Wizards of the Coast has added some Deckbuilding fun to your D&D adventures. You can now purchase Shadow Over Nentir Vale Dungeons & Dragons Fortune Cards booster packs. What are Shadow Over Nentir Vale Dungeons & Dragons Fortune Cards booster packs you ask?
It’s a new accessory to enhance your D&D adventures. Each Pack comes with eight cards. Luckily, you can buy multiple packs to build a deck however you want. Once you have your deck put together, just bring it along to your next Dungeons and Dragons session. Every time you have an encounter, you get to draw a card from the deck which will give you a special advantage during your round of combat. Then, each round you can draw a new card to use.
Maybe I’m not doing it justice, here’s the official word from Wizards of the Coast:
Dungeons & Dragons Fortune Cards, sold in booster packs of 8 cards, give players fun new ways to survive the challenges of the D&D Encounters in-store play program, as well as their home campaigns. These cards give characters fun, temporary benefits that feel different from the benefits gained from powers and feats, without adding undue complexity to the D&D game.
-How to Play-
At the start of each encounter, shuffle your deck and draw a card.
You can play one card per round. It requires no action to play. The rules on each card state when you can play it and what effect it has. A card takes effect just once unless it states otherwise, and you discard the card when its effect ends.
You can have only one Fortune Card in your hand at a time. At the start of each of your turns, you can do one of the following:
- Discard the card in your hand and draw a new one.
- Draw a new card if you don’t have one in your hand.
- Keep the card that’s in your hand if you haven’t played it.
You can use one or more Dungeons and Dragons Fortune Card boosters as your deck. We recommend 2 booster packs as a start, creating a 10 card deck containing at least 3 of each type of card (attack, defense, tactic).
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I wonder what’s going on with WoC and their concept of cards in RPGs. Isn’t Gamma World supposed to be card based or something along those lines?
I suppose we’re seeing the gap between story based role players and hack/slack players widening even more.