Overview
Mage Knight Dungeons is a collectible miniatures dungeon-crawl game using WizKids’ Clix system. Players assemble teams of Hero characters and enter dungeon maps filled with wandering monsters and treasure chests. The goal is to defeat monsters and escape with the most gold from treasure chests. Characters use the combat dial system where damage is tracked by clicking the base, revealing new combat values.
Components
- Hero miniature figures (with Clix combat dials)
- Monster miniature figures (with Clix combat dials)
- Dungeon map tiles
- Treasure chest tokens
- Gold tokens
- Dice (2 six-sided)
- Doorway tokens
- Trap tokens
Setup
- Select a dungeon scenario or build a dungeon using map tiles.
- Each player builds a Hero warband of an agreed-upon point value (typically 200-300 points).
- Place monsters and treasure chests as indicated by the scenario.
- Place Hero teams at the dungeon entrance.
- Determine starting player.
Turn Structure
Players alternate turns. On each turn, a player may activate each of their figures once:
- Move – Move figures up to their speed value.
- Attack – Make close combat or ranged attacks against adjacent or visible enemies.
- Interact – Open treasure chests, use special abilities, or interact with dungeon features.
Actions
Movement
Each figure has a speed value on its combat dial. Move up to that many squares. Diagonal movement costs 1 square. Figures cannot move through walls, closed doors, or enemy figures (unless using special abilities).
Combat
- Close Combat: Attack an adjacent enemy figure. Roll 2d6 + attack value. If total equals or exceeds the target’s defense value, the attack hits.
- Ranged Combat: Attack a visible enemy within range. Same resolution as close combat. Range is listed on the combat dial.
- Damage: Successful hits deal damage equal to the attacker’s damage value. The target clicks their dial that many clicks, potentially changing their combat values.
- Knockback: Some attacks cause knockback, pushing the target figure away from the attacker.
Treasure
When adjacent to a treasure chest, a Hero may spend an action to open it and collect gold tokens. The amount of gold varies by scenario.
Special Abilities
Many figures have special abilities printed on their cards or dials (e.g., Charge, Stealth, Toughness, Regeneration). These modify movement, combat, or defense in specific ways.
Scoring / Victory Conditions
- The game ends when all treasure has been collected or all players have exited the dungeon.
- The player whose team has collected the most gold wins.
- Defeated Hero figures lose any gold they were carrying (it drops in the dungeon space).
- Some scenarios have alternate victory conditions (e.g., defeat a boss monster, escape within a time limit).
Special Rules & Edge Cases
- Clix System: Each figure’s base contains a combat dial. When a figure takes damage, click the dial that many times. New combat values (speed, attack, defense, damage) are revealed, typically decreasing as the figure takes more damage.
- Healing: Some figures have Regeneration or Support abilities that allow clicking the dial backward to restore combat values.
- Line of Sight: Ranged attacks require clear line of sight. Walls, closed doors, and certain terrain features block line of sight.
- Doors: Figures may open or close doors as a free action when adjacent.
- Traps: Some dungeon spaces contain traps that deal damage when triggered.
Player Reference
| Action |
Description |
| Move |
Move up to speed value in squares |
| Close Combat |
Roll 2d6 + attack vs. defense; if hit, deal damage |
| Ranged Combat |
Same as close, but at range |
| Open Chest |
Adjacent to chest; collect gold |
| Special Ability |
Use figure’s unique power |