Jharii
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About Me
I prefer a moderate to heavy strategy game. I tend to lean towards games featuring civilization building or an economic engine. The more sophisticated, the better. Games with very simple mechanics and limitless strategy potential fascinate me.
Current Hot List: Eclipse, Mage Knight, 7 Wonders, Dominant Species, Eminent Domain
Mage Knight Board Game
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.