Infinite Potential Well: Venture into the House
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Mechanics | Planets and Gravity | Merge Gates | Madness | Venture into the House |
An alternate approach to representing the Rooms of Duskmourn. WotC spent a lot of time creating increasingly complicated board game mechanics before getting to split card permanents, but we already have a mechanic in Magic for that: dungeons.
> Venture into the House
> Each player has access to a House deck. When a card instructs you to Venture into the House, if you're not in a dungeon, you draw a dungeon card from the House deck and enter it. When you advance to subsequent rooms in the House, if that room is off the edge of the dungeon you're in, first you draw a new dungeon card from the House deck; advance to the appropriate room; then shuffle the dungeon you had been in into the House deck.
I imagine you'd want four of these in the House deck to keep it at the right level of random, but I ran out of room ideas after three. Not sure if you'd want regular venture to work with this, since the D&D dungeons are balanced around being longer rather than random. Ignore the jankiness of the frame, I had to adjust it in MS Paint
Some of the support cards for venture: Plucky Investigator Vanguard Beastie Survivors' Van Improved Glimmerlight Investigate the Noise