BinderLoot
mclbPrinting · common

Roll for Initiative // Roll for Initiative (cont'd)

Card

Add this card

Record the copies you own, place them in a binder, use the card in a deck, or save it to your wishlist.

Reference price

Nonfoil
No price
Foil
No price

TCGplayer market price via Scryfall, updated Nov 3, 2026. It is an estimate, not an offer. It does not change with the condition or the language of your copy.

Price history

No price history yet.

Sign in to record the copies you own, place them in a binder or a box, use the card in a deck, or save it to your wishlist.

Printing details

Released
June 10, 2022
Language
en
Collector no.
#1
Rarity
common

Card faces

Roll for Initiative

Card

2+ players | 1+ packs | 5 minutes | d20
OBJECTIVE:
As you enter the room, the terrible dragon opens its eyes and lets out a roar. Everybody... roll for initiative! Roll a d20 and modify the result with some _Magic_ cards to get the highest initiative!
GET READY:
Open a booster and remove all cards without _Magic_ card backs. Use an additional booster for groups of five players or more. Shuffle, then deal the same number of cards to each player. If there are extra cards after dealing, set them aside. Each player then rolls a d20 to determine their *initiative*. In case of a tie, the tied players roll again. The player with the lowest starting initiative goes first.
LET'S PLAY:
On each player's turn, they play a card to modify a player's initiative (see reverse side for card effects). Cards with effects that will be counted at the end of the game should be placed in front of the target player. All other cards go into the discard pile.

Roll for Initiative (cont'd)

Play continues until all players are out of cards.
*White Card*: At the end of the game, increase a player's roll by 2.
*Blue Card*: Reroll another player's die, but use the new result only if it's lower.
*Black Card*: At the end of the game, decrease a player's roll by 2.
*Red Card*: Reroll another player's die. They must use the new result.
*Green Card*: Reroll your own die, but use the new result only if it's higher.
*Colorless Card*: Each player may reroll their die. if they do, they must use the new result.
*Multicolored Card*: Apply the effects of each of the card's colors. Each effect can target a different player.
*Any Card Played Face Down*: At the end of the game, increase or decrease a player's die roll by 1.
TO WIN:
Once everyone is out of cards, check to see who has the highest roll. That player wins initiative!

Other printings