Quick-Start Rules
Welcome to Mage Knight!
Mage Knight
™ is a fast-playing game of tabletop
combat using collectable Mage Knight miniatures.
In this game, you take on the role of a powerful warlord to battle opposing armies. These rules will teach you everything
you need to know to begin your first Mage Knight game using two players. These quick-start rules simplify the full Mage
Knight rules presented in the Complete Rules of Play.
Factions
Each Mage Knight miniature is called a warrior, and is affiliated
with one of many different groups, or factions. It might also be a member of a subfaction.
Components
In this Mage Knight Starter Set, you will find these rules,
nine warriors, one 28˝ ruler, two six-sided dice, three control markers, three objective tokens, six tokens, one complete
rulebook, and one Special Abilities Card. Not all of these components are used in these quick-start rules.
Mage Knight Warriors
Each warrior’s base and combat dial contain important game play information.
The combat dial is the rotating disk found under each warrior’s base. Each time one of your warriors
is damaged during the game, you turn its combat dial clockwise (once for each point of damage) to the next set of numbers.
This generally weakens the warrior. When three skulls appear in its stat slot, the warrior is eliminated from the battle,
and is removed from the battlefield.
There are seven combat values that you’ll be looking at a lot in Mage
Knight. They are as follows:
• Speed Value: How many inches your warrior can move.
• Attack Value: This number is added to your dice roll
when you attack.
• Attack Bonus: This number is added to your warrior’s
attack value
when it makes an attack using its specific attack type.
• Defense Value: The number an attack result must meet
or beat in order
to succeed against a warrior.
• Damage Value: The damage the warrior deals in close
combat.
• Ranged Damage Value: The damage the warrior deals
in ranged combat.
• Range Value: How far your warrior’s ranged attack
can reach, in inches.
Hint
: Not all the information found on the combat dial/base
will be discussed in these quick-start rules. All game features are explained in the
Complete Rules of Play.
1
Turn 6
: During his next action phase, Paul decides to give
his Crusader Priest a close combat action targeting the War Priestess. The attack roll is 9 and the Crusader Priest’s
attack value is 7, for a total of l6 (7 + 9 = l6). The War Priestess’ defense value is l6, so the attack succeeds. The
Crusader Priest’s damage value is 2, so Ian turns the War Priestess’ combat dial twice to represent the 2 damage.
Three skulls appear in its stat slot after the 2 damage is applied. Three skulls mean that a warrior is eliminated, so Ian
must remove his War Priestess from the game. He begins plotting his revenge for the next turn! Paul checks the objective and
ends his turn.
Ranged Combat
Ranged combat represents attacking from a distance. If your warrior has a range value greater than 0, and
is not in base contact with any opposing warriors, you can give it a ranged combat action to make a ranged combat attack against
an opposing warrior. Your warrior’s range value is the distance in inches that its ranged attack can reach. Draw an
imaginary straight line from the center of the attacker’s base to the center of the target’s base. This is called
the line of fire: It must pass through the attacker’s front arc and cannot cross the base of any warrior between the
attacker and the target except the base of the attacker and target. The target cannot be in base contact with one of your
warriors.
Ranged combat works just like close combat. If the target is within range, make an attack roll and add the
attacker’s attack value. If the attack result is equal to or greater than the target’s defense value, then the
attack succeeds against that target. If the result is less than the target’s defense value, the attack is unsuccessful
and there is no effect.
Hint
: An attacker with the bow () or wand () attack type
might also have an attack bonus that you can add to its attack value. These attack types apply only to ranged combat.
If a warrior has the magic immunity () defense type, it cannot be targeted by ranged attacks made by warriors
with the wand attack type, and takes no damage from those attacks. Because the wand attack type applies only to ranged combat
attacks, a warrior with magic immunity can be targeted by close combat attacks, even those made by a warrior with the wand
ranged combat attack type.
Ranged Combat Damage
Deal damage to the target as described under "Close Combat Damage," except that you use the attacker’s
ranged damage value instead of its damage value.
Example, Part 3
Turn 7
: On Ian’s turn, he decides to give his High
Elven Archer a ranged combat action to attack the Crusader Priest. The line of fire to the Crusader Priest passes through
the Elven Archer’s front arc, and the target is within the Archer’s l4˝ range. The Elven Archer’s attack
value is 7 and it gets +l to its attack value because of its bow attack type. Ian gets 9 on his attack roll, so the total
is l7 (7 + 9 + l = l7). Paul’s Crusader Priest has a defense value of l5, so the attack succeeds. The Elven Archer’s
ranged damage value is 2, so Paul turns the Crusader Priest’s combat dial clockwise twice. During his end phase Ian
checks the objective and ends his turn.
Turn 8:
On Paul’s turn, he decides to push his Crusader
Priest by giving it a ranged combat action while it is already marked with an action token from the previous turn. He chooses
Ian’s High Elven Archer as the target. The Crusader Priest’s attack value is now 6 (because of the damage it took
from the last turn), but it gets +l to its attack value because of its wand attack type. Paul gets 7 on his attack roll, so
the total is l4 (6 + 7 + l = l4). Ian’s Archer has a defense value of l6, so the attack is unsuccessful. Paul gives
his Priest a second action token, and then turns its base clockwise once for the pushing damage. During his end phase, Paul
checks the objective and ends his turn. On his next turn, Paul will not be able to give the Priest another action, and will
remove both of the Priest’s action tokens during that turn’s end phase.
Ending the Game
The game ends when you have been playing for 50 minutes or all of one player’s warriors are eliminated.
If all of one player’s warrior’s are eliminated, the player with warriors still remaining is the winner. If both
players have warriors on the battlefield at the end of the game, whichever player has control of the objective at that time,
wins. If the game ends with neither side having control of the objective, count victory points to see who won: Each opposing
warrior that you eliminate during the game is worth a number of victory points to you equal to its point value.
The High Elven Archer could target the Deathsinger with a ranged combat attack, but the
line of fire to the Dark Crusader is blocked.
4