Kartenliste
C 0213 – AFR


Bestimme eines —
• Sie zerschmettern — Zerstöre ein Artefakt deiner Wahl.
• Den Fluch aufheben — Zerstöre eine Verzauberung deiner Wahl.
• Ihre Augen stehlen — Erzeuge einen Schatz−Spielstein und wage dich ins Gewölbe. (Betritt den ersten Raum oder rücke in den nächsten Raum vor.)
Hexerei
Standard
Pionier
Alchemie
Historisch
Zeitlos
Historisches Kartenchaos
- To venture into the dungeon, a player moves their venture marker into the next room of the dungeon they are currently in. If they aren't currently in a dungeon, that player instead chooses a dungeon card from outside the game, puts it into the command zone, and moves their venture marker onto the first room.
- Moving into a dungeon room will cause its room ability to trigger.
- Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.