
2018 · Adventure
Mage Knight: Ultimate Edition
Players take the role of powerful mage-knights exploring and conquering a fantasy realm formerly ruled by an empire. Gameplay mixes deck-building, RPG-style character growth, and tactical movement as players recruit units, acquire spells and artifacts, and clear dungeons and cities. Scenarios support competitive, cooperative, and solo play; opponents can act as temporary allies in competitive games while only one can ultimately claim control. Components include multiple hero characters, campaign-style progression, and integrated rules for expansions and optional content.
- Players
- 1–5 best 1
- Playing time
- 150 min
- Age
- 14+
- Complexity
- 4.7 / 5
About the game
- Publisher
Expansions
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Shop prices and second-hand copies, checked every day.
On Ludoya's tables
Full stats in Ludoya- 324
- Plays logged
- 123
- Players
- 2h 50m
- Average play
- 167
- In collections
- 30
- On wishlists
- 2
- Pre-ordered
8.7/10
from 57 Ludoya reviews
I've never played this edition yet but the base game it's spectacular
FinnTroll10.0 Should I mark the base game entry as OWNED too? It will mess up the statistics...
1-2 players- This is a wildly complicated and long cooperative game so avoid it unless you're really really interested in committing 5 hours to playing itREVIEWhttps://www.youtube.com/watch?v=u15PnWhoiAQNEED TO WATCH ALL 3 LEARN TO PLAYS FIRSThttps://www.youtube.com/watch?v=ofvCWbaJl5Ihttps://www.youtube.com/watch?v=0dHAIThjLVohttps://www.youtube.com/watch?v=Ir3mq1Cmfdk
Rules questions
Answered from the rulebook by Ludoya's rules assistant.
Can I play any card sideways as Move/Influence/Attack/Block, and can I play Wound cards that way?
Any non‑Wound Deed card can be played sideways to provide Move 1, Influence 1, Attack 1 or Block 1, but cards played sideways cannot provide Ranged/Siege or elemental effects; Wound cards cannot be played at all or played sideways. (p.4)
If my Deed deck is empty at the start of my turn, can I end the round?
Yes — if your Deed deck is empty at the start of your turn you may announce the End of the Round (forcing each other player one more turn); you must announce End of Round if both your Deed deck and your hand are empty. (p.5)
How do Wounds work — do they go to my hand, can I discard them, and how do I heal them?
When you take damage you put Wound cards into your hand (they cannot be discarded except by an effect that explicitly allows it); you can discard Wounds when you Rest (standard rest or slow recovery) and any Wounds in hand are shuffled back into your Deed deck at round end; healing is done by spending Healing points (Heal X effects) or buying healing at villages/monasteries to remove Wound cards or heal Wounded Units. (pp.5, 10)
When an enemy deals damage, do 1 point of damage wound a Unit and how does Armor work?
Assigning any damage to an unwounded Unit places a Wound on it (even 1 point); the Unit’s Armor then reduces the remaining damage, and Units with the appropriate resistance absorb damage differently (resistance can double effective Armor before Wounding). For the Hero, each assigned wound puts a Wound card into your hand and you reduce damage by your Hero Armor when assigning it. (p.8)
How many Units can I have and when do I get more Command tokens?
Each Unit you control must have its own Command token and you start the game with one Command token (so one Unit); when you advance to certain levels you gain additional Command tokens (you receive another Command token when you advance to an odd‑numbered level and some Level token changes convert into Command tokens). (pp.3–4, 9)
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Game facts (players, playing time, age, credits) from BoardGameGeek.














