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Mage Knight: Board Game

Item Shop Mini-Expansion


***Beta Version 2.0***
First off thank you for taking the time to try out this little fan made addition to one of the greatest games of all
time. The following is a rules description and overview of the content. Please leave me feedback on any
suggestions or corrections. Enjoy!

Changes in V 2.0:

-Rules clarification on Resistances with Armor items


-Rules change: looting gets you gold equal to half of fame per enemy
-Stealing now DOES count as your action
-Added a specific gold cost to each item
-Mage Staff has been adjusted for balance
-Removed the basic color restriction on "Spare Crystals"
-Added the missing flavor text for Work Pony
-Grammatical errors/typos on a few cards
-Added multiple copies (5 each) of "Spare Crystals" and "Healing Tonic to card file

Overview:
This expansion introduces another option during your interaction at villages, monasteries, and cities. Now as
part of your interaction you can visit the Item Shop to purchase items, weapons, armor, and mounts. Items are
purchased from the Item Shop (offer) using a combination of gold and influence. These cards are not part of
your deck, but rather they are used as equippable gear or items to be used when the need arises. Unless
otherwise noted, these cards remain in play, and their effects and abilities are constant or can be triggered by
Exhausting them. More on that later…

***Note that most uses of the word “item” will also refer to weapons, armor, and mounts. Basically anything
purchased in the Item Shop.

Components:
- Items: This expansion contains 40 cards including items, weapons, armor, and mounts.
- Gold: This isn’t provided, but you can use any tokens, or bits you have available. I would recommend using
denominations of 1, 5, and 10.
-Dice: Again not provided, but you will need 1 or more d6. These are used for Stealing gold at locations. You
could also use another means of randomizing the numbers 1-6.

Setup:
Located directly to the right of the Spells Offer, setup a 3 card queue in the same way the Advanced Action or
Spells Offer is setup (from top to bottom). This is called the Item Shop; or Item Offer if you prefer. The items in
the shop also need to be cycled through in the same way the Advanced Action or Spells Offer is refreshed
during the “End of the Round”.

How to Earn Gold:


Gold is earned through defeating enemies or Stealing from locals at villages, monasteries, keeps, and mage
towers.

Looting from Enemies:


Earn gold equal to half the Fame reward granted by the defeated enemy. For example: defeating Swordsmen
would earn you 2 gold. There is no limit to the amount of gold you can hold.

Stealing:
Stealing from someone at a location is another way of earning gold. Stealing does count as your action for the
turn and it can be performed either before or after your turn is taken. To Steal from someone at a location you
must declare that you are doing so. Next is deciding how much Reputation you’re willing to suffer in order to
gain the desired payoff. Consult the chart below, and roll a die(dice) for the corresponding Reputation loss.
Steal from a villager: Reputation -1: Roll a d6.
Steal from a shop keeper: Reputation -2: Roll 2d6.
Steal from a nobleman: Reputation -3: Roll 4d6.

You earn gold equal to the die result(s).

How to Purchase Items:


For your action, if you chose interaction at a village, monastery, or city you may purchase cards from the Item
Shop. Cards in the Item Shop can be paid for with gold OR influence OR a combination of both. All items in
the shop have a printed cost on them. So, with this expansion you can use Influence points in place of gold,
and gold in place of Influence points when purchasing items. Think of it as haggling for a better price! You
may purchase more than one item provided you have enough gold/influence to do so. This DOES NOT count
as your interaction for the turn. It is simply an extra step you’re able to take while visiting.

***As an added variant you may try using gold along with Influence as a way to hire allies at the cost of 2 gold
per Influence point.

How to Use Items:


Most of the items are equippable, meaning they will remain in play for the duration of the game; unless you
discard it for another card of the same type. After purchasing an item, place it in your player area. You
immediately gain its effect, and in every turn thereafter. In general you are only allowed to have one of each
type of item (weapon, armor, etc.) equipped. Additionally, if any two items share two traits than you cannot
keep them both. For example you can only have one shield (not two), or one weapon (not two). An example
of sharing two traits: A player cannot equip “Apprentice’s Spellbook” and “Dragon Amulet” because they
share the “Item” and “Magic” traits. However, you may choose to discard your currently equipped item in
place of a newly purchased one.

***Note that the “Work Pony” will allow you to carry an extra item you would otherwise have to discard.

Armor with Resistances:


These items work in the same way Unit Resistance does. Refer to pp. 11 of the Game Walkthrough booklet:
When you assign damage to such a Unit (player), the damage is first reduced by the Unit’s Armor. If this
reduces the damage to zero or below, the Unit (player) is not Wounded. If not, we continue as normal – the
Unit (player) gets Wounded, and the damage is reduced once more by its Armor.

Key Words on Items:


Exhaust: Some items have the “Exhaust” key word. Exhausting an item requires you to turn the card
horizontally; indicating that you’ve used it for the round. Any Exhausted items will refresh along with any
other allies, skills, etc. during the “End of the Round”.

Discard: This refers to one time use items that take immediate effect once discarded. For example “Healing
Tonic” says -- Discard: Heal 1.
Meaning that in order to gain the Heal 1, you must discard the card.

Additional Suggested Rules:

-Another possible variant is that once the first core tile is revealed add one Artifact to the Item Shop offer.
These will need to be purchased at 14 gold; and only get replaced with a new Artifact at the “End of the
Round”. Only 1 Artifact should be available in the Item Shop at a time.

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