The Mage Knight board game puts you in control of one of four powerful Mage Knights as you explore (and conquer) a corner of the Mage Knight universe under the control of the Atlantean Empire. Build your army, fill your deck with powerful spells and actions, explore caves and dungeons, and eventually conquer powerful cities controlled by this once-great faction! In competitive scenarios, opposing players may be powerful allies, but only one will be able to claim the land as their own. In cooperative scenarios, the players win or lose as a group. Solo rules are also included.
Combining elements of RPGs, deckbuilding, and traditional board games the Mage Knight board game captures the rich history of the Mage Knight universe in a self-contained gaming experience..
Reference Cards for solo play.
Many improvements to appearance, typos fixed, minor wording changes, and some new cards added.
Let me know if anyone has any further suggestions or corrections.
Brief rules summary: Rounds/Turns; Mana; Combat; Fighting Multiple Enemies; Wounds and Healing
Several summary pages I wrote up after reviewing the rules several times and playing through solo. Used this as a basis for teaching the game. Not sure how helpful this is for everyone. It is just presented in a way that I am better able to understand AND uses a clear large font that is easier on the eyes (compared to the rule books).
Let me know if I made any errors.
Scenario Book dedicated to the solo MK players.
For the moment it includes Solo adaptations for the scenarios of the base game rulebook.
In the future it will include fan made solo scenarios as well as adaptation of official scenarios for expansions.
Reference cards for flow of rounds, turns, and combat, plus
v2.3 Added reference card for Interaction with Locals
v2.2 Fixes to New Round, Combat2 and End of Turn
v2.1 Added More Dummy Player Details
V2.0 Added 'commonly missed' rules