Mage Knight Board Game · Reference sheet
Mage Knight Board Game reference sheet
Overview
- 1–4 players explore a tile-based map, fight enemies, recruit units, and build their deck.
- Goal: complete scenario objectives (usually conquer cities) and score the most Fame.
- Each round is either Day or Night — affects mana, terrain costs, and spell power.
- Core loop: play cards for Move/Influence/Attack/Block, gain Fame, level up, improve deck.
- Game length: 3–6 rounds depending on scenario [p.1 — Game Flow]
- Complexity is high; start with 'First Reconnaissance' training scenario [p.15 — Scenario List]
Setup
- Place Fame/Reputation board; each player puts a Shield on 0 Fame and center 0 Reputation [p.3 — Game Setup]
- Sort enemy tokens into 7 face-down piles by reverse side; stack ruin tokens separately [p.3 — Game Setup]
- Shuffle Artifacts face-down (no offer). Shuffle Wounds into a face-up pile [p.3 — Game Setup]
- Shuffle Spells and Advanced Actions; reveal 3 of each as offers [p.3 — Game Setup]
- Shuffle Regular (silver) and Elite (gold) Unit decks separately; deal Regular Units equal to players +2 as Unit offer [p.3 — Game Setup]
- Roll mana dice equal to players +2 for the Source (Day side up); at least half must show basic colors [p.3 — Game Setup]
- Each player: shuffle 16 Basic Action cards as Deed deck, draw 5 cards, place Shield tokens on Fame/Reputation tracks [p.3 — Player Area]
- Build map per scenario; reveal 2–3 starting tiles; check 'When Revealed' on Site Description cards [p.3 — Game Setup]
Turn structure
Option A — Regular Turn
- Move (optional): spend Move points, enter spaces, reveal tiles (2 Move points each) [p.6 — Movement]
- Take one action (mandatory if triggered, otherwise optional):
- Combat: assault fortified site, challenge/provoke rampaging enemy, enter adventure site
- Interact: recruit, heal, buy cards at inhabited sites
- Player vs. Player: if you end movement on another player's space
- Play special/healing effects at any point (not during combat) [p.5 — A Player's Turn]
Option B — Rest
- Standard Rest: discard 1 non-Wound + any Wounds [p.5 — A Player's Turn]
- Slow Recovery (only Wounds in hand): discard 1 Wound [p.5 — A Player's Turn]
End of Turn (always)
- Return/reroll mana dice to Source; next player may begin [p.5 — A Player's Turn]
- Forced withdrawal if not on a safe space (+1 Wound per space backtracked) [p.9 — End of the Turn]
- Discard played cards; return mana tokens to bank [p.9 — End of the Turn]
- Claim combat rewards, then process Level ups [p.9 — End of the Turn]
- Optionally discard hand cards; draw up to Hand limit [p.9 — End of the Turn]
Actions
| Action | How to Trigger | Key Rule |
|---|---|---|
| Move | Regular turn, before action | Pay Move points per terrain; forests/deserts vary Day/Night [p.6] |
| Reveal Tile | During movement | Pay 2 Move points; tile from top of deck [p.6] |
| Assault Fortified Site | Enter keep/mage tower/city | Ends movement; must fight all defenders; lose 1 Reputation [p.7] |
| Challenge Rampaging Enemy | Adjacent to orc/draconum | Voluntary; can challenge multiple [p.7] |
| Enter Adventure Site | On ruins/dungeon/tomb/den | Voluntary; initiates combat with all enemies there [p.7] |
| Interact with Locals | On village/monastery/keep/city | Spend Influence points; modified by Reputation [p.7] |
| Burn Monastery | On monastery | Lose Reputation −3; fight 1 purple enemy; reward: Artifact [p.7] |
| Rest | No movement/action | Standard Rest or Slow Recovery [p.5] |
Combat
Phase 1 — Ranged & Siege Attack
- Play Ranged/Siege Attacks; total must ≥ enemy Armor to defeat [p.7 — Combat]
- Fortified enemies: Siege only. Doubly fortified: cannot target at all [p.8]
- Resistances halve matching attack types (round down) [p.8]
Phase 2 — Block
- Each undefeated enemy attacks; block one at a time [p.8 — Block Phase]
- Block total must ≥ enemy Attack (×2 if Swift) [p.8]
- Inefficient blocks halved; efficient blocks full value [p.8]
Phase 3 — Assign Damage
- Unblocked enemies deal damage equal to Attack (×2 if Brutal) [p.8]
- Assign to Unwounded Units first (Wound unit, reduce damage by its Armor) [p.8]
- Remainder to Hero: 1 Wound per Armor value of damage (rounded up) [p.8]
- Knock out: Wounds in hand ≥ Hand limit → discard all non-Wound cards [p.8]
Phase 4 — Attack
- Any attack type (Ranged, Siege, regular, sideways card = Attack 1) [p.9]
- Fortifications ignored; same resistance rules apply [p.9]
Scoring
- Fame gained per defeated enemy token (number on token bottom) [p.8 — Combat]
- Reputation +1 per orc marauder defeated, +2 per draconum defeated [p.9 — Combat Outcomes]
- Reputation −1 per assault on a fortified site [p.7 — Combat]
- Scenario-specific scoring on Scoring card (cities, adventures, achievements) [p.16 — Scenarios]
- Level up when Shield token crosses a line on Fame track (processed end of turn) [p.9 — End of Turn]
- PvP victory Fame: +1 if opponent same level/lower Fame; +1 +2/level if opponent is higher level [p.11 — Combat Outcome]
End of game
- Game ends when scenario end condition is met OR Round limit is reached [p.1 — Game Flow]
- When end condition triggers: all players (including the triggering player) take one last turn [p.16 — Scenarios]
- If a Round ends during that last-turn sequence, game ends immediately [p.16]
- Outcome determined by scenario scoring (Fame + Achievements + scenario bonuses) [p.1 — Game Flow]
- Cooperative scenarios: all win or all lose based on whether all cities are conquered [p.16 — Full Cooperation]
Glossary
- Deed Deck: shuffled personal deck of Action, Spell, Artifact, and Wound cards [p.4 — Deed Cards]
- Deed Card: any card with the deed-card back; includes Basic/Advanced Actions, Spells, Artifacts, Wounds [p.4]
- Ready (Unit): Command token above unit — can be activated [p.4 — Using Units]
- Spent (Unit): Command token on unit — cannot activate until next Round [p.4 — Using Units]
- Wounded (Unit): Wound card across unit — cannot activate or be assigned damage [p.10 — Wounds]
- Fortified: enemy protected by a fortified site or ability — only Siege Attacks can target in Ranged phase [p.8]
- Swift: enemy Attack value doubled for blocking purposes [p.8 — Block Phase]
- Brutal: unblocked enemy deals double damage [p.8 — Assign Damage]
- Poison: Wounded unit gets 2 Wound cards; Hero also puts 1 Wound in discard per hand Wound [p.8]
- Paralyze: Wounded unit is destroyed; Hero must discard all non-Wound cards from hand [p.8]
- Source: pool of mana dice; each player may take 1 die per turn, rerolled and returned at turn end [p.5 — Using Mana]
- Safe Space: accessible under normal conditions, not an unconquered fortified site, not occupied by another hero (except cities/portal) [p.6 — Movement]
- Knock Out: Wounds in hand ≥ Hand limit; discard all non-Wound cards immediately [p.8 — Assign Damage]
FAQ
- Q: Can I revert decisions mid-turn? — A: Yes, unless new info was revealed (tile/token/card/die roll) or another player reacted; after that, all decisions are locked [p.5 — Reverting]
- Q: When do I level up? — A: At end of turn, not mid-combat, even if the Fame track line was crossed during combat [p.8 — Ranged Attack Phase]
- Q: Can healing be used during combat? — A: No. Healing may only be used before or after combat, not during any combat phase [p.5 — A Player's Turn]
- Q: Can I play cards sideways for Ranged/Siege Attack or elemental effects? — A: No. Sideways cards provide only physical Move 1, Influence 1, Attack 1, or Block 1 [p.4 — Deed Cards]
- Q: What happens if I fail to defeat a fortified site's defenders? — A: Withdraw to the space you attacked from; if unsafe, Forced Withdrawal applies (+1 Wound per space backtracked) [p.9 — Combat Outcomes]
- Q: Can I use gold mana at Night or black mana during Day? — A: No. Gold is Day only; black is Night only [p.5 — Using Mana]