Telepathic Transmission // Telepathic Transmission (cont'd) (MDMU-003) - Dominaria United Minigames
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NOT LEGAL
Standard
NOT LEGAL
Future
NOT LEGAL
Historic
NOT LEGAL
Timeless
NOT LEGAL
Gladiator
NOT LEGAL
Pioneer
NOT LEGAL
Modern
NOT LEGAL
Legacy
NOT LEGAL
Pauper
NOT LEGAL
Vintage
NOT LEGAL
Penny
NOT LEGAL
Commander
NOT LEGAL
Oathbreaker
NOT LEGAL
Standardbrawl
NOT LEGAL
Brawl
NOT LEGAL
Alchemy
NOT LEGAL
Pauper Commander
NOT LEGAL
Duel
NOT LEGAL
Oldschool
NOT LEGAL
Premodern
NOT LEGAL
Predh
2-4 players | 2 packs | 5 minutes
OBJECTIVE:
Order your cards without communicating in this game that puts your telepathy to the test.
GET READY:
Open two booster packs and remove all cards without _Magic_ backs. Shuffle the rest of the cards together and deal them out as evenly as possible to each player. One player then discards a land to begin a central discard pile.
LET'S PLAY:
**Lands** ➧ **Other Colorless Cards** ➧ {w} ➧ {u} ➧ {b} ➧ {r} ➧ {g}
Within each category, order cards by numerically ascending mana value.
A card of the same color and cost can be played on another card of the same color and cost.
OBJECTIVE:
Order your cards without communicating in this game that puts your telepathy to the test.
GET READY:
Open two booster packs and remove all cards without _Magic_ backs. Shuffle the rest of the cards together and deal them out as evenly as possible to each player. One player then discards a land to begin a central discard pile.
LET'S PLAY:
**Lands** ➧ **Other Colorless Cards** ➧ {w} ➧ {u} ➧ {b} ➧ {r} ➧ {g}
Within each category, order cards by numerically ascending mana value.
A card of the same color and cost can be played on another card of the same color and cost.
A multicolored card counts as any one of its colors.
There is no turn order. If someone has a card to play in the above sequence, they may play it at any time.
If at any point a player notices the sequence has been broken by a card in their hand, they say "restart" and reveal the card that should have come next in the sequence. Restart the game by shuffling all cards together and dealing them out again. Use your knowledge of _Magic_ and the cards revealed between restarts to successfully complete the sequence.
TO WIN:
The game is over when all cards have been discarded in the correct order. Keep track of the number of restarts—one or fewer is a victory!
There is no turn order. If someone has a card to play in the above sequence, they may play it at any time.
If at any point a player notices the sequence has been broken by a card in their hand, they say "restart" and reveal the card that should have come next in the sequence. Restart the game by shuffling all cards together and dealing them out again. Use your knowledge of _Magic_ and the cards revealed between restarts to successfully complete the sequence.
TO WIN:
The game is over when all cards have been discarded in the correct order. Keep track of the number of restarts—one or fewer is a victory!
Telepathic Transmission // Telepathic Transmission (cont'd) (MDMU-003) - Dominaria United Minigames
NOT LEGAL
Standard
NOT LEGAL
Future
NOT LEGAL
Historic
NOT LEGAL
Timeless
NOT LEGAL
Gladiator
NOT LEGAL
Pioneer
NOT LEGAL
Modern
NOT LEGAL
Legacy
NOT LEGAL
Pauper
NOT LEGAL
Vintage
NOT LEGAL
Penny
NOT LEGAL
Commander
NOT LEGAL
Oathbreaker
NOT LEGAL
Standardbrawl
NOT LEGAL
Brawl
NOT LEGAL
Alchemy
NOT LEGAL
Pauper Commander
NOT LEGAL
Duel
NOT LEGAL
Oldschool
NOT LEGAL
Premodern
NOT LEGAL
Predh
2-4 players | 2 packs | 5 minutes
OBJECTIVE:
Order your cards without communicating in this game that puts your telepathy to the test.
GET READY:
Open two booster packs and remove all cards without _Magic_ backs. Shuffle the rest of the cards together and deal them out as evenly as possible to each player. One player then discards a land to begin a central discard pile.
LET'S PLAY:
**Lands** ➧ **Other Colorless Cards** ➧ {w} ➧ {u} ➧ {b} ➧ {r} ➧ {g}
Within each category, order cards by numerically ascending mana value.
A card of the same color and cost can be played on another card of the same color and cost.
OBJECTIVE:
Order your cards without communicating in this game that puts your telepathy to the test.
GET READY:
Open two booster packs and remove all cards without _Magic_ backs. Shuffle the rest of the cards together and deal them out as evenly as possible to each player. One player then discards a land to begin a central discard pile.
LET'S PLAY:
**Lands** ➧ **Other Colorless Cards** ➧ {w} ➧ {u} ➧ {b} ➧ {r} ➧ {g}
Within each category, order cards by numerically ascending mana value.
A card of the same color and cost can be played on another card of the same color and cost.
A multicolored card counts as any one of its colors.
There is no turn order. If someone has a card to play in the above sequence, they may play it at any time.
If at any point a player notices the sequence has been broken by a card in their hand, they say "restart" and reveal the card that should have come next in the sequence. Restart the game by shuffling all cards together and dealing them out again. Use your knowledge of _Magic_ and the cards revealed between restarts to successfully complete the sequence.
TO WIN:
The game is over when all cards have been discarded in the correct order. Keep track of the number of restarts—one or fewer is a victory!
There is no turn order. If someone has a card to play in the above sequence, they may play it at any time.
If at any point a player notices the sequence has been broken by a card in their hand, they say "restart" and reveal the card that should have come next in the sequence. Restart the game by shuffling all cards together and dealing them out again. Use your knowledge of _Magic_ and the cards revealed between restarts to successfully complete the sequence.
TO WIN:
The game is over when all cards have been discarded in the correct order. Keep track of the number of restarts—one or fewer is a victory!
Wizards of the Coast
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