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Mage Knight Adventure Sites and Fortified Sites

Tomb Icon Dungeon Monster Den Spawning Grounds Ancient Ruins Mage Tower Keep City

Type When Revealed

Adventure, may pass through even when units here

Adventure, may pass through even when units here

Adventure, may pass through even when units here

Adventure, may pass through even when units here

Adventure, may pass through even when units here Place Yellow face up if day, face down if night. Reveal if/when on space or day starts. Enter as Action Altar: Pay 7I Enemies: Draw You and undefeated enemies remain in the space

Fortified, may not enter or pass through Draw Violet token. Reveal if/when adjacent by day.

Fortified, may not enter or pass through Draw Grey token. Reveal if/when adjacent by day.

Attack / Plunder Rules Fail

As Action Draw Red Night, no units Discard enemy, draw new next time

As Action Draw Brown Night, no units Discard enemy, draw new next time

As Action Draw Brown

As Action Draw 2 Brown

Assault move Reputation-1 Fortified

Assault move Reputation-1 Fortified

Fortified, may not enter or pass through Take card, place figure, establish level, draw enemy tokens face down. Reveal if/when adjacent. Assault move 2 Reputation-1 Fortified

You and undefeated enemy remain in the space

Reward for conqueror only

Shield Spell and Artifact

Shield G/B: Spell X: Artifact

Shield B: +1 Fame X: Crystal

You remain, undefeated remain face up, defeated replenished face down Shield Artifact and 3x: B: +1 Fame X: Crystal

After conquest, for all

New attack as above (also by same player), no reward except fame, shield stays

New attack as above (also by same player), no reward except fame, shield stays

It is now as empty space (but with shield)

It is now as empty space (but with shield)

Shield Altar: As depicted on token Enemies: As depicted on token, no reputation bonus for Orcs or Draconum It is now as empty space (but with shield)

Shield Spell

Shield Can recruit Keep units here later. Draw +1 card per own Keep when on or adjacent.

Anyone can recruit Mage Tower units or buy spells for 7I + 1 mana of same color as spell

Can be assaulted, Rep-1. Fight random Grey, half fame (rounded up) and replace shield if win.

1 Shield for every enemy killed, most shields is leader. Draw +1 card when on or adjacent to City you have shields in, +2 if you are leader. Multiple players can be here, no PvP combat. Anyone can recruit City units here. See City card for interactions. +1I for each shield in City.

Open sites and Marauding enemies


Village Icon Monastery Crystal Mine Magical Glade Marauding Orcs Draconum
1 2

Tactics
Day
Discard up to 3 cards (including wounds) immediately, draw new, reshuffle discarded into deck Take one basic color mana die from Source, keep until you use it At end of each turn, if you have 2+ cards in hand when you draw, draw +1 card Immediately draw 2 cards Once this Day, take two turns in a row

Night
Once this Night, if draw deck is empty put 3 random cards from discard pile back into the deck Once per turn, before using mana from source, reroll up to 2 dice (must reroll Gold if present) Once this Night, before a turn shuffle up to 5 cards from hand into deck, draw new Immediately take one chosen card from deck into hand Before start of each turn either put top card from deck under this card or take all cards here into hand

Type

Open site, may pass through

Open site, may pass through

Open site, may pass through

Open site, may pass through

Reveal

Plunder / Burn / Challenge

Plunder as Action at or before start of your next turn Effect: Reputation-1 +2 cards

Rules Fail Reward

Draw one Advanced Action, put as Unit offer Burn as Action Effect: Reputation-3 Draw Violet card, if you defeat it, Monastery is burned No units Shield Artifact Monastery destroyed, as empty space Anyone can recruit Monastery Units, get Heal for 2I or learn an Advanced Action on Unit offer for 6I

Rampaging enemy, may not enter or pass through Draw Green, place face up

Rampaging enemy, may not enter or pass through Draw Red, place face up

5 Challenge as Action from adjacent space Challenge as Action from adjacent space 6

Defence / Attack Abilities


+1 Reputation +2 Reputation Fortified. Ranged attacks cannot be used in Ranged / Siege attack phase. Physical resistance. Only 50% effect of physical attacks, full effect of Fire / Ice. Can be combined. End turn here: Gain one crystal of the appropriate color Start turn here: Gain 1G/1B End turn here: Remove one wound card from hand or discard pile If you move from one space adjacent to them to another space adjacent to them, they will attack If you move from one space adjacent to them to another space adjacent to them, they will attack Swift. Must play double the given number to block the units attack (but normal damage). Brutal. Gives double damage if successful (but normal to block). Poisonous. Units get two wounds on them. Heroes get one wound in hand, one in discard pile. Paralyzing. Units are destroyed and removed from game if wounded. Heroes lose all non-wound cards from hand.

General

Anyone can recruit Village Units or get 1 Heal for 3I

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