This player's champions can never enter the Abyss. If sent there by an opposing player's action, the champion instead goes to the discard pile. If sent there by this player's action, it is removed permanently from the game.
C
Dungeons 1 of 100
Dungeon
Birthright
Dungeon of the King
This player's champions do not need to ask permission to use spells, psionic powers, unarmed combat cards, blood abilities, or thief skills.
C
Dungeons 2 of 100
Dungeon
Dark Sun
Lair of Dregoth, the Undead Dragon-King
This player may discard a Dark Sun champion from his pool or hand to psionically turn a just-cast spell back at its original caster.
UC
Dungeons 3 of 100
Dungeon
DragonLance
Domain of Takhisis, Queen of Darkness
This player's monster (dragon) champions are immune to all events, spells, artifacts, and magical items that instantly discard or defeat them.
C
Dungeons 4 of 100
Dungeon
Forgotten Realms
Undermountain
Each time this player is entitled to draw spoils of victory, he may also take the bottom three cards of his draw pile. Any monster champions there may be placed into his pool. Any other cards are placed on the top of his draw pile.
C
Dungeons 5 of 100
Dungeon
Greyhawk
Labyrinth of Castle Greyhawk
This player's Greyhawk realms may only be razed or discarded through combat.
R
Dungeons 6 of 100
Dungeon
Ravenloft
Under Castle Strahd
This player's Ravenloft champions all become undead, and Young Strahd's special power has no effect on this player's champions.
C
Dungeons 7 of 100
Dungeon
AD&D
Palace of the Celestial Light
This player's clerics need never ask permission to cast spells. Avatars may not attack this player's realms, nor may defend against this player's cleric champions.
C
Dungeons 8 of 100
Dungeon
AD&D
Field of the Battle Lord
This player's heroes do not discard unarmed combat cards at the end of combat. Instead, they are retained for future combat, adding the cards' bonuses but ignoring their special powers.
R
Dungeons 9 of 100
Dungeon
AD&D
The Belly of the Beast
This player's monsters are immune to hero unarmed combat cards. They may also use any unarmed combat card themselves (hero, dragon, undead, etc), regardless of restrictions.
C
Dungeons 10 of 100
Dungeon
AD&D
Pit of the Mind Lord
This player's realms and his psionicist champions are immune to all spells cast in phase 3.
C
Dungeons 11 of 100
Dungeon
Birthright
The Torture Room
This player may reshuffle his discard pile into his draw pile any time there are three of more blood abilities in his discard pile. No champions have immunity to this player's blood abilities while this dungeon card is in play.
C
Dungeons 12 of 100
Dungeon
AD&D
Maze of the Guild
This player's thief champions can use stealth to attack any realm, regardless of powers or restrictions. Allies must still follow movement restrictions.
C
Dungeons 13 of 100
Dungeon
AD&D
Carrock of High Magicks
This player can keep a spellbook. Each time this player is entitled to draw spoils of victory, he may instead search through his draw pile and retrieve any spell; the spell cannot be played immediately.
R
Dungeons 14 of 100
Dungeon
DragonLance
The Enchanted Land
This player's champions and allies become elves, elves (drow), dwarves, or halflings as the player chooses. Selection must be made in phase 3 and lasts until the player's next phase 3.
C
Dungeons 15 of 100
Dungeon
AD&D
Purveyor of Events
This player's helpful events cannot be negated or cancelled by any card.
UC
Dungeons 16 of 100
Dungeon
AD&D
Spells of the Archmage
Any wizard spells with a stated duration that are cast by this player's AD&D champions are doubled in duration.
C
Dungeons 17 of 100
Dungeon
Forgotten Realms
Spells of the Friar
Any cleric spells with a stated duration that are cast by this player's Forgotten Realms champions are doubled in duration.
C
Dungeons 18 of 100
Dungeon
Greyhawk
Spells from the Grave
Any defensive spells cast by this player's undead Greyhawk champions cannot be dispelled or turned.
R
Dungeons 19 of 100
Dungeon
Dark Sun
Powers from the Savage Land
Psionic power cards used by this player's Dark Sun champions are doubled in bonus level.
C
Dungeons 20 of 100
Dungeon
Birthright
Might of the Blood Right
This player's champions are all considered regents and can use blood abilities.
C
Dungeons 21 of 100
Dungeon
DragonLance
Song of the Dragonlance
This player's realms can only be attacked by flyers, swimmers, or earthwalkers. His champions and allies all have the ability to swim as needed.
R
Dungeons 22 of 100
Dungeon
Ravenloft
Bats in the Belfry
No offensive magical items can be used by opponents when attacking this player's realms. The items remain behind in the attacker's pool. If the champion returns, they are reattached; if not, the items are discarded.
R
Dungeons 23 of 100
Dungeon
AD&D
The Azure Tower of Onad the Fallen
This player's helpful events cannot be negated, and his harmful events cannot be copied. Events that are discarded without being used are placed in the discard pile instead of the Abyss.
R
Dungeons 24 of 100
Dungeon
AD&D
Beneath Castle Drawmij
This player's holdings cannot be discarded except by razing the attached realm. This player can ignore the Rules of the Cosmos when playing holdings.