OBJECT OF MAGE KNIGHT: The objective of Mage Knight is to complete the desired scenario and win based on the scoring mechanism for that scenario.
NUMBER OF PLAYERS: 2 to 4 Players
MATERIALS: One Hundred and Sixty-Eight Deed Cards, Forty Unit Cards, Twelve Tactic Cards, Four Hero Cards, Four Skill Cards, Seven Site Cards, a Scoring Card, Four City Cards, One hundred and Twenty-Eight Hero Tokens, Sixty Enemy Tokens, Twelve Ruin Tokens, Twenty Map Tiles, Two Game Mats, Four Hero Figures, Four City Figures, Fifty Four Mana Crystals, Seven Dice, and Two Rulebooks
TYPE OF GAME: Role Play Board Game
OVERVIEW OF MAGE KNIGHT
Mage Knight is played according to varying scenarios. These scenarios set the parameters and determine the goals of the game. There is a difference with every play, different maps, cards, and enemies. “The First Reconnaissance” is the best scenario to start with, as it gets you acclimated to the way the game flows.
The game is played in rounds that represent daytime and nighttime. Throughout the game, players may complete different activities during their turn by using the cards they have in their hand. Players may also see improvement of their Heroes as the game progresses. This improvement is earned through completion of deeds, hiring help, or the use of artifacts and spells!
To begin setup, the group must first choose a scenario. First Reconnaissance is the scenario in which this setup applies to. This scenario is great for beginners and players newly learning the game.
Players then decide which order in which they would like to make their Hero selection. Players then choose an available Hero and all of the associated components. The player will then place the Hero’s Order token on the table. They will be placed in a column like formation, with the player who chose first placed on top of the column.
The game should be setup like in the image below.
When the Fame and Reputation board has been placed, players place one Shield token on the 0 space of it and one on the 0 space found on the Reputation Track. Enemy Token Piles, the Artifact Deck, and the Wound Pile are each shuffled separately and placed in their designated place.
Shuffle the Spell Deck and place them in their designated area. The first three should be revealed to act as the offer. The Action Deck is prepared the same way.
The Regular Unit Deck is shuffled and separated by color, creating two face down stacks. Create the Unit Offer by flipping as many cards from the Silver deck as there are players and then two additional.
The board should be placed dayside up at the beginning of the game. Each round it will be flipped at the beginning of the round. Create the Tile Deck, placing the Countryside Tiles on top of the Core Tiles. You should use eight to eleven Countryside Tiles, one Core City Tile, and two Core Non-City Tiles for this scenario.
Player Area Setup
The player’s area is found directly in front of them. Players should place their hero cards to the left, with Level 1 Tokens on the left of those. Their Deed Deck may be placed underneath their Hero Card, with Skill Tokens on the left side of the Deed Deck.
Shield Tokens are placed on the right side of the player’s area, and Skill Description Cards are placed under those.
The first round of gameplay determines the playing order and organization of the game. Players will each take a Day Tactic card and look at the number. The player with the lowest number will go first and the highest will go last. Round order tokens can be organized in this order as well.
The first player will begin the game. During your turn you may complete a couple different actions. Your player will begin on the magic portal space of the map. You may play cards from your hand and perform the stated effects. If you have any units that have been recruited, you may activate them. You may also play cards and move through the board.
Mana may be used throughout the game to strengthen action cards. Mana is gained from the Source, conversion of crystals, or through the effects of other cards.
When you are done with your turn, you must roll the mana dice and return them to the Source with their new color visible. If they are black, they will be moved to the side, as they are depleted. You must also discard all cards that you played, return all mana tokens to the bank, and keep the crystals in your inventory. You may then draw cards from your deed deck until your hand contains five cards. The hand limit can increase as more fame is earned.
This is when the next player may start their turn in the same way. Once all players have taken their turn, the first player will begin their turn again.
The end of the round is announced by a player when they have no more cards in their deed deck or no cards to play. All other players will get one more turn before the round comes to a complete end.
Check the scenario description to determine if the conditions have been met. If they have, the game is over and scoring may occur.
Deed Cards consist of Action Cards, Spells, Artifacts, and Wounds. Players will play their Deed Cards to earn the desired effect. When a Deed Card is played, the player must place it into their playing area, and announce the effect that is found on the card.
Units are acquired throughout the game using Command Tokens. Units with Command Tokens above them are ready to be used, but if the Command Token is on it, then they are spent. If you have no Command Tokens, then you must disband a unit to make another available. Units are automatically readied at the closure of each round.
Each Hero has their own skill token set. Each time a Hero raises to an even-numbered Fame level, they earn one Skill token. The effects and description of the skill is found on the Skill Token.
Mana comes in four colors red, white, blue, and green. It may be present in either pure mana form or crystal form. Pure mana is found within the dice and mana tokens, but be careful, if unused it disappears at the end of a player’s turn.
Crystals are found in mana tokens that are in the player’s inventory. A maximum of three tokens of each color may be stored. Here, it can be used numerous turns.
Gold and black mana may be used as any color of mana at certain times. Gold may be used during the daytime, and black can be used during the night time.
The Source represents pure mana, and each turn players can use a mana die from the Source and use it as the mana shown.
Discarding and Throwing Away
If an effect states to discard a card, simply place it in the discard pile. If an effect states to throw away a card, then it is removed from the game. Wound cards cannot be thrown away, so they must be placed back in the Wound Pile.
Players can take back any actions and decisions made during their turn. Players may not revert if new information has been learned. All decisions, moves, played cards, and used cards must remain where they are after there has been a change.
END OF GAME
The game comes to an end when the scenario comes to an end! In the First Reconnaissance scenario, the game comes to an end when a player reveals an entire city. Scores are then tallied, and the player who has the most fame at the end of the game wins!