Rule 309.4 · Dungeons

Each dungeon card has a series of rooms connected to one another with arrows. A player uses a venture marker placed on the dungeon card they own to indicate which room they are currently in.

Subrules

As a player puts a dungeon they own into the command zone, they put their venture marker on the topmost room.

Each room has a name. These names are considered flavor text and do not affect game play.

Each room has a triggered ability called a room ability whose effect is printed on the card. They all have the same trigger condition not printed on the card. The full text of each room ability is “When you move your venture marker into this room, [effect.]” As long as a dungeon card is in the command zone, its abilities may trigger. Each room ability is controlled by the player who owns the dungeon card that is that ability’s source.

Other rules in this chapter

Ask the judge Pro

The life counter has an AI judge that answers your play citing the exact rules. It is part of Gatewatch Pro; the rules, Oracle text and rulings stay free.