Mage Knight Board Game

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Overview

Mage Knight Board Game puts players in command of powerful Mage Knights exploring a randomly generated fantasy landscape. Players build their action decks, recruit units, acquire spells and artifacts, and level up their heroes while exploring map tiles, fighting enemies, and ultimately conquering cities. The game combines deck-building, exploration, and tactical combat with deep strategic planning. It can be played solo, cooperatively, or competitively.

Components

Setup

  1. Place the starting map tile with the portal. Each player places their Mage Knight figure on the portal.
  2. Each player takes their 16-card starting deck, shuffles it, and draws 5 cards.
  3. Set out the mana dice supply. Roll source dice to create the mana source.
  4. Prepare the advanced action, spell, artifact, and unit offer rows.
  5. Choose a scenario from the Scenario Book (determines objectives, map layout, round count).
  6. Select Tactic cards to determine first-round turn order.

Turn Structure

The game alternates between Day and Night rounds. Each round:

  1. Start of Round: Players shuffle decks, draw 5 cards, select Tactic cards (determines turn order and special bonuses).
  2. Player Turns: In order, each player takes a turn (move, interact, fight, rest, or declare end of round).
  3. End of Round: When a player with no cards announces “end of round,” each other player gets one final turn. Then advance the Day/Night track.

On Your Turn

Play cards from your hand to perform actions. Cards can be played for their basic effect (always available) or powered up with mana for enhanced effects. After completing actions, discard played cards and draw back up (within hand limit).

Actions

Movement

Spend movement points to traverse map hexes. Terrain costs vary: plains (2), hills (3), forest (3 day / 5 night), desert (5 day / 3 night), swamp (5), mountain (impassable without special abilities). Revealing new map tiles requires exploring beyond the current edge.

Interaction

At villages, use influence points (modified by reputation) to recruit units, heal wounds, or buy supplies. Monasteries offer spell learning. Keeps, mage towers, and other sites provide various interactions.

Combat

When entering a space with enemies (or voluntarily engaging adjacent enemies):

  1. Ranged Attack Phase: Deal ranged damage before enemies can attack.
  2. Block Phase: Assign block values against each attacking enemy.
  3. Assign Damage: Unblocked enemy attacks deal damage (wounds to your hand or units).
  4. Attack Phase: Deal melee damage to defeat remaining enemies.

Enemy attributes include armor (must be exceeded to deal damage), attack value, and special abilities (e.g., fire, ice, physical resistance, fortified).

Resting

Skip normal actions to discard all non-wound cards, draw a new hand, and heal a wound.

Level Progression

Accumulate fame to advance hero levels (up to Level 10). Each level grants skill tokens and additional command capacity for units. At certain levels, choose advanced actions or powerful abilities.

Reputation

Actions affect reputation (attacking innocents lowers it; defeating enemies raises it). Reputation modifies interaction costs at villages and other locations.

Scoring / Victory Conditions

Victory conditions depend on the chosen scenario:

Special Rules & Edge Cases

Player Reference

Terrain Day Cost Night Cost
Plains 2 2
Hills 3 3
Forest 3 5
Desert 5 3
Swamp 5 5
Mountain Impassable Impassable
Combat Phase Description
1. Ranged Attack Deal ranged damage first
2. Block Assign block values vs. enemy attacks
3. Damage Take unblocked damage as wounds
4. Attack Deal melee damage to finish enemies