Open main menu
Home
Random
Recent changes
Special pages
Community portal
Preferences
About Wikipedia
Disclaimers
Incubator escapee wiki
Search
User menu
Talk
Dark mode
Contributions
Create account
Log in
Editing
Mage Knight
(section)
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Design== 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: Dark Age|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.
Edit summary
(Briefly describe your changes)
By publishing changes, you agree to the
Terms of Use
, and you irrevocably agree to release your contribution under the
CC BY-SA 4.0 License
and the
GFDL
. You agree that a hyperlink or URL is sufficient attribution under the Creative Commons license.
Cancel
Editing help
(opens in new window)