Gamer's How-To play mage knights

How to Play

You had better know how if you are going to play!!!

Home | How to Play | Game Background | Mage Knight Photos

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

The game began as a basic hobby and then it grew into something widespread and loved by teens everywhere.

I highly recommend that you go to wizkids.games. com, they have loads upon loads of more information and they will show you all of the other games like this out there.

Tips

I recomend that you either have several strong figures to fight with or you have tons and tons of little weak ones guarded up by one or two massively strong figures like a dragon or a knight. NEVER FIGHT WITH ONLY 1FIGURE, IT DOESN'T WORK OUT GOOD FOR YOU!!!

combatdial.jpg

Contact me at super_squirrely_man@hotmail .com