Rules

Comprehensive Rules

Search and browse the complete Magic: The Gathering rulebook
9 Sections147 chapters
Card Types16 chapters
309. Dungeons
7 chapters
309.1
Dungeon is a card type seen only on nontraditional Magic cards.
309.2
Dungeon cards begin outside the game
309.3
A player can own only one dungeon card in the command zone at a time, and they can’t bring a dungeon card into the game if a dungeon card they own is in the command zone.
309.4
Each dungeon card has a series of rooms connected to one another with arrows. A player uses a venture marker placed on the dungeon card they own to indicate which room they are currently in.
309.5
The venture into the dungeon keyword action allows players to move their venture marker down the rooms of a dungeon card.
309.6
If a player’s venture marker is on the bottommost room of a dungeon card, and that dungeon card isn’t the source of a room ability that has triggered but not yet left the stack, the dungeon card’s owner removes it from the game. (This is a state-based action. See rule 704.)
309.7
A player completes a dungeon as that dungeon card is removed from the game.