Set the expedition
Start Party Life at 60, Dungeon Vitality at 115, and Doom at 0. Build the Encounter library in four shuffled stage chapters and place its top two cards face up in Reserve.
First-playtest expedition · revision 2
Four adventurers enter together. The vault answers with a public Reserve, a living bestiary, and a crown that has been waiting for a fifth player—or nobody at all.
The raid contract
The four Magic decks remain separate players with normal hands, mana, battlefields, and turns. Only life and defense are shared.
Start Party Life at 60, Dungeon Vitality at 115, and Doom at 0. Build the Encounter library in four shuffled stage chapters and place its top two cards face up in Reserve.
Two adventurers act, then the Dungeon schemes. The other two act, then the Dungeon schemes and assaults. Rotate Lead and advance Doom.
The Dungeon is the sole opponent. Its Encounter deck is a library, Reserve is a public hand, and its Monsters, Hazards, and Tactics use normal Magic zones.
The Dungeon d20 selects Focus. During the single assault each round, every Dungeon creature attacks Focus and any untapped adventurer creature may block.
Damage and life loss stop at 95, 70, 40, and 20. Excess never carries. The Dungeon is Sealed until its next turn opens the next stage.
Reduce Vitality to 0. The party loses at 0 shared life, 15 shared poison, a draw-from-empty loss, or when a new round would begin at Doom 10.
Fixed first expedition
Each Room teaches one layer, then gets out of the way. Room objects cannot be targeted; their Monsters, Hazards, and the Heartbound boss can.
Vitality 115 → 95
Every hinge bears twenty scratches. Only nineteen were made by tools.
Vitality 95 → 70
The mirrors do not show what is. They rehearse what might attack next.
Vitality 70 → 40
Below the bridge, discarded futures burn without smoke.
Vitality 40 → 0
The crown was never treasure. It was a lock waiting for a head.
Boss profile · Vitality 40 → 20
{8} · Legendary Creature — Dragon Construct Boss · 8/8
Flying, heartbound. Whenever this creature attacks, create a tapped and attacking Cinderling token attacking the defending player. Exile that token at end of combat.
A dragon-shaped brass warden whose ribs surround an ember-red d20; in the second phase the crown unfolds into burning wings.
Boss profile · Vitality 20 → 0
{10} · Legendary Creature — Dragon Construct Boss · 11/10
Flying, trample, heartbound. Whenever this creature attacks, it deals 2 damage to the defending player.
A dragon-shaped brass warden whose ribs surround an ember-red d20; in the second phase the crown unfolds into burning wings.
The 30-card Dungeon deck
Stage 1 begins as the library. Keep the other shuffled chapters face down; when a stage opens, put its chapter on top of the existing library so its threats arrive on time.
Creature — Elemental Minion · 2/1
Haste. When this creature dies, it deals 1 damage to target opponent.
It has never won a duel. It has ended several expeditions.
Stage 1 · either Dungeon turn
Artifact Creature — Golem Minion · 4/5
Reach. This creature can block an additional creature each combat.
Its keyhole is on the inside.
Stage 1 · either Dungeon turn
Creature — Reflection Minion · 3/3
Flying. Whenever an opponent casts their second spell each turn, put a +1/+1 counter on this creature.
It learns a gesture sooner than its owner does.
Stage 2 · either Dungeon turn
Creature — Elemental Giant Minion · 6/5
Trample. Whenever this creature attacks, it deals 1 damage to the defending player.
Every link in its chain was once a door hinge.
Stage 3 · either Dungeon turn
Creature — Drake Minion · 5/4
Flying, ward {2}. Whenever this creature deals combat damage to a player, its controller draws a card.
It hoards unopened possibilities.
Stage 3 · either Dungeon turn
Creature — Warlock Minion · 2/4
Menace. When this creature enters, choose target opponent. Until your next turn, the first noncreature spell that player casts costs {2} more to cast.
It burns the word just before you speak it.
Stage 2 · either Dungeon turn
Artifact — Hazard
At the beginning of combat on your turn, tap target creature an opponent controls with greatest power among creatures they control.
They pull hardest on whoever looks most ready.
Stage 1 · either Dungeon turn
Artifact — Hazard
At the beginning of combat on your turn, this artifact deals 2 damage to target opponent.
The warning rune is on the side facing the flame.
Stage 3 · either Dungeon turn
Artifact — Hazard
Whenever one or more nontoken creatures enter under an opponent's control, if this ability has not triggered this round and this artifact's controller controls fewer than four creatures, create a Mirror Spark token. This ability triggers only once each round.
It records arrivals, then sends a correction.
Stage 2 · either Dungeon turn
Enchantment — Hazard
Creatures your opponents control enter the battlefield tapped.
Nothing enters the vault at a run twice.
Stage 2 · either Dungeon turn
Artifact — Hazard
Creatures your opponents control get -1/-0 and lose trample.
The bars are spaced for hope, not bodies.
Stage 3 · either Dungeon turn
Sorcery — Dungeon Tactic
Create two Cinderling tokens.
The smallest doors open first.
Stage 1 · either Dungeon turn
Sorcery — Dungeon Tactic
Create a 4/5 colorless Gatekeeper artifact creature token with reach and ‘This creature can block an additional creature each combat.’
The door has decided to defend itself.
Stage 1 · either Dungeon turn
Sorcery — Dungeon Tactic
This spell deals 5 damage to target opponent. That player may tap two untapped creatures they control. If they do, prevent 3 of that damage.
The ceiling asks for two hands or five bones.
Stage 1 · either Dungeon turn
Sorcery — Dungeon Tactic
Choose target opponent. Tap up to two target creatures that player controls and put a stun counter on each of them. If no creature was tapped this way, that player loses 4 life.
The vault does not need to defeat a line it can interrupt.
Stage 2 · either Dungeon turn
Sorcery — Dungeon Tactic
Choose one — Choose a nonlegendary creature an opponent controls. Create a Mirrored Vanguard token using that creature's name and creature types. Exile it at the beginning of the next end step; or create two Cinderling tokens.
The hall signs its copies in someone else's hand.
Stage 2 · second-dungeon-turn
Sorcery — Dungeon Tactic
This spell deals 2 damage to each creature your opponents control and 3 damage to target opponent.
The flame measures formations, not courage.
Stage 3 · either Dungeon turn
Sorcery — Dungeon Tactic
Choose one — Gain control of target noncommander creature an opponent controls until end of turn. Untap it. It gains haste until end of turn and attacks that opponent this turn if able; or target opponent loses 4 life.
For one heartbeat, the bravest shadow points home.
Stage 2 · second-dungeon-turn
Sorcery — Dungeon Tactic
Until your next turn, the next spell each opponent casts costs {1} more to cast. After this cost applies to a player's spell, it no longer applies to that player.
The air remembers every syllable and charges rent.
Stage 2 · either Dungeon turn
Sorcery — Dungeon Tactic
Target opponent sacrifices a nonland permanent. If that player can't, they lose 6 life.
The vault accepts anything you planned to need later.
Stage 4 · either Dungeon turn
Instant — Dungeon Tactic
Choose one — Return target nonland permanent an opponent controls to its owner's hand. Its controller creates a Reflection token; or create two Cinderling tokens.
The missing shape is filled before anyone can object.
Stage 2 · either Dungeon turn
Sorcery — Dungeon Tactic
Target opponent loses 6 life and you gain 6 life.
The ember knows only exchange, never mercy.
Stage 4 · either Dungeon turn
Sorcery — Dungeon Tactic
Creatures you control get +2/+0 and gain menace until end of turn.
Every route becomes a charge lane when the floor tilts.
Stage 4 · second-dungeon-turn
Fifth player optional
A Dungeon Steward narrates these deterministic choices. Without a fifth player, the adventurer clockwise from Focus performs the same script.
Set Focus to Lead at setup. Each roll replaces it until the next roll. Target legality never changes the roll; a specific effect moves clockwise only when needed.
Draw face up and cast the oldest castable card. A second-turn Tactic waits through the first Dungeon turn. Every card prints its target protocol, casting instruction, and legal fallback below.
Process blockers by power, toughness, mana value, token status, then name. Kill the greatest-power attacker possible; spread single blockers before double-blocking.
After one baseline game, a dedicated fifth player may choose Reserve cards, legal targets, and blocks. Three Omen markers each cycle one Reserve card. The Director never sees hero hands or invents effects.
The adventurer selected by the latest Dungeon d20 for attacks and first target attempts. Set to Lead during setup and retain until the next Focus roll.
The current vitality floor was reached. Dungeon Vitality cannot change until the next Dungeon turn opens the next stage.
Put this Dungeon permanent into its owner's graveyard when the current Room is completed.
This boss cannot change controllers or be copied. If it would leave the battlefield, instead tap it and remove all damage marked on it. The first time this happens each expedition round, the Dungeon also loses 8 gated Vitality; further attempts that round cause no Vitality loss. Reset when Lead rotates.
A scenario d20 roll made by the Dungeon. Adventurer replacement and reward effects neither modify nor trigger from it.
Any untapped creature controlled by an adventurer may block a Dungeon creature attacking Focus. Control does not change.
The object needs no target. Follow its printed choices and casting note.
Try Focus, then the remaining adventurers clockwise in initiative order if the specific spell or ability cannot legally target Focus.
During an adventurer turn use the active adventurer; during a Dungeon turn use Focus; then move clockwise if illegal.
Choose a legal designated commander controlled by Focus; otherwise use Anchor.
Choose Focus's legal nonland permanent with greatest mana value.
Choose the party's legal creature with greatest power.
Choose the party's legal permanent with a repeatable activated or triggered ability, then greatest mana value.
Choose the party's legal artifact or enchantment with greatest mana value.
Choose Focus's legal permanent with lowest mana value.
Choose Focus and its two legal creatures with greatest power, choosing two creatures whenever able.
Choose Focus's legal noncommander creature with greatest power.
Choose the party's nonlegendary creature with greatest power. This is not a target when the Encounter says choose.
0–999 · start 60
Shared by all four adventurers with no life-gain cap. Apply prevention and damage identity before changing it.
0–115 · start 115
Floors at 95, 70, 40, 20, and 0. Excess does not cross a gate.
0–10 · start 0
Advance after the second Dungeon turn each round and when instructed. Doom 10 allows the current round to finish, then collapses the vault.
0–4 · start 0
Used only on the Furnace Span. Reset to 0 when that Room ends.
0–14 · start 4
Create one tapped Depth land token during the first Dungeon turn each round. The Dungeon never taps Depths for mana.
0–1 · start 0
While 1, Dungeon Vitality cannot change. The next Dungeon turn opens the new stage.
0–1 · start 0
Reset when Lead rotates. Only the first Heartbound replacement each expedition round removes Vitality.
0–1 · start 0
Used only in the Hall. Reset when Lead rotates.
mathise-surge-channeler · delina-wild-mage · vrondiss-rage-of-ancients · wyll-blade-of-frontiers
Rotate clockwise after the second Dungeon turn and renumber initiative from this seat.
initiative-1 · initiative-2 · initiative-3 · initiative-4
Begin at Lead. Dungeon d20: 1-5, 6-10, 11-15, and 16-20 replace it with positions one through four until the next roll.
0–30 · start 2
Face-up ordered Dungeon hand, oldest left. It may overflow; discard from the left to four only during Dungeon cleanup.
Review and reproduce
Printing is intentionally deferred. These renderer-independent sources contain the exact rule sheet, operator guide, card metadata, and all four simulation loops.