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topInto The Story: Assassin Edition (Magic Minigame) [Assassin's Creed Minigame]
Regular Price $0.40Product Type : MTG Single
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Contact UsSet: Assassin's Creed Minigame Type: Card Rarity: Common • 1-6 players • 2+ packs • 10 minutes
Objective:
Create your own Assassin's Creed storyline, using the cards in your boosters as inspiration.
Get Ready:
Open two boosters for each player and remove any cards without Magic card backs. Then sort the cards into separate piles for creature cards, land cards, and other noncreature cards. Shuffle the piles and place each of them face down.
Let's Play:
Go through the story beats on the other side of this card in order, revealing a card from the top of the specified pile or taking the specified action. Tell a story as you go. After a player tells a bit of the story for a beat, it's the next player's turn for the next story beat. If there are no cards of the requested type, players can make something up.
Introduction
• Setting: a land
• The protagonist: a creature
• Why the protagonist is at the location: a noncreature card
• The villain: another creature card
Action
• The protagonist recruits allies: two creature cards
• The protagonist and allies get stronger: a noncreature card
• Take down the henchman: a creature card and a noncreature card
• An unavoidable death: choose one of the allies
• Describe the villain's weakness/secret/motivation and how the allies discovered it: a noncreature card or a creature card
Resolution
• Confronting the villain: a noncreature card
• The final assassination: choose one of the allies and a noncreature card
• Ending: Create this yourself! What did the protagonist do after the assassination? Did they get what they need? Was it worth it?
To Win:
After the story's been told, assign the following awards by popular vote to players: Coolest, Funniest, and Most Historically Inaccurate. Feel free to invent your own awards as well. In the case of a tied vote, determine the winner of that award randomly.• 1-6 players • 2+ packs • 10 minutes Objective: Create your own Assassin's Creed storyline, using the cards in your boosters as inspiration. Get Ready: Open two boosters for each player and remove any cards without Magic card backs. Then sort the cards into separate piles for creature cards, land cards, and other noncreature cards. Shuffle the piles and place each of them face down. Let's Play: Go through the story beats on the other side of this card in order, revealing a card from the top of the specified pile or taking the specified action. Tell a story as you go. After a player tells a bit of the story for a beat, it's the next player's turn for the next story beat. If there are no cards of the requested type, players can make something up. Introduction • Setting: a land • The protagonist: a creature • Why the protagonist is at the location: a noncreature card • The villain: another creature card Action • The protagonist recruits allies: two creature cards • The protagonist and allies get stronger: a noncreature card • Take down the henchman: a creature card and a noncreature card • An unavoidable death: choose one of the allies • Describe the villain's weakness/secret/motivation and how the allies discovered it: a noncreature card or a creature card Resolution • Confronting the villain: a noncreature card • The final assassination: choose one of the allies and a noncreature card • Ending: Create this yourself! What did the protagonist do after the assassination? Did they get what they need? Was it worth it? To Win: After the story's been told, assign the following awards by popular vote to players: Coolest, Funniest, and Most Historically Inaccurate. Feel free to invent your own awards as well. In the case of a tied vote, determine the winner of that award randomly.***ALL PREORDERS ARE FINAL SALE AND ARE NON-REFUNDABLE***
All sales are final and non-refundable.
You can always contact us for any questions atbootownsgamesandhobbies@gmail.com
Damages and issues
Please inspect your order upon reception and contact us immediately if the item is defective, damaged or if you receive the wrong item, so that we can evaluate the issue and make it right.
Exceptions / non-returnable items
Due to the ever constant changes in pricing, we do not accept returns on singles.
Unfortunately, we cannot accept returns on gift cards.Preorders
Payment, or contact about intent to pay, is required for all preorders at the time of order. All preorders sales are final and non-refundable.
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Once a return is approved, you’ll be automatically refunded on your original payment method. Other refunds will be handled on a case by case basis. Refunds to credit cards may take up to 5 business days to process depending on your financial institution.Restocking Fee Policy
A 20% restocking fee will be applied under any or all of the following circumstances:- The order was cancelled for reasons other than our error (e.g., buyer’s remorse, incorrect order by customer)
Added To Cart :Add To Cart Failed :prouduct successfully added to wishlist !Bootown's Grading Guide
''Near Mint (NM)'
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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''Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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''Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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''Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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''Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
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