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Rating: 8.2 Very Good
Players: 1-4 players
Playing time: 150 minutes

Official Site: Mage Knght Board Game Wizkids site

Created by: Vlaada Chvátil, J. Lonnee, Chris Raimo, Milan Vavroň

Published by: WizKids, Asmodee, Giochi Uniti

Alternate Names: Mage Knight: Das Brettspiel, Mage Knight: Desková hra, Mage Knight: Gra Planszowa, Mage Knight: Il Gioco Da Tavolo, Mage Knight: Jeu de Plateau


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..

This is a complex game, and even afteryou play your first couple of games, you may still need to check the rules from time to time. For a smoother experience, we recommend this approach:

  • When playing, have the Site Description cards for all sites nearby. Each Site Description card provides all the rules for the given map site. It may use terms that are further explained in the Rulebook.

  • When playing, have the last page of this book within reach. It provides a useful summary of game phases and a table of combat abilities.

  • For scenario related rules (setup, special rules, end game conditions, scoring), consult the description of the given scenario in the Scenario Book. It may also refer to some more common scenario rules (like the dummy player or scoring); these are at the start of the Scenario Book.

  • If you want to check some generic rule (not related to a particular map site or scenario), use the Rulebook. It is organized in systematic way, and once you understand its structure, you will be able to navigate through it more easily. When searching for a particular rule or situation, consult the Table of Contents on this page to find which phase of the game the rule belongs. If it does not relate to a particular phase of the game, it will be probably in the Basic Game Concepts section.

  • The same applies ifyou are searching for more details of a site related rule (for example, to see how a mage tower iffects movement, search in the Movement section). The Rulebook refers to sites by text written like thi. Note that sites may share some rules according to their type (fortified sites, adventure sites and rampaging enemies).

  • Do not try to look up rules in the Game Walkthrough. You should be able to find all the rules in this book or on a Site Description card. If you have found the rule here but you are not sure how to interpret it, you may try to find its more detailed explanation in the Game Walkthrough.

Retail Price:$69
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  • 168 Deed Cards
  • 40 Unit Cards
  • 12 Tactic Cards
  • 4 Hero Cards
  • 4 Skill Description Cards
  • 7 Site Description Cards
  • 1 Scoring Card
  • 4 City Cards
  • 128 Hero Tokens
  • 60 Enemy Tokens
  • 12 Ruin Tokens
  • 20 Map Tiles
  • 2 Game Mats
  • 4 Hero Figures
  • 4 City Figures
  • 54 Mana Crystals
  • 7 Mana Dice
  • 2 Rulebooks


In the game, each player controls a Hero known as a Mage Knight. He has his game figure, several types of tokens, and a Deed deck consisting of 16 Action cards. There are a few revealed Map tiles creating the starting area - the magic portal and the surrounding area. …

Map Tiles

Map tiles represent the land that the Heroes are exploring.

Each tile consists of seven hexagonal spaces. Before the game, the Map tiles should be separated by their reverse sides:

Starting Tile (two-sided)

The starting tile is two sided. Each side displays a magic portal and a coastline - the coastline is different on each side, and defines the shape of the map for a given game.

The spaces which represent the sea cannot be occupied by Heroes. For the first scenario, we will need the side marked by a small "A" in the lower corner. …

All Action cards have a similar design. On each card, there is a:

  • Card type (in the upper left corner)
  • Card name
  • Hero symbol (top right) to see which Hero it belongs to.
  • Picture
  • Basic effect (the text directly under the picture)
  • Stronger effect (the colored gem between the basic and the stronger effect - note the entire card is toned to that color, and whenever a card or effect relates to "Action card color", this is the color being referred to).

Card Types

The symbol in the upper left corner determines when this card can be played. …

Now you know how to play Move cards to provide Move points. Next, let's explain how to spend them to move your figure across the map.

Move Costs

The Move cost of each terrain type is depicted on the Day/ Night board, represented by the large number. A red "X" means that this terrain is inaccessible. Ignore the small blue numbers for now; they are for Night Rounds.

To move your figure, you must spend Move points provided by cards you have played. You can move to any space adjacent to your space unless that terrain is inaccessible. You can move as far as you want, as long as you have enough Move points to do so. …

Let's take a look at a Unit in more detail:

  • The number in the upper- left corner you know already - it is the amount of Influence you have to pay to recruit it.

  • In the upper-right corner, there is the level of the Unit. This is important when healing a Unit, and also determines the total value of your army at the end of the game.

  • The icon or icons under the cost tell you where this Unit can be recruited. …

Combats are the most complex events in the game, especially when multiple enemies are involved. It would not be fair to let a player handle it by himself when learning the game. Also, someone should look out for the enemy during combat - it is easy for a player to overlook a special ability.

If a combat happens, the player that was playing before the active player (or the player who knows the game best) should become the Combat manager. He makes no decisions for the enemies; it is just his duty to see that everything goes according to the rules. …

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