Mage Knight Board Game

2011 · Fantasy

Mage Knight Board Game

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.

Players
1–4 best 1
Playing time
60–240 min
Age
14+
Complexity
4.4 / 5
8.1 on Ludoyafrom $67.99FightingAdventureDice RollingTurn Order: Claim ActionCooperative Game

On Ludoya's tables

Full stats in Ludoya
478
Plays logged
163
Players
3h 7m
Average play
130
In collections
37
On wishlists
1
Pre-ordered

8.1/10

from 81 Ludoya reviews

  • Mestremuten9.0

    Rating: 5/5 Production value: 3/4 Is the game in my collection/Love to have?: 1/1

    Played it 20 times

  • Tomol8.0

    An awesome game but too heavy with many rules to take into account.

    No plays logged

  • Benjamín Amorín9.0

    A piece of art. Awesome game with many things inside. Adventure, Deck-Building, Exploration, Coop or Competitive as you want. I find it one of the most amazing experiences in board games ever. Absolutely love it.

    No plays logged

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

Can I play a card sideways for any effect I need?

Any non-Wound card can be played sideways for Move 1, Influence 1, Attack 1, or Block 1. Sideways cards can’t provide Ranged or Siege Attack, or elemental Attack or Block; sideways attacks are only available in the Attack phase. (Official rulebook, pp. 4, 8)

Can I move or explore after I’ve interacted or fought?

No. Finish all movement and map exploration before taking your action; after the action, you can’t move or reveal tiles. Exploring a new tile costs 2 Move points. (Official rulebook, pp. 5–6)

If I take damage, can I just assign a little to a Unit and avoid wounding it?

No: assigning any damage to an unwounded Unit normally gives it a Wound, even if its Armor exceeds the damage assigned. Armor reduces the remaining damage afterward; a resistant Unit can reduce damage by its Armor before it is wounded. (Official rulebook, p. 8)

When I Rest, does that actually heal my Wounds?

No. A Standard Rest lets you discard one non-Wound card and any number of Wound cards from your hand, but those Wounds go to your discard pile, not back to the Wound pile. Healing removes Wounds from your hand or a Unit and returns them to the Wound pile. (Official rulebook, pp. 5, 10)

When can I call the end of the round if my deck runs out?

Only at the start of your turn, and only if your Deed deck is empty; if your hand is empty too, you must announce it. Once announced, each other player gets one final turn before the round ends. (Official rulebook, pp. 5, 20)

Official score sheet

Mage Knight Board Game score sheet

Every scoring category, from the Ludoya kit. On your phone the totals add up by themselves.

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Score sheets and play helpers

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Game facts (players, playing time, age, credits) from BoardGameGeek.