Mage Knight: Jeu de Plateau

2011 · Fantasy

Mage Knight: Jeu de Plateau

Players take the role of powerful mage-knights exploring and subduing a peninsula of the Atlantean Empire. They move across a modular map, recruit units, learn skills, and customize a deck of spells, abilities, and artifacts to tackle castles, dungeons, and powerful foes. Combat uses cards and positioning; successful encounters grant experience, followers, and loot that expand options for future turns. Games support solo, cooperative, and competitive play, with players balancing exploration, city assaults, and interactions with other mage-knights as they grow in power and pursue strategic objectives.

Joueurs
1–4 idéal à 1
Temps de jeu
60–240 min
Âge
14+
Complexité
4,4 / 5
6,7 sur Ludoyaà partir de 59,31 €CombatAventureDéplacement sur grilleJeu solo / solitaireJeu coopératif

Sur les tables de Ludoya

Toutes les statistiques dans Ludoya
474
Parties enregistrées
162
Joueurs
3h 7m
Partie moyenne
124
Dans des collections
33
Dans des listes de souhaits
1
Précommandé

6,7/10

sur 75 avis Ludoya

  • Jan Solo9,0

    Eurogame duro. Exploración, gestión de mano y ligero deckbuilding. Eres un mago guerrero y deberás derrotar a enemigos, asaltar fortalezas, aprender conjuros, reclutar tropas, etc.

  • José [ホセー]10,0

    Most wonderful adventure exploration game

  • Terumo10,0

    NEV

Lire les avis et le noter

Questions de règles

Réponses tirées du livret par l'assistant de règles de Ludoya.

When does my turn end — can I stop early or must I play all my cards?

You may end your turn by playing or discarding at least one card (or skip only if your hand is empty); if your Deed deck is empty you may forfeit your turn to announce the end of the round (you must announce if you also have no cards in hand) and other players get one last turn (page 1).

How do I move — do I spend mana or play cards to move, and how does exploring work?

You gain and spend move points from movement effects (cards/abilities) and play non-wound cards sideways for 1 Move each; spend move points according to terrain cost and you can spend 2 move points to explore and reveal an adjacent tile (pages 1).

How do wounds and healing work for my hero and for units?

Hero wounds are taken as Wound cards into your hand and can only be removed by spending healing (playing healing effects or buying healing at villages/monasteries); unit wounds are placed on the unit (making it unusable) and must be healed by paying the unit's healing cost (healing can be done any time on your turn except during combat) (page 2).

What's the sequence when resolving combat — what are the six combat steps?

Combat proceeds in six steps: 1) Reveal all enemies, 2) Ranged/Siege attacks, 3) Block, 4) Damage assignment, 5) Attack (melee) phase, and 6) Outcome/resolution (apply shields, rewards, removals, or withdrawals) (page 2).

Do I have to defeat every defender to conquer a city or keep?

A city is conquered when all its defenders are defeated (rampaging enemies do not count as defenders), after which shields/leader are awarded; fortified sites work similarly — defeat the site's defenders to place shields and mark the site (page 2).

When do I draw back up to my hand limit and can my keeps/cities change that limit?

At the end of your turn you discard any number of cards (you must discard if you didn't discard during the turn) and then draw until you reach your hand limit; being on or next to your own keeps or conquered cities can increase your hand limit (page 1).

Ouvre l'assistant de règles de Ludoya, qui lit le livret de règles de ce jeu.

Feuilles de score et aides de jeu

  • Full Game Kit
Utilisez-les à votre prochaine partie

Ceux qui l'ont possèdent aussi

Données du jeu (joueurs, durée, âge, crédits) issues de BoardGameGeek.