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Mage Knight Quick Start Rules 2003 PDF

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0% found this document useful (0 votes)
190 views4 pages

Mage Knight Quick Start Rules 2003 PDF

Uploaded by

Valfor
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Turn 6: During his next action phase, Paul decides to give his Crusader Priest a close Ranged Combat

anged Combat Damage


combat action targeting the War Priestess. The attack roll is 9 and the Crusader Priest’s Deal damage to the target as described under “Close Combat Damage,” except that you use
attack value is 7, for a total of l6 (7 + 9 = l6). The War Priestess’ defense value is l6, so the attacker’s ranged damage value instead of its damage value.

Quick-Start Rules
Rules
the attack succeeds. The Crusader Priest’s damage value is 2, so Ian turns the War Priestess’
combat dial twice to represent the 2 damage. Three skulls appear in its stat slot after the 2
damage is applied. Three skulls mean that a warrior is eliminated, so Ian must remove his
War Priestess from the game. He begins plotting his revenge for the next turn! Paul checks
the objective and ends his turn.
Example, Part 3
Turn 7: On Ian’s turn, he decides to give his High Elven Archer a ranged combat action to
attack the Crusader Priest. The line of fire to the Crusader Priest passes through the Elven
Archer’s front arc, and the target is within the Archer’s l4˝ range. The Elven Archer’s attack
Quick-Start
Ranged Combat
value is 7 and it gets +l to its attack value because of its bow attack type. Ian gets 9 on his
attack roll, so the total is l7 (7 + 9 + l = l7). Paul’s Crusader Priest has a defense value of
Welcome to Mage Knight!
Mage Knight™ is a fast-playing game of tabletop combat using collectable Mage Knight
Ranged combat represents attacking from a distance. If your warrior has a range value l5, so the attack succeeds. The Elven Archer’s ranged damage value is 2, so Paul turns the
miniatures. In this game, you take on the role of a powerful warlord to battle opposing
greater than 0, and is not in base contact with any opposing warriors, you can give it a Crusader Priest’s combat dial clockwise twice. During his end phase Ian checks the objective
armies. These rules will teach you everything you need to know to begin your first Mage
ranged combat action to make a ranged combat attack against an opposing warrior. and ends his turn.
Knight game using two players. These quick-start rules simplify the full Mage Knight
Your warrior’s range value is the distance in inches that its ranged attack can reach. Turn 8: On Paul’s turn, he decides to push his Crusader Priest by giving it a ranged
rules presented in the Complete Rules of Play.
Draw an imaginary straight line from the center of the attacker’s base to the center of the combat action while it is already marked with an action token from the previous turn. He
target’s base. This is called the line of fire: It must pass through the attacker’s front arc chooses Ian’s High Elven Speed Value Range
and cannot cross the base of any warrior between the attacker and the target except Archer as the target. The
Factions Value
Each Mage Knight miniature is called a warrior, and is affiliated with one of many
the base of the attacker and target. The target cannot be in base contact with one Crusader Priest’s attack value
different groups, or factions. It might also be a member of a subfaction.
of your warriors. is now 6 (because of the
damage it took from the last Ranged
turn), but it gets +l to its Damage
attack value because of its Attack Bonus Value
wand attack type. Paul gets
7 on his attack roll, so the
total is l4 (6 + 7 + l = l4). Attack Value
Ian’s Archer has a defense DamageValue
value of l6, so the attack
is unsuccessful. Paul gives
Defense Value
his Priest a second action
There are seven combat values that you’ll be looking at a lot in Mage Knight.
token, and then turns its
They are as follows:
base clockwise once for the
pushing damage. During his
end phase, Paul checks the objective and ends his turn. On his next turn, Paul will not be
Components • Speed Value: How many inches your warrior can move.
In this Mage Knight Starter Set, you will find these rules, nine warriors, one 28˝ ruler, • Attack Value: This number is added to your dice roll when you attack.
The High Elven Archer could target the Deathsinger with a ranged combat attack, but the able to give the Priest another action, and will remove both of the Priest’s action tokens
line of fire to the Dark Crusader is blocked. two six-sided dice, three control markers, three objective tokens, six tokens, one complete
during that turn’s end phase. • Attack Bonus: This number is added to your warrior’s attack value
rulebook, and one Special Abilities Card. Not all of these components are used in these
Ranged combat works just like close combat. If the target is within range, make an when it makes an attack using its specific attack type.
quick-start rules.
attack roll and add the attacker’s attack value. If the attack result is equal to or greater Ending the Game • Defense Value: The number an attack result must meet or beat in order
than the target’s defense value, then the attack succeeds against that target. If the result
is less than the target’s defense value, the attack is unsuccessful and there is no effect.
The game ends when you have been playing for 50 minutes or all of one player’s warriors
are eliminated. If all of one player’s warrior’s are eliminated, the player with warriors still
Mage Knight Warriors to succeed against a warrior.

Each warrior’s base and combat dial contain important game play information. • Damage Value: The damage the warrior deals in close combat.
Hint: An attacker with the bow ( ) or wand ( ) attack type might also have remaining is the winner. If both players have warriors on the battlefield at the end of the • Ranged Damage Value: The damage the warrior deals in ranged combat.
The combat dial is the rotating disk found under each warrior’s base. Each time one
an attack bonus that you can add to its attack value. These attack types apply only to game, whichever player has control of the objective at that time, wins. If the game ends
of your warriors is damaged during the game, you turn its combat dial clockwise (once • Range Value: How far your warrior’s ranged attack can reach, in inches.
ranged combat. with neither side having control of the objective, count victory points to see who won:
for each point of damage) to the next set of numbers. This generally weakens the warrior.
If a warrior has the magic immunity ( ) defense type, it cannot be targeted by Each opposing warrior that you eliminate during the game is worth a number of victory
When three skulls appear in its stat slot, the warrior is eliminated from the battle, and is Hint: Not all the information found on the combat dial/base illustration
ranged attacks made by warriors with the wand attack type, and takes no damage from points to you equal to its point value.
removed from the battlefield. will be discussed in these quick-start rules. All game features are explained in the
those attacks. Because the wand attack type applies only to ranged combat attacks, a
Complete Rules of Play.
warrior with magic immunity can be targeted by close combat attacks, even those made
by a warrior with the wand ranged combat attack type.
©2003 WizKids, LLC. All rights reserved. Mage Knight and WizKids are trademarks of WizKids, LLC. Patent pending.

4 1
Other Materials You Will Need Playing the Game Movement Turn 3: During his action phase, Ian gives
To play, you will need a large square tabletop and a few household items to serve as Mage Knight is played in a series of turns. The first player takes the first turn. Turns then A warrior’s speed value is the number of inches you can move that warrior when you his Apprentice Conjurer a move action, moves
terrain—features on the battlefield that might affect what your warriors can do. Stacks alternate between players until 50 minutes have passed or all of one player’s warriors are give it a move action. To move a warrior, begin by placing the Mage Knight ruler on the it, and then gives it an action token. During
of books can represent buildings, woods, and boulders. You’ll also need some pennies eliminated (removed from the game). battlefield. Measure from the center of your warrior’s base to the desired destination. his end phase, he checks the objective and
or other small objects to serves as action tokens, which are described in the “Playing Each turn has two phases: the action phase and the end phase. During your action Curve the ruler as necessary to show exactly where the warrior will move: This is called the removes the action token from the High Elven
the Game” section. phase, you’ll give one action to one of your warriors. That action must be one of the movement path. When you know where you want to move the warrior, pick it up and move Archer he moved on his last turn. Ian’s turn is
following types: move, close combat, or ranged combat. When you give an action to a it to the new location. The movement path cannot go through another warrior’s base or now over.
Terrain warrior, mark it with an action token. between two warriors in base contact. Also, the base of the moving warrior cannot overlap Turn 4: During his action phase, Paul
For the quick-start rules, we’ll use only two types of terrain: clear and blocking. If you give an action to a warrior that causes another warrior’s base at the end of the move. could give an action to his Crusader Priest to
Clear terrain is the tabletop you play on. It has no effect on game play. it to be given a second action token, this is called There are four speed types: boot ( ), horseshoe ( ), wave ( ), and wing ( ). attack the High Elven Archer but that would
Blocking terrain represents objects such as boulders and buildings. No part of a pushing the warrior. This deals l damage to the All the speed types move as noted above. If a warrior has the wing speed type, mean pushing the warrior, and he doesn’t want
warrior’s base can cross into blocking terrain. Blocking terrain also blocks any line of warrior at the end of the action, and you must however, its movement path can go through other warriors’ bases, and it can move to deal pushing damage. So he chooses instead not to give an action. During his end
fire drawn through it. Line of fire is described in the “Ranged Combat” section. turn the warrior’s combat dial clockwise once over blocking terrain, though it cannot end its move in blocking terrain; it must end phase, Paul removes the action token from the Crusader Priest, checks the objective,
to reflect this. This pushing damage represents its move in clear terrain. and ends his turn.
Building Your Army fatigue caused to the warrior by acting on Hint: The Complete Rules of Play tell you how to keep a warrior with the wing
You and your opponent should each sort through your warriors and choose the ones
you will use to play the game. For your first game, you should each choose warriors
consecutive turns. You cannot give an action to a speed type in the air without having to come down, allowing it to end its move in Close Combat
warrior that already has two action tokens. You blocking terrain. Close combat represents hand-to-hand fighting. Any warrior can make a close combat
whose point values add up to, but don’t exceed, l00 points. For example, a Tough don’t have to give an action if you don’t want to. attack. A warrior making an attack is called the attacker. The warrior against which the
Crusader Priest (44 pts.), a 3 Feet Once you have given an action to one of your This warrior was given a move action and is Free Spin attack is being made is called the target. If the front arc of your warrior is in base contact
Standard DarkCrusader (25 pts.), warriors or decided not to, your action phase is marked with an action token after moving. Whenever one of your warriors ends a move in base contact with an opposing warrior, with an opposing warrior, you can give your warrior a close combat action.
and a Standard Deathsinger (29 over, and your end phase begins. that opposing warrior is allowed to spin to bring its front arc into base contact with your To determine if the attack succeeds, roll two six-sided dice and add together the results.
pts.) add up to 98 points, within During your end phase, you check for control of the objective and remove any action warrior. This is called a free spin; it does not require an action and can be performed This is the attack roll. Add this attack roll to the attacker’s attack value. This is the attack
the allotted l00-point limit. tokens from any warriors that you didn’t give an action to this turn. A player gains control when it’s not your turn, as long as the above condition is met. result. Add l to the attacker’s attack value if it is in base contact with the target’s rear arc.
of the objective if he or she has a warrior whose base touches (called “base contact”) If the attack result is equal to or greater than the target’s defense value (shown on its
Setup the token, but the other player doesn’t. When a player gains control of the objective, that Example, Part l combat dial), then the attack succeeds against that target. If the result is less than the
3 Feet

Now it’s time to create the player places his or her control marker on it (with the side of the color he or she chose Turn l: Ian has three
target’s defense value, the attack is unsuccessful and there is no effect.
battlefield. Sit across from your facing up). If both players have a warrior in base contact with the objective, neither player warriors: an Apprentice Hint: An attacker with the sword ( ) attack type might get a bonus to its attack
opponent at a square tabletop. controls it. If a player already controls the objective, and an opposing warrior later comes Conjurer, a High Elven value. The sword attack type is used only for close combat.
This square tabletop becomes into base contact with the objective, replace the previous control marker with the new Archer, and a War
the battlefield where you will player’s control marker. You don’t have to leave a warrior in base contact with the objective Priestess. During his Close Combat Damage
stage your battle. You and your to keep control of it, but then an opposing warrior can take it without a fight! action phase, Ian gives When one of your warriors succeeds at a close combat attack, look at its damage value.
opponent each roll two dice. a move action to the This is the amount of damage dealt to the target. Your opponent must turn the target’s
Whoever rolls highest is called Special Abilities High Elven Archer and moves it in base contact with the objective. He must then give the combat dial clockwise a number of times equal to the damage dealt.
the first player; the other player is the second player. The first player puts an objective Colored squares or circles on each warrior’s combat dial might highlight one of its Archer an action token. During his end phase, Ian checks the objective. He has one warrior
token ( ) in the center of the table. The goal of the game is to have control of the combat values. These colored areas represent your warrior’s special abilities, and apply in base contact with it, and no opposing warriors are in base contact with it, so he places Example, Part 2
objective token (the objective) at the end of the game. Each player should also choose to the combat values that they highlight. Special abilities come and go as your warrior his control marker on the objective. That completes Ian’s turn. Turn 5: During his next action phase,
a control marker ( ). Each side of the marker is a different color. Each player must takes damage. Each Mage Knight warrior also has an ability nexus—a location in which Turn 2: Paul has three warriors: a Crusader Priest, a Dark Crusader, and a Deathsinger. Ian gives a move action to his War
choose a different color he or she wants to use. a special ability might appear. The special ability in the ability nexus can point to any During his action phase, Priestess, moving it into base contact
After the objective is placed, the second player places a piece of terrain on the table, of the warrior’s combat values. This means that the warrior can have more than one Paul gives a move action to with Paul’s Crusader Priest. Ian marks
at least 3˝ from the objective. Then the first player places a piece of terrain at least 3˝ special ability for a combat value. For your first game, don’t worry about special the Crusader Priest, and his War Priestess with an action token.
from the objective and the previously placed piece of terrain. Continue taking turns abilities. After a game or two, you’ll be ready to explore more of your warriors’ abilities! then gives it an action token. During his end phase, Ian checks
placing terrain, each at least 3˝ from the objective and any other piece of terrain on Hint: The Mage Knight Special Abilities Card details your warriors’ special During his end phase, Paul the objective (which he still controls),
the battlefield, until four pieces of terrain are placed. abilities. Belonging to a subfaction can also grant a warrior an ability. checks the objective (Ian still removes the token from his apprentice
Next, the first player sets up his or her warriors along his or her edge of the table, has sole control of it), and conjurer, and ends his turn.
and the second player sets up his or her warriors along his or her edge of the table. then ends his turn.
Turn the combat dials of all warriors to their starting markers (the green arrow on
the combat dial).

2 3
Other Materials You Will Need Playing the Game Movement Turn 3: During his action phase, Ian gives
To play, you will need a large square tabletop and a few household items to serve as Mage Knight is played in a series of turns. The first player takes the first turn. Turns then A warrior’s speed value is the number of inches you can move that warrior when you his Apprentice Conjurer a move action, moves
terrain—features on the battlefield that might affect what your warriors can do. Stacks alternate between players until 50 minutes have passed or all of one player’s warriors are give it a move action. To move a warrior, begin by placing the Mage Knight ruler on the it, and then gives it an action token. During
of books can represent buildings, woods, and boulders. You’ll also need some pennies eliminated (removed from the game). battlefield. Measure from the center of your warrior’s base to the desired destination. his end phase, he checks the objective and
or other small objects to serves as action tokens, which are described in the “Playing Each turn has two phases: the action phase and the end phase. During your action Curve the ruler as necessary to show exactly where the warrior will move: This is called the removes the action token from the High Elven
the Game” section. phase, you’ll give one action to one of your warriors. That action must be one of the movement path. When you know where you want to move the warrior, pick it up and move Archer he moved on his last turn. Ian’s turn is
following types: move, close combat, or ranged combat. When you give an action to a it to the new location. The movement path cannot go through another warrior’s base or now over.
Terrain warrior, mark it with an action token. between two warriors in base contact. Also, the base of the moving warrior cannot overlap Turn 4: During his action phase, Paul
For the quick-start rules, we’ll use only two types of terrain: clear and blocking. If you give an action to a warrior that causes another warrior’s base at the end of the move. could give an action to his Crusader Priest to
Clear terrain is the tabletop you play on. It has no effect on game play. it to be given a second action token, this is called There are four speed types: boot ( ), horseshoe ( ), wave ( ), and wing ( ). attack the High Elven Archer but that would
Blocking terrain represents objects such as boulders and buildings. No part of a pushing the warrior. This deals l damage to the All the speed types move as noted above. If a warrior has the wing speed type, mean pushing the warrior, and he doesn’t want
warrior’s base can cross into blocking terrain. Blocking terrain also blocks any line of warrior at the end of the action, and you must however, its movement path can go through other warriors’ bases, and it can move to deal pushing damage. So he chooses instead not to give an action. During his end
fire drawn through it. Line of fire is described in the “Ranged Combat” section. turn the warrior’s combat dial clockwise once over blocking terrain, though it cannot end its move in blocking terrain; it must end phase, Paul removes the action token from the Crusader Priest, checks the objective,
to reflect this. This pushing damage represents its move in clear terrain. and ends his turn.
Building Your Army fatigue caused to the warrior by acting on Hint: The Complete Rules of Play tell you how to keep a warrior with the wing
You and your opponent should each sort through your warriors and choose the ones
you will use to play the game. For your first game, you should each choose warriors
consecutive turns. You cannot give an action to a speed type in the air without having to come down, allowing it to end its move in Close Combat
warrior that already has two action tokens. You blocking terrain. Close combat represents hand-to-hand fighting. Any warrior can make a close combat
whose point values add up to, but don’t exceed, l00 points. For example, a Tough don’t have to give an action if you don’t want to. attack. A warrior making an attack is called the attacker. The warrior against which the
Crusader Priest (44 pts.), a 3 Feet Once you have given an action to one of your This warrior was given a move action and is Free Spin attack is being made is called the target. If the front arc of your warrior is in base contact
Standard DarkCrusader (25 pts.), warriors or decided not to, your action phase is marked with an action token after moving. Whenever one of your warriors ends a move in base contact with an opposing warrior, with an opposing warrior, you can give your warrior a close combat action.
and a Standard Deathsinger (29 over, and your end phase begins. that opposing warrior is allowed to spin to bring its front arc into base contact with your To determine if the attack succeeds, roll two six-sided dice and add together the results.
pts.) add up to 98 points, within During your end phase, you check for control of the objective and remove any action warrior. This is called a free spin; it does not require an action and can be performed This is the attack roll. Add this attack roll to the attacker’s attack value. This is the attack
the allotted l00-point limit. tokens from any warriors that you didn’t give an action to this turn. A player gains control when it’s not your turn, as long as the above condition is met. result. Add l to the attacker’s attack value if it is in base contact with the target’s rear arc.
of the objective if he or she has a warrior whose base touches (called “base contact”) If the attack result is equal to or greater than the target’s defense value (shown on its
Setup the token, but the other player doesn’t. When a player gains control of the objective, that Example, Part l combat dial), then the attack succeeds against that target. If the result is less than the
3 Feet

Now it’s time to create the player places his or her control marker on it (with the side of the color he or she chose Turn l: Ian has three
target’s defense value, the attack is unsuccessful and there is no effect.
battlefield. Sit across from your facing up). If both players have a warrior in base contact with the objective, neither player warriors: an Apprentice Hint: An attacker with the sword ( ) attack type might get a bonus to its attack
opponent at a square tabletop. controls it. If a player already controls the objective, and an opposing warrior later comes Conjurer, a High Elven value. The sword attack type is used only for close combat.
This square tabletop becomes into base contact with the objective, replace the previous control marker with the new Archer, and a War
the battlefield where you will player’s control marker. You don’t have to leave a warrior in base contact with the objective Priestess. During his Close Combat Damage
stage your battle. You and your to keep control of it, but then an opposing warrior can take it without a fight! action phase, Ian gives When one of your warriors succeeds at a close combat attack, look at its damage value.
opponent each roll two dice. a move action to the This is the amount of damage dealt to the target. Your opponent must turn the target’s
Whoever rolls highest is called Special Abilities High Elven Archer and moves it in base contact with the objective. He must then give the combat dial clockwise a number of times equal to the damage dealt.
the first player; the other player is the second player. The first player puts an objective Colored squares or circles on each warrior’s combat dial might highlight one of its Archer an action token. During his end phase, Ian checks the objective. He has one warrior
token ( ) in the center of the table. The goal of the game is to have control of the combat values. These colored areas represent your warrior’s special abilities, and apply in base contact with it, and no opposing warriors are in base contact with it, so he places Example, Part 2
objective token (the objective) at the end of the game. Each player should also choose to the combat values that they highlight. Special abilities come and go as your warrior his control marker on the objective. That completes Ian’s turn. Turn 5: During his next action phase,
a control marker ( ). Each side of the marker is a different color. Each player must takes damage. Each Mage Knight warrior also has an ability nexus—a location in which Turn 2: Paul has three warriors: a Crusader Priest, a Dark Crusader, and a Deathsinger. Ian gives a move action to his War
choose a different color he or she wants to use. a special ability might appear. The special ability in the ability nexus can point to any During his action phase, Priestess, moving it into base contact
After the objective is placed, the second player places a piece of terrain on the table, of the warrior’s combat values. This means that the warrior can have more than one Paul gives a move action to with Paul’s Crusader Priest. Ian marks
at least 3˝ from the objective. Then the first player places a piece of terrain at least 3˝ special ability for a combat value. For your first game, don’t worry about special the Crusader Priest, and his War Priestess with an action token.
from the objective and the previously placed piece of terrain. Continue taking turns abilities. After a game or two, you’ll be ready to explore more of your warriors’ abilities! then gives it an action token. During his end phase, Ian checks
placing terrain, each at least 3˝ from the objective and any other piece of terrain on Hint: The Mage Knight Special Abilities Card details your warriors’ special During his end phase, Paul the objective (which he still controls),
the battlefield, until four pieces of terrain are placed. abilities. Belonging to a subfaction can also grant a warrior an ability. checks the objective (Ian still removes the token from his apprentice
Next, the first player sets up his or her warriors along his or her edge of the table, has sole control of it), and conjurer, and ends his turn.
and the second player sets up his or her warriors along his or her edge of the table. then ends his turn.
Turn the combat dials of all warriors to their starting markers (the green arrow on
the combat dial).

2 3
Turn 6: During his next action phase, Paul decides to give his Crusader Priest a close Ranged Combat Damage
combat action targeting the War Priestess. The attack roll is 9 and the Crusader Priest’s Deal damage to the target as described under “Close Combat Damage,” except that you use
attack value is 7, for a total of l6 (7 + 9 = l6). The War Priestess’ defense value is l6, so the attacker’s ranged damage value instead of its damage value.

Quick-Start Rules
Rules
the attack succeeds. The Crusader Priest’s damage value is 2, so Ian turns the War Priestess’
combat dial twice to represent the 2 damage. Three skulls appear in its stat slot after the 2
damage is applied. Three skulls mean that a warrior is eliminated, so Ian must remove his
War Priestess from the game. He begins plotting his revenge for the next turn! Paul checks
the objective and ends his turn.
Example, Part 3
Turn 7: On Ian’s turn, he decides to give his High Elven Archer a ranged combat action to
attack the Crusader Priest. The line of fire to the Crusader Priest passes through the Elven
Archer’s front arc, and the target is within the Archer’s l4˝ range. The Elven Archer’s attack
Quick-Start
Ranged Combat
value is 7 and it gets +l to its attack value because of its bow attack type. Ian gets 9 on his
attack roll, so the total is l7 (7 + 9 + l = l7). Paul’s Crusader Priest has a defense value of
Welcome to Mage Knight!
Mage Knight™ is a fast-playing game of tabletop combat using collectable Mage Knight
Ranged combat represents attacking from a distance. If your warrior has a range value l5, so the attack succeeds. The Elven Archer’s ranged damage value is 2, so Paul turns the
miniatures. In this game, you take on the role of a powerful warlord to battle opposing
greater than 0, and is not in base contact with any opposing warriors, you can give it a Crusader Priest’s combat dial clockwise twice. During his end phase Ian checks the objective
armies. These rules will teach you everything you need to know to begin your first Mage
ranged combat action to make a ranged combat attack against an opposing warrior. and ends his turn.
Knight game using two players. These quick-start rules simplify the full Mage Knight
Your warrior’s range value is the distance in inches that its ranged attack can reach. Turn 8: On Paul’s turn, he decides to push his Crusader Priest by giving it a ranged
rules presented in the Complete Rules of Play.
Draw an imaginary straight line from the center of the attacker’s base to the center of the combat action while it is already marked with an action token from the previous turn. He
target’s base. This is called the line of fire: It must pass through the attacker’s front arc chooses Ian’s High Elven Speed Value Range
and cannot cross the base of any warrior between the attacker and the target except Archer as the target. The
Factions Value
Each Mage Knight miniature is called a warrior, and is affiliated with one of many
the base of the attacker and target. The target cannot be in base contact with one Crusader Priest’s attack value
different groups, or factions. It might also be a member of a subfaction.
of your warriors. is now 6 (because of the
damage it took from the last Ranged
turn), but it gets +l to its Damage
attack value because of its Attack Bonus Value
wand attack type. Paul gets
7 on his attack roll, so the
total is l4 (6 + 7 + l = l4). Attack Value
Ian’s Archer has a defense DamageValue
value of l6, so the attack
is unsuccessful. Paul gives
Defense Value
his Priest a second action
There are seven combat values that you’ll be looking at a lot in Mage Knight.
token, and then turns its
They are as follows:
base clockwise once for the
pushing damage. During his
end phase, Paul checks the objective and ends his turn. On his next turn, Paul will not be
Components • Speed Value: How many inches your warrior can move.
In this Mage Knight Starter Set, you will find these rules, nine warriors, one 28˝ ruler, • Attack Value: This number is added to your dice roll when you attack.
The High Elven Archer could target the Deathsinger with a ranged combat attack, but the able to give the Priest another action, and will remove both of the Priest’s action tokens
line of fire to the Dark Crusader is blocked. two six-sided dice, three control markers, three objective tokens, six tokens, one complete
during that turn’s end phase. • Attack Bonus: This number is added to your warrior’s attack value
rulebook, and one Special Abilities Card. Not all of these components are used in these
Ranged combat works just like close combat. If the target is within range, make an when it makes an attack using its specific attack type.
quick-start rules.
attack roll and add the attacker’s attack value. If the attack result is equal to or greater Ending the Game • Defense Value: The number an attack result must meet or beat in order
than the target’s defense value, then the attack succeeds against that target. If the result
is less than the target’s defense value, the attack is unsuccessful and there is no effect.
The game ends when you have been playing for 50 minutes or all of one player’s warriors
are eliminated. If all of one player’s warrior’s are eliminated, the player with warriors still
Mage Knight Warriors to succeed against a warrior.

Each warrior’s base and combat dial contain important game play information. • Damage Value: The damage the warrior deals in close combat.
Hint: An attacker with the bow ( ) or wand ( ) attack type might also have remaining is the winner. If both players have warriors on the battlefield at the end of the • Ranged Damage Value: The damage the warrior deals in ranged combat.
The combat dial is the rotating disk found under each warrior’s base. Each time one
an attack bonus that you can add to its attack value. These attack types apply only to game, whichever player has control of the objective at that time, wins. If the game ends
of your warriors is damaged during the game, you turn its combat dial clockwise (once • Range Value: How far your warrior’s ranged attack can reach, in inches.
ranged combat. with neither side having control of the objective, count victory points to see who won:
for each point of damage) to the next set of numbers. This generally weakens the warrior.
If a warrior has the magic immunity ( ) defense type, it cannot be targeted by Each opposing warrior that you eliminate during the game is worth a number of victory
When three skulls appear in its stat slot, the warrior is eliminated from the battle, and is Hint: Not all the information found on the combat dial/base illustration
ranged attacks made by warriors with the wand attack type, and takes no damage from points to you equal to its point value.
removed from the battlefield. will be discussed in these quick-start rules. All game features are explained in the
those attacks. Because the wand attack type applies only to ranged combat attacks, a
Complete Rules of Play.
warrior with magic immunity can be targeted by close combat attacks, even those made
by a warrior with the wand ranged combat attack type.
©2003 WizKids, LLC. All rights reserved. Mage Knight and WizKids are trademarks of WizKids, LLC. Patent pending.

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