Curse Of The Jammed Door

Curse Of The Jammed Door For the next [S 0.5] [M 1] [L 3] hours, whenever the seekers want to pass through a doorway into a building, business, train, or other vehicle, they must first roll 2 dice. If they do not roll a 7 or higher, they cannot enter that space (including through other doorways). Any given doorway can be re-attempted after [S 5] [M 10] [L 15] minutes. Discard two cards.

Curse Of The Jammed Door

For the next [S 0.5] [M 1] [L 3] hours, whenever the seekers want to pass through a doorway into a building, business, train, or other vehicle, they must first roll 2 dice. If they do not roll a 7 or higher, they cannot enter that space (including through other doorways). Any given doorway can be re-attempted after [S 5] [M 10] [L 15] minutes.

Casting Cost: Discard two cards.

Rule Book Notes: Seekers must roll two d6 dice. Dice can only be rolled to enter a doorway once the doorway is visible to the seekers. For example, if you are attempting to roll to enter a train, you cannot roll the dice before the train arrives; you must be able to see the train door first. Doorways within a building that lead to other parts of the same building, such as a store within a train station, do not need to pass a dice check. If there is any reasonable dispute as to whether something counts as a separate building, err on the side of doing a dice check. If the curse expires while a doorway is on cooldown, that cooldown also immediately expires.