Overview
Mage Knight is the original collectible miniatures game using WizKids’ Clix combat dial system. Players build armies of fantasy warriors – knights, mages, elves, dwarves, and other creatures – and battle on a tabletop battlefield. Each figure’s base contains a rotating dial that tracks damage and reveals changing combat statistics. The game combines miniatures wargaming with collectible elements.
Components
- Collectible miniature figures with Clix combat dials
- Measuring tape or range ruler
- 2 six-sided dice per player
- Terrain pieces (optional)
- Action tokens
Setup
- Players agree on a point total for army building (typically 200-300 points). Each figure has a point cost.
- Each player assembles their army, selecting figures whose total points do not exceed the agreed limit.
- Set up a playing area (typically 3x3 feet) with optional terrain.
- Players deploy armies on opposite sides of the battlefield.
- Determine starting player by dice roll.
Turn Structure
Players alternate turns. On each turn:
- Clear Phase: Remove action tokens from figures that acted last turn.
- Action Phase: Give actions to your figures (up to a limit based on army size).
- Each activated figure may: Move, Attack, or use a Special Ability.
Figures that act receive an action token. A figure with an action token from a previous turn cannot act.
Actions
Movement
Move a figure up to its speed value in inches. Figures may not move through other figures or impassable terrain. Terrain affects movement (hindering terrain costs double).
Close Combat
Attack an adjacent enemy figure (bases touching or within 1 inch):
- Roll 2d6 + attack value.
- If the total equals or exceeds the target’s defense value, the attack hits.
- On a hit, deal damage equal to the attacker’s damage value.
- The target clicks their combat dial that many clicks.
Ranged Combat
Attack a visible enemy within range:
- The attacking figure must have a range value greater than 0.
- Target must be within range and in clear line of sight.
- Roll 2d6 + attack value vs. defense (same as close combat).
- A figure adjacent to an enemy cannot make ranged attacks.
Pushing
A figure may act on consecutive turns (“pushing”), but takes 1 click of damage after the second consecutive action.
Scoring / Victory Conditions
- Elimination: Destroy all enemy figures by dealing enough damage to click them past their last combat dial slot (marked with KO).
- Scenario-based: Various scenarios provide alternate objectives (capture the flag, control areas, etc.).
- The standard victory condition is having figures remaining when your opponent does not.
Special Rules & Edge Cases
- Clix System: The combat dial on each figure’s base shows current Speed, Attack, Defense, and Damage values. As figures take damage, these values change (usually decreasing, but some figures have special dial progressions).
- Special Abilities: Figures may have abilities like Charge (move and close combat in one action), Stealth (cannot be targeted by ranged attacks while in hindering terrain), Toughness (reduce damage by 1), Regeneration (chance to heal), and many others.
- Line of Fire: Draw a straight line from attacker to target. If it crosses blocking terrain or other figures, the target cannot be attacked at range.
- Hindering Terrain: Costs double movement to enter. Provides bonuses for Stealth.
- Blocking Terrain: Cannot be moved through or seen through.
- Elevation: Higher elevation provides combat bonuses for ranged attacks and blocks line of fire for lower figures.
- Critical Hits: Rolling doubles (except double 1s) may trigger critical hit effects.
- Super Strength / Telekinesis: Some figures can pick up and throw objects or other figures.
Player Reference
| Combat Resolution |
Steps |
| 1. Declare attack |
Choose attacker and target |
| 2. Check range/adjacency |
Must be in range and have line of fire |
| 3. Roll 2d6 |
Add attack value |
| 4. Compare to defense |
If total >= defense, hit |
| 5. Deal damage |
Click target dial equal to damage value |
| 6. Check KO |
If past last slot, figure is defeated |