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On Gamer's Games

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Ten Things To Keep In Mind When Playing Mage Knight

Jesse Dean
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So now that I am quite a few games into Made Knight exploration, here are the Top 10 things that I think are useful to keep in mind as you play.

1) While it can also be useful later on, going first during the initial round can be very valuable

Particularly with three players, it can be a bit tough to accomplish anything very meaningful in the first hand or two unless you go earlier in the round. There is a race to get to the village or monastery for recruitment or to kill the first few monsters to get the experience points required to reach level two. This is less the case with two or four players, as there is a bit more room, but even in these cases there are usually prime spots worth fighting for. Keep this in mind when selecting your tactics cards. This importance is, of course, overshadow by actually needing to be able to do something with that initial turn. If you cannot do so, then those cards that manipulate the cards available in your initial hand are, of course, more useful.

2) Try to be level 2 and have a follower by the end of the first day

While particular board configurations can make this difficult, always try to be level 2 with a follower by the end of the first day. Followers are one of the most important keys to victory, essentially providing an additional card that is available (almost) whenever you need it. Getting to level 2 allows you to access and use your first advanced action and skill, both allowing you to maximize your number of uses as well as get an idea of your general capabilities throughout the rest of the game. Failing to do one of these things is unfortunate but something that can be overcome. Failing to do both when your opponents succeed can put you into a hole that will be very difficult to climb out of.

3) While it is important to have a plan on how to get rid of your wounds, getting them in of itself is not the end of the world

In my first few plays I tried my hardest to avoid getting wounds, and generally did not get into fights if I thought I was going to get hurt. The first time I did not do this was a moment when I was able to defeat an opponent but had to take four wounds in the process. Not only was it not awful, I was able to deal with the wounds pretty easily and the artifact I got from conquering the dungeon was helpful enough to win the game. Since then I’ve prioritized winning fights over avoiding wounds, and it has worked out pretty well for me. I even received the “greatest beating” award during our last game and still ended up winning by a large margin. The advantages I achieved from slightly riskier play paid off.

4) Scenario goals are helpful and rewarding, but you need to build your experience and rewards backbone if you want to be able to win

Most of the presented scenarios provide an additional way to get victory points and an additional category of scoring available during play. These are all fun and interesting ways to get some great bonuses, but you need to avoid letting your focus on them override your sense of good play. You need to spend your time killing orcs, exploring dungeons and ancient ruins and conquering keeps and wizard towers otherwise will you never reach the point where you can successfully complete the scenario goals. Sometimes it might be worthwhile to skip the scenario goals entirely and focus on just performing the normal adventuring actions. While your opponents are wasting time trying to defeat a big stack of monsters you can leave a trail of destruction across the world that results in a big pay-off come final scoring. Similarly by ignoring the final goals, you are also making yourself better prepared to accomplish them, as you will be getting the bonus spells, crystals, and artifacts which will make it more likely you will be able to win some of the bigger, rewarding battles.

5) Do not overload your deck with combat abilities. It is almost always better to have just a few good combat cards and more of the secondary cards that support them

While there are tons of great cards that allow you to do some amazing things in combat, it is too easy to focus exclusively on these cards to the exclusion of cards that provide movement, healing, or mana bonuses. If you get too many great combat cards, you will end up having to throw a bunch of them away for a +1 modifier to movement or influence instead of using them for their named ability. All the great combat cards are worthless if you have no way to get to the locations you need to in order to use these fantastic combat abilities and lack the ability to power them to their full potential once you get to these locations. Cards that provide movement or magic are almost always useful though, as it is rare to have too much movement or too many ways to power up your cards. Having extra cards that provide healing have the benefit of allowing you to take risks that you would normally not be willing to, and frequently have secondary effects that are useful even if you are not using the card for healing.

6) Only get spells if you have the mana sources to power them

Similarly, while spells are generally pretty amazing, their mana cost presents a hidden trap. It is pretty easy to get into a situation where you will have a large number of wonderful spells in your hand that you will be unable to use because you don’t have enough crystals and the one mana you get from the Source per turn just is not cutting it. So make sure you have a good mana flow before you go crazy with the spell acquisition.

7) It is frequently worthwhile to spend time camped on a monastery or wizard’s tower

If you have the influence cards and/or the reputation, it is very worthwhile to spend a few rounds hanging out a wizard’s tower or a monastery in order to add additional action cards to your deck. Not only will spending this time improve your deck, it will also give you a pretty sizeable amount of end-game points. Remember rule 5) though, if you are learning spells! This makes influence improving actions doubly important, not only do they give you access to units, but they also allow for additional avenues to improve your deck and the points that go with it.

8) Prioritize dungeons (and artifacts)

While all locations are valuable targets for adventuring and conquest, dungeons are the most valuable, simply because they are the easiest way to get artifacts. Why are artifacts so valuable? First of all, they do not require any mana to activate. This enables them to be generally useful, no matter what sort of hand you have. Additionally, a lot of them provide pretty powerful abilities that either provide new capabilities, enhance existing ones, or both. Getting one of the rings that provides a crystal and a mana gives you the sort of mana income that you need in order to successfully utilize multiple spells; getting a banner expands one of your unit’s capabilities significantly. Finally, they provide massive, game changing special abilities that can be used once in exchange for the discard of the artifact. These aren’t the sort of thing that I will use every game, but after seeing a lady in our gaming group discard an artifact on Sunday to completely avoid all attacks and damage while assaulting a city, it is not something I will ignore again.

9) It is better to follow the person who is controlling the board then to be the one who is controlling the board

I argued in a previous article that you could punish other players who are more focused on conquest then defining the board by pushing it off in a direction where they are not going, thus limiting that player’s options later in the game. While I still think that is pretty strong, I think it is even more powerful to be able to effectively follow that explorer, moving in behind them and taking advantage of what they reveal without spending the movement required to open up these tiles. Granted, you will not have first choice as to what to get to on these tiles, but the erstwhile explorer will be slowed down enough by their movement costs to make this irrelevant. This is particularly helpful if you get one of the spells or advanced actions, such as Underground Travel or Wings of Wind, which allow for you to get across the board quickly. Then your lack of exploration is even less relevant, and you can easily target the locations that you think are most important.

10) Make every turn meaningful

While it is unlikely that you are going to make every single turn result in an experience gain even in the late game, try to make sure that every action you take has a significant effect on your relative position in the game. While this can be difficult for certain hands, proper use of tactics cards, deck knowledge, and hand management should allow you to spend most turns accomplishing things that will move your position forward or at the very least have a very significant turn in the near future. If you do not accomplish this, then you have probably made a mistake somewhere and need to reevaluate how you make decisions in Mage Knight.
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23 Comments
Subscribe sub options Wed Dec 14, 2011 3:41 pm
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Jesse Dean
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Note: There is probably at least one more big Mage Knight post in me before I start focusing on Eclipse. I am inclined to do some comparative analysis of the different characters, but if anyone has a request I am open to suggestions.
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  • Posted Wed Dec 14, 2011 4:33 pm
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Peter Jackson
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Excellent, good to hear that you are moving onto Eclipse, I'm still on the fence on that game and you've already helped me decide on Ora Et Labora (from fence to purchase on that game!) ...

Also, looking forward to your next addition to Mage Knight. Thanks so much for putting this together.
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  • Posted Wed Dec 14, 2011 4:56 pm
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Hélio Andrade
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Can you please stop with these delicious posts until my copy of the game arrives? Thank you.
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  • Posted Wed Dec 14, 2011 5:28 pm
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Jesse Dean
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helioa wrote:
Can you please stop with these delicious posts until my copy of the game arrives? Thank you.


When is it due to arrive?
 
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  • Posted Wed Dec 14, 2011 5:35 pm
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Lacombe
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doubtofbuddha wrote:
Note: There is probably at least one more big Mage Knight post in me before I start focusing on Eclipse. I am inclined to do some comparative analysis of the different characters, but if anyone has a request I am open to suggestions.


Since it seems to be among the heaviest / most detailed of fantasy adventure games currently in production, and since it seems to take so much from it, I'd like to see a comparison to the grand-daddy of them all: Magic Realm
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  • Posted Wed Dec 14, 2011 5:38 pm
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Jesse Dean
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Sadly enough, I have never played Magic Realm. Should I?
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  • Posted Wed Dec 14, 2011 5:40 pm
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Lacombe
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doubtofbuddha wrote:
Sadly enough, I have never played Magic Realm. Should I?


If you want to play the most detailed fantasy adventure game ever produced without resorting to role-playing... yes.
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  • Posted Wed Dec 14, 2011 5:41 pm
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Craig McCarthy
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Man I just missed my delivery guy at the door this morning and have to wait til tomorrow for it to be at the post office.... I could die. Hence why I'm reading posts like this
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  • Posted Wed Dec 14, 2011 5:50 pm
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Frank Conradie
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NateStraight wrote:
doubtofbuddha wrote:
Sadly enough, I have never played Magic Realm. Should I?


If you want to play the most detailed fantasy adventure game ever produced without resorting to role-playing... yes.


You must of course also be willing to wade through a 122 page rulebook. Not for me thank you very much!
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  • Posted Wed Dec 14, 2011 7:03 pm
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Chris Linneman
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Jesse,

Which scenario do you usually play? Does this advice hold across multiple scenarios, or is it specific to one or two of them?
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  • Posted Wed Dec 14, 2011 8:02 pm
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kronlin
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A simple observation during my first few plays:

Plan long trips for daytime and not night.

There are a lot more forest spaces than desert, and forest spaces cost 5 movement during the night instead of 3 during the day. I have found during the night, these forests are often blocking my movement, or make it very slow. I try to get where I'm going during the day, then hang out in a small area at night doing various activities.
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  • Posted Wed Dec 14, 2011 8:06 pm
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Shane Larsen
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Is there any way you could put a spoiler alert at the first of your post? I always avoid reading strategy so I can discover them myself through game play. That's one of the most rewarding aspects to a deep game. Since this is a blog post, it doesn't get categorized as a Strategy thread, and I found myself 2.5 points into your list of 10 things before I realized they were all strategy tips! surprise

Anyway, I'm not angry. I just think it might be a nice courtesy on your part to let people know, that way they have the option to continue if they are anything like me.

Thanks!
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  • Posted Thu Dec 15, 2011 6:57 am
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Tristan Hall
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thedacker wrote:
Is there any way you could put a spoiler alert at the first of your post? I always avoid reading strategy so I can discover them myself through game play. That's one of the most rewarding aspects to a deep game. Since this is a blog post, it doesn't get categorized as a Strategy thread, and I found myself 2.5 points into your list of 10 things before I realized they were all strategy tips!

Anyway, I'm not angry. I just think it might be a nice courtesy on your part to let people know, that way they have the option to continue if they are anything like me.


The article is called "Ten Things To Keep In Mind When Playing Mage Knight" and opens with "here are the Top 10 things that I think are useful to keep in mind as you play." What kind of blog did you think it was?
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  • Posted Thu Dec 15, 2011 9:59 am
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Chris Linneman
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Maybe he thought it was something along the lines of..."Remember how fortunate you are. Think of all the poor souls who don't have Mage Knight yet."
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  • Posted Thu Dec 15, 2011 10:50 am
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Jesse Dean
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thedacker wrote:
I just think it might be a nice courtesy on your part to let people know, that way they have the option to continue if they are anything like me.

Thanks!


Look at the tag that is listed immediately under the title. This is categorized as Strategy.
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  • Posted Thu Dec 15, 2011 10:54 am
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Jesse Dean
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QBert80 wrote:
Jesse,

Which scenario do you usually play? Does this advice hold across multiple scenarios, or is it specific to one or two of them?


I have played all of the competitive ones at least, and most of these tips are generally useful.
 
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  • Posted Thu Dec 15, 2011 5:44 pm
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Chris Linneman
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Jesse, which are your favourite scenarios? I have played the intro one, Full Conquest, and Mines Liberation, as well as Solo Conquest (damn that Level 8 city was tough).
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  • Posted Thu Dec 15, 2011 8:05 pm
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Chris J Davis
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QBert80 wrote:
Jesse, which are your favourite scenarios? I have played the intro one, Full Conquest, and Mines Liberation, as well as Solo Conquest (damn that Level 8 city was tough).


How was Mines Liberation?
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  • Posted Thu Dec 15, 2011 8:12 pm
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Jesse Dean
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QBert80 wrote:
Jesse, which are your favourite scenarios? I have played the intro one, Full Conquest, and Mines Liberation, as well as Solo Conquest (damn that Level 8 city was tough).


So far it is Full Conquest. Even though it is longer, I appreciate the greater arc of character progression and strength increases that 6 rounds provide. I've played Mines Liberation second most frequently, and I value its relative simplicity for teaching new players. I want to play the other two a bit more though, just to see how my perceptions have changed with further experience. Maybe this weekend?
 
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  • Posted Thu Dec 15, 2011 8:58 pm
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It was nice getting the extra crystal income, although our initial draw revealed no mines to start, so it took a while to get going. I prefer the challenge of working up to be able to take on cities, which are really tough. But Mines Liberation is good, especially when you are newer to the game and it's harder to get your Knight strong enough to take on cities, or when you have less time (since it's only 4 rounds).
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  • Posted Thu Dec 15, 2011 8:59 pm
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Jesse Dean
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Indeed. Mines Liberation is a great "next step" scenario. It is a little bit longer then the intro, and adds some fun additional goals with the mine liberation. The Druid Nights scenario is a bit tougher to tackle and is probably better for more experienced players (the one time we played it, I won by ignoring the scenario bonus and just grabbing regular adventure sites).
 
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  • Posted Thu Dec 15, 2011 9:05 pm
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Having played my 3rd game today (all Intro games), I have to agree on all your points. The 'don't be afraid to get wounds' part is so important. Lost 1st game because of that (ie finished without wounds but not enough fame and achievement bonus either).

From reading above, I take it a nice one to try next time for those who have done the Intro is Mines Liberation?
 
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  • Posted Sun Dec 18, 2011 12:15 am
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Chris Linneman
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If you have the time, you might try Full Conquest. It's a more fulfilling scenario, and it doesn't add all that many additional rules. It also naturally extends the mission presented in the intro scenario to conquering the cities once you find them. Actually, I think there are more rules to learn with Mines Liberation than with Full Conquest.
 
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  • Posted Sun Dec 18, 2011 1:25 am
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