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MAGE KNIGHT CONQUEST

Mage Knight Conquest provides an entertaining and fast way to play large-scale Mage Knight battles, using castles, artillery pieces and armies created from dozens of battle-hungry warriors. Mage Knight is no longer restricted to small squadsnow you can eld huge armies lled with giants, castles, artillery pieces and dragons! The Mage Knight Conquest book is divided into three sections. The rst section provides the rules for playing out large-scale Mage Knight battles. The second section describes how to play a Mage Knight campaign, in which opponents play a number of linked scenarios with their campaign armies. The third section of the book is the appendices: Appendix A provides the Mage Knight Unlimited rules; Appendix B offers suggestions for designing your own scenarios and campaigns for you and your friends to play! For more Mage Knight resources, visit the www.mageknight.com website and join a community of players who discuss army-building strategies and game rules. You can also nd scenarios to play, information on Mage Knight tournaments and championships, and a wealth of information about the Mage Knight universe. All Mage Knight Unlimited rules apply to Conquest games, except as noted in this section.

WARRIORS
Warriors who are not Unique, Titans or who possess multiple dials are considered to have a 360-degree front arc and no rear arc. Warriors are immediately removed from play when they become Demoralized from being damaged. Victory points are awarded as if they had been eliminated. Castles: When Demoralized, a castle section is not eliminated. It is breached and its portals are opened, per the Castle rules (see p. 16).

LARGER BATTLEFIELDS
The use of tanks, titans, castles and large-scale Conquest armies may require playing areas larger than the standard 3-feet x 3-feet Mage Knight battleeld. For best results when playing with these gures, use playing areas that are at least 3 feet x 6 feet. Each sides starting area extends inward from one of the edges of the table and should be at least 4 inches deep. The front border of each starting area should be 30 inches from the opponents starting area, and the side borders of each starting area should be at least 8 inches from any other edge. All players must agree on the boundaries of the battleeld before the game begins.

Set-Up
Determine the rst player and set up the terrain per the Mage Knight Unlimited rules. Next, the rst player sets up at least half the

total Point Value in their army (round up), then the opponent sets up at least half the total Point Value of their army. The rst player then places the remainder of her gures, followed by the opponent. Play begins starting with the rst player.

Actions
Note that Conquest actions are slightly different from the standard action rules for these gures. Each side receives 1 action per turn per full 400 points of their armys build total. You receive 1 additional action automatically if you have a gure with the Command special ability in play. In addition, roll for Command actions as normal. For example, a 2,000-point game gives each side 5 actions per turn. If one player has three gures with the Command special ability, then they get one action automatically (because they have at least one gure with Command), and they also can roll for Command actions for each of those three gures. Castle Sections: A side with any non-wall castle sections in their army receives 1 additional action per turn. If that side has a castle Keep section in their army, they receive 2 additional actions, instead of 1. These actions can only be given to castle sections. Multiple-Dial Warriors: When a multiple-dial warrior is given a single move action, it may combine the speed value of any number of its sections together. Sections that are used for movement may not be given another action that turn. Titans: Titan warriors may only be given 1 action in a turn. If the titan is given an action and it is not in base contact with an opposing gure at the start of the turn, it may move (as if it had been given a move action) before taking its action.

FORMATIONS
Movement formations can be composed of 310 warriors of the same faction. Warriors with the speed special abilities Charge, Flight or Bound may form movement formations without turning off these abilities, as long as all members of the formation have the same ability. If Charge or Bound is used in a movement formation, the move-and-attack option may not be used. A movement formation may be formed of Mage Spawn warriors as long as at least one Shyft warrior is included in the formation. In the Conquest rules, Mage Spawn warriors in the movement formation are not required to be in contact with a Shyft warrior. Ranged combat formations are composed of 35 warriors. Each warrior in addition to the primary attacker in the ranged combat formation adds +1 to the attack dice roll and +1 to the damage delivered to the target. Close combat formations are composed of 25 warriors. Each warrior in addition to the primary attacker in the close combat formation adds +1 to the attack dice roll and +1 to the damage delivered to the target.

CAPTURING
Capturing is not used in Mage Knight Conquest.

STANDARD GAME
Mage Knight Conquest offers the following guidelines for playing a standard game, for times when players are not using a pre-set scenario. This standard game is much like the standard game presented in the Mage Knight Unlimited rules. 1. The playing surface is a large battleeld (see Larger Battleelds, p. 4). 2. Each army has a build total of 2,000 points, giving 5 actions to each player at the beginning of every turn. 3. The time limit for the game is 120 minutes.

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