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Mage Knight Item Shop Expansion Rules
Mage Knight Item Shop Expansion Rules
Changes in V 2.0:
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”.
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.
***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.
***Note that the “Work Pony” will allow you to carry an extra item you would otherwise have to discard.
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.
-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.