
2011 · Fantasy
Mage Knight Board Game
Players take the role of powerful mage-knights exploring and subduing a peninsula of the Atlantean Empire. They move across a modular map, recruit units, learn skills, and customize a deck of spells, abilities, and artifacts to tackle castles, dungeons, and powerful foes. Combat uses cards and positioning; successful encounters grant experience, followers, and loot that expand options for future turns. Games support solo, cooperative, and competitive play, with players balancing exploration, city assaults, and interactions with other mage-knights as they grow in power and pursue strategic objectives.
- Players
- 1–4 best 1
- Playing time
- 60–240 min
- Age
- 14+
- Complexity
- 4.4 / 5
About the game
- Design
- Publisher
Expansions
See them in LudoyaPlays with
See them in LudoyaOn Ludoya's tables
Full stats in Ludoya- 474
- Plays logged
- 161
- Players
- 3h 7m
- Average play
- 124
- In collections
- 33
- On wishlists
- 1
- Pre-ordered
7.8/10
from 75 Ludoya reviews
Mestremuten9.0 Rating: 5/5 Production value: 3/4 Is the game in my collection/Love to have?: 1/1
Played it 20 times
Tomol8.0 An awesome game but too heavy with many rules to take into account.
No plays logged
A piece of art. Awesome game with many things inside. Adventure, Deck-Building, Exploration, Coop or Competitive as you want. I find it one of the most amazing experiences in board games ever. Absolutely love it.
No plays logged
Rules questions
Answered from the rulebook by Ludoya's rules assistant.
When does my turn end — can I stop early or must I play all my cards?
You may end your turn by playing or discarding at least one card (or skip only if your hand is empty); if your Deed deck is empty you may forfeit your turn to announce the end of the round (you must announce if you also have no cards in hand) and other players get one last turn (page 1).
How do I move — do I spend mana or play cards to move, and how does exploring work?
You gain and spend move points from movement effects (cards/abilities) and play non-wound cards sideways for 1 Move each; spend move points according to terrain cost and you can spend 2 move points to explore and reveal an adjacent tile (pages 1).
How do wounds and healing work for my hero and for units?
Hero wounds are taken as Wound cards into your hand and can only be removed by spending healing (playing healing effects or buying healing at villages/monasteries); unit wounds are placed on the unit (making it unusable) and must be healed by paying the unit's healing cost (healing can be done any time on your turn except during combat) (page 2).
What's the sequence when resolving combat — what are the six combat steps?
Combat proceeds in six steps: 1) Reveal all enemies, 2) Ranged/Siege attacks, 3) Block, 4) Damage assignment, 5) Attack (melee) phase, and 6) Outcome/resolution (apply shields, rewards, removals, or withdrawals) (page 2).
Do I have to defeat every defender to conquer a city or keep?
A city is conquered when all its defenders are defeated (rampaging enemies do not count as defenders), after which shields/leader are awarded; fortified sites work similarly — defeat the site's defenders to place shields and mark the site (page 2).
When do I draw back up to my hand limit and can my keeps/cities change that limit?
At the end of your turn you discard any number of cards (you must discard if you didn't discard during the turn) and then draw until you reach your hand limit; being on or next to your own keeps or conquered cities can increase your hand limit (page 1).
Score sheet by Ludoya
Mage Knight Board Game score sheet
Every scoring category, from the Ludoya kit. On your phone the totals add up by themselves.
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Game facts (players, playing time, age, credits) from BoardGameGeek.






