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Description
Roll for Initiative (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 2+ players 1+ 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: Open a booster and remove all cards without Magic card backs. Use an additional booster for
| Set: | Dungeons & Dragons: Adventures in the Forgotten Realms Minigame |
| Type: | Card — Magic Minigame |
| Rarity: | Common |
2+ players | 1+ 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:
Open 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.
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!
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:
Open 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.
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!
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4.6 ★★★★★
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Product Reviews
★★★★★ 2
Didn’t last unfortunately
Size: Drop Ball, Size: Drop Ball
Short lived, my 6 month mini schnauzer took apart the ball first thing and it started to fall apart from there all within a day.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on February 14, 2026
★★★★★ 3
Shreds easily
Size: Drop Ball
I wanted a tug toy for me to play with my puppy and saw this would be perfect. Within 2 days my puppy had it shredded. It is a great tug toy for your average chewers but not for an aggressive chewer.
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Reviewed in the United States on November 21, 2023
★★★★★ 5
JRT loves them
Size: Four Packs
My JRT loves them. He has a tendency to rip apart toys. These ropes are perfect with no frayed ends.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on January 6, 2026
★★★★★ 5
My dog LOVES this tiny tug ball
Size: Medium(6")
A lot smaller than I was expecting.. BUT my dog doesn’t mind at all. She seriously loves this thing. It goes flat fairly quickly, but that’s what happens with all of her soccer balls, no matter the size. She’s a pitbul catahoula mix and has a strong bite. Considering my dogs chewing abilities, I’m fairly impressed by the durability of the ball, though she chewed through all but one of the rope handles in about 2 seconds. All that said, it’s one of her favorite toys(she’s 13 years old)
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Reviewed in the United States on April 21, 2026
★★★★★ 5
10/10
Size: Medium(6")
My dog loves this ball. Durable and the straps seem to be strong too. Would highly recommend
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Reviewed in the United States on May 27, 2026