2021). "Adventures in the Forgotten Realms Mechanics". magicthegathering.com. Wizards of the Coast.
- Jess Dunks (July 12, 2021). "Adventures in the Forgotten Realms Release Notes". magicthegathering.com. Wizards of the Coast.
- Mark Rosewater (July 12, 2021). "D&D-esign, Part 2". magicthegathering.com. Wizards of the Coast.
- Mark Rosewater (April 15, 2019). "Waging War of the Spark, Part 3". magicthegathering.com. Wizards of the Coast.
- Mark Rosewater (June 30, 2021). "How similar are dungeons and venture to the...". Blogatog. Tumblr.