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MAGE KNIGHT - New Player Introduction Aid v1.

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START OF TURN Magical glade Mana token /

I. REGULAR TURN

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Cards played sideways provide +1 Move , +1 Attack , +1 Block or +1 Influence
Use 1 Die from the Source Wounds cannot be player sideways or used to support effects

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1. MOVE Pay 2 points for exploring a new Map Tile

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2a. PLAY 1 MANDATORY ACTION 2b. PLAY 1 VOLUNTARY ACTION
Provoke Rampaging enemies Challenge Rampaging enemies

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Marauding orcs +1 Marauding orcs +1
Draconum +2 Draconum +2

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OR OR
Fortified site assault

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-1 Interact
Keep + Card Village Recruit, Heal : 3

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Mage tower + Spell Monastery Recruit, Heal : 2 , Advanced Actions : 6
City Group + Card(s)

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Keep Recruit

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+ bonus Mage tower Recruit, Spells : 7 + Mana of same color

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A
Only Siege attacks can be used in the Ranged City Recruit, City specific

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and Siege attack phase OR

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No attacks can be used in the Ranged and Explore Adventure site
Siege attack phase Dungeon () / UNITS : Spell, : Artifact

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OR
Tomb ()

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/ UNITS

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Spell + Artifact
Player vs Player +X Fame / (Steal Artifact)
Monsters den +2 ()

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Defender chooses:
Spawning grounds +3 () + Artifact
Full combat: Allows full participation but
Ruins

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forces to skip next turn
Treasure: Group Various
Partial combat: Cant use die from source

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or skills Altar: Spend 3 mana +7 Fame
OR

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Burn Monastery / UNITS -3 + Artifact

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II. REST MOVE / COMBAT / INTERACT
STANDARD REST SLOW RECOVERY
Discard 1 Non-wound card + Any # of Wounds If you only have Wounds, discard 1

III. FORFEIT
Declare End of Round / Your turn ends immediately (Benefits of a map space cannot be used), other players play one more turn
CONDITIONAL: FORCED:
Deed deck empty at the start of your turn Deed deck and hand empty at start of your turn
End of Round has not been announced yet End of Round has not been announced yet

COMBAT Range and Siege Attack > Block > Assign Damage (to Unwounded Units and/or Hero) > Attack
EXTRA Discard means Discard card to Discard pile < > Throw away means Remove card From the game
Knock out: Wounds added to your hand during combat Unmodified Hand limit Immediately discard all Non-wound
cards (when knocked out you still can assign further damage and use Units and/or Skills)
Retreat: Backtrack one space If that isnt a safe space, backtrack further and take 1 Wound for each extra space
END OF TURN Return used mana dice(s) to the Source (Reroll, unless stated otherwise)
Discard any Non-wound cards OR if no cards were played, discard at least one Non-wound card
All are returned to the bank | A Hero can store (up to 3 of each color / gold and black cant exist as )
Magical glade Throw away 1 Wound from Hand or Discard pile
Crystal mine + of the corresponding color

ON OTHER PLAYERS TURN Plundering Village -1 + 2 cards

Night rules apply: Gold mana cant be used / Black mana can be used in order to cast the stronger version of Spells
If Gold is rolled take a of a basic color / If Black is rolled get Fame +1 instead of a
Heal during regular turn but not in combat / Heal points played before combat cant be used after combat

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