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Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread

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by DaviddesJ

javascrybe wrote:

But should you suffer 7 points of damage, you CAN assign it to the Golems (earning them a Wound in the process and "soaking" 6 points), and assign the leftover point to the Illusionists without wounding them. I get it now.


Yes. Or you could wound the Illusionists and not wound the Golems.

Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread

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by pabula

Or better use Illusionists to prevent the attack ;)


And that my post is to topic.
Question, regarding Volkare.
Paul,
Does his legion reveal when a Mage Knight is nearby or not?

Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread

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by PaulGrogan

pabula wrote:

Or better use Illusionists to prevent the attack ;)


And that my post is to topic.
Question, regarding Volkare.
Paul,
Does his legion reveal when a Mage Knight is nearby or not?


Not as far as I know. Played last night with Filip, and that's the way we played, but we both had to think about it :)

Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread

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by gamequack

I've got a bunch of questions:

a) Cooperative city assault: On page 11, number 2 it lists the requirement to initiate a co-op assault. What if we meet the requirements, but one player can't move into the city, he is adjacent but he only has one card. Can we still carry on with the attack?. Imagine: Players choose which part of the wall they will attack, and know the number of enemies they will face, but one player will taunt an enemy (since he cannot move into the city) so the other players get less enemies at once. Or a player needs to have at least 2 cards, to generate 2 move, to initiate a co-op assault?

b) Regeneration: Can I play it during combat to ready an unit? Healing points don't work of course.

c) Can I ready a Unit during combat so it can generate twice its attack? eg: I attack with golems (2 attack),it gets spent, use herbalist to ready them up and have them attack again. Total: 4 attack.

Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread

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by Faso74it

Answer to b) and c) is no, because you can't use effects/cards marked with the healing symbol (an open hand) during combat.

Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread

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by DaviddesJ

I don't think you can join the cooperative assault if you have no way to move to the city. I agree it's not clearly stated in the rulebook.

Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread

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by Luce

We've been playing that the only person who has to move into the city is the one who is initiating the assault, and others who join in do not need to move in since that is what is implied in the rules. I think this is one that needs an official answer.

Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread

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by gamequack

Well the rules state that "each player HAS to start by moving directly into the city" implying a reputation lose but doesn't clarify if you have to pay the movements points (which seems the logical choice) or what happens if you don't have enough movement points, 2 in the case of the city (do you take a wound as in the forced withdrawal rules?). It also follows with "no other movement or actions are allowed" but then ending your turn isn't an action. It also would help if the definition of "suitable heroes" is given.

Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread

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by DaviddesJ

The rules clearly state "Each player has to start by moving directly to the city." Which certainly implies paying the movement cost. The only conceivable question is, "What if you can't pay the movement cost?" And I think the answer is fairly clear, then you can't participate. But that last part isn't explicitly stated.

Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread

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by Luce

DaviddesJ wrote:

The rules clearly state "Each player has to start by moving directly to the city." Which certainly implies paying the movement cost. The only conceivable question is, "What if you can't pay the movement cost?" And I think the answer is fairly clear, then you can't participate. But that last part isn't explicitly stated.

Yeah, you're right. I don't know how I missed that before. It's in step 6 of the city assault rules. I think I missed it because I would've put it in part 2 - what makes people eligible - since if moving into the city is a requirement, then it should be listed with all the other requirements.

I think that the only answer in this case is yes, having 2 move available to move into the city is a requirement for eligibility.

e: Oh, and the definition is "suitable heroes" is given in 2d. I had to look twice for it too. Basically, a hero that is both adjacent to the city and able to give up his turn. And, presumably, has 2 move available to him somehow.

Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread

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by gamequack

So the consensus is that you need to generate at least 2 move to join a cooperative assault. I have another question: For the purposes of underground travel, do I take into consideration the background of the city? eg: Can I travel across the green city? (swamp background). I know the 2 movement rule in cities.

Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread

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by DaviddesJ

The city hex has "city" terrain. Not plains or swamp or anything else.

Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread

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by Jebbie

Paul, Filip, or Vlaada, I would like official clarification to 2 questions:

1) Endless Gem Pouch's basic effect: "Roll a mana die two times. Gain a crystal to your Inventory for each color rolled this way."
If both dice come up the same color, does the player receive 2 crystals of the same color, or just 1? (Ref: situation in PBF 12)

2) Prayer of Weather's "Move cost for all terrain ... increased by 1" vs Pathfinding/Frost Bridge's "cost of terrain reduced to X" effects):
If the "cost of terrain reduced to X" (not "reduced by") is played while Prayer of Weather is active, is the cost of that terrain X or X+1? (Ref: this thread)

Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread

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by PaulGrogan

Endless Gem Pouch: You get 1 crystal per die rolled. Roll two of the same colour - get two gems of that colour.

Movement altering modifiers. Page 9 covers what happens if a player himself plays cards with two different movement modifiers. However, it doesnt cover other players effects.

After a conversation with Vlaada, the official rule makes thematic sense to me. Prayer of Weather effect happens after any effects that make move cost a specific number.

So, I can Frost Bridge when Prayer of Weather is in effect, I pay 2 movement to move over a swamp. Frost Bridge reduces it to 1 and then Prayer of Weather increases it by 1.

Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread

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by mrBaa

I have played two solo missions and two other scenarios with my friends. Still I have some question about the rules. :what:

Could you help me with these, please? :)

1) Is it leagal to use Illusionists ability "Target unfortified enemy does not attack this combat." to prevent Orc Summoners attack AFTER the summoned monster token is drawn?
(Or is it leagal to play that ability on the summoned creature?)

2) Is it leagal to use Mana Draw ("You can use one additional mana die from the Source this turn.") if your opponent (Goldyx) has frozen the Source (with Source Freeze skill)?

3) Is it leagal to use Mana Draw on "depleted mana"? (E.g. on black mana die on Day round.) Or in other words: Is depleted mana die still part of the Source?

4) Is it leagal to cast a "day"/the first/weaker effect of a spell on night round? (Or is the only the more powerful&black mana requiring version available?)

Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread

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by DaviddesJ

mrBaa wrote:

1) Is it leagal to use Illusionists ability "Target unfortified enemy does not attack this combat." to prevent Orc Summoners attack AFTER the summoned monster token is drawn?
(Or is it leagal to play that ability on the summoned creature?)


No. You can find this buried in this thread (although the complete principle involved is still not clear to me).

2) Is it leagal to use Mana Draw ("You can use one additional mana die from the Source this turn.") if your opponent (Goldyx) has frozen the Source (with Source Freeze skill)?


The consensus seems to be yes. You can use Mana Draw to take an "additional die" even if, for some reason, you haven't taken your normal one die.

3) Is it leagal to use Mana Draw on "depleted mana"? (E.g. on black mana die on Day round.) Or in other words: Is depleted mana die still part of the Source?


Not sure what this means. The rules for taking a die are the same whether you're taking it as your one die per turn, or as an additional die with Mana Draw. You can't take mana you can't use. You can't use black mana during the day. If you're in a dungeon during the day, say, then you can take black mana from the Source; it doesn't count as "depleted" in that case.

4) Is it leagal to cast a "day"/the first/weaker effect of a spell on night round? (Or is the only the more powerful&black mana requiring version available?)


Sure. Of course.

Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread

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by mrBaa

DaviddesJ wrote:


3) Is it leagal to use Mana Draw on "depleted mana"? (E.g. on black mana die on Day round.) Or in other words: Is depleted mana die still part of the Source?


Not sure what this means. The rules for taking a die are the same whether you're taking it as your one die per turn, or as an additional die with Mana Draw. You can't take mana you can't use. You can't use black mana during the day. If you're in a dungeon during the day, say, then you can take black mana from the Source; it doesn't count as "depleted" in that case.

4) Is it leagal to cast a "day"/the first/weaker effect of a spell on night round? (Or is the only the more powerful&black mana requiring version available?)


Sure. Of course.


Thank you! :)

In the question #3 I meant the "mana boosted" effect of Mana Draw "Take a mana die from the source and set it to any color except gold. Gain two mana tokens of that color. Do not reroll this die when you return it to the Source".

About the question #4: The rules say that: "A Spell can be powered by one mana of the depicted color to provide its basic effect. At Night it can be powered by one mana of the depicted color and one black mana to provide its strong effect ." It doesn't say that at Night it can be additionally powered. Also the background picture of basic effect text is somewhat sunny sky. It got me confused. :)



Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread

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by Luce

mrBaa wrote:

In the question #3 I meant the "mana boosted" effect of Mana Draw "Take a mana die from the source and set it to any color except gold. Gain two mana tokens of that color. Do not reroll this die when you return it to the Source".

Yes, you can take a depleted die with this ability. I commonly do this when playing co-op. In competitive scenarios this is a more calculated decision.

About the question #4: The rules say that: "A Spell can be powered by one mana of the depicted color to provide its basic effect. At Night it can be powered by one mana of the depicted color and one black mana to provide its strong effect ." It doesn't say that at Night it can be additionally powered. Also the background picture of basic effect text is somewhat sunny sky. It got me confused. :)

I understand your confusion here, but note that the first part (A spell can be powered...) doesn't specify a time. It's only the night version that has a specific time.

Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread

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by Boarass

My apologies if this has been covered elsewhere -- a "ctrl+f" didn't turn up what I needed on the main page.

In another thread, it was agreed that siege attacks can't be downgraded to ranged attacks. Thus, Swiftness (ranged attack 3) plus Arythea or Goldyx's siege attack skill (siege attack 1) CANNOT be used to kill a Medusa (armor 4) before it attacks -- is that correct?

This would seem to make those skills even worse than I thought! It was already the case that nobody was ever taking them. :P

Reply: Mage Knight Board Game:: Rules:: Re: Official Rules FAQ Thread

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by Luce

Boarass wrote:

My apologies if this has been covered elsewhere -- a "ctrl+f" didn't turn up what I needed on the main page.

In another thread, it was agreed that siege attacks can't be downgraded to ranged attacks. Thus, Swiftness (ranged attack 3) plus Arythea or Goldyx's siege attack skill (siege attack 1) CANNOT be used to kill a Medusa (armor 4) before it attacks -- is that correct?

This would seem to make those skills even worse than I thought! It was already the case that nobody was ever taking them. :P

This is not correct. So long as the enemy is not fortified, you may play both Siege and Ranged attacks in the Siege and Ranged phase and apply the damage to enemies in the same way as you would normal attacks.

You can kill a Medusa with 1 Siege and 3 Ranged.

e: Barring a misunderstanding of the rules, are there any situations in which you would want a siege attack to be a ranged attack instead? Siege is strictly better (or identical) in all situations I can think of.
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