Roll for Initiative // Roll for Initiative (cont'd)

Variations

Parts

Roll for Initiative

Card
2+ players | 1

+ packs | 5 minutes | d20OBJECTIVE + packs | 5 minutes | d20
OBJECTIVE

+ packs | 5 minutes | d20OBJECTIVEAs you enter the room, the terrible dragon opens its eyes and lets out a roar. Everybody... roll for initiative! Roll a d20 and modify the result with some _Magic_ cards to get the highest initiative!GET READY + packs | 5 minutes | d20
OBJECTIVE:
As you enter the room, the terrible dragon opens its eyes and lets out a roar. Everybody... roll for initiative! Roll a d20 and modify the result with some _Magic_ cards to get the highest initiative!
GET READY

+ packs | 5 minutes | d20OBJECTIVEAs you enter the room, the terrible dragon opens its eyes and lets out a roar. Everybody... roll for initiative! Roll a d20 and modify the result with some _Magic_ cards to get the highest initiative!GET READYOpen a booster and remove all cards without _Magic_ card backs. Use an additional booster for groups of five players or more. Shuffle, then deal the same number of cards to each player. If there are extra cards after dealing, set them aside. Each player then rolls a d20 to determine their *initiative*. In case of a tie, the tied players roll again. The player with the lowest starting initiative goes first.LET'S PLAY :
On each player's turn, they play a card to modify a player's initiative (see reverse side for card effects). Cards with effects that will be counted at the end of the game should be placed in front of the target player. All other cards go into the discard pile.

 

 

 

Roll for Initiative (cont'd)

Play continues until all players are out of cards.
*White Card*: At the end of the game, increase a player's roll by 2.
*Blue Card*: Reroll another player's die, but use the new result only if it's lower.
*Black Card*: At the end of the game, decrease a player's roll by 2.
*Red Card*: Reroll another player's die. They must use the new result.
*Green Card*: Reroll your own die, but use the new result only if it's higher.
*Colorless Card*: Each player may reroll their die. if they do, they must use the new result.
*Multicolored Card*: Apply the effects of each of the card's colors. Each effect can target a different player.
*Any Card Played Face Down*: At the end of the game, increase or decrease a player's die roll by 1.
TO WIN:
Once everyone is out of cards, check to see who has the highest roll. That player wins initiative!

 

 

 

Legalities

Not Legal
Standardbrawl
Duel
Brawl
Penny
Future
Legacy
Modern
Pauper
Alchemy
Pioneer
Vintage
Historic
Standard
Commander
Gladiator
Oldschool
Premodern
Historicbrawl
Paupercommander
Explorer
Predh
Oathbreaker
Timeless

Rulings

Market Pricing

 NormalFoil
Low
Median
High
Market
Direct Low
 

Other Printings

 NormalFoil
Commander Legends: Battle for Baldur's Gate Minigames