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Magic & Minions (Magic Minigame) [Dungeons & Dragons: Adventures in the Forgotten Realms Minigame]Set: Dungeons & Dragons: Adventures in the Forgotten Realms Minigame Type: Card Magic Minigame Rarity: Common 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
| Set: | Dungeons & Dragons: Adventures in the Forgotten Realms Minigame |
| Type: | Card — Magic Minigame |
| Rarity: | Common |
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!
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!
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★★★★★ 5
Excellent product
Format: Hardcover
Gave this as a gift to my daughter's father for fathers day. He cried
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Reviewed in the United States on May 28, 2026
★★★★★ 5
Sweetest book!
Format: Hardcover
I think this is the cutest little book and it makes a perfect gift for dads! Especially first time dads or dads that are having a first time daughter. Great for a gift for Father’s Day, gender reveal, or just to gift dad in general! It’s a sweet story to read and dad and daughter will both love it!
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Reviewed in the United States on April 17, 2026
★★★★★ 5
Very cute
Format: Hardcover
Very cute book. The illustrations are well done. The story line is adorable. Great for young children. Good gift for a boy or a girl.
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Reviewed in the United States on March 6, 2026
★★★★★ 5
So incredibly beautiful
Format: Hardcover
So sweet and such high quality paper and illustrations
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Reviewed in the United States on April 16, 2026
★★★★★ 5
Must read
Format: Hardcover
This is such a sweet book. Loved the message in it.
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Reviewed in the United States on March 29, 2026