Mage Knight Board Game

Mage Knight Board Game

#39BGG8.1RATING
Updated Sep 12
1–4
PLAYERS
1–4h
MINUTES
1
BEST WITH
4.4
EXPERT
Ask Mira about Mage Knight Board Game
Q&A2
  • Disintegrate is not an Attack cardcommunity high-engagement
    QUESTION
    Is the Spell "Disintegrate" an Attack card for the purposes of effects that boost the first Attack card played this turn, such as Ambush?
    ANSWER
    No. Mage Knight treats these terms literally: a card only counts as an Attack card if it provides an Attack value. Disintegrate destroys an enemy directly without providing an Attack value, so a bonus to "the first Attack card played" is neither applied to it nor consumed by it. Fireball, by contrast, does provide an Attack value and is an Attack card.
    AUTHOR: ZomSOURCE: boardgamegeek.com(3 replies, 6 thread thumbs)DATE: 2022-06-15
  • Gold dice are usable again once a Dungeon or Tomb combat endscommunity high-engagement
    QUESTION
    After entering a Dungeon during the Day, is the player treated as being inside it — and therefore under Night rules — for the remainder of the turn?
    ANSWER
    No. A Dungeon or Tomb counts as Night only for the duration of the combat inside it. Once that combat is over the player is considered to be outside again, so during the Day a gold die from the Source may still be used for special and healing effects later in the same turn.
    AUTHOR: MikePustilnikSOURCE: boardgamegeek.com(12 replies, 6 thread thumbs)DATE: 2012-12-07
EDGE CASES4
  • The empty shield icon restricts an effect to the Block phasecommunity high-engagement
    SITUATION
    Unit and card effects carry icons indicating when they may be played. Two visually similar shield icons appear — a solid shield and an empty (outline) shield — and the rulebook never states what distinguishes them.
    RULING
    The solid shield icon simply denotes a Block effect. The empty (outline) shield icon denotes an effect that may only be used during the Block phase of combat; it cannot be played in the Ranged/Siege phase. The restriction is not written anywhere in the rulebook — it is inferred from the wording of character skills that carry explicit "only in the block phase" limits. The general permission to play additional cards during combat is in the Rulebook, page 7, "Combat With Enemies", point 5.
    AUTHOR: pabulaSOURCE: boardgamegeek.com(22 replies, 13 thread thumbs)DATE: 2014-05-29
  • Spell cards have a colour for Resistance purposescommunity high-engagement
    SITUATION
    The Resistance rule cancels non-Attack/non-Block effects from "red cards" against Fire Resistant enemies and from "blue cards" against Ice Resistant enemies. The rulebook never states that Spell cards themselves have a colour, so players were unsure whether Spells were covered.
    RULING
    Spell cards do have a colour. A Spell powered by red mana is a red card, so its non-Attack/non-Block effects have no effect on an enemy with Fire Resistance; a Spell powered by blue mana is a blue card and is likewise ignored by Ice Resistance. This is why green and white Spells are comparatively safe against resistant enemies. The rule is never stated directly in the rulebook — it appears only implicitly, in a Walkthrough example.
    AUTHOR: TheOneTrueZekeSOURCE: boardgamegeek.com(37 replies, 5 thread thumbs)DATE: 2013-04-30
  • Entering a Dungeon during the Day to reach black manacommunity high-engagement
    SITUATION
    A player wants to enter an adventure site during the Day purely to gain access to black mana (Dungeons and Tombs use Night rules) so they can power a card such as Call to Arms, without any intention of winning the fight.
    RULING
    This is legal, but the player must actually face the enemy revealed on entering — they cannot enter, use the effect, and leave without combat. Losing that combat and taking the resulting Wounds is a legal outcome. The card's icon governs when it may be played during the turn, and whether the card contributes to the combat is irrelevant; only Healing effects are disallowed during combat.
    AUTHOR: Alex Brown @AlexSOURCE: boardgamegeek.com(12 replies, 6 thread thumbs)DATE: 2012-12-07
  • Banner of Fear cannot cancel the attack of an Arcane Immunity enemycommunity high-engagement
    SITUATION
    Banner of Fear lets a player spend the assigned Unit during the Block phase to cancel one attack. Arcane Immunity states that the enemy is unaffected by non-Attack/non-Block effects and ignores effects that prevent it from attacking.
    RULING
    No. A Unit carrying the Banner of Fear cannot cancel the attack of an enemy with Arcane Immunity, because cancelling an attack is a form of preventing the enemy from attacking, which Arcane Immunity ignores. Per the Lost Legion rulebook, page 6, as recorded in the community Q&A Compendium, entry Q7. A minority reading argues the opposite on the grounds that Arcane Immunity permits effects that "reduce an enemy attack or affect it in any other way"; the Compendium records but rejects that reading.
    AUTHOR: Junik (Pavol Salak), concurring with BillNCSOURCE: boardgamegeek.com(16 replies, 6 thread thumbs)DATE: 2023-06-28

Last researched: 2026-08-09

CATEGORIES

Adventure·Exploration·Fantasy·Fighting

MECHANICS

Card Play Conflict ResolutionCooperative GameDeck, Bag, and Pool BuildingDice RollingGrid MovementHand ManagementHexagon GridModular BoardMulti-Use Cards

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An opponent's settlement blocks your road network — your road cannot be built through or past an occupied intersection.

Catan — Roads & Building, p. 7

At the end of each round, the player with the most of the goal trait scores points equal to their amount; the player with the second most scores fewer.

Wingspan — End of Round, p. 11

Null cards deal 0 damage regardless of base value or any bonuses applied.

Gloomhaven — Attack Modifier Deck, p. 23

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