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

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by fragfisch

I didn't warn to start a new thread for a simple question, so I hope this isn't too bad a necro.

Anyhow, in my latest coop the question arose whether it is possible to use the herbalists' "Ready a level I or II unit" ability on another player's unit.

I think it's not possible, but I can't cite a proof for it.

As far as I recall, some other unit abilities explicitly say "unit you control".

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

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by PaulGrogan

I would assume it is always only on a unit you control.
Otherwise how could they revive someone on the other side of the map.
So yeah, maybe the card should say that.

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

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by jerryj

Hello to all,

I have a question regarding a rare occurence when burning monasteries. Thematically, it makes zero sense to be able to interact wih monasteries after trying (unsuccessfully) to burn it down earlier. However, I can't find a rule that would prohibit such course of action. Is it forbidden to do so somewhere in the rules? Or perhaps the issue was adressed elsewhere?

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

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by DaviddesJ

jerryj wrote:

Thematically, it makes zero sense to be able to interact wih monasteries after trying (unsuccessfully) to burn it down earlier.


Thematically it seems ok to me. Interaction is not just ingratiating, it is also threatening and demanding.

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

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by MikeyLear

I have a question about fortification effects. I just played a game where my nephew destroyed me by awesomely combining Underground Attack with Earthquake. The Underground Attack has the wording "Ignore site fortifications" on it, and it has to be played first. Then Earthquake has the wording "Target enemies get Armor -4 if they are fortified". We took it to mean that, although the Underground Attack had got round the fortifications, the enemies were still fortified because of the word "ignore" (as compared to "enemy loses all fortifications" in Expose).

This question would apply equally to combats involving Tremor, Earthquake, Illusionists, Demolish, Disintegrate, Expose and Mass Expose (listed for anyone searching).

Thanks! :goo:

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

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by cityofsolitude

For me the question would be if "ignore" really has some special interpretation or not. If not, enemies are either fortified or they are not fortified and since you ignore site fortification, most enemies will not be fortified.

You could argue that they are fortified, only YOU ignore it, i.e., you can play ranged attack against them, but I am not that positive you can pick and choose like that, it just makes the game more complicated.

What you CAN do is use timing, to play stuff like Earthquake and then remove fortification, but as you pointed out already, you have to play Underground Attack first.

I would currently rule that once you play Underground Attack, site fortification is not taken into account, i.e., most enemies will not be fortified and that is the end of that :)

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

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by nomrefuse

:ninja:ed

MikeyLear wrote:

I have a question about fortification effects. I just played a game where my nephew destroyed me by awesomely combining Underground Attack with Earthquake. The Underground Attack has the wording "Ignore site fortifications" on it, and it has to be played first. Then Earthquake has the wording "Target enemies get Armor -4 if they are fortified". We took it to mean that, although the Underground Attack had got round the fortifications, the enemies were still fortified because of the word "ignore" (as compared to "enemy loses all fortifications" in Expose).

This question would apply equally to combats involving Tremor, Earthquake, Illusionists, Demolish, Disintegrate, Expose and Mass Expose (listed for anyone searching).

Thanks! :goo:


Only the enemies with the fortified ability (printed on their token) would have had armor -4.
The point of underground attack (apart for an awesome 3 space move for a green mana) is to being able to play range attacks.

The FAQ quotes :
If I assault a City and play both Earthquake and Demolish, what happens?
The order is important. You should play Earthquake first to reduce the armor by 4 and
then play Demolish, removing the site fortification.

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

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by DaviddesJ

MikeyLear wrote:

We took it to mean that, although the Underground Attack had got round the fortifications, the enemies were still fortified because of the word "ignore" (as compared to "enemy loses all fortifications" in Expose).


Nope. If you ignore the site fortifications then they aren't fortified, unless they have intrinsic fortifications. "Loses all fortifications" is different because they also lose any intrinsic fortifications.

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

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by Legobil

Hi!

I only play the base game so far and I'm curious if a player can receive bonus or benefit from fortified? Example: If I stand at a Mage Tower or Keep and challenge a Rampaging Orc. Can't find anything in FAQ or rules, not even in PvP rules. 🤔

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

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by nomrefuse

Legobil wrote:

Hi!

I only play the base game so far and I'm curious if a player can receive bonus or benefit from fortified? Example: If I stand at a Mage Tower or Keep and challenge a Rampaging Orc. Can't find anything in FAQ or rules, not even in PvP rules. 🤔


You get no benefit against enemies.
You do get a benefit in PvP if you're the defender in the range/siege attack phase. Then the aggressor may only play siege attacks. This is stated in PvP rules.

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

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by Smash62bill

Legobil wrote:

I only play the base game so far and I'm curious if a player can receive bonus or benefit from fortified? Example: If I stand at a Mage Tower or Keep and challenge a Rampaging Orc. Can't find anything in FAQ or rules, not even in PvP rules. 🤔
The back page of the rulebook states the following:

Fortified: Only Siege Attacks can be used against this enemy in the Ranged and Siege Attacks phase (no attacks at all if it also defends a fortified site).

The Fortified ability only applies during the Ranged and Siege Attack phase. Enemies only attack Heroes during the Block and Assign Damage phases--so the Hero's fortified status doesn't affect combat with Enemies (although it will affect PvP combat--p. 10).

:ninja:'ed

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

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by Smash62bill

Just verifying a few things . . .

(1) Using Maximal Effect with Improvisation:
(a) You still must discard another card from your hand to use the Improvisation effect, correct? (Argued by extension, based on the way Concentration and Improvisation work together.)

(b) Do you have to discard another card from your hand for each usage of the Improvisation effect? E.g., if you use the basic effect of Improvisation three times, must you discard three cards?

(2) Counterattack: each additional Attack 2 or Attack 3 that is gained is like a wholly separate card, correct? E.g., if you block two enemies this turn, Counterattack will give you three "Attack 2s" that you can use against the same Enemy or even against three different Enemies, correct?

(3) Shield Bash:
(a) You can play additional Block cards to reduce the enemy's Armor even further, correct?

(b) The Block 5 still counts twice if used against an enemy with both Swiftness and Ice Resistance, right?

Thanks!

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

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by cityofsolitude

Smash62bill wrote:

(1) Using Maximal Effect with Improvisation:
(a) You still must discard another card from your hand to use the Improvisation effect, correct? (Argued by extension, based on the way Concentration and Improvisation work together.)

Yes!

Smash62bill wrote:

(b) Do you have to discard another card from your hand for each usage of the Improvisation effect? E.g., if you use the basic effect of Improvisation three times, must you discard three cards?


I do not get the difference to (a), no matter if basic or not, Improvisation requires you to discard a card!

Smash62bill wrote:

(2) Counterattack: each additional Attack 2 or Attack 3 that is gained is like a wholly separate card, correct? E.g., if you block two enemies this turn, Counterattack will give you three "Attack 2s" that you can use against the same Enemy or even against three different Enemies, correct?


No! Unfortunately you get just one big chunk of Attack. It is actually the same when you play Maximal Effect, you still have to add everything up.

Smash62bill wrote:

(3) Shield Bash:
(a) You can play additional Block cards to reduce the enemy's Armor even further, correct?


Yes! That is the idea :)

Smash62bill wrote:

(b) The Block 5 still counts twice if used against an enemy with both Swiftness and Ice Resistance, right?


Yes, but I am not sure what you are getting at, there is really no reason to combine those two. You double it against swift enemies, but it will still be added up with all inefficient blocks and then halved.

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

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by nomrefuse

cityofsolitude wrote:

Smash62bill wrote:

(b) Do you have to discard another card from your hand for each usage of the Improvisation effect? E.g., if you use the basic effect of Improvisation three times, must you discard three cards?


I do not get the difference to (a), no matter if basic or not, Improvisation requires you to discard a card!


Indeed. An unresolved question is whether you must discard three cards.
So if say you have 4 cards in hand, can you play basic ME with improvisation or not ? I think overall players rule that you can't.
I personally rule that you must discard three cards if you have 3 cards, but you can still play ME + improvisation if you don't. You'll obsiously lose some of the effect.

cityofsolitude wrote:

Smash62bill wrote:

(3) Shield Bash:
(a) You can play additional Block cards to reduce the enemy's Armor even further, correct?


Yes! That is the idea :)


Agreed. Though I think I've read somewhere that once you reached enough block to block the attack, block is not doubled anymore. I think of this so fiddly and so minor so I ignored that ruling...

cityofsolitude wrote:

Smash62bill wrote:

(b) The Block 5 still counts twice if used against an enemy with both Swiftness and Ice Resistance, right?


Yes, but I am not sure what you are getting at, there is really no reason to combine those two. You double it against swift enemies, but it will still be added up with all inefficient blocks and then halved.

The block is indeed doubled, but there will be no armor reducing effect.

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

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by Smash62bill

Thank you for the replies!

nomrefuse wrote:

cityofsolitude wrote:

Smash62bill wrote:

(b) Do you have to discard another card from your hand for each usage of the Improvisation effect? E.g., if you use the basic effect of Improvisation three times, must you discard three cards?
I do not get the difference to (a), no matter if basic or not, Improvisation requires you to discard a card!
Indeed. An unresolved question is whether you must discard three cards.
So if say you have 4 cards in hand, can you play basic ME with improvisation or not ? I think overall players rule that you can't.
I personally rule that you must discard three cards if you have 3 cards, but you can still play ME + improvisation if you don't. You'll obviously lose some of the effect.
I wasn't even thinking about the "must" aspect. (Yikes!) Rather I was wondering whether you had to pay with a discarded card for each repeated use of Improvisation, or whether a payment of one discard was enough to permit up to three uses of Improvisation. (From your response, I infer the former.)

nomrefuse wrote:

cityofsolitude wrote:

Smash62bill wrote:

(b) The Block 5 still counts twice if used against an enemy with both Swiftness and Ice Resistance, right?
Yes, but I am not sure what you are getting at, there is really no reason to combine those two. You double it against swift enemies, but it will still be added up with all inefficient blocks and then halved.

The block is indeed doubled, but there will be no armor reducing effect.
My uncertainty had to do with this: Shield Bash being a blue card, its non-Block effects are negated against any Enemy with Ice Resistance. So in effect I was asking whether the doubling of the Block against Swiftness would be considered part of the "Block effect" (which I think it would); or whether the doubling of the Block would be considered part of the "non-Block-points effect", and thus be negated.

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

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by Smash62bill

cityofsolitude wrote:

Smash62bill wrote:

(2) Counterattack: each additional Attack 2 or Attack 3 that is gained is like a wholly separate card, correct? E.g., if you block two enemies this turn, Counterattack will give you three "Attack 2s" that you can use against the same Enemy or even against three different Enemies, correct?
No! Unfortunately you get just one big chunk of Attack. It is actually the same when you play Maximal Effect, you still have to add everything up.
Okay, the Attack points gained through Counterattack and Maximal Effect have to be used in one large Attack.

Is the same true for Bow of Starsdawn (or Sword of Justice): the Ranged Attacks gained through the basic effect of the Bow, do they also have to all be used in one large Attack--or can they be applied to different Enemies separately?

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

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by nomrefuse

Smash62bill wrote:

Is the same true for Bow of Starsdawn (or Sword of Justice): the Ranged Attacks gained through the basic effect of the Bow, do they also have to all be used in one large Attack--or can they be applied to different Enemies separately?

Absolutely.
"When you play this, discard any amount of cards..."

To my knowledge, the only effects that circumvent this are Krang's Puppet master (if discarding a multiple attacks token) and Braevalar's forked lightning. (official rulings) (Tough I deem this unnecessary exceptions and ignore them).

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

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by Smash62bill

For anyone who is interested, I've been working on a compilation of official and unofficial Q&A for Mage Knight.

The current version is in the files section: Unofficial FAQ.

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

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by flogae

This is a question about Tovak's "Who needs magic?" skill.
This is NOT about the question alrerady answered in the FAQ - when using the +3 effect of sideway cards, this prevents Tovak from using the source for ALL of his turn, not just BEFORE using the skill.
But what about using Mana Draw or Mana Storm action cards on ther same turn?
I could argue that Tovak is paying his price for the +3 on sideway cards by not using his FIRST die from the source. But will it prevent him from playing Mana Draw and using his second die (which will de facto be his first die to use, but not de jure)? Or, using a white crystal, and using powered Mana Draw to create two mana markers. Or using mana Storm?

So the question is really: does using +3 on a sideway card lock down the source 100% or does it only ban usage of the first, regular die but still allow for other usages of the source by cards or effects?

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

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by Sidious_

For me it is clear. No die from the source is no die at all...
"If you use no die from the source this turn, it gives +3 instead."
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