Mage Knight Board Game - Board Game Box Shot

Mage Knight Board Game

| Published: 2011
Mage Knight Wizkids Game Mage Knight Tile

The Mage Knight Board Game throws you and up to three other Mage Knights into the sprawling and ever changing world of the Atlantean Empire, a land that is but a distant memory since your transformation into a mysterious Mage Knight. Build your armies, defeat bands of marauding enemies, and eventually conquer cities in the name of the mysterious Void Council.

Mage Knight Board Game

As a Mage Knight you must control your reputation and walk the line or embrace the role of benevolent leader or brutal dictator. Accumulate Fame and experience to acquire powerful Spells and abilities, then use your power to influence units to join your ranks. Will you destroy an ancient Draconum and gain favor with the people, or burn down a monastery to steal the powerful artifact hidden there? Both paths may lead to victory, but the decision is yours to make.

Designed by renowned designer Vlaada Chvatil, Mage Knight is a game of Epic Exploration and Conquest that mixes character development, intrigue, and the clashing of swords to create a truly unique gaming experience.

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images © WizKids

User Reviews (12)

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6
Knight-errant
Cooperative Game Explorer
Amateur Advisor
The Silver Heart
8
42 of 43 gamers found this helpful | Medals x 1
“A little of everything all rolled into one”

I had heard of Mage Knight in some circles before I actually played the game, so I wasn’t totally clueless about the game, but I was the first one to purchase it at my local game store. I was also the first one to see the components of the game, and the first one to read the instruction booklet. And what an instruction booklet it is.

The game with all of its ins and outs can be a little daunting, but the makers of the game realized this, and they also realized that one of the best ways to learn is to do. So they included a rules booklet and a walkthrough booklet. The rules book explains the game in detail, and the walkthrough guides you through a demo scenario designed to show you how the game works. WizKids actually recommends that you play the walkthrough first BEFORE reading the rulebook, and after playing the game, I have to say that it was a wise decision. There are a lot of gameplay elements to this game, and playing the walkthrough shows you where and when those elements are applicable.

To start off, Mage Knight uses a lot of different game mechanics that have been introduced in other games, and ties them together in a format that works surprisingly well. It uses an initiative mechanic similar to Citadels, includes an exploration mechanic similar to Civilization, has deck-building and card-playing elements that can be found in a number of games, and even uses dice to manage mana to use for additional effects. The game even includes a level and experience system, as well as a means for interacting with villages and the like. It’s a vast game, and it may take a few playthroughs before you feel comfortable with the steps.

There’s way too much for me to explain about the game, so let me cover the basics. Everything your character can do in the game is influenced by your characters deck. Each character (4 in all) has the same cards in his or her deck, with the exception of one specialty card that is unique to each character. That card helps define the character’s main strength; one character is good at influencing units, another is good at being versatile in battle, one comes with a specialty attack, and the last is good at harnessing magic. The players select a character to begin the game, and depending upon the scenario you play, the win condition can change with each playthrough.

Players start out with a hand size of five cards, and use those cards to do everything in the game. Each of the base cards in the deck grants a use such as movement, influence, attack, block, or a specialty use of some sort such as healing wounds or using more than one mana per turn. Aside from the use printed on the card, players can play cards sideways (instead of placing them down on the table as you normally would, place them 90 degrees clockwise or counter-clockwise) to use the card as a wildcard which can be move, influence, attack, or block. Playing a card sideways only gives a point of one to any of those statistics, where as a card that is normally used for a specific attribute yields 2 or more. In that regard, a player can always use their hand of cards to achieve something during a turn, no matter what cards they have been dealt for that turn.

In addition, each card has a normal effect and an enhanced effect. Players get the normal effect when they play a card down (but not sideways). But if players want the enhanced effect of a card, they need to spend mana according to the color of the card. That’s what the mana dice are used for. At the start of a round (one full day or one full night), the mana dice are rolled to determine what mana is available for use by anyone. There are four basic colors: white, green. blue, and red. There are also two variant colors: gold and black. During the day, gold mana is wild and can be used for any basic color, but during the night it is powerless. During the night, the black mana is wild, and during the day, the black mana is powerless. If a player uses a mana die to power a card, they place the die on the card to show it’s being used, then after the turn, it is rolled and shows what new mana the die now represents. Only one mana die can be used per turn, however. Players can also collect mana crystals to power their cards when no appropriate die is available, or if more than one card needs to be enhanced. Any number of crystals can be used, but they go away after they are used.

Combat is done via four phases: The ranged attack step, the enemy unit attack step, damage assignment, then the player’s attack step. Explanation is as follows:

Ranged attack step: A character can attempt to kill a monster before it can attack. If the player has enough ranged or siege attack to defeat an opposing unit’s total health, the unit is defeated and the rest of the steps can be skipped. Cards played sideways do not count for this step; sideways cards count for one point of basic damage only. If an enemy unit is fortified, only siege attacks count for this step; ranged attacks will not count.

Enemy unit attack step: The player has failed to kill the monster before now, so the monster attacks. To block the attack, the player must play block cards equal or greater to the enemy unit’s attack (if an enemy unit has the swiftness ability, double the normal amount of block must be played). If the player plays enough block, the attack will inflict no damage (it is stopped) and combat skips to the player attack step. If not, then proceed to the damage assignment step; any played block cards don’t count beyond this point.

Damage assignment step: The player could not stop the attack, and so damage is now dealt. If the player has a unit that he or she recruited in down, they can assign the damage to that unit, or else the character will take the damage instead. Damage is assigned in the form of Wound cards, which go straight to the character’s hand (if the unit is wounded, it gets one Wound card and cannot be used again until it is healed). A Wound card is assigned for the initial hit, and one additional Wound card is assigned for every point of damage greater than the character’s armor value. For instance, if a monster had a total of 5 attack and a character had a value of 2 armor, the player gets 1 Wound for the initial hit, another Wound for going over the armor value (5 – 2 = 3), ANOTHER Wound card for going over the value again (3 – 2 = 1), but the last point of damage is soaked up by the armor, leaving the player with three Wound cards in their hand. After damage has been assigned, the character gets to counterattack. (Beware of enemy units with the Brutal quality: they deal twice their normal attack value if they hit!)

Player attack step: The player can now play any cards they have remaining to try and defeat the enemy unit. Unlike the Ranged attack step, normal attack cards can be used here. Just like with the Ranged attack step, if a player meets or beats the unit’s health, the unit is defeated. If the player fails to beat the unit, the unit will remain on the board, and the unit will be at full health at the start of the next combat.

Just knowing the above details can get you through the basics of the game, but there is so much more. Through defeating Mage Towers, your character can gain spells to use with great effect. By defeating Keeps, you can recruit Keep units and get one additional card added to your hand size for that turn in which you start near a keep you’ve conquered. Exploring altars can yield a chance for extra experience or powerful artifacts. And leveling up can give you an advanced action card to add to your deck, plus a special skill unique to your character, or allow you to command more units in battle.

Despite how complicated the game SEEMS, once you actually understand the mechanics, Mage Knight plays very fluidly and contains enough challenge to make every playthrough interesting. However, let me share something of my personal experience with the game: Explaining the rules to someone who has never played before takes a LOT of time. It was my misfortune to have to explain this game in detail almost every single time I played, because I wasn’t smart enough to get a group together to play at once. Once you see the game in action, you’ll pick it up fairly quickly, but trust me, get something to drink while you explain the game, or else your mouth will get very dry, very fast.

 
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4
Gamer - Level 4
Norway
9
21 of 21 gamers found this helpful | Medals x 3
“Great solo player!”

I started to really find interest in board games not long ago. I have played RPGs (pen and paper + on computers) a few decades with Dungeons and Dragons from the first edition until 3.5, d20 modern, Pathfinder and Deadlands.
I love fantasy and badlands settings as you can see from the RPG titles I’ve played.
A lot of the board games I’ve played until recently (mostly social/party games) didn’t give me much because my many years in RPGs, which are quite complex.
Before running to the store and picking a few board games randomly I did some thorough research and was really excited to find Mage Knight; a game with a complexity by my taste.

So far I have only played Mage Knight solo and I’ve played it a lot! There is something with this game that makes me choose this over any computer game or any tv shows, and I’ll try to explain why:

In Mage Knight you play a mage knight (!) sent by the Council of the Void to invade the Atlantean Empire. You start with a deck of 16 cards (1 is specific to your chosen mage knight, 2 if you play with the expansion) which are the different actions you can take – starting hand of 5 that will increase as you gain power. And you start with a few map tiles revealed. By conquering and/or using your influence you gain levels, action cards (advanced actions, spells and artifacts) skills and followers. Al this to make you ready to invade the great cities of the Atlantean Empire.
You explore the lands to find the cities you are going to conquer and new side quests are revealed (ie dungeons, castles, mage towers, ramaging enemies, ancient ruins and so forth).
There are also other scenarios you can play with slightly different goals and rules, but I wont describe them any further here.

What I really like about this game is the mix of game types this game consist of; a bit of exploring, a bit of character building, a bit of recruiting the right followers, a bit of fighting (many of these you will also find in traditional RPGs).
There is also a bit of randomness because you your hand only can consist of 5+ cards during your current turn (1 round equals one day or night and consists of a set of turn until your or other players draw decks are empty).
You therefore have to plan not only your current, but also your next few moves to maximize the gain you’ll get before the time runs out. Most scenarios are played through 3 days and 3 night, so you have to play wisely to get the most out of every turn.

The rulebook the comes with the game describes everything in a good way but its a lot of reading because every think you interact with, through interaction actions or attack actions, are slightly different from each other. I found some good videos on the Internet after my first play through to see if I had gotten thing the right way. This was really helping me understanding the many options you have.

The quality of the game content are quite good, maybe not the best I’ve seen, but good enough to not over shadow the mechanics of this great game.

It was quite fast clear to me that I wanted to buy the expansion to add some more options and flexibility to the game. I haven’t tried the scenarios from the expansion yet (which I feel is better with more than 1 player), but I’ll surely do that when I have introduced Mage Knight to my player group. And because of the complexity I plan to introduce it to one friend at a time.

If you like fantasy themes and like strategy games, character/deck building and a REAL fight (some of the fight are reeealy hard), I strongly recommend Mage Knight.

This is a quite expensive game, but the re-playability is just great and with all the time I’ve spent in the Atlantean Empire it’s worth every buck!

 
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8
I'm a Gamin' Fiend!
Knight-errant
Advanced Reviewer
BoardGaming.com Beta 1.0 Tester
9
49 of 51 gamers found this helpful
“It's not for everyone, but it is definitely for me”

Do you enjoy games that generally take a minimum of 2 hours to play? Do you mind needing to use a rulebook that is 8 1/2 x 11 and 20 pages long? Are you willing to pay $70 to $90 for a board game? Do you mind clearing off the entire table to play? Do you mind spending 10 minutes setting up the cards and tokens necessary to play a game?

If the above sentences make you shudder with revilement, I would say it is safe for you to walk away right now from Mage Knight and never look back. This is about as hardcore as board games get, and there is no shame in not being interested in something if you aren’t interested in it. Mage Knight is not for everyone.

If, on the other hand, the above has not scared you off, feel free to read on.

I would classify Mage Knight as something of an adventure game. You take the role of the titular Mage Knight, and individual who has made themselves beholden to something called the Council of the Void in exchange for great power. They send you out on various missions represented by just under a dozen scenarios in the rulebook. The story isn’t important.

While there is a goal for all the players to achieve in a given scenario, for the most part the players in the game are focused on themselves and their own conquests. There is a leveling system that doubles as a scoring system to determine an overall winner of the scenario. As you level up, your characters will become noticeably stronger. The game play requires a combination of skill and luck. There is some dice-rolling that comes into play as well as deck-building as you go through the game, and a good bit of resource management There is also a PVP aspect to the game as well.

There are 4 Mage Knights to choose from. Each one varies a bit in terms of abilities available to them, but not enough to go into here. The map is represented by cardboard hexes that get added randomly as the players explore the map. Each larger cardboard hex contains 7 spaces with different terrain types and locations to explore and interact with. Each game will be different regardless of the scenario played by virtue of the fact you will have a different map to play on each game.

Every action you take, from movement along the map to fighting bad guys to interacting with the locals in a village will be done with the cards in your hand. Every character starts with 15 cards that are pretty much the same and one card unique to that Knight. They provide values for movement, attack, defense and influence. Some also facilitate the acquisition of mana which will be used to power your abilities. Each card has a no-cost value or ability and another stronger version that costs mana to cast. There is a shared mana pool you can draw from that depletes over time as well as mana crystals you have earned doing various things in the game that you can save and spend as needed. You also can use influence to hire units to command in villages, monasteries, cities and mage towers. You will have opportunities to purchase spells and abilities during the game as well.

As you defeat monsters and do other various things, you will gain fame. Fame ultimately determines the overall winner of the game. This also doubles as experience points. As you level up you will have ability cards randomly drawn to choose from to add to your deck. You also will get to choose from character-specific skills drawn randomly as well. This means that even though you may be using the same character as last play it can be played very differently this time. You will on alternate levels get tougher to hurt and be able to command more units.

Each scenario has X rounds, and each round consists of several turns. The round ends when one of the characters runs out of cards to draw and chooses to declare the end of round, which adds another layer of strategy. Do I end the round and wait until the next to start fresh, or do I use the cards in my hand and hope they are enough?

Complex enough? There is more! Each round is the equivalent of a half day. First round is day, second is night. Movement is easier in the forest and harder in desert during the day and vice-versa at night. The stronger version of magical spells requires black mana, which is only available at night, but during the day you have access to gold mana which can act as any color mana but black making standard actions easier to power up. Everyone picks a tactic card at the beginning of a round which grants a boon of some kind and determines turn order. The later your turn, the better the boon. There are different tactics at night and at day.

Want to storm that keep? If it is day, you can walk up to it and see what is inside. If it is night, you either take your chances and attack blindly or wait until the next round to see what is inside.

Want a couple more cards in your hand for the next turn? Ransack a village! Want a powerful artifact? You can burn down the monastary. Just keep an eye on your reputation meter which determines how easy or hard it is to hire units and buy spells.

There is definitely more to this game than I want to try and cram into this review. If I haven’t scared you off, I recommend you click on the “see official rulebook” link on the site here and read the Game Walkthrough. Not the Rulebook! The Game Walkthrough! There are two rulebooks with this game. One kind of holds your hand through a game and the other just has information that expects you to know the basics. As I said, very complex.

As far as what is in the box, I saw another review here stating that the cards were very flimsy. I assume that the game has gone through a higher quality reprint, because I found the card quality to be superior. Nothing in the box feels cheap to me. My only complaint is one of the characters has no eyes for some reason and just looks weird, but that complaint aside, I am very happy with the game’s quality.

The game has a perfectly good solo variant as well. If I need something to occupy a couple of hours, I am more than happy to break out the game and just play. It doesn’t get old for me.

In closing, as I said before, this game isn’t for everyone. It is expensive. It is complex. It has a ton of pieces to keep track of. It takes up the whole table. It takes hours to play. However, if what you read here seems interesting, I will say I am not doing the game justice. This is one of my favorite games of all time. If you are willing to put in the time this game deserves to be played properly, it may become one of your favorite games as well.

 
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3
USA
Eminent Domain Fan
9
84 of 88 gamers found this helpful
“A Whole New Level of Adventure”

Board games are a social endeavor, whether it is sitting across from a good friend playing one on one, or hanging out with your board gaming group of 30. Many games have variants for playing solo, but rarely do they capture the essence of the game and it is far less rewarding outsmarting or outwitting the AI of a game.

Mage Knight, on the other hand, offers a very rich and rewarding solo experience, and is the focus of this review.

Out of the box, Mage Knight strives to set itself apart from the pack. 2 rule books sit atop an abundance of cards and pre-punched game pieces neatly wrapped and placed in plastic cartons built specifically to house those pieces. The painted miniatures and cities are a high enough quality and add a sense that this game is to be taken seriously.

The standard rule book is nicely written, complete with a section for scenarios and a very helpful summary page on the back. Where the rules really shine, however, is the Game Walkthrough book, which guides you through a predetermined and structured game of Mage Knight. This first walkthrough is invaluable to learning the game, and once you play through, the rules of the game become logical, fluid, and almost poetic.

Game setup takes a while, but the storage solution which Mage Knight provides makes the process go very smoothly. The scoring board is placed off to the side and then surrounded by the numerous token piles, card decks, and the tile deck. The organization of the player board and resources is laid out nicely in the rules, but you want to keep this off to the side since you want to leave ample room for the map tile placement.

I am not going to get into the details of the setup, as this is explained clearly in the rules, but once you have completed setup, you will choose one of the four characters (randomly, if you like) to play and one of the remaining 3 will be the “dummy” player, which helps pace the game.

Each character has their own deck of 16 cards in which one card is unique to that character. This may make it seem like each character is not very unique, however the skill tokens (which you gain when you level up at even levels) are quite unique and make each character stand out.

A solo game consists of 6 turns, split into 3 day and 3 night turns. A single turn is composed of actions in which you play cards from your hand to move around the board, explore new tiles, attack enemies, recruit companions, and visit various locations revealed on those tiles. These locations are wonderfully described on location cards, which illustrate how to set up the location and what actions you can do at each. Once your action is complete, you draw up to your hand size, level up if you have enough experience, and draw the “dummy” player’s cards, then begin your next set of actions. These actions repeat until either yourself or the “dummy” player runs out of cards in the respective decks, then the next day/night begins.

Your cards, or abilities, all contain a mundane ability and a second ability which can be powered by mana and tend to be much more powerful than the mundane action. Mana can be obtained from finding and gathering mana crystals, but is most commonly used from the mana dice you roll each day/night. Three mana dice are rolled and you are allowed to use one during each turn.

Followers, which you hire from various locations, and skills, which you gain from levelling up, offer you actions that you can use in every turn. Think of them as cards that are always in your hand.

Combat with enemies is more puzzle-like than combat-like. Your goal is to combine ranged attack, siege attack, blocking skill, and melee attack in such away to mitigate damage and destroy your foes. While it is not the most elegant combat system, it is rather challenging and rewarding when you solve some of the more complex combats. If you are unable to block damage, you take on wounds in the form of cards that occupy free spots in your hand or can be placed on followers.

Other cards can be obtained throughout the game to enhance your deck. Advanced action cards are achieved when you level up at even levels. Spell cards are obtained from mage towers. Artifacts are rewards for conquering some of the more dangerous locales, such as ruins or dungeons.

The ultimate goal of the solo conquest game is to conquer 2 cities. These “final” fights are quite challenging, and you will need a few levels under your belt as well as a full compliment of followers.

This review was a bit difficult to write, as Mage Knight is a complex game with numerous rules, and it could have been easy and informative to focus on different facets of the game. The bottom line is that Mage Knight is a superb and rewarding solo game, and it surprises me how much fun I have playing it by myself considering how much I love the social aspect of board games. The game rules, while at first daunting, are quite fluid and every single rule contributes to the game and never detracts from it. Your first game should most certainly be the walkthrough scenario, but even that will be a lot of fun.

If you like adventure games, such as Talisman or Middle-Earth Quest, Mage Knight will take that experience to an all new level, and you may never take those other games off the shelf again. If you have been on the fence about adventure games, play Mage Knight and you won’t need any others. Solo or multiplayer, this game is fun and rewarding on so many levels, and has yet to disappoint.

 
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4
Gamer - Level 3
Rated 25 Games
9
54 of 58 gamers found this helpful
“AWESOME Game Mechanics... But the components...”

This is a tough game for me to rate, especially since so far I have only played the “tutorial” scenario (First Recon) four times so far. I’m still waiting to get this one to the group, but I want to be sure I have all of the rules down before I introduce it to others.

Gameplay is STELLAR. I am already head-over-heels in love with this game. Reading the “Walkthrough” book first, and then playing along to the walkthrough, is for sure the way to go for your first try. I had no issues playing along this way, and it was very fluid and solid. Dare I say, even quite exciting the first play through – although it took 3 hours (with setup and rule checking).

Getting 5 cards to your hand, and then trying to decide how to best move about the board, which direction to head off in, what you expect to do on your next few turns, is what makes this game shine. I have been lucky enough to start 3 of my 4 games with a good movement card in hand, and with a green mana die from the source, able to at least get moving across the map. This allows saving influence and attack cards, for the eventual clash with the Orc (especially, with my luck, hitting Summoners a few times in the first battle, which can be a bit tough depending on the summon).

When the tiles start coming out randomly (only played with the set order of tiles my first 2 playthroughs), things REALLY get interesting. The decisions seem endless. Do I head to the village first, and save a few influence cards to recruit a peasant for which to use as a meat shield, or possibly to gain a few more movement points from his ability? Or do I head for this mana mine, and gain a crystal first before I head on out. Is there a safe path out of this tile, by which to explore another? Or am I going to have to head into battle?

I have seen a few complaints on various forums regarding the game “forcing” you to do actions you don’t want to do. My response to that, is that I don’t want the game leading me around by my hand. I like the PUZZLE aspect, of having a hand of cards, and trying to figure out how to best use them with the END GOAL in sight. No, maybe this turn I CAN’T move up to that mage tower and assault it, BUT – if I spend these influence cards to move next to the desert tiles in my way, on the last turn of the day round, then I have a better chance of quickly moving through those tiles during night.

Decisions like that, are what make this game the best, imo. For me, it’s too simplistic to have a base movement, and just move and roll a die. Although I play Pathfinder and occasionally the D&D Adventure board games, I always find the die rolls a bit of a weak element. Especially in the beginning, I don’t feel like I can do much to mitigate the roll/randomness. Some find that realistic, but in my opinion, a HEROIC adventurer (or Mage Knight!) would have the intelligence to think of the best action before taking it, and wouldn’t just “trip” trying to swing at a lowly creature.

This game offers so many options above and beyond the other adventure games I have tried. There are a wealth of play options – co-operative, competitive, Player Vs Player, blitz, full length conquest, solo, you name it. I haven’t seen this kind of flexibility in a game yet.

THE NEGATIVE:
It has to be said though, I was a bit let down when I got the game home, and opened it up the first time. The first thing I noticed, was the tokens seemed “Damp”. I don’t quite know how to describe it, but they really felt like they would maybe dissolve in my hand, or pull apart. However, I haven’t had any issues with them yet.

Another issue upon opening the box, was the fame/reputation board and the night/day board. Both were warped pretty bad. They have mostly settled after these few weeks, but still not perfectly flat.

Miniatures also are hit and miss. Arythea has no eyes, only a large pink mouth. The other models appear fine (and are fairly nice), but the cities are VERY bland looking. Light grey (almost white), with just tips colored red, green, yellow, or blue. I would have liked a bit more detail on the cities, and a better paint job on Arythea.

The last issue, is the cards. They are THIN. The thinnest cards I have come across in any game, to date. This really bugged me, as after spending 80 bucks on the game, I had to also spend 16 bucks on sleeves. There was no way I was going to risk not sleeving these cards, and I have not sleeved a game YET. This one, there is no choice. The cards are really THAT thin.

This poses a slight problem with reviewing the game. Gameplay wise, I would easily rate this a 10. My first perfect rating for a game. But the components bring the score down, unfortunately, because for the price I honestly expected more.

Be sure, though, the tiles and artwork are of good quality otherwise (I love the artwork on the cards), and I’ll do everything I can to protect this game so that it brings years of enjoyment. But I can’t overlook the fact that I’ve bought 40-50 dollar games that have had far better card stock and many more miniatures in the box, or at the least a thicker/heavier stock to tiles and cards.

I will say, however, that so far nothing has appeared to wear or damage, and it’s been moved around from table to table, packed up, set back up, etc. This game takes approximately 15-20 minutes to set up, and about 10-15 minutes to pack back up (especially if you keep everything separated/organized in baggies). After that, it’s about an hour per player, give or take an hour…lol.

Be sure to explain the basic rules first, though, when introducing new players, show them the cards in their hand and how they work, and show a few monster/keep tiles first so they have an idea of what they are in for. OTherwise, it can be a slaughter for new players and a real struggle. Learn the rules first, be comfortable with the game, THEN introduce it for a few “Trial” runs with your friends.

 
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2
Sweden
9
19 of 28 gamers found this helpful
“A full-fledged RPG-experience in an open-ended world”

Wow, this is one of the best RPG experiences I’ve had with a board game. The open-ended world and its almost endless possibilities feels like something out of Heroes of Might & Magic and I just love the way movement and combat works. A game that is not only extremely well designed with an amazing look, but also rich on cool game mechanics which offers the players plenty of fun not only as a group but even as a solitaire game.

But casual players beware: though the rules booklet has been written in a pretty pedagogical way, there’s still a whole lot of stuff to keep track of and just as many situations that could arise. Depending on how much previous experience you have with RPGs in general (not only in the shape of a board game), I’d rather recommend that you try out Runebound first – just to get a small feeling of what an RPG board game plays like.

Still, if you’re willing to invest “a few” hours into learning the game then rest assured that you will be rewarded for it – with an awesome gaming experience where you level up your “hero”, gain new abilities, recruit soldiers to form your own personal army, raid castles and keeps and even cities! There’s a lot going on in Mage Knight: The Board Game and it plays brilliant. I love how your personal deck of cards is gradually expanded by putting spells, abilities, artifacts and whatnot into it, and then all these cards are used for everything from movement to combat and even diplomacy – persuading recruits to join you, either by good will or through force. Because you don’t need to act as a hero who’s saving the lands from evil while asking nothing in return but possibly even paying for such services as healing. Instead you could simply plunder the villages and burning the monasteries in order to lay your hands on valuable artifacts and such.

I’m also quite fond of the magic system with it’s “mana source” that is constantly changing so that one turn you may be able to power up your spells and abilities using blue mana, but then during the next turn – there’s no blue mana left but red or green or something else. Hence the need for Crystallizing mana, which can then be carried around and used whenever needed.

An all-around excellent and most joyful roleplaying-like experience and a true adventure.

 
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3
Gamer - Level 1
10
23 of 35 gamers found this helpful
“The best single player adventure game out there. ”

Mage Knight is a fantastic single player game that’s also enjoyable with 2-3 players.

It’s an interesting blend of deck building, dungeon crawling and light RPG. While it seems intimidating, the rules are logical and well designed, and the rule book does a fantastic job walking you through a sample game.

The game allows for a lot of different experiences depending on your style, and has a lot of rules that work out great (being able to discard any card for a basic boost, for instance), and doesn’t ever feel like you’re playing a limited version of what it wants to be – if you’re playing solo, it’s a full fledged solo experience. If you’re playing coop, the rules require cooperation and make it fun. If you’re playing vs, it does a great job giving everyone a chance.

While the game is long, it’s always enjoyable. It’s best as a solo game, and a great way to spend an evening, but is good for 2-3 players as well, especially if everyone is sufficiently geeky.

 
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1
9
32 of 50 gamers found this helpful
“Solitaire Perspective”

Just to put this out first, I have not played many multiplayer games, I bought this for the primary purpose of playing solo to give myself an epic adventure.

Overall I think this game rocks, and is a blast to play. While there is a steep learning curve and figuring out everything that happens in a turn and a round, it’s actually simple once you grasp it. It makes that moment when you don’t have to go back to the walkthrough or rulebook to check something that much more satisfying.

The only major complain I have with this game is the fact that the cards are of a HORRIBLE quality. They must be sleeved to almost be useable. I could be drastic, but this stuff doesn’t normally bug me and yet they felt cheap.

This is a must buy though for anyone looking to have a great high-replay ability game that really makes you invest in your character and adventure.

 
Player Avatar
1
Rated 5 Games
9
10 of 50 gamers found this helpful
“Awesome!”

I bought the game about a month ago, I just finished the first scenario and looking forward to play the full game. I feel I can get into the game, I just need to find the right players to play with. Found it Complex but fulfilling. Especially when your deck pumps up. TOP NOTCH!

 
Player Avatar
6
USA
I'm Completely Obsessed
10
13 of 81 gamers found this helpful
“great game all around”

i bought this game a few months back and i gotta say A+ across the board components game play everything is great…. the game doesnt take too long neither highly recommend for any med-heavy gamers

 

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