Mage Knight Board Game Wiki
Game setupQ: What do the 3 small coloured circles mean on the bottom of the Hero card?A: They are for the dummy player rules which you need for the solo and co-op games. Full rules in the Rulebook, p. 12.Q: What does 'Wedge, Wedge, or Fully Open' mean in the scenario?A: All of the setup options show the different values for the number of players, so if it says Game Setup (for 2, 3 or 4 players) then this would mean a Wedge setup for 2-3 players and a Fully Open board for 4 players. See Rulebook p.
$79.99 - The Mage Knight board game puts you in control of one of four powerful Mage Knights as you explore (and conquer) a corner of the Mage Knight universe under the control of the Atlantean Empire. Build your army, fill your deck with powerful spells and actions, explore caves and dungeons, and eventually conquer powerful cities controlled by this once-great faction! In competitive.
12.Q: How many dice & Units should there be in a solo game?A: Three. The dummy player doesnt count as a player for the purposes of this.Q: When do Elite (aka gold) Units come into play?A: At the start of a round after a Core (brown) tile has been revealed, you deal one gold and one silver unit until you fill the unit offer. For example, in solo play, when there can be 3 units in the offer, you will deal one gold, one silver and another gold unit.Q: Where do the 2 or 3 initial tiles come from?From the stack of X tiles that has been set up for play. ManaQ: When rolling mana dice at the start of a round, the rules say that at least half of the mana dice in the source should be basic colours and to re-roll black and gold dice if this isn’t the case. Do I re-roll them one at a time or all at once.A: You re-roll all black and gold dice if you don’t have enough basic colours showing. If there still isn’t enough, repeat.Q: If I use the motivation skill in a solo game, do I get the mana?A: Yes.Q: Does 'taking a mana die from the source' (as in Mana Draw stronger effect) count as my 1 die from the source per turn.A: No. Any effect which specifically tells you to take a die from the source is different from you choosing to take a die from the source to use for mana (which you can only do once).Note: 'Pay a mana' is different from 'Take a mana die from the Source'Q: How can I pay a mana?A: If something says 'Pay a mana', then you can do this in 3 different ways.
1) Use a crystal from your inventory, 2) Use a mana token that you have acquired somehow, 3) Use a die from the source (once per turn).Look at Pure Magic stronger effect for example. You have to pay a blue mana to activate the stronger effect of the card. Then, it says 'When you play this, pay a mana'.
If you activated the stronger effect by using a blue die from the source, then the mana you have to pay for the effect itself must come from somewhere else. (Unless you had another card effect letting you use more than 1 die from the source that turn).Q: If I go down a dungeon during the day, can I use black mana from the sourceA: Yes.Q: Can I cast the Spell 'Rebirth' when down a Dungeon during the day?A: No. Rebirth is a healing spell and cannot be cast in combat.
Technically speaking, you are only in the dungeon for the length of the combat - as soon as the combat ends, you are no longer in the dungeon and can no longer use black mana.Q: When you use the die from the Mana Steal tactic card, does it count as one of the dice you can use each turn from the source?A: No, you're not taking it from the Source. GeneralQ: What is the importance of the icons in the top left?A: These icons limit when the cards can be played.
Move cards can only be played in movement, Combat cards in combat and Influence cards when you need Influence. Special cards and Healing cards can be used during your turn (no healing in combat).However, the official answer is that effects that generate 'something', can only be used when you need 'something'. And this applies not just to playing cards, but also activating (spending) Units, or blowing up artifacts, etc.
(Be aware that this rule is changed if you use the Lost Legion expansion!)You cannot simply play Endless Bag of Gold unless you are interacting or have played another card which needs you to then spend Influence.You also cannot play Maximal effect, throwing away Rage unless you are in combat. Maximal Effect simply gives you a more powerful version of a card, at the loss of the card.You can however play a card for movement in the movement part of your turn and just choose not to spend the movement points.You cannot Activate Peasants for 2 Influence unless you are Interacting or have played another card that means you need to spend influence.Q: Can cards which generate Influence be played when not interacting.A: Yes. As Influence can be sometimes used for other things (Diplomacy, Learning, etc.) However, you cannot just play a card that generates Influence unless you are actually doing something that needs influence.Q: When can I disband a Unit?A: Only when getting a new one while not having a free command token.Q: When can I add 3 cards to my deck if I have taken the Long Night tactic?A: As soon as your deck is empty. See Rulebook, p.
9, End of the Turn, 7d. Basic ActionsQ: When I play another card with cards like Concentration, Will Focus and Maximal Effect, how does this work with resistances?A: The second card played is what matters since the first card is just making the second card better.
So, if you play Maximal Effect with Ice Shield on an enemy with Fire Resistance - the Ice Shield special effect still happens. Advanced ActionsQ: Can you explain Maximal Effect a bit better?A: I hope so. Maximal Effect essentially copies the text of another card either 2 or 3 times. So if you play Maximal effect and throw away a Rage, you get Attack 2, Attack 2, Attack 2. If you play Maximal Effect and Crystallize, you get 3 opportunities to convert mana into a crystal. Note that if you use the stronger version of Maximal Effect with Crystalize, you get the text 'Gain a crystal of any color' twice, so you gain 2 crystals.Q: Can I play Maximal Effect with Determination to gain Block 5, Block 5 and then block 2 different enemies?A: No. Both of the blocks generated are from one card, Maximal Effect produces the effect of the card twice.
SpellsQ: Does the Demolish Spell still work on enemies with Fire Resistance?A: The first part does since this card is not targeting the enemy, but rather the building they are in. The second part (Enemies get -1 armour) has no effect.Q: If I use the basic power of Call to Arms, and the unit I choose is the Utem Swordsmen, with the power: 'Attack or Block 6. This Unit becomes Wounded.'
What happens?A: You can wound the Unit, since you are not 'Assigning Damage' to them. However, it says in the rules that any Unit recruited from the offer is recruited ready and healthy, so when recruited, it is healed.Q: Time Bending: can I take multiple extra turns if I cast it multiple times?A: No. If cast multiple times during a turn (for example through Maximal Effect & Magic Talent), it grants only one extra turn. Q: What happens if I use Magic Talent's basic effect to cast Time Bending in the spell offer?A: Magic Talent is set aside for the rest of the round, instead of Time Bending. CombatQ: I start my turn in a space adjacent to a rampaging enemy. I spend 2 Move points and explore. Do I provoke the enemy?A: No.
Only actually moving from one adjacent space to another provokes rampaging enemies.Q: If I assault a City and play both Earthquake and Demolish, what happens?A: The order is important. You should play Earthquake first to reduce the armor by 4 and then play Demolish, removing the site fortification.Q: If I play Ice Shield but the Block isn’t enough, is the enemy armor still reduced?A: Yes. Rulebook, page 8.
Section 8a.Q: If I play a card sideways as Attack 1 or Block 1, will it get boosted by Ambush.A: Yes. Playing a card sideways is 'like' playing a card which says 'Attack 1'Q: If I activate a Unit for its Attack value after I have played Ambush, is that attack boosted.A: No. Activating a Unit ability is not the same as playing a card in this respect.Q: If I attack a city, can I choose to fight only some of the enemies?A: No. When you assault a city, you must fight every enemy using the normal rules for fighting more than one enemy.Q: If I attack a city with 3 enemies and one of them is a Crypt Worm, does this mean they are all double fortified?A: No. When it comes to attacking them, you can still divide them into groups for the purpose of combining attack cards.
And only if you do this they share resistance and fortification icons.Q: If I attack a city, kill one enemy and then retreat, does that enemy respawn.A: No. Any enemies you kill are not replaced, so that you have have multiple attempts to take a city.Q: Is a spell powered by Red mana considered a Red card for the purposes of resistance and special effects.A: Yes.
If a Spell powered by Red Mana said 'Attack 4, Target suffers 3rd degree burns', then an enemy with Fire Resistance would still be fully hit by the Attack 4 but would not suffer the other effect. If however, it said 'Fire Attack 4', then this would be halved to 2.Q: Can Leadership skill be used to boost an ability of a Unit that it doesnt have?LEADERSHIP: Once a turn: When activating a Unit, add +3 to its Block, or +2 to its Attack, or +1 to its Ranged (not Siege) Attack, regardless of its elements.A: No. You can only give +3 Block to a Unit which already has a Block valueQ: In the Red City, if you are fighting an enemy that summons a monster, does that monster benefit from the Brutal ability of the cityA: Yes.Q: Can armor drop below 1 (e.g. Through Howl of the Pack or Shocktroops from the expansion)?A: No.
Armor can never be less than 1.Q: Do Altem Mages abilities apply to all of the attacks of the turn?A: Yes. RestingQ: If I start the turn with 4 cards in hand but 1 Healing card. I choose to do a standard rest, but then I play that healing card. Now I only have wound cards in hand, so I can’t fulfill the mandatory requirement of discarding a non-Wound card.
What happens?A: You cannot discard Wound cards as a Standard Rest unless you discard a one non-Wound card. The two options the Resting offers (Standard Rest, and Slow Recovery) are optional, not mandatory. You announce you are resting, play the healing card, and now you only have Wound cards in hand. You now process the 'resting' which is now a complete rest, show you have nothing but Wounds in hand, and then discard one Wound card.Of course, in this situation, it may have been a lot better to declare a rest, not play the healing card, and then perform a standard rest, discarding the one non-Wound card in hand and then all your Wound cards. OtherQ: The rulebook says on p9 ' End of turn 7b ' that any keep you own as well as the day tactic card 'Planning' can increase your HAND LIMIT.
However, the day tactic card nor the keep explanation card ever mentions Hand Limit. Those cards say ' draw up to your hand size, then draw an additional card. ' which is a different thing entirelyand something I did abuse in my first game.On both cards ' draw an extra card' should probably be replaced by ' increases your hand limit by one'?A: Unfortunately, the reference card is misleading. Apologies for this.
The rulebook is correct. Page 9: Section 7, drawing new cards: Keeps and the Planning card increase your hand limit.Q: How many movement points does it cost to move into a CityA: 2. Ignore any terrain which is visible around the city and in the same space.Q: Does the final scoring for shield tokens in cities still happen if the city is not conquered?A: No. The city needs to be conquered to be worth anything in final scoring.Q: When do you get things acquired through interaction?A: You get the stuff you bought (or acquired by some card effect) immediately.
Only combat rewards are claimed at the end of your turn. You can use the new units immediately (for example to get more influencefor recruiting, healing, etc.). The new spells and advanced actions go to the top of your deck (unless stated otherwise), and you can even draw them on the same turn (when you use an effect allowing you to draw a card).You may replenish the Advanced action or Spell offer immediately, but this counts as 'revealing new information' so then you can't revert anymore. In any case, you should replenish them before your turn ends.
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— Preceding unsigned comment added by 68.226.104.179 (talk) 23:00, 2 June 2013 (UTC)
Untitled[edit]
It should be noted somewhere, in npov terms, that you can't even give these things away on Ebay.
- I don't think that's appropriate for- holy crap you're right!
What does that have to do with the article. —Preceding unsigned comment added by 96.28.236.58 (talk) 04:23, 12 September 2008 (UTC)
[New entry to discussion: All of the Mage Knight starter set, booster set, and expansion set articles should probably be rolled into the main Mage Knight article. The comment about not being able to give these minis away on eBay appears to be accurate. The asking price for 48 count booster set cases is ridiculously low (something like five or ten percent of the retail value), and still no one is purchasing them. Unfortunately, after the release of 2.0, player support for this game diminished significantly.]
Story section[edit]
This section is pure fancruft, and considering I actually enjoy some fancruft in my articles that's saying something. I'm moving this part here on the talk page to preserve it for posterity, but it needs to be seriously whittled down to a couple of paragraphs if it's to be included in the main article.
Story[edit]
Mage Knight is based in a fantasy world on a continent known only as The Land. Through a section of the Mage Knight website, known as the Scrying Chamber, as well as through a comic book series and two novels, we learn of the history of the people of the Mage Knight universe. Part of the reason for the back story is to explain the interactions of the many different factions that the Mage Knight figures belong to.
The game of Mage Knight revolves around a conflict sparked by a rebellion against the powerful Atlantis Guild. Hundreds of years before this rebellion lived a mighty magically-gifted person named Tezla. Prior to Tezla's rise to power, there were two known schools of magic in the Land: Elemental and Necromantic. Because these magical schools were diametrically opposite, it was deemed impossible for anyone to master both without going insane. Tezla, however, managed to do just that. Additionally, he invented a third school of magic, known as Technomancy. This Technomantic magic was dependent upon a magically-infused mineral called magestone. As a result, the Atlantis Guild began mining the mineral, though the task was dangerous due to the radiation that unprocessed magestone produces.
Though Tezla was able to sustain life far longer than most humans, death eventually found him. Upon his death, the proponents of each school of magic claimed to have captured his soul essence in an Avatar of their creation. Because it was widely accepted that a soul could not be divided, and because each school claimed fervently that they possessed the true Tezla, strife began to form among the three schools. Eventually, this led to the Necromantic and Elemental schools leaving Atlantis. These breakoff groups became known as the Necropolis Sect and the Elemental League, respectively.
Atlantis continued to focus on Technomancy, and numerous strip mines were dug throughout the land to harvest the mineral. It was discovered that dwarves, who had a natural immunity to magic, were resistant to the deadly radiation emanated by the raw magestone. As a result, many dwarves were enslaved and forced to work in the strip mines, often for their entire lives. This continued for many years, through the reign of the Prophet-Magus Karrudan, a powerful magic-user in his own right.
During the reign of Karrudan, the oppression among the people of the Land was often severe. A small group began to make plans to topple the Atlantis Guild's rule to free the dwarven slaves, as well as ease the oppression of the Land as a whole. During a daring raid to the floating city of Atlantis, the capital of the Guild, a rebel named Snow managed to successfully assassinate Karrudan with a new weapon: black powder. This assassination began the Black Powder Rebellion, and the rebels continued to gather support to their cause. This spark of conflict also enabled the Necropolis Sect to implement their own plans of domination, and the conflict quickly spread throughout every faction in the Land.
During this conflict, other factions became involved, such as the Orc Raiders, who were often a scourge to people of the Rebels and the Atlantis Guild; the Knights Immortal, high elves from the impenetrable Rivvenheim mountains dedicated to eradicating chaos among the 'lesser races' of the Land; the Draconum, a race of dragon-men who continually seek self-improvement, evolving into more powerful forms; the Shyft, a mysterious lizard-like race from the islands of the sea who somehow maintain an empathic bond with the wild Mage Spawn creatures; and the Solonavi, an enigmatic race of energy-beings who offer their services for anyone willing to pay their price (which is often a favor to be collected later). During this time, the threat of an ancient cult known as the Tur'aj, or Apocalypse, began to secretly creep into the Land.
A major turning point in the conflict came after the Knights Immortal made an alliance with the Atlantis Guild in an attempt to destroy the Black Powder Rebels. However, shortly before a decisive battle, the Atlantis Guild leaders called their troops home, leaving the Knights Immortal to their own problems. Determined to retain their honor, the Knights Immortal fought on, though hopelessly outnumbered, and were routed by the Rebels at Khamsin. This act was seen by the high elven leaders as traitorous, and vowed to exact vengeance upon Atlantis. The Elven Lords began to rally their troops to fully eradicate chaos, while the victory at Khamsin allowed the Black Powder Rebels to become the Black Powder Revolutionaries - more than just a rag-tag group, but a fully-formed revolution against Atlantis' tyranny.
Shortly thereafter, a key Atlantean city, Rokos, was besieged by an organized group of Orc Raiders. Because of this siege, the Solonavi made known to the leaders of the Atlantis Guild that the Oracle's Needle, a tower in Rokos that served as home to the revered Oracles of Rokos (who had predicted Tezla's birth many years prior to its happening), was a headquarters of sorts to the Solonavi beings, and that the Oracles were allied with them. With the help of the Atlantis Guild, the Orc Raiders were driven off, and their leader slain. The Solonavi made an offer to the Atlantis Guild to help them become the most powerful force in the Land in exchange for an unnamed favor. Though the Prophet-Magus Osiras encouraged Emperor Nujarek to accept, Nujarek refused, saying Atlantis could become strong on its own volition. This enraged the Solonavi, who expressed their wrath by cleansing Rokos and nearby Luxor of all Atlantean military presence. Nujarek used this opportunity to transform the Atlantis Guild into the Atlantean Empire, in an effort to restore Atlantis' glory under Tezla.
The Orcs, banding under the Orc Khans, became divided by this loss. The majority of them went back to their homeland, the Fist, under the command of the Broken Tusk clan and its leader, Khan Harrowblade. However, some clans chose to remain, breaking the tradition of the Orcs. These Shadow Khans chose to keep their spoils to themselves, and in so doing, earned the wrath of the clans who returned to the Fist.
During this time, the Necropolis Sect had been at work. To the west, the Necropolis Sect, under the command of the vampire-lord Darq the Corrupt, succeeded in taking control of many cities of the Galeshi, a nomadic race of men loyal to the Black Powder Rebellion. Simultaneously, a crusade was launched against the Elemental League in their home territory of the Wylden Forest. This crusade was led by a troll-turned-vampire, Kossak Darkbringer, whose will was enslaved to Darq the Corrupt via a powerful relic. The Necropolis Sect continued their crusade to conquer the Land, officially becoming the Dark Crusade, while the Elemental League, scattered remnants of their former selves, vowed to resist as the Elemental Freeholds. A possible turning point came when the nephew of Kossak, The Warrior Huhn, challenged Kossak, only to be slain by Kossak.
The fighting continued, and in the shadows the Apocalypse Cult continued to gain power. Not long after the drastic changes among the factions, the Apocalypse allied themselves with, among certain warriors from the various factions, the newly-evolved Shyft, who had retreated to their isles for a time. This alliance set out to capture an ancient Egg, guarded by the Draconum for centuries. The other factions of the land sought to hinder this attempt, but failed, and the Egg was hatched by the Apocalypse to bring forth the Apocalypse Dragon, a huge creature of enormous power. Centuries before, the Dragon had been defeated by a group of powerful warriors called the Dragonslayers. Now it is loose again, promising to bring destruction throughout the land, and thus give victory to the Apocalypse cult. After its revival, the Dragonslayers also were revived.
Though many of the factions are dedicated to stopping this evil from occurring, due to the fragmented nature of the factions, it seems only a matter of time before the Apocalypse consumes the land if the Dragonslayers cannot stop it.
Notable characters[edit]
The story of Mage Knight contains many notable and important characters. Most of these characters have been made into figures, though some have not. Below are some of the more prominent characters in the Mage Knight storyline.
- Anunub - Anunub was originally an Atlantis Guild demi-mage. In the game, this was one of the limited edition figures from the original Rebellion base set, and is generally considered to be one of the most valuable limited edition figures in the game for its point cost. He later became a very powerful magus and leader of the Golemkore subfaction beginning in Mage Knight 2.0.
- Black Thorn - Black Thorn is a Black Powder Rebels thief and hero. Released at the same time as the Raydan Marz figure, she is a limited edition figure of rarity 6, only given to major tournament winners. The figure is a Hero compatible with Mage Knight Dungeons as well as regular Mage Knight. She was re-released in Mage Knight 2.0.
- Blackwyn - Black Powder Revolutionaries warlord, released as a figure in Mage Knight 2.0.
- Darq the Corrupt - A vampire general of the Necropolis Sect who later took control of much of the Dark Crusade by killing all the Deathspeakers (leaders of the Crusade). Darq the Corrupt was released as a unique figure in the Uprising expansion, and again as the more powerful Deathspeaker Darq in the Nexus expansion.
- Karrudan - Mage-Prophet ruler of Atlantis Guild whose assassination by Snow precipitated the Black Powder Rebellion. Because he was assassinated prior to the timeline of the game itself, he was not made into a figure.
- Kastali - Though not a major character in the actual play of factions, Kastali (later becoming Oracle Kastali) was a member of the Necropolis Sect faction. She made a bargain with the Solonavi to act as an observer and a scribe to the goings on in the land in exchange for power when her service was up. Beginning in 2003, her writings could be found in the 'Scrying Chamber' section of the Mage Knight website. In the Omens expansion, a figure for Kastali was created, as she had reached full Oracle stature as a servant of the Solonavi.
- Khan Harrowblade - Leader of the Broken Tusk clan of Orc Raiders, found in the Mage Knight 2.0 set.
- Kossak Darkbringer - Originally a Troll leader of the Elemental League known as Kossak Mageslayer, he was captured by Darq the Corrupt and turned into an incredibly powerful vampire under control of the Necropolis faction. In the game, he was released in Mage Knight 2.0 as a powerful and expensive unique figure.
- Nujarek, Emperor of Atlantis - His actions in rejecting Solonavi assistance incurred the faction's wrath. He was responsible for converting the Atlantis Guild into the more organized and potent Atlantean Empire. Nujarek is a character found in the fiction only, and was never made into a figure.
- Raydan Marz - The main Atlantis Guild warrior leader in the back story. Released at the same time as the Black Thorn figure, this is a limited edition figure of rarity 6, only given to major tournament winners. The figure is a Hero compatible with Mage Knight Dungeons as well as regular Mage Knight. He was later re-released as a powerful figure in the Omens set.
- Snow - Snow is a Black Powder Rebel Khamsin Fuser who launched the Black Powder Rebellion with the assassination of the oppressive Atlantis Guild ruler Karrudan. In the game, this was one of the limited edition figures from the original Rebellion base set, and was re-released in the Nexus expansion.
- Tezla - Tezla is the genius magician of legend who bridged the gap between elemental and necromantic magic and also created a third school, technomancy, which is now specialized in by the Atlantis Guild. Several factions claim to have the Soul of Tezla with them, though the true nature of these claims was never revealed. Centuries dead, he has no game figure, though the Atlantis Guild has a giant, multi-dial war machine called the Fist of Tezla (though the Fist was not the supposed Avatar).
- Podo - This limited edition goblin figure was released with the Lancers expansion as a level 3 (common) tournament prize. Podo achieved notoriety as the least expensive figure in all of Mage Knight in terms of point cost (3 points), and consequently was a common addition to many tournament armies. A later version, Khan Podo, appeared in the Omens subset, representing his rise to power after discovering a magic Elven shield and using it to help win an Orc victory.
- Warrior Huhn - A powerful hero of the Elemental league, Huhn fought valiantly but unsuccessfully to prevent his uncle Kossak Mageslayer from being captured and corrupted by Dark the Corrupt and his Necropolis forces. Eventually Huhn challenged his corrupted uncle in battle and was slain by him. In the game, Huhn is a powerful unique hero that was released in the Uprising expansion.
Faction Symbols[edit]
We need to post the Faction symbols here so people can figure out which faction is grouped with what. Like the Skull Symbol is apart of what faction? We need pictures. —Preceding unsigned comment added by 198.36.95.12 (talk) 15:14, 21 July 2010 (UTC)
WizKids Announces the re-launch of Mage Knight[edit]
Not an editor but this should be added in to the main article
October 21st, 2010http://wizkidsgames.com/blog/2010/10/21/wizkids-announces-the-re-launch-of-the-mage-knight-%E2%84%A2-property/—Preceding unsigned comment added by 198.161.2.241 (talk) 21:50, 25 October 2010 (UTC)
Split the board game?[edit]
The Mage Knight Board Game seems quite notable as a standalone topic, being a top 10 game on BoardGameGeek and having won many awards. Any reason not to split it into its own article? Oren0 (talk)
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