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Mage Knight Board Game App

Mage Knight Board Game App

воскресенье 05 апреляadmin
Welcome to Ars Cardboard, our weekend look at tabletop games! Check out our complete board gaming coverage right here—and let us know what you think.

TL;DR: Across game sessions, Gloomhaven has an entire game Mage Knight does not have. In a given game session, Mage Knight is a game of expanding possibilities as the game goes on, to a quite ridiculous degree. Gloomhaven is a game of restricting possibilities as the game. Mage Knight companion app Just got Mage Knight and I am thoroughly enjoying the solo game after a couple of walkthrough scenarios and one solo conquest. Are there any apps that could help reducing setup time and space?

A common refrain we hear in the comments section of Ars Cardboard stories is, “Man, these games look great! If only I had someone to play them with..”

We hear you. Assembling a board game group can be a daunting task, even for dedicated gamers. Hopping online for some multiplayer video gaming takes just a few clicks, but getting a group of busy adults to wrangle conflicting schedules and converge on a single physical space for several hours can often feel like a pipe dream—and that’s if you have gaming friends in the first place.

And what if you do have a group but don't play enough? An insatiable hunger for board gaming is an affliction that we at Ars Cardboard share.

Fortunately, we also have remedies.

Option 1: Solo games

To many people outside the hobby, the only thing sadder than playing board games might be playing board games by yourself. But to the 4,140 members of the Board Game Geek (BGG) 1-Player Guild (and thousands more like them), it’s a way of life. You already play single-player video games; what’s so different about their physical counterparts? So ignore the haters—solo board gaming can be a blast.

Those new to the idea may be surprised to learn just how many games have fun and fulfilling solitaire modes. Due to their puzzly nature, many Eurogames retain much of their fun as solo exercises, and almost every pure co-op game (think Pandemic) can be played by yourself. Here are a few of our favorite titles.

Friday($14 on Amazon)

The first purchase an aspiring solo gamer needs to make is Friedemann Friese’s brilliant little deckbuilder Friday. If you’ve played Dominion, you know how the genre works: you start off with a small deck of crappy cards, and you use those cards to get better cards, crafting an increasingly powerful deck as the game progresses.

Here, you play the role of Robinson Crusoe’s Friday, and you’ll help the bumbling Crusoe brave the perils of island living until he’s strong enough to face a ship of pirates circling the island. You’ll get rid of Robinson’s negative trait cards like “Distracted” and “Weak” to make room for more helpful cards like “Experience” and “Realization.”

Friday’s crushing difficulty ensures maximum replayability, and its solitaire-only design means you’re always playing the “full game.” It takes about 25 minutes to play and costs $20 or less. Everyone needs a copy of this game.

Mage Knight ($60-$85 on Amazon)

On the other end of the complexity spectrum sits mad-genius designer Vlaada Chvatil’s gigantic adventure game Mage Knight. If Friday is a satisfying board game snack, Mage Knight is a huge Thanksgiving meal followed by a decadent dessert—and then by a course of leftover turkey sandwiches. It’s long, complicated, and intimidatingly deep.

But Mage Knight consistently tops “best solo games” lists because of its immense complexity. The game seats up to four, but most Mage Knight vets recommend that you keep this one as a solo experience. Player turns can be exceedingly long (seriously, ten-minute turns are not unusual) because of the intricate card-driven puzzle you’re presented with on each turn.

If the above description hasn’t scared you off, give Mage Knight a good, hard look. If you can stomach its 3+ hour playing time and huge learning curve, you’ll be rewarded with one of the finest experiences in board gaming, solo or not.

Imperial Settlers ($35 on Amazon)

Imperial Settlers is probably my current favorite solo game, and I’m not alone—the title won the BGG reader’s choice award for best solo game in 2014. The game is a Euro-style card-and-token affair that tasks you with creating the best civilization in the ancient world. You start with only a few resources, but through clever card play, you’ll build up a mean, efficient production engine that will let you pull off crazy point-scoring moves by the final round.

A solo mode is playable right out of the box, and designer Ignacy Trzewiczek has also published a highly recommended solo campaign variant that allows you to build up power and bonuses over multiple game sessions. Engine-building, multi-use cards, crazy combos—if you’re anything like me, you’ll love this game. And if you do end up getting a group together, you can play the game with up to three friends.

Other solo games

Several months ago, any self-respecting list of solo games would have had to include perennial solitaire favoritesSpace Hulk: Death Angeland Lord of the Rings: The Card Game. Today we have a new 'co-op as solo play' card game option. Warhammer Quest: The Adventure Card Game, a fun dungeon crawl card game released at the end of 2015, aped mechanics from those previous two games and streamlined them down to their essentials. You can read our review here.

Other cooperative games that come highly recommended as solo experiences includeRobinson Crusoe: Adventures on the Cursed Island, Eldritch Horror, and Sentinels of the Multiverse. You'll generally take the role of two or more characters when playing a co-op alone—just think of it as commanding a squad in a party-based video game.

If you’re looking for other Euro options, the wine-making game Viticulture Essential Edition has an excellent solo variant (you can also try to track down the original game and its full expansion, Tuscany, for an even richer experience). And many of designer Uwe Rosenberg’s games are lauded for their solo-ability; I’d recommend the fun Chinese veggie-farming title At the Gates of Loyang if you’re keeping it strictly single-player.

Finally, check out designer Shadi Torbey's solo-first card games Onirim and Sylvion.

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Option 2: Mobile apps

It shouldn’t come as a surprise that many of the options available to solo board gamers involve the digital realm. And there’s no better way to play digital board games than on a tablet. Tablet board game apps promise an approximation of the real deal—on a tablet, you’re not using a mouse to click and drag pieces; you’re moving components around with your actual fingertips. Though not quite the same tactile smorgasbord that you get from a real-life game, it still works surprisingly well.

Many board game apps are universal, meaning that you can theoretically play them on your phone as well. But for most apps, even ridiculously huge smartphone displays will require an uncomfortable amount of zooming and scrolling; bigger is always better here. iOS is definitely the platform of choice for board game apps, but the Android faithful still have some options.

All of our picks below feature solo play vs AI, online multiplayer, and “pass and play” game modes. Online modes can be hit or miss, but solo and local modes on all of these titles are solid. Apps are also a great way to learn new games, as tutorials are standard.


Carcassonne ($9.99 on iOS) is one of the best tablet board game implementations available. The classic tile-laying game enjoys a polished rendition featuring lovely visuals and audio, and all the usual play options are accounted for. It’s well worth the $10 asking price, and this is coming from someone who is fairly ambivalent about the actual tabletop game. (I can’t vouch for the $4.99 Android version, which is made by a different company.)Splendor($6.99 on iOS and Android) is a great mobile version of an Ars tabletop favorite—the title made it onto our 'best games we played in 2015' list (even though, yes, it came out in 2014). Splendor is essentially a competitive puzzle, making it a perfect match for the puzzle-heavy mobile marketplace. I've taken to honing my skills in private so I can dominate my friends when we get together for game night.

Ascension: Chronicle of the Godslayer (base game free on iOS and Android; expansions available as in-app purchases) is one of the rare tabletop games that actually works better as a digital experience. Between the constant card shuffling and fiddling with scoring tokens, the physical game can be a bit high-maintenance. The app handles all the busywork for you. Ignore the blah artwork; there’s a fun and addictive deckbuilding game hiding underneath. If you prefer a sci-fi theme, the 2014 hit Star Realms (free on iOS and Android; additional game modes available as in-app purchases) plays similarly, except you can directly attack your opponent. It's like a deckbuilder meets Magic: The Gathering.. in space!

Suburbia($4.99 on iOS, $3.99 on Android) is like a board game version of Sim City. Each player builds his or her own little suburb, but all the creations exist in the same larger city, so your actions can have an effect on your opponents. Winning the game requires you to carefully manage your reputation, population, and income while buying and placing the tiles that make up your slice of the metropolis. Suburbia is an excellent mathy Euro, and the app helps to cut down on some of the physical game's slightly tedious bookkeeping. A cool solo campaign rounds out the game's modes.

San Juan ($4.99 on iOS and Android) is the card game version of the classic board game Puerto Rico. The digital version's production values won't win any awards, and it's sadly missing the updated cards from the game's second edition. But the game is so much fun that it doesn't really matter. San Juan isn't as deep as the similar Race for the Galaxy (which sadly does not have an app version), but it's easy to learn, quick to play, and always fun.

Lords of Waterdeep ($6.99 on iOS, no Android version) is hands-down the best entry point for those wanting to see what this whole 'worker placement' game craze is all about. The iOS version is perhaps a little too faithful to the cardboard original (there's some wasted space on the board, forcing pinching-and-panning on smaller devices), but the overall package is great. A Eurogame disguised as a Dungeons and Dragons quest-'em-up, Lords of Waterdeep is one of my favorites.

Agricola ($6.99 on iOS, no Android version) brings Uwe Rosenberg's classic farming epic to your mobile device. If you've ever wanted to live the punishing life of a 17th-century subsistence farmer, Agricola is for you. (I've heard the game described as 'Misery Farm'—an apt description.) And with the app version, you'll no longer have to face the judging eyes of other players as you fail to feed your starving children. (The game is actually fun, I swear.)

If the above titles don't do it for you, there's an endless supply of others where those came from. Galaxy Trucker ($4.99 on iOS and Android) is another Ars favorite. Old standbys Pandemic ($6.99 on iOS and Android), Ticket to Ride ($6.99 on iOS and Android), and Small World 2 ($6.99 on iOS and Android) are also worth a look. Really, if there's a board game you're interested in playing on your tablet, look it up—you may well be in luck.

Listing image by Aurich / Getty Images

The Mage Knight Logo.

Mage Knight is a miniatures wargame using collectible figures, created by WizKids, Inc, and is the earliest example of what is now known as a Collectible Miniatures Game. The game was designed by founder Jordan Weisman along with Kevin Barrett. The game is the first to use WizKids' Clix system, combining roleplaying and wargaming elements with aspects of collectible card games.[1]Mage Knight achieved success after it was introduced in 2000. WizKids announced in October 2010 that Mage Knight was being relaunched with a board game, card game, and role-playing game.[2]

In February 2013, WizKids announced that it would release Mage Knight: Resurrection, which utilizes its SwitchClix bases to be compatible with both Mage Knight 2.0 and HeroClix rules. My guy lyrics. The release date was Fall 2013[3]

Design[edit]

Unlike many other miniatures war-games, Mage Knight eliminates the need for reference to rule books and tables by integrating a dial into each figure that contains its current combat statistics - movement rate, attack and defense values, combat damage, and special abilities. While this system lacks the versatility of other miniatures games, mainly because players cannot customize their figures, it makes up for this by facilitating rapid gameplay and by having a large number of distinctive figures. The system, called the combat dial, has proved to be highly popular and is used in WizKids's other games, including HeroClix and MechWarrior. The dial allows a figure's displayed statistics to change as it takes damage.

All miniatures, called warriors, come pre-painted and are pre-assigned point costs based on their abilities. These costs range from 3 points (only the limited edition goblin volunteer Podo has achieved a point value this low) to over 500 points (for the tanks and the Apocalypse Dragon). To play a game, players will generally agree upon a point cost total, and then design their armies to maximize their strategic capabilities within the specified point cost total. Each player is allowed to take a number of actions per turn equal to the point cost total divided by 100. These actions include movement, combat, or the use of special abilities such as Regeneration and Necromancy. Game play is typically rapid, but often highly strategic, both in terms of traditional maneuvering and combat common to miniatures games and because of the unusual combinations of unit special abilities that make every army unique.

Each Mage Knight figure belongs to a specific faction. The factions in the initial release included the Atlantis Guild, the Elemental League, the Black Powder Rebels, the Draconum, The Knights Immortal, the Orc Raiders, and the Necropolis Sect. Other factions were added later. Each faction had its own strengths and weaknesses; for example the Atlantis Guild had many figures with powerful ranged attacks, but it lacked healers. A player could combine figures of different factions in their army at will, but only figures of the same faction could move in a formation together. Using formation rules, a player could move three to five adjacent figures while using only one action. A formation combat action could also be taken, in which multiple adjacent figures of the same faction attack and increase the chances of successfully hitting the target. Since the limited number of actions per turn is one of the most important strategic considerations in the game, a player making his army would have to balance the advantages of formation movement and formation combat against the desire to have the versatility of figures from different factions.

Awards[edit]

Origins Awards[edit]

YearAward
2005Hall of Fame - Mage Knight[4]
2004Best Game Aid or Accessory - Mage Knight 3D Dungeon Tiles[5]
2002Best Game-Related Fiction, Short Form - Enemy Healer (from The Official Mage Knight Collectors' Guide 1& 2)[6]
2002Best Graphic Presentation Of A Board Game Product - Mage Knight Dungeons[7]
2001Best Science Fiction or Fantasy Miniature - Mage Knight Great Fire Dragon[8]
2001Best Vehicular Miniature - Mage Knight Atlantis War Machine: The Fist of Tezla[9]
2000Best Science-Fiction or Fantasy Miniatures Rules - Mage Knight: Rebellion[10]

Hobby Outlook Awards[edit]

YearAward
2004Best Game of 2004 - Mage Knight[11]
2003Best Game of 2003 – Mage Knight[12]
2000Games Award of Merit 2000 – Mage Knight: Rebellion

GEM Awards[edit]

YearAward
2000Best Game Product - Mage Knight: Rebellion

Inquest Gamer Fan Awards[edit]

YearAward
2004Best Miniatures Product - Mage Knight Lancers

Distribution[edit]

Mage Knight figures were sold in Starter Packs (which historically contained eight or nine figures along with rules and dice) and Booster Packs (four or five figures). Figures were sold in base sets, as well as expansion sets, and distributed with seven rarity levels. Levels 1 through 5 were assigned to the standard 'infantry' figures, each of which was available in 3 power levels: Weak, Standard and Tough. Low power and cost figure were of 1-2-3 rarity, middle range figures were 2-3-4, and stronger army figures were 3-4-5. Level 6 figures were Uniques, which carried the stipulation that only one of any individual Unique could appear in a player's army. In addition, WizKids gave away limited edition, Unique versions of the non-Unique figures in the sets as prizes for tournaments in comic and game shops. These figures are not generally available for retail sale, and have different statistics and point costs than the regular figures. This novel prize policy was in part responsible for Mage Knight's success. Some expansions had ultra-rare 'chase' figures, listed as rarity level 7, which were produced in limited quantities and found randomly in boosters, such as the Apocalypse Horsemen in Sinister or the glow-in-the-dark variants from Minions. Finally, Wiz Kids also sold larger figures individually. The figures, which included dragons, chariots, war machines and giants, had multiple combat dials that applied to each side of the figure to make them harder to kill and allow them multiple attacks. Some of these larger, individual figures cost so many points that they could be utilized only in large armies.

In 2002, the Dungeons expansion was released in starters and boosters, which featured a new type of gameplay more akin to traditional RPG 'dungeon-crawl' adventures. Instead of players each amassing armies to go head-to-head, Dungeons had players select a team of Hero characters, and enter a dungeon map filled with wandering monsters and treasure chests. During each player's turn, the opponent controlled any monsters encountered, and the goal was to defeat the monsters and escape with the most gold from the treasure chests. Adventures could be played individually or as a collective campaign, with the Hero figures having 5 'levels' that were attained with experience from adventuring. All figures (Heroes and Mage Spawn monsters) were still fully compatible with regular Mage Knight rules. The Dungeons format featured two expansions of its own, Pyramid and Dragon's Gate, and two fixed 5-figure sets with special characters, maps and scenarios titled Heroic Quests. In addition, WizKids released 3-dimensional plastic floor tiles, walls, doors, and objects which could purchased to build a full scale dungeon.

In November 2003, WizKids released a new 'base' set (their third, after Rebellion and Unlimited), colloquially referred to as 'Mage Knight 2.0,' with many rules overhauled or expanded, which introduced new strategic possibilities to the game, including capabilities to customize Unique warriors and battles via styrene cards called Items, Domains, and Constructed Terrain. Later expansions introduced more options via Spellbooks, Spells, and Adventuring Companies. The two 'versions' can be distinguished by their logos; the original Mage Knight sets feature a straight short sword through the logo while '2.0' and its subsequent expansions have a curved scimitar.

Mage Knight saw a total of 14 expansions in booster packs, as well as prepackaged sets of figures in the Heroic Quests, Conquest, and Titans supplements, and special holiday-themed figures ('Santa Claus' and 'Frosty the Snow-Minion') released in 2001 and 2003. The Conquest version had a number of large castle wall and fortification pieces, including 2 unique figures. Several Army Packs were released, with one random figure and 8 fixed figures from a specific faction. In addition, the Unlimited set released a special 'Painter's Edition' which featured miniatures which were unpainted and removed from the bases for customizing purposes.

Expansions[edit]

The expansions are (in order of release):

  • Rebellion - The original Mage Knight release from November, 2000.
  • Lancers - Released in May 2001, this first expansion introduced cavalry figures, with double the base size of regular figures and unique rules regarding their use. The expansion also introduced the first figures using the 'charge' and 'bound' special abilities which allowed figures to move and attack in the same action.
  • Whirlwind - Released in October 2001, the 2nd Mage Knight expansion introduced the Shyft, a faction that allows the Mage Spawn (monster) faction to use formations and new figures with special abilities such as 'venom' and 'ram', which allows the infliction of automatic damage if one moved into contact with an opposing figure.
  • Dungeons - Released in 2002, Mage Knight Dungeons is a complete, stand alone game as opposed to being a mere expansion to the Mage Knight system. Players take on the role of heroes fighting monsters in a dungeon and collecting treasure. Dungeons starter sets included a map, as well as two heroes, six mage spawn (monsters), and two chests, while boosters contained half as many of each. Dungeon kits with new maps and terrain were also available as part of the release. Though many of the Dungeons rules differ from Mage Knight rules, all Mage Knight Dungeons figures are fully compatible with regular Mage Knight.
  • Unlimited - This 2002 expansion was actually the re-release of a base (introductory) set. Unlimited took 160 figures from Rebellion and Lancers, some of which featured new sculpts.
  • Conquest - Released in June 2002, Mage Knight Conquest was not a true expansion but a rules set for large scale, high point-total Mage Knight battles to be played in a reasonable period of time. Conquest came with a 96-page rulebook, 3 unique figures, and several pieces of new siege equipment. Also, several connectable castle fortifications were released, including a castle keep and gatehouse which each came with a unique figure, a round tower, and 2 sets of walls.
  • Sinister - This expansion, released in 2002, featured a new faction, the Solonavi, that featured powerful, high point cost figures with unique clear plastic sculpts. The expansion also featured 'dual faction' figures, figures that count as being members of two different factions. This set also featured the four ultra-rare Riders of the Apocalypse as chase figures, randomly inserted in boosters.
  • Minions - Released in September 2002, Minions featured more Solonavi and Draconum figures, including the first non-unique Solonavi figures and the first dual faction Draconum unique figures. In addition, the Tough versions of the first 10 figures in the set were made in limited edition glow-in-the-dark plastic variants, randomly inserted in boosters.
  • Heroic Quests - Also released in September 2002. Another supplement for Dungeons, Heroic Quests consisted of 2 fixed 5-figure scenario-based boxed sets, Magestone Mines and The Citadel, each of which included 4 unique Heroes, a powerful Master Adversary figure, a unique double-sided map, and special scenario rules and monster tokens.
  • Pyramid - Released in January 2003, Pyramid was not a true expansion but a new starter set for the Mage Knight Dungeons game. Like Dungeons, all figures are compatible with regular Mage Knight play.
  • Uprising - Released in April 2003, Uprising was a relatively small expansion, with 96 figures released.
  • Dragon's Gate - This expansion was another addition to the Mage Knight Dungeons game, with all figures again being compatible with standard Mage Knight rules.
  • Mage Knight - Commonly known as 'Mage Knight 2.0', this Base Set was released in November 2003 and represented a major revision to the Mage Knight ruleset. Figures from prior sets remained compatible with this ruleset. Figures from the prior sets were phased out from tournament play. Figures released with Mage Knight 2.0 and later also included more features that enabled them to be more versatile and customizable on the battlefield, such as a wider variety of special abilities, subfactions giving units a more 'permanent' ability, and proficiencies which gave warriors abilities based on their combat value types. One of the major enhancements with Mage Knight 2.0 was the introduction of styrene cards which influenced gameplay in various ways.
  • Dark Riders - Released in April 2004, Dark Riders introduces the 'mount' and 'rider' units. Certain warriors are removable from their bases, and can be placed in slots on the front of larger 'mount' units to create a 'cavalry' unit, and gain significant benefits from doing so. Certain relics are only equipable by riders. Dark Riders also introduces Faith and Catastrophe Domain cards, new Item cards, the Dark Riders and Wylden Host subfactions, and four ultra-rare 'chase' figures: the Avatars of Apocalypse (whose subfaction the set is named after).
  • Sorcery - Released in September 2004, Sorcery introduced a new rules mechanic for spellcasting and a new proficiency for blocking spells cast by opposing players. Associated with this new ruleset were two new types of styrene cards - Spellbooks and Spells. Sorcery also was the first 2.0 expansion to have non-unique warriors with Item slots, allowing for even greater versatility in army building. Although no new factions were introduced with Sorcery, 10 new subfactions were introduced to give even more variety to the types of armies players could build.
  • Omens - Released in April 2005, Omens introduced two new rules mechanics: Adventuring Companies, which allowed an army to have a universal ability, and could be made cheaper by choosing specific characters; and Champions, figures with a removable base that allowed the player to choose from a set of 5 increasingly powerful combat dials, depending on the number of points the player wished to spend on it. Also reintroduced with the Omens expansion was the Shyft faction, as well as the first 2.0 non-unique Mage Spawn figures. Associated with the release, though not part of the release itself, was the introduction of a convention-exclusive figure known as the Apocalypse Dragon.
  • Nexus - Released on August 24, 2005, and featured previously released figures from the Unlimited, Sinister, Minions, Uprising, Pyramid, and Dragon's Gate sets. These figures use the same sculpts as the original figures, but are painted to 2.0 standards, and have combat dials and stats updated to reflect gameplay in the Mage Knight 2.0 ruleset. The set is unique in that unlike other sets, where 'common' units had three levels of relative power (Weak, Standard, and Tough), Nexus had only Unique and Standard figures; no Weak or Tough versions were included in the set. Presumably this was to give a greater variety of figure sculpts, while keeping the amount of distinct figures on par with other Mage Knight expansion sets. On June 30, 2005 Wizkids announced the Nexus expansion would be the last in the current series and that after November 2005 all tournament support would cease. Neither Wizkids or Topps gave any official reason. However, WizKids was acquired in 2009 by NECA, and in February 2013 announced a new expansion appropriately titled Resurrection.[13]
  • Resurrection - Was released in Fall 2013 and utilizes WizKids' SwitchClix dials. SwitchClix allows the player to remove the figure from one base and attach it to another, so the same figure can be used on two different types of dials.[14] Each of the 25 miniatures in the line will include two dials: one for Mage Knight 2.0 rules, and one that's compatible with the main HeroClix line. The figures will be available through starter sets and booster packs.[15] There is no word as to whether the company will support possible Mage Knight tournaments as it had in the past.

Other Products[edit]

Video Games[edit]

A full PC game title (Mage Knight: Apocalypse) was published in September 2006 by Namco Bandai Games America and developed by Interserv International. A handful of new figurines, now amongst the rarest, were released as tie-ins to help promote the PC game.[16] Another title for the Nintendo DS (Mage Knight: Destiny's Soldier) was released in the same month.

Novels[edit]

There are five novels published by Del Rey/Ballantine books. The first novel is Mage Knight 1: Rebel Thunder written by Bill McCay.[17] The second novel is Mage Knight 2: Dark Debt written by Doranna Durgin.[18] The third novel is Mage Knight 3: Stolen Prophecy, written by Christopher Stasheff.[19] The fourth novel is Mage Knight 4: The Black Thorn Gambit, written by Josepha Sherman.[20] The fifth novel is Mage Knight 5: Khamsin's Heir, written by Doranna Durgin.[21]

Comic Book Series[edit]

Published by IDW beginning in 2002, the Mage Knight comic book series was written by Todd Dezago based on a story by Jordan Weisman. The covers were illustrated by J. Scott Campbell and Alex Garner (Danger Girl) and the interiors were illustrated by Dave Cabrera. Issue #1, released in October 2002, came with a certificate that could be redeemed for an exclusive figure of Maren'Kar, one of the characters in the comic book.[22]

Board Game[edit]

The Mage Knight Board Game was designed by Vlaada Chvátil and released in December 2011. It sold out in 20 days[23] and a reprint was released in April 2012.[24] The board game has received multiple awards and honors, some of the most notable are:

  1. Nominees for Dice Tower’s Annual Best Game of the Year Award for games released in 2011,[25]
  2. Finalist in the General Strategy category of the 2012 International Gamers Awards.[26]
  3. 2012 Golden Geek Award for Most Thematic Board Game from Board Game Geek.[27]
  4. 2013 Origins Awards Best Board Game Nominee[28]
  5. 2012 Spiel der Spiele Hit für Experten Recommended[29]
  6. 2012 Golden Geek Most Innovative Board Game Nominee[30]

The overall reception of the board game was positive. It received a 10 out of 10 in Playing Appeal from Spielbox Magazine. TechRaptor described it as 'one of the best, if not the best, solo game on the market'[31]Board Games Land similarly mentioned that it 'holds the crown as the best solo board game'[32] and The Thoughtful Gamer said 'there’s a bit of zen here'[33]

There were also three distinct expansions released for Mage Knight:

  1. Mage Knight Board Game: The Lost Legion was released in December 2012.[34]
  2. Mage Knight Board Game: Krang Character was released in 2013[35]
  3. Mage Knight Board Game: Shades of Tezla was released in July 2015[36]

On March 8, 2018 WizKids Announces the Mage Knight Board Game: Ultimate Edition release for September 2018 which included all of the above expansions.[37]

Factions[edit]

The land of Mage Knight is split among several factions. Several of these factions split from Tezla's original empire, and others have organized and grown since Tezla's death. Based on the outcomes of various official storyline tournaments held at comics and gaming shops and major gaming conventions, when 2.0 was released most of the major factions were renamed, and also further divided into one or more subfactions, each of which possesses its own unique ability.

  • Atlantis Guild/Atlantean Empire - This is the core remains of Tezla's original empire. Upon his death, the Atlantis Guild leaders focused mostly on Technomantic magic, and their armies often consist of mixes between mages, troops, and magically-infused golems. Nujarek later further organized the Guild into the Atlantean Empire in an effort to regain the former glory of Atlantis. Their 2.0 subfactions are the Imperial Legion, Golemkore and Delphana.
  • Apocalypse - First introduced in the Sinister set as the four ultra-rare Riders of the Apocalypse, this cult, also known as the Tur'aj, was dormant for many years. As chaos grew in the land, the Apocalypse gained power. At first, the heralds of the Apocalypse rode forth in the Land, and later several Avatars were created to build up the cult again. They sought to sow discord and death in the land, and brought about the rebirth of the terrible Apocalypse Dragon. They have one 2.0 subfaction, the Minions of the Apocalypse.
  • Black Powder Rebels/Black Powder Revolutionaries - This faction began as a rag-tag group of dissidents to the Atlantis Guild who saw the injustice that the Guild inflicted upon many of the denizens of the land. This was especially due to the treatment of the Dwarves, who, due to their strong resistance to Magestone (a major source of magical power, used heavily in Technomancy), were conscripted into working in the various Magestone mines, often until they were worked to death. The Rebels became a major player after the assassination of Karrudan, and later grew in strength to become the Black Powder Revolutionaries. Their 2.0 subfactions are the Bloody Thorns, Northlanders and Forgemasters.
  • Draconum - Not particularly allied with any faction, though opposed to the Apocalypse and tried to prevent the Apocalypse from claiming the egg of the Apocalypse Dragon. Mostly, however, they act as pseudo-mercenaries, who have a common quest to better themselves, as they continue to evolve into higher and more potent forms of Draconum. They have one 2.0 subfaction, the Dragon Mystics.
  • Elemental League/Elemental Freeholds - A splinter faction from Tezla's original empire, the Elemental League focuses mostly on Elemental magic, or magic of life. Opposed primarily to the Necropolis Sect/Dark Crusaders, they lost much ground and many troops to the latter faction. Eventually, they came to be more scattered, and fought to keep from being wiped out completely. As 2.0's story begins, they retreated to an Elven castle in the forest and became the Elemental Freeholds. Distantly related to the Elven Lords, they are neither strong allies nor bitter enemies with them. Their 2.0 subfactions are the Wylden Host and Storm Druids.
  • Heroes - Introduced primarily for Dungeons-style games, this faction represents individuals who seek glory in the Land. Many of the Hero faction are dual-aligned with another faction, though some are not. They are not in any 2.0 sets and have no subfactions.
  • Knights Immortal/Elven Lords - An ancient race of elves that live in the Rivvenheim Mountains in the easternmost regions of the known Land. Their overarching goal is to eliminate chaos from the land, and often do so without mercy to those they consider unworthy. Allied with the Atlantis Guild for a time against the Orcs, they were eventually betrayed and left to fend for themselves, and have since sworn vengeance as the Elven Lords. Their 2.0 subfactions are the Free Armies, Temple Masters and Order of Sorcery.
  • Mage Spawn - Not truly an organized 'faction', but in the game are figures without any faction. In the early sets, these represented various creatures, often twisted through magic (hence their name) that were of various levels of intelligence, but not organized into any formal faction. In later 2.0 sets, some mercenary-type figures were also included, and their subfaction, Order of the Ninth Circle, had a gameplay ability that let them bond more fully to any faction by assuming the faction of any and all figures in the army they are with.
  • Necropolis Sect/Dark Crusaders. A split-off faction from Tezla's empire, the Necropolis sect focused on Necromantic magic, or magic of death. Primarily opposed to the Elementals, they took much of their territory and did much damage. Later, they began the Dark Crusade to continue taking over the Land and convert all to the worship of the Dark Tezla. Their 2.0 subfactions are the Deathspeakers, the Order of Vladd and the Blood Cultists.
  • Orc Raiders/Orc Khans - The Orc Raiders were a semi-organized group of nomadic raiders from the north, in a land called The Fist. They attacked and plundered, but eventually became hungrier for more spoils, and became more organized. The lowly goblin Podo stole a powerful Elven shield relic, and rose to a tenuous position of power among his larger cousins. As the various Orc Khans united, they became an even greater force in the land to reckon with. Their 2.0 subfactions are the Broken Tusk, the Shadow Khans and the Chaos Shamans.
  • Shyft - Introduced in the Whirlwind expansion, these strange reptilian creatures seemed to have a strange psychic bond with the various Mage Spawn found in the Land. Originally relatively weak, they relied on this bond with more powerful Mage Spawn to help fight. Eventually, they withdrew from the Land, and were largely unknown. In the Omens set, they reemerged in a new, more powerful warrior form. While they maintained their affinity with the Mage Spawn, they became powerful warriors in their own right. They seem to have somewhat of an alliance with the Apocalypse faction, though the full connection between the two is unknown. They have a single 2.0 subfaction, the Darkmarch, and have the faction ability to grant Mage Spawn the Shyft faction for formation purposes.
  • Solonavi - Originally introduced in the Sinister expansion as extremely powerful figures, they remain a fairly enigmatic race of energy creatures. They offer favors to various groups and individuals, in exchange for favors in return to be named later. At the beginning of the Mage Knight 2.0 timeline, they revealed themselves more fully as being aligned with the Oracles of Rokos, and offered their services to the Atlantis Guild to become the most powerful empire in the land. When the offer was refused, they were outraged, and began claiming their own territory in the land. Consisting of beings of light and various 'oathsworn' servants, they seem to be strongly dedicated to protecting the Land against the rise of the Apocalypse. However, it is strongly hinted they might have ulterior motives, and many still do not trust them. They cast a spell which reawakened many dormant magics in the Land. Their single 2.0 subfaction is the Oracle of Rokos.

References[edit]

  1. ^Kaufeld, John; Smith, Jeremy (2006). Trading Card Games For Dummies. For Dummies. John Wiley & Sons. ISBN0470044071.
  2. ^http://wizkidsgames.com/blog/2010/10/21/wizkids-announces-the-re-launch-of-the-mage-knight-%E2%84%A2-property/
  3. ^http://wizkidsgames.com/blog/2013/02/11/wizkids-games-to-release-mage-knight-resurrection/
  4. ^Origins Award#Hall of Fame games and publications
  5. ^http://www.toymania.com/news/messages/5293.shtml
  6. ^'Archived copy'. Archived from the original on 2013-02-03. Retrieved 2013-03-01.CS1 maint: archived copy as title (link)
  7. ^'Archived copy'. Archived from the original on 2013-02-03. Retrieved 2013-03-01.CS1 maint: archived copy as title (link)
  8. ^'Archived copy'. Archived from the original on 2013-02-03. Retrieved 2013-03-01.CS1 maint: archived copy as title (link)
  9. ^'Archived copy'. Archived from the original on 2013-02-03. Retrieved 2013-03-01.CS1 maint: archived copy as title (link)
  10. ^'Archived copy'. Archived from the original on 2014-10-09. Retrieved 2013-10-09.CS1 maint: archived copy as title (link)
  11. ^http://www.toymania.com/news/messages/5370.shtml
  12. ^http://www.diamondcomics.com/Home/1/1/3/124?articleID=5526
  13. ^http://wizkidsgames.com/blog/2013/02/11/wizkids-games-to-release-mage-knight-resurrection/
  14. ^http://wizkidsgames.com/blog/2012/11/19/preview-of-the-batman-gotham-city-strategy-game/
  15. ^http://wizkidsgames.com/blog/2013/02/11/wizkids-games-to-release-mage-knight-resurrection/
  16. ^https://web.archive.org/web/20071116100219/http://wizkidsgames.com/mageknight/article.asp?cid=41032
  17. ^https://www.amazon.com/dp/0345459687
  18. ^https://www.amazon.com/dp/0345459695
  19. ^http://www.risingshadow.net/library?action=book&book_id=14819
  20. ^https://www.amazon.com/Mage-Knight-Black-Thorn-Gambit/dp/0345459717
  21. ^http://www.bookfinder.com/dir/i/Mage_Knight_5-Khamsins_Heir/0345459725/
  22. ^http://www.comicbookresources.com/?page=article&id=1294
  23. ^http://wizkidsgames.com/blog/2011/12/22/the-just-released-mage-knight-board-game-is-sold-out/
  24. ^http://wizkidsgames.com/blog/2012/02/10/reprint-of-mage-knight-board-game-to-hit-u-s-retailers-starting-april-18th/
  25. ^http://wizkidsgames.com/blog/2012/04/17/quarriors-mage-knight-and-star-trek-fleet-captains-nominated-for-the-dice-towers-2011-best-games-of-the-year/
  26. ^http://wizkidsgames.com/blog/2012/09/04/mage-knight-the-board-game-star-trek-fleet-captains-announced-as-finalists-for-the-2012-international-gamers-awards/
  27. ^http://boardgamegeek.com/boardgamehonor/20995/2012-golden-geek-best-thematic-board-game-winner
  28. ^'2013 Origins Awards Nominations Announced!'. Theology of Games. Retrieved 2018-10-31.
  29. ^'Österreichischer Spielepreis 2012'(PDF). www.spielepreis.at. Retrieved October 31, 2018.
  30. ^'2012 Golden Geek Most Innovative Board Game Nominee Board Game Honor BoardGameGeek'. boardgamegeek.com. Retrieved 2018-10-31.
  31. ^'Mage Knight Board Game Review - So Good Solo!'. techraptor.net. Retrieved 2018-10-31.
  32. ^'Best Solo Board Games 2018 - Top 10 Revealed'. Board Games Land. 2018-10-07. Retrieved 2018-10-31.
  33. ^'Mage Knight Review - The Thoughtful Gamer'. The Thoughtful Gamer. 2017-07-23. Retrieved 2018-10-31.
  34. ^http://wizkidsgames.com/blog/2012/09/14/mage-knight-board-game-expansion-the-lost-legion/
  35. ^'Mage Knight Board Game: Krang Character Expansion'. BoardGameGeek. Retrieved 2018-10-31.
  36. ^'Mage Knight: Shades of Tezla'. WizKids. Retrieved October 31, 2018.
  37. ^'Mage Knight Ultimate Edition'. WizKids. Retrieved October 31, 2018.

External links[edit]

  • Mage Knight Board Game at BoardGameGeek
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