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MAGE KNIGHT

SETUP
Fame & Reputation = 0
Artifact [16/24]: face down deck
Spell [20/24] & Adv.Action [28/40]: face down deck + open 3
Regular Unit [20/28]: face down deck + open (players + 2) [ at least one with village icon ]
Elite Unit [20/28]: face down deck
Place Tiles [ Solo: 7 countryside tiles ]
Mana Dice: players + 2 [ If at least half not basic colors reroll all black/gold ]
Draw Cards [5]
Choose Tactics: lower position first [ players first; Dummy/Volkare random ]
Volkare counts towards the number of players
Volkare Deed Deck: 16 Action cards + 4 interactive Spells + Wounds (according to difficulty)

PREPARE NEW ROUND


Flip day/night board
Reroll mana dice (players + 2) [ if at least half not basic colors reroll all black/gold ]
Unit offer cards to bottom & deal new units (players + 2)
If core tile in Play: alternate elite (gold) & regular
Add one Adv.Action per Monastery (not burned)
Spell & Adv. Action: move lower card to bottom; slide cards; draw one new card
Dummy: Add crystal same color of lower Spell to Dummy inventory
Dummy: Add lower Adv.Action to Dummy deck instead
Unflip Banner Artifacts [ may discard ]
Unflip Skill Tokens
Readies all units
Shuffle deed deck cards
Draw new hand [ check keep/city bonus ]
Collect Tactic Cards [ Solo: remove player and Dummy (not Volkare) used tactics from game ]
Choose Tactics: lowest fame > lowest position [ players first; Dummy/Volkare random ]
Rearrange round order tokens

MOVE FIRST then ONE ACTION or REST [ If Rest no Move/Action ]


Move: explore = 2 MP [ can use left over + cards ]
Place Country Tile: adjacent to one that borders two other tiles
Place Core Tile: adjacent to two other tiles
Revealed Monastery: draw one Adv.Action and add to unit offer
Mandatory Actions: Player vs Player / Fight Enemies
Voluntary Actions: Interact / Explore / Challenge / Burn
Standard Rest: discard one Non-Wound to discard any number of Wounds
Slow Recovery: reveal hand and show that all are Wounds to discard one Wound

ACTION
Play any Non-Wound sideways: Move 1; Influence 1; Atk 1; Block 1
"Any card" = card in hand except Wound
Command Token: above unit = ready / on unit = spent
Wounded units cannot be activated
Can disband unit to recruit new unit
Unit destroyed/disbanded Banner goes to discard
Gold Mana: wild at day
Black Mana: power effect at night
Mana Token = play area [ unused tokens are removed at end of turn ]
Mana Crystal = inventory [ max 3 of same color ]
New deed card = top of deed deck [ replenish offer immediately ]
Discard: Non-Wound
Throw Away: Wound pile / remove from game
Banners: cannot use ultimate ability if assigned to unit
Artifact lower effect: remove from game
HEALING
Hero: throw away a Wound from hand
Unit: pay healing = unit level

COMBAT
Ranged/Siege Attack (Total)
Block (Individually) [ Summon ]
Summoned enemy blocked is discarded [ gain no fame ]
Assign Damage
Unit: Wound Card [ Poison = Two wounds / Paralyze = Destroy ]
Hero: Atk / Armor = Wound cards to hand [ discard summoned tokens after assign damage ]
If wounds taken equals/exceeds hand limit: Knocked Out
Attack (Total)
Reputation: Orc +1; Draconum +2; Keep -1; Mage Tower -1; City -1

END OF TURN
Return Mana Tokens
Reroll used Mana Dice
Cards played go to discard
Magical Glade: throw away one Wound from hand
Crystal Mine: gain a Crystal [ max 3 of same color ]
Combat Rewards: Reputation; Crystals; Artifacts; Spells; Adv.Action; Units [ can level up first ]
Artifacts: draw two and keep one
Level UP
May discard Non-Wounds
Draw new cards [ check Keep/City bonus ]
Dummy: Dummy deck empty = announces End of Round
Dummy : draw 3 Dummy deck cards [ draw more cards if last match crystals ]
Volkare: Draw one Volkare deed card
Wound: roll for recruit/remove
Non-Wound: Reroll one matching dice (gold at day) + move/attack

LEVEL UP [ At End of Turn ]


Take new Command Token; OR
Take new Skill Token + Adv.Action:
Flip two Skill Tokens
Take one flipped + Adv.Action OR Take one from another Player (Common Skill Offer) + lower Adv.Action
Solo: after gained a Skill Token, reveal one of the Dummy to Common Skill Offer

END OF ROUND
Deed deck empty at start of turn
May announce End of Round [ must if no cards in hand ]
Forfeit the turn
Other players play one last turn

CITIES
RED: Dungeons + Mage Towers + Cities
BLUE: Keeps + Mage Towers + Cities
WHITE: Keeps + Cities
GREEN: Keeps + Dungeons + Cities
[ 1 shield per enemy ] [ + 1 influence per shield ]

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