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

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by Nixitur

PaulGrogan wrote:

It goes back to your collection of skills?

What I meant by that was simply that it goes to where you normally store the "effect on use" skill tokens (like Inspiration or whatever it's called) you acquire on level-up.

Anyway, thank you for the quick reply. I've never had that come up in a game, but it's good to be prepared.

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

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by pabula

PaulGrogan wrote:

... it operates the same way as when you first gained it.

Are you sure?
You draw 2 new units to the offer when you gain it :D


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

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by tumorous

pabula wrote:

PaulGrogan wrote:

... it operates the same way as when you first gained it.

Are you sure?
You draw 2 new units to the offer when you gain it :D

Yeah... the skill/token operates in the same way. You don't gain the skill all over again, so of course you don't add two more Units.

Bonds of Loyalty wrote:

When you gain this skill, add two Regular Units to the Units offer. Put this Skill in your Unit area as a Command token. It costs 5 less Influence (minimum 0) to recuit a Unit under this Command token. This Unit can be used even when the use of Units would normally not be allowed. You cannot disband this Unit.

The point is that it doesn't revert to being a regular Command token. Everything else still applies to the new Unit you could recruit there: the cost is cheaper, it follows you everywhere, and you can't disband it. So: "it operates the same way as when you first gained it."

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

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by DaviddesJ

MikePustilnik wrote:

I've been playing (d), but I am not 100% sure this is correct.
Edit: Paul just answered this, so now I am!


I was playing (d), and I was already 100% sure it was correct, so now I'm 200% sure!

One of our players used this last weekend in a teaching game. Obviously, getting your loyal unit paralyzed is less annoying than your other units, because you get the +5 Influence to replace it.

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

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by Nixitur

Yeah, I was also fairly certain that d) was correct, but I remember reading somewhere on this forum that the Bands of Loyalty token would be treated as a regular command token if your loyal unit gets destroyed, so it's good to have the official answer here in case somebody is unsure and searches for it.

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

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by PaulGrogan

Nixitur wrote:

Yeah, I was also fairly certain that d) was correct, but I remember reading somewhere on this forum that the Bands of Loyalty token would be treated as a regular command token if your loyal unit gets destroyed, so it's good to have the official answer here in case somebody is unsure and searches for it.


If that is the case, please let me know where it says that, as I have made a few mistakes previously and then had to correct myself :)

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

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by Nixitur

PaulGrogan wrote:

If that is the case, please let me know where it says that, as I have made a few mistakes previously and then had to correct myself :)

No need for that. I did find that at least two people thought that was the case, but they were quickly corrected when they mentioned that in the forum. I find the wording to be quite unambiguous as well, but apparently there are some people, if only very few, who think differently.
That is precisely why I asked this question. An official answer in this thread should solve the issue (if it ever really was an issue) quite nicely.

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

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by Nixitur

I have a follow-up question to something you already answered.

PaulGrogan wrote:

Q: Does 'taking a mana die from the source' (as in Mana Draw stronger effect) count as my 1 die from the source per turn.
A: No. Any effect which specifically tells you to take a die from the source is different from you choosing to take a die from the source to use for mana (which you can only do once).
Note: "Pay a mana" is different from "Take a mana die from the Source".

So, what about Pure Magic stronger effect? You need to pay a mana to power it and you need to pay a mana to use its effect.
Does that mean that you can't pay for Pure Magic stronger effect with two mana dice (barring Mana Draw, of course)?
So, at least one of the mana used must come from a crystal or token?

I'm fairly sure the answer is "Yes", but that seems a bit strange to me.

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

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by DaviddesJ

Nixitur wrote:

I'm fairly sure the answer is "Yes", but that seems a bit strange to me.


Why is this strange? If you have an effect that requires two mana to power it, and you can only take one mana from the Source, then you have to get the other mana from somewhere else. It's no different from the stronger version of spells, which require two mana to power them.

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

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by Jose-san

Indeed, there are lots of mana sources in the game beside the dice on the Source. Mines, magical forests, rewards, actions, artifacts, units... Often I spend 4-6 mana on a single turn. It's great when you have a big hand with spells and nice actions and you can recover all the crystals spent with Crystal Mastery.

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

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by Faso74it

Into the heat & Utem Swordsmen:

can I use Utem Swordsmen's ability "block 6 and get wounded", after playing "Into the heat" (that says "you can't assign damage to units")?

I think yes, because getting wounded is not assigning damage...

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

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by DaviddesJ

Faso74it wrote:

I think yes, because getting wounded is not assigning damage...


You are right!

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

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by cashew137

Went through this thread and hope I have not missed the answers to the questions I have, if so I ask for leniency.

a) Solo Conquest: if End of Round was announced by the Dummy but I conquer the last city on that turn, do I still get to play 1 extra turn to recruit or heal up? I think I read that "The right moment" would give an extra turn in such a situation. Is this similar?

b) Can I use a skill right when I get it? I.e. end of round was announced but I leveled up, gained a skill (one that would give me a crystal) and I could use it in my "End of turn" phase to gain a crystal, and then refresh the skill immediately because a new round starts?

c) What if the terrain won't give me access to the cities? Happened in a 2-player game. Image is (pending) here: http://boardgamegeek.com/image/1427690/mage-knight-board-gam...
I don't see any placement errors (if so, please point them out to me). Could one just take a tile from the box and explore some more? Anything official on that?

Thanks

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

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by DaviddesJ

cashew137 wrote:

a) Solo Conquest: if End of Round was announced by the Dummy but I conquer the last city on that turn, do I still get to play 1 extra turn to recruit or heal up?


No.

b) Can I use a skill right when I get it? I.e. end of round was announced but I leveled up, gained a skill (one that would give me a crystal) and I could use it in my "End of turn" phase to gain a crystal, and then refresh the skill immediately because a new round starts?


You can't use skills after your turn ends. When you level up, you don't perform any of the level up until you've already declared the end of your turn. So you don't get your skill until it's too late to play it that turn. (Drawing cards is also part of the End of Turn sequence, but you don't get to play any of the cards you draw, until your next turn.)

http://boardgamegeek.com/image/1427690/mage-knight-board-gam...
I don't see any placement errors (if so, please point them out to me). Could one just take a tile from the box and explore some more? Anything official on that?


The exploration rules are in the "Movement" section of the rulebook. There's a rule that applies to your situation in section 5(e).

If there are no tiles left in the Map Tile deck when a player attempts to explore, he may use a random Countryside tile removed from the game during Setup. If all Countryside tiles have been placed, he can use removed non-City Core tiles instead. Tiles explored this way can only be placed such that they are adjacent to at least three other tiles (to fill up holes). If there are no tiles in the box, no more tiles can be explored.

So you could probably explore an additional green (countryside) tile in the space to the right of the heroes (adjacent to three tiles).

P.S. I can't tell for sure, since I can't see the whole map, but it looks like you may have illegally placed a core tile on the coast.

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

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by pabula

The only skill you can use during your "End of turn" phase is "Motivation".
But you can't use it after "End of Round" was declared.

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

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by DaviddesJ

Yes, I should have said that you can't use skills after your turn ends "except for Motivation". However, if you aren't getting another turn then there's no benefit to play Motivation.

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

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by pabula

I've read it in the rulebook... hm, wait...
It may be in the expansion rulebook ;)

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

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by cashew137

DaviddesJ wrote:


P.S. I can't tell for sure, since I can't see the whole map, but it looks like you may have illegally placed a core tile on the coast.


Nope, the coast line is one tile to the right of the white city and one tile to the left of the mountain tile - meaning the next tile to each of those would boarder on the coastline.

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

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by ChickenSedan

DaviddesJ wrote:

Yes, I should have said that you can't use skills after your turn ends "except for Motivation". However, if you aren't getting another turn then there's no benefit to play Motivation.


What about the crystal?

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

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by DaviddesJ

ChickenSedan wrote:

DaviddesJ wrote:

Yes, I should have said that you can't use skills after your turn ends "except for Motivation". However, if you aren't getting another turn then there's no benefit to play Motivation.


What about the crystal?


What crystal? Motivation doesn't generate a crystal.
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