U.S. patent application number 10/626484 was filed with the patent office on 2005-01-27 for game piece with item slots and method of playing a game.
This patent application is currently assigned to WizKids LLC. Invention is credited to Grubb, John J., Hungerford, Scott C., Long, James D. JR., Pasternack, Ethan S.U., Robinson, Matthew E., Weisman, Jordan K..
Application Number | 20050017450 10/626484 |
Document ID | / |
Family ID | 34080441 |
Filed Date | 2005-01-27 |
United States Patent
Application |
20050017450 |
Kind Code |
A1 |
Weisman, Jordan K. ; et
al. |
January 27, 2005 |
Game piece with item slots and method of playing a game
Abstract
A game piece and method of game playing is disclosed wherein
individual game pieces include a multi-piece base with scoring
indicia printed on a top portion. The top is rotatable with respect
to a bottom portion. A slotted aperture in the top reveals data
that varies as the top portion is rotated with respect to the
bottom. The variable numbers indicate capability characteristics of
the particular game piece. In addition, the base includes slots for
the addition of items that enhance the capabilities of the
individual game piece. A plurality of additional items fit in the
slots with each additional item affecting the numeric values of
that character. The items may be dropped or picked up during the
game thus permitting customization of each game piece as well as
the ability to dynamically alter the characteristics of each game
piece.
Inventors: |
Weisman, Jordan K.;
(Redmond, WA) ; Long, James D. JR.; (Redmond,
WA) ; Hungerford, Scott C.; (Bellevue, WA) ;
Robinson, Matthew E.; (Bellevue, WA) ; Grubb, John
J.; (Renton, WA) ; Pasternack, Ethan S.U.;
(Seattle, WA) |
Correspondence
Address: |
DAVIS WRIGHT TREMAINE, LLP
2600 CENTURY SQUARE
1501 FOURTH AVENUE
SEATTLE
WA
98101-1688
US
|
Assignee: |
WizKids LLC
Bellevue
WA
|
Family ID: |
34080441 |
Appl. No.: |
10/626484 |
Filed: |
July 23, 2003 |
Current U.S.
Class: |
273/288 |
Current CPC
Class: |
A63F 2003/00826
20130101; A63F 2003/0076 20130101; A63F 2003/00883 20130101; A63F
2011/0062 20130101; A63F 2011/0072 20130101; A63F 3/00697
20130101 |
Class at
Publication: |
273/288 |
International
Class: |
A63F 003/00 |
Claims
1. A game piece for use in a game played on a game playing surface,
the game piece comprising: a self-contained record-keeping device
for placement on the game playing surface, wherein the
record-keeping device adjustably displays variable information
relating to the game, the information being arranged in a plurality
of selectable groupings, each grouping including a plurality of
different types of game play indicia, each type of indicia being
related to a different aspect of the play of the game and being
expressed as game play values, the indicia of one type in at least
some of the groupings having game play values different from the
indicia of the same type in others of the groupings, the
record-keeping device including a slot for placement of an indicia
altering token therein.
2. The game piece of claim 1, further comprising an indicia
altering token for use in playing a game, the indicia altering
token, when placed in the slot, altering game play values in the
game of at least one type of game play indicia.
3. The game piece of claim 2, further comprising an item card
corresponding to the indicia altering token, the item card
providing data related to operation of the indicia altering
token.
4. The game piece of claim 3 wherein the indicia altering token and
the corresponding item card are initially supplied as an integral
component with the indicia altering token comprising a detachable
portion of the item card.
5. The game piece of claim 1, wherein the record-keeping device
further includes additional slots for placement of additional
indicia altering tokens.
6. The game piece of claim 5, further comprising a plurality of
indicia altering tokens for use in playing a game, the indicia
altering tokens, when placed in the slot and the additional slots,
altering game play values in the game.
7. The game piece of claim 1 for use in playing a game based on
simulated interactions of at least two game pieces according to a
set of game rules, wherein the game play values are selected to
produce outcomes of the simulated interactions between the game
pieces according to the set of game rules by comparison of the game
play values of the game play indicia in selected groupings of the
game pieces.
8. The game piece of claim 1, further including an indicator
selectively manually movable between a plurality of positions
corresponding to the groupings to select one of the groupings for
use of the game play indicia thereof to determine game play.
9. The game piece of claim 8, further including a gripable member
exposed for grasping by a hand of a game player, the gripable
member being operatively connected to the indicator to selectively
manually move the indicator in response to movement of the gripable
member between the plurality of positions corresponding to the
groupings to select the one of the groupings for use of the game
play indicia thereof to determine game play.
10. The game piece of claim 9, further including a base portion
rotatably coupled to the gripable member, the base portion having a
raised pattern disposed on a surface thereof for engagement with a
tool for rotating the base portion with respect to the gripable
member.
11. A game piece for use in a game, the game piece comprising: a
self-contained record-keeping device, wherein the record-keeping
device adjustably displays variable information relating to the
game, the information being arranged in a plurality of selectable
groupings of game play indicia, each grouping including a plurality
of different types of game play indicia, each type of indicia
indicating information related to a different aspect of the play of
the game and being expressed as game play values, the indicia of
one type in at least some of the groupings having game play values
different from the indicia of the same type in others of the
groupings, the record-keeping device including a receiver portion
to receive and removably retain an indicia altering token
therein.
12. The game piece of claim 11 wherein the receiver portion
comprises a slot sized to receive and removably retain the indicia
altering token therein.
13. A set of at least first and second movable game pieces for use
by first and second game players, respectively, in playing a game
based on simulated interactions of the first and second game pieces
according to a set of game rules, each of the first and second game
pieces comprising: a first member having a plurality of discrete
groupings of game play indicia, each grouping including a plurality
of different types of game play indicia, each type of indicia
indicating information related to a different aspect of play of the
game and being expressed as game play values, the game play values
being selected to produce outcomes of the simulated interactions
between the first and second game pieces according to the set of
game rules by comparison of a number determined based upon the game
play values of the game play indicia in one grouping of the first
game piece with a number determined based upon the game play values
of the game play indicia in one grouping of the second game piece,
the game play values of a plurality of the game play indicia in at
least one of the groupings of the first game piece having different
values than the game play values of a plurality of the game play
indicia of the same type in at least one of the groupings of the
second game piece; a second member having an indicator portion
positioned to indicate one of the groupings for use of the indicia
thereof to determine the number used for comparison, one of the
first and second members being selectively manually movable
relative to the other of the first and second members to
selectively position the indicator portion to indicate the one of
the groupings; and a slot in at least one of the first and second
game pieces for placement of an indicia altering token therein.
14. The game pieces of claim 13, further comprising an indicia
altering token for use in playing a game, the indicia altering
token, when placed in the slot of the first, or second game pieces,
altering game play values in the game of at least one type of game
play indicia.
15. The game pieces of claim 14 wherein the indicia altering token
alters game play values for at least two types of game play
indicia.
16. The game pieces of claim 14, further comprising an item card
corresponding to the indicia altering token, the item card
providing data related to operation of the indicia altering
token.
17. The game pieces of claim 16 wherein the indicia altering token
and the corresponding item card are initially supplied as an
integral component with the indicia altering token comprising a
detachable portion of the item card.
18. The game pieces of claim 13, further comprising additional
slots in at least one of the first and second game pieces for
placement of additional indicia altering tokens therein.
19. The game pieces of claim 18, further comprising a plurality of
indicia altering tokens for use in playing a game, the indicia
altering tokens, when placed in the slot and the additional slots,
altering game play values in the game of different types of game
play indicia.
20. The game pieces of claim 13 wherein each of the first and
second game pieces have at least one slot for placement of an
indicia altering token therein, which when place in the slot alters
the game play values of at least one type of game play indicia by
an amount and the game play values selected to produce outcomes of
the simulated interactions between the first and second game pieces
according to the set of game rules by comparison of the altered
game play values of the game play of the first and second game
pieces.
21. A method for playing a game according to a set of game rules,
the method comprising the acts of: placing first and second movable
game pieces on a playing surface for use by first and second game
players, respectively, in playing a game based on simulated
interactions of the first and second game pieces according to the
set of game rules, each of the first and second game pieces
including a self-contained record-keeping device having a plurality
of discrete groupings of game play indicia, each grouping including
a plurality of different types of game play indicia, each type of
indicia indicating information related to a different aspect of
play of the game and being expressed as game play values, the game
play values being selected to produce outcomes of the simulated
interactions between the first and second game pieces according to
the set of game rules by comparison of a number determined based
upon the game play values of the game play indicia in one grouping
of the first game piece with a number determined based upon the
game play values of the game play indicia in one grouping of the
second game piece, the game play values of a plurality of the game
play indicia in at least one of the groupings of the first game
piece having different values than the game play values of a
plurality of the game play indicia of the same type in at least one
of the groupings of the second game piece, and an indicator portion
positioned to indicate one of the groupings for use of the indicia
thereof to determine the number used for comparison, at least one
of the first and second game pieces having a receiver portion to
receive an indicia altering token therein which is used to alter
the game play values of at least one type of game play indicia; for
each of the first and second game pieces initially moving the one
of the first and second members to selectively position the
indicator portion thereof to indicate an initial selected one of
the groupings according to the set of game rules; engaging the
first and second game pieces in an initial simulated interaction
according to the set of game rules; altering the game play values
of the corresponding game play indicia in accordance with the
indicia altering token, if present in the receiver portion;
comparing the number determined based upon the game play values of
the game play indicia of the initial selected one of the groupings
of the first game piece to the number determined based upon the
game play values of the game play indicia in the selected initial
one of the groupings of the second game piece, and based on the
comparison determining an outcome of the initial simulated
interaction between the first and second game pieces according to
the set of game rules; and thereafter in turns according to the set
of game rules until the game is over, repeatedly moving the one of
the first and second members of at least one of the first and
second game pieces according to the set of game rules to
selectively position the indicator portion thereof to indicate a
selected one of the groupings, engaging the first and second game
pieces in a simulated interaction according to the set of game
rules, and comparing the number determined based upon the game play
values of the game play indicia of the selected one of the
groupings of the first game piece to the number determined based
upon the game play values of the game play indicia of the same type
in the selected one of the groupings of the second game piece, and
based on the comparison determining an outcome of the simulated
interaction between the first and second game pieces according to
the set of game rules.
22. A method for playing a game according to a set of game rules,
the method comprising the acts of: placing first and second movable
game pieces on a playing surface for use by first and second game
players, respectively, in playing a game based on simulated
interactions of the first and second game pieces according to the
set of game rules, each of the first and second game pieces
including a self-contained record-keeping device having a plurality
of alterable game values indicative of the operational
characteristics of the first and second game pieces, respectively,
and a receiver portion in the first game piece to receive and
removably retain a token to thereby alter a selected game value;
placing the token in the receiver portion to alter the selected
game play value of the first game piece; initially moving one of
the first and second game pieces into position to engage the first
and second game pieces in an initial simulated interaction
according to the set of game rules; and comparing the altered game
play value of the first game piece with the game play value of the
second game piece, and based on the comparison determining an
outcome of the initial simulated interaction between the first and
second game pieces according to the set of game rules.
23. The method of claim 22 wherein the first game piece has a
plurality of receiver portions to receive a plurality of tokens,
the method further comprising altering selected game values based
on the plurality of tokens placed in the receiver portions.
24. The method of claim 22 wherein the second game piece has a
receiver portion to receive a token, the method further comprising
altering a selected game value of the second game piece based on
the token placed in the receiver portion of the second game piece
and comparing the altered game play value of the first game piece
with the altered game play value of the second game piece.
25. The method of claim 22, further comprising removing the token
from the receiver portion to thereby eliminate the alteration of
the selected game value.
26. The method of claim 25 wherein the second game piece has a
receiver portion to receive a token, the method further comprising
acquiring the removed token for placement in the receiver portion
of the second game piece to thereby alter a selected game value of
the second game piece based on the token placed in the receiver
portion of the second game piece and comparing the game play value
of the first game piece with the altered game play value of the
second game piece.
27. The method of claim 25, further comprising a third game piece
affiliated with the first game piece wherein the third game piece
has a receiver portion to receive a token, the method further
comprising acquiring the removed token for placement in the
receiver portion of the third game piece to thereby alter a
selected game value of the third game piece based on the token
placed in the receiver portion of the third game piece.
28. A game piece for use in a game, the game piece comprising: a
self-contained record-keeping device that displays variable
information relating to the performance characteristics of the game
piece in the game, the information being arranged in a plurality of
groupings of game play indicia and being expressed as game play
values; and a receiver portion to receive and removably retain an
indicia altering token therein.
29. The game piece of claim 28, further comprising an indicia
altering token sized to be removably coupled to and retained by the
receiver portion.
30. A game piece for use in a game, the game piece comprising: a
self-contained record-keeping device that displays variable
information relating to the performance characteristics of the game
piece in the game, the information being arranged as an indicia
having a plurality of game play values; and a receiver portion to
receive and removably retain an indicia altering token therein.
31. The game piece of claim 30, further comprising an indicia
altering token sized to be removably coupled to and retained by the
receiver portion.
32. A game piece for use in a game, the game piece comprising: a
self-contained record-keeping device that displays information
relating to the performance characteristics of the game piece in
the game; and a receiver portion to receive and removably retain a
performance characteristic altering token therein.
33. The game piece of claim 32, further comprising a performance
characteristic altering token sized to be removably coupled to and
retained by the receiver portion.
34. A method for playing a game according to a set of game rules,
the method comprising: placing first and second movable game pieces
on a playing surface for use by first and second game players,
respectively, in playing a game based on simulated interactions of
the first and second game pieces according to the set of game
rules, each of the first and second game pieces including a
self-contained record-keeping device that displays information
relating to the performance characteristics of the first and second
game pieces, respectively, in the game; associating a performance
characteristic altering indicator with the first game piece to
alter a performance characteristic of the first game piece; moving
one of the first and second game pieces into position to engage the
first and second game pieces in a simulated interaction according
to the set of game rules; and comparing the altered performance
characteristic of the first game piece with a corresponding
performance characteristic of the second game piece and, based on
the comparison, determining an outcome of the simulated interaction
between the first and second game pieces according to the set of
game rules.
35. The method of claim 34 wherein the performance characteristic
is expressed as a game play value and altering the performance
characteristic comprises altering the game play value of the first
game piece.
36. The method of claim 34 wherein the first game piece includes a
receiver portion to receive and removably retain the performance
altering indicator and associating the indicator with the first
game piece comprises placing the performance altering indicator in
the receiver portion of the first game piece.
37. The method of claim 34, further comprising disassociating the
performance characteristic altering indicator from the first game
piece to return the performance characteristic of the first game
piece to an initial performance characteristic.
38. The method of claim 37 wherein comparing comprises comparing
the initial performance characteristic of the first game piece with
the corresponding performance characteristic of the second game
piece and, based on the comparison, determining an outcome of the
simulated interaction between the first and second game pieces
according to the set of game rules.
39. The method of claim 37 for use with a third game piece, the
method comprising associating the disassociated performance
characteristic altering indicator with the third game piece to
alter a performance characteristic of the third game piece.
Description
BACKGROUND OF THE INVENTION
[0001] 1. Technical Field
[0002] The present application is directed generally to games
involving the use of miniatures to represent characters and, more
particularly, to game pieces with item slots and a method of
playing the game therewith.
[0003] 2. Description of the Related Art
[0004] Fantasy and war games have achieved an unprecedented level
of sophistication. The use of miniature figures to represent
characters in the games is also commonplace, each player in the
game manipulates characters, with each character being endowed with
certain characteristics, such as speed, strength, and offensive
capability. The players manipulate the characters in a battle or
other interaction until a resolution is achieved.
[0005] As the complexity of game play has increased, novel
approaches have been introduced to ease the complexity of the game
playing process. For example, a multipart game piece is described
in WIPO Publication No. WO 01/58544. The game piece described
therein includes record keeping indicia. A desire for greater
flexibility in game playing has led to a significant need for game
playing pieces with dynamic enhancement capability and for game
playing methods that incorporate such dynamic enhancement
capability. The present invention provides this and others
advantages as will be apparent from the following detailed
description and accompanying figures.
BRIEF SUMMARY OF THE INVENTION
[0006] The present disclosure is directed to a game piece and its
operation in game playing. In one embodiment, the game piece used
in the game comprises a self contained record-keeping device,
wherein the record-keeping device adjustably displays a variable
information relating to the game. The information is arranged in a
plurality of selectable groupings of game play indicia with each
grouping including a plurality of different game types of game play
indicia wherein each type of indicia indicates information related
to a different aspect of the play of the game and are expressed as
game play values. Indicia of one type in at least some of the
groupings have game play values different from the indicia of the
same type of others of the groupings. The record-keeping includes a
receiver portion to receive and removably retain an indicia
altering token therein. In one embodiment, the receiver portion
comprises a slot sized to receive and removably retain the indicia
altering token therein.
[0007] In another embodiment, the game piece further comprises an
indicia altering token for use in playing a game wherein the
indicia altering token, when placed in the slot, alters the game
play values in the game of at least one type of game play indicia.
The game piece may further comprise an item card corresponding to
the indicia altering token wherein the item card provides data
related to the operation of the indicia altering token.
[0008] The indicia altering token and corresponding item card may
be initially supplied as an integral component with the indicia
altering token comprising a detachable portion of the item card. In
another embodiment, the game piece comprises a plurality of
receiver portions or slots for placement of indicia altering
tokens.
[0009] In operation, the game is played according to a set of game
rules comprising placing first and second moveable game pieces on a
playing surface for use by first and second game players,
respectively, in playing a game based on simulated interactions of
the first and second game pieces according to the set of game
rules. Each of the first and second game pieces includes a
self-contained record-keeping device having a plurality of
alterable game values indicative of the operational characteristics
of the first and second game pieces, respectively, and a receiver
portion in the first game piece to receive and removable retain a
token to thereby alter a select game value. The token may be placed
in the receiver portion to alter the selected game play value of
the first game piece. The game further comprises initially moving
one of the first and second game pieces into position to engage the
first and second game pieces in an initial simulated interaction
according to the set of game rules. The altered game play value of
the first game piece is compared with the game play value of the
second game piece, and based on the comparison determining an
outcome of the initial simulated interaction between the first and
second game pieces according to the set of game rules.
[0010] The first game piece may include a plurality of receiver
portions to receive a plurality of tokens with the method further
comprising altering selected game values based on the plurality of
tokens placed in the receiver portions.
[0011] The second game piece may also have a receiver portion to
receive a token with the method further comprising altering the
selected game value of the second game piece based on the token
placed in the receiver portion of the second game piece and
comparing the altered game play value of the first game piece with
the altered game play value of the second game piece.
[0012] The method may further comprise removing the token from the
receiver portion of the first game piece to thereby eliminate the
alteration of the selected game value. In an embodiment wherein the
second game piece has a receiver portion to receive a token, the
method may further may further comprise acquiring the removed token
for placement in the receiver portion of the second game piece to
thereby alter a selected game value of the second game piece based
on the token placed in the receiver portion of the second game
piece and comparing the game play value of the first game piece
with the altered game play value of the second game piece.
[0013] The method may further comprise use of a third game piece
affiliated with the first game piece, wherein the third game piece
has a receiver portion to receive a token, the method further
comprising the removed token for placement in the receiver portion
of the third game piece to thereby alter a selected game value of
the third game piece based on the token placed in the received
portion of the third game piece.
BRIEF DESCRIPTION OF THE DRAWING(S)
[0014] FIG. 1 is an exploded schematic representation of a game
piece base embodying the invention.
[0015] FIG. 2 is a perspective view of the game piece base
illustrated in FIG. 1.
[0016] FIG. 3 is a plan bottom view of a selector disk of the game
piece base illustrated in FIG. 1.
[0017] FIG. 4 is a plan top view of a base disk of the game piece
base illustrated in FIG. 1.
[0018] FIG. 5 is a cross-section view taken along line 5-5 in FIG.
2.
[0019] FIG. 6 is a cross-section view taken along line 6-6 in FIG.
2.
[0020] FIG. 7 is a perspective view of a tool used to rotate the
base disk of the game piece illustrated in FIG. 1.
[0021] FIG. 8A is a plan top view of the selector disk of the game
piece illustrated in FIG. 1.
[0022] FIG. 8B is a plan bottom view of the selector disk of the
game piece illustrated in FIG. 1.
[0023] FIG. 8C is a front elevation view of the game piece
illustrated in FIG. 1.
[0024] FIG. 8D is a left side elevation view of the game piece
illustrated in FIG. 1 with the right side view being identical.
[0025] FIG. 9 illustrates constructed terrain used in game
playing.
[0026] FIGS. 10A-10C illustrate item cards conferring special
abilities on a game piece used in game playing.
[0027] FIG. 11A illustrates a game-piece with an added item token
conferring special abilities positioned for insertion into the game
piece base.
[0028] FIG. 11B illustrates a game piece with an added item token
conferring special abilities following insertion into the game
piece base.
[0029] FIG. 11C illustrates a game piece with an added item token
conferring special abilities on the game piece used in game
playing.
[0030] FIG. 12 illustrates an item card conferring special
abilities on a game piece used in game playing prior to the removal
of the item token of FIG. 11C.
[0031] FIG. 13 illustrates an item card conferring special
abilities on a game piece used in game playing following the
removal of the item token of FIG. 11C.
DETAILED DESCRIPTION OF THE INVENTION
[0032] As gaming enthusiasts seek greater sophistication in games,
it becomes necessary to create more options thus leading to greater
complexity in games. The present invention is directed to game
pieces and game play methods that allow dynamic alteration of game
piece characteristics. This leads to greater complexity in game
strategy and more options for the sophisticated gaming
enthusiast.
[0033] As the complexity of each character and each scenario grows,
and as the number of characters increases, the complexity of the
game increases. The challenge of miniature games for players is the
extensive and complicated nature of the rules and the need for
record keeping for each figure within the game. In this
description, the terms warrior and game piece are used
interchangeably to describe the invention.
[0034] FIG. 1 illustrates a game piece base 10 designed to ease the
complexity of such games. Each game piece base 10 is a
self-contained record-keeping device that includes a selector disk
20, a label 25, and a base disk 30.
[0035] The selector disk 20 includes an wedge-shaped statistical
(stat) slot or aperture 62 that allows one column of numbers and/or
additional data from the label 25 to be seen at a given position of
the selector disk 20 relative to the base disk 30. The selector
disk 20 includes a plurality of fingers 42 mounted at the periphery
of the selector disk. The plurality of fingers 42 includes six
short fingers 46 alternating with six long fingers 50. In alternate
embodiments, any other suitable number or sizing of fingers may be
used.
[0036] The selector disk 20 also includes a plurality of item slots
60 dispersed at even intervals around the periphery of the selector
disk 20. As will be described in greater detail below, the item
slots 60 are used to dynamically alter the operational
characteristics or capabilities of the particular character
associated with the game piece 10. The selector disk 20 also
includes an upper surface 74.
[0037] The base disk 30 includes an upper surface 34, a post 38
mounted in the center of the selector disk 30, and a plurality of
indentations 70 in the periphery of the upper surface 34. In an
exemplary embodiment, the number of indentations 70 matches the
number of fingers 42 on the selector disk 20.
[0038] The label 25 including an aperture 58 is attached to the
upper surface 34 of the base disk 30 such that the aperture 58
aligns with the post 38. A series of numbers, symbols or other data
is printed in twelve columns of three on the label (not shown).
Each column is spaced at approximately thirty-degree intervals
around the label. In alternate embodiments, any other suitable
arrangement of numbers can be used.
[0039] As seen in FIGS. 1 and 3, one of the short fingers 46
includes a button 54 formed therewith and extends vertically
downward from a bottom surface 66 of the selector disk 20. The
button 54 interacts with the indentations 70 such that the button
54 resides partially within an indentation 70 when that indentation
70 is aligned with the button 54. The fingers are sufficiently
flexible to allow the button 54 to snap into and out of an
indentation 70 as the selector disk 20 is rotated relative to the
base disk 30. Such an arrangement ensures that the selector disk 20
will only occupy a given number of discrete indexed positions
relative to the base disk 30, where the given number of discrete
positions is equal to the number of indentations 70, and where each
discrete position allows a player to look through the stat slot 62
to see whatever numbers, symbols, or colors may appear on the label
25 at that location. In other words, the two disks 20, 30 are
typically aligned such that only one of the columns of numbers
appears in the stat slot 62 at a time.
[0040] As seen in FIG. 1, a bottom surface 36 of the base disk 20
contains a raised pattern 37 and a raised peripheral lip 39. A tool
40, shown in FIG. 7, contains a series of protrusions or raised
pegs 41 that engage portions of the raised pattern 37 and allow the
base disk 30 to be easily rotated with respect to the selector
disk-20. The fingers 42 of the game piece base 10 provide a
gripping surface such that a player can manually rotate the
selector disk 30 relative to the base disk 20 with the tool 40. The
tool 40 illustrated in FIG. 7 is configured for use on a work
surface, such as a table, and is sized to receive the game piece
base 10 and allow the raised pattern 37 of the bottom surface 36 to
come into engagement with the pegs 41. However, the tool 40 may be
implemented in any convenient form. For example, the tool 40 may be
in the form of a ring (not shown) so that it may be easily worn by
a player during a game.
[0041] FIG. 2 is a perspective view of the game piece base 10 after
assembly. In a typical implementation, a figure may be attached to
the upper surface 74 of the selector disk 20. For the sake of
clarity and understanding the game piece base 10, no character is
attached in FIGS. 1-6.
[0042] FIG. 3 is plan bottom view of the selector disk 20 to better
illustrate the stat slot 62, the circular depression 72 and the
button 54.
[0043] FIG. 4 is a top plan view of the base disk 30 to better
illustrate the upper surface 34 of the base disk, the post 38 and
the indentations 70 and the periphery of the base disk.
[0044] When assembled, as illustrated in FIGS. 5 and 6, the label
25 is applied to the upper surface 34 of the base disk 30, and the
base disk 30 fits within and is captured by the fingers 42 of the
selector disk 20. The circular depression 72 is provided in the
center of the bottom surface 66 of the selector disk 20 to receive
the post 38. This arrangement allows the selector disk 20 to be
rotated relative to the base disk 30.
[0045] As illustrated in FIG. 11C, a FIG. 80 may be attached to the
upper surface 74 of the selector disk 20 to form a game piece or
warrior 90. The FIG. 80 may be any representational figure
representing a character in a game.
[0046] In other embodiments (not shown), the described game piece
base 10 may be any record-keeping device, such as mechanical and
electronic counters that are suitable for recording and conveying
information. Specifically, the game piece base 10 allows for the
variation of indicia during the course of play. In still other
embodiments, the FIG. 80 may be any suitable type of figure,
including humans, animals, and mythical, mechanical, or fantastical
creatures. The game piece base 10 may be made available in
conjunction with or separately from the FIG. 80 to allow for
interchangeability between FIGS. 80 and bases, or to allow one to
acquire a base to match a FIG. 80 one already has.
[0047] As is described in more detail below, the design of the game
piece base 10 means that each game piece base 10 carries with it a
complex two dimensional table that reflects a character's
performance statistics at up to twelve stages of damage, where each
discrete location of the base disk 20 with respect to the selector
disk 30 represents a stage of damage. In alternate embodiments,
other numbers of discrete locations can indicate other stages of
damage. Thus, the game piece base 10 provides both the table and
the current performance of the character, eliminating voluminous
rulebooks and record keeping.
[0048] In addition to the data provided on the label 25 and visible
through the stat slot 62, the upper surface 74 of the selector disk
20 contains additional data 78 about the particular FIG. 80 and its
operational capabilities. For example, the additional data may be
group or clan identification data, strength data of the FIG. 80
and/or data to indicate a range of attack capability. Details of
the additional data are provided below in the context of the game
operation.
[0049] The operation of game will be discussed in the context of a
particular character set identified as Mage Knights. However, those
skilled in the art will appreciate that the principles of game
operation and the interplay of the FIGS. 80 and the item slots 60
are applicable to other character sets.
[0050] In Mage Knight, you take the role of a powerful warlord: a
king, baron or high wizard who sends his troops out to do battle
with opposing armies. Races of fantastic beings populate your army,
while arcane magic and powerful technologies arm them. Mage Knight
is a fast-playing game of tabletop combat using collectable Mage
Knight miniatures. Each miniature is called a warrior (or FIG. 80),
and is a member of one of several different factions. If a FIG. 80
has no faction symbol, it is a Mage Spawn and cannot use
faction-based rules. In addition to belonging to a faction, some
warriors are also members of subfactions. Table 1 below lists all
factions and subfactions:
1TABLE 1 Faction/Subfaction List Atlantis Guild Atlantean Empire
Imperial Legion Golemkore Elemental League Necropolis Sect Dark
Crusaders Deathspeakers Order of Vladd Black Powder Rebels Black
Powder Revolutionaries Northlanders Bloody Thorns Elven Lords
Temple Masters Free Armies Knights Immortal Orc Raiders Orc Khans
Broken Tusk Shadow Khans Draconum Shyft Hero Solonavi
Apocalypse
[0051] Selected subfactions have extra abilities that may come into
play during the course of the game. The player may select his
warriors, in a manner described below, taking these special
abilities into account. Table 2 below lists subfaction
abilities:
[0052] TABLE 2 Faction/Subfaction Abilities
[0053] Atlantean Empire
[0054] Rally Ability. If this warrior is has the Demoralized
special ability at the beginning of the command phase, heal this
warrior of 2 damage. If this warrior has a captive at the beginning
of the command phase, this warrior may eliminate its captive
without being given a special action.
[0055] Golemkore
[0056] Field Repair. Give this warrior a close combat action, with
a friendly figure with the Golem damage type as the single target.
Neither this warrior nor the target Golem can be in base contact
with an opposing figure. Ignore all modifiers to the close combat
attack. If the attack is successful, and the Golem is not on its
starting position, heal the Golem of 1 damage. Ignore all repair
markers on the Golem's combat dial for purposes of healing.
[0057] Dark Crusaders
[0058] Deathspeakers
[0059] Revenant. At the beginning of your command phase, give this
warrior a special action. Choose an eliminated figure to be
reanimated. Turn the reanimated figure's dial to its starting
position. Place the reanimated figure on the battlefield within 10"
of this warrior. Reanimated flying figures must be placed at ground
level. The reanimated figure is a friendly figure while it remains
on the battlefield. At the end of the turn, remove it from the
game.
[0060] Order of Vladd
[0061] Vampirism. If this warrior makes a successful close combat
attack, it heals 1 damage.
[0062] Black Powder Revolutionaries
[0063] Northlanders
[0064] Reconnaissance. If a player's army is composed of at least
one-half Northlander figures (as measured by Point Value), reveal
two terrain cards instead of a single battle card during
battlefield preparation. Once all players have revealed their
cards, select one of your terrain cards to use in this battle and
remove the other terrain card from play.
[0065] Bloody Thorns
[0066] Sniper. This warrior can change its facing at any time
during your turn without being given an action. When this warrior
is given a ranged combat action, decrease the defense value of each
target figure by 2.
[0067] Elven Lords
[0068] Temple Masters
[0069] Gallant Defense. Each friendly Temple Masters figure in base
contact with this warrior can use this warrior's defense value
instead of its own.
[0070] Free Armies
[0071] Forced March. Each Free Armies figure in a movement
formation with this warrior can use this warrior's speed value
instead of its own.
[0072] Orc Khans
[0073] Broken Tusk
[0074] Reckless. When this warrior makes a successful close combat
attack, you can give it 1 pushing damage to increase its damage
value by 1. This ability may be used multiple times.
[0075] Shadow Khans
[0076] Hide. Decrease by 1 the damage this warrior takes. When this
figure is in concealing terrain, increase its defense value by
1.
[0077] When players get together for a Mage Knight game, each
player builds an army from his own collection of warriors. You can
build your army hundreds of different ways, using figures from a
single faction or mixing warriors from several factions together.
In the current age of chaos, armies of every possible configuration
have been seen on the battlefield.
[0078] You can play Mage Knight with as many people as you like,
but the game plays best when there are two, three or four players,
each with a unique army. You can also play battles with two (or
more) sides, with two or more teammates allied on each side. Using
these rules, you will fight your armies against one another to see
who can claim victory!
[0079] A Mage Knight miniature is composed of three main parts: the
FIG. 80, the base 30 and the selector disk 20, which may be
referred to as the combat dial.
[0080] The upper surface 74 of each warrior's selector disk 20
contains important additional data, as discussed above. FIG. 8A is
a top plan view that illustrates an example of the additional data.
FIG. 8B is a bottom plan view illustrating the bottom of the base
disk 20 and the pattern formed thereon. FIG. 8C is a front
elevation view. FIG. 8D is a left side elevation view, which is
identical to the right side.
[0081] Returning again to FIG. 8A, the number of stars indicate the
strength of a particular character. In the example illustrated in
FIG. 8A, the character is a unique character and has no stars on
the upper surface 74 of the selector disk 20. Other characters
appear identical, but have different strength values. For Example,
an elfin bowman may be provided in three different versions. The
particular FIG. 80 with one star indicates a weak character, two
stars indicates a standard character and three stars indicates a
tough character. The rank (ie., number of stars) typically affects
the numeric values that are characteristic of a particular
warrior.
[0082] The additional data 78 also include a Faction Symbol and a
Subfaction Symbol. As will be discussed in greater detail below,
the faction and subfaction affect certain group movements and
characteristics. The ability to wield certain items, discussed
below, may also be affected by a warrior's faction and/or
subfaction.
[0083] The additional data 78 also includes a Front Arc, Rear Arc
and Arc Extensions. These various arcs are indicative of attack
capabilities of the particular FIG. 80. The additional data 78 also
includes a Point Value for the particular FIG. 80 as well as the
Character Name and Collector's Number. The point value is
indicative of the relative value of the particular FIG. 80 while
the name and collector's number assist the player in the collection
of gaming pieces.
[0084] There are 160 different Mage Knight warriors in the
Unlimited set. Other sets may have up to 130 different characters.
Some figures look the same, but have different ranks, paint schemes
and combat dials to identify them. Each figure's base has a
collector's number on it so that individuals can keep track of
their collection.
[0085] The combat dial is the unique feature that sets Mage Knight
apart from all other miniatures games. The combat dial is the
rotating disk (i.e., the base disk 30) that forms the game piece
base 10. Each warrior's combat dial shows sets of numbers that
tells the player how good their warrior is at doing certain things.
Each time a warrior takes a click of damage during the game, the
player clicks the combat dial (i.e., the game piece 10) clockwise
to the next set of numbers. Each time a warrior takes damage, his
combat dial numbers change, often reducing his effectiveness. When
your warrior takes a click of healing during the game, click his
combat dial (i.e., the game piece 10) counter-clockwise.
[0086] As noted above, the bases on many characters turn from
underneath the dial using the tool 40 (see FIG. 7). A tool 40 may
be included in each Starter Set.
[0087] The characteristics of the individual warrior is also part
of the additional data 78 on the upper surface 74 of the selector
disk 20. This additional data is summarized in Table 3 below:
[0088] TABLE 3 Warrior Characteristics
[0089] Speed Type--indicates permanent movement ability. In the
example of FIG. 8A, the speed type is illustrated as a boot,
indicating that the warrior moves on the ground. Other speed types,
include a wing, indicating the ability to fly, and a wave,
indicating the ability to move across aquatic terrain.
[0090] Speed Value--indicates a movement distance for each turn. A
speed value, visible through the stat slot 62 (see FIG. 8A)
indicates the distance, in inches, that the warrior can move. As
the warrior's strength fluctuates, the numeric value for speed type
may change. It should be noted that speed value may also be
measured in convenient metric terms, such as centimeters.
[0091] Attack Bonus--indicates a static extra value that a warrior
receives for ranged combat attacks.
[0092] Attack Type--indicates the type of attack, such as a bow and
arrow attack, sword attack, or magic attack that can be performed
by the individual warrior.
[0093] Attack Value--indicates a variable numeric value indicative
of the strength of an attack.
[0094] Defense Type--indicates the type of defense available for a
warrior and possible immunity. For example, a shield with
superimposed wand indicates immunity from a magic attack.
[0095] Defense Value--a variable numeric value indicative of a
warrior's strength in defending against an attack.
[0096] Range--indicates the maximum distance over which a ranged
attack may occur.
[0097] Number of Attacks--indicates the number of attacks that may
be performed in the course of one turn. In the example of FIG. 8A,
two arrows are illustrated to indicate that two individual enemy
warriors may each be attacked on time. In one embodiment, a player
is prohibited from attacking a single enemy warrior two times.
[0098] Ranged Damage Value--a fixed damage value inflicted upon an
enemy warrior during a ranged attack.
[0099] Damage Type--indicates the type of warrior and the type of
damage suffered by that warrior. Damage to certain warrior types
may be ameliorated by healing if the player has a medic character
within his army. Other damage types may be indicative of damage to
a mechanical robot character, which requires repair from a repair
technician rather than a medic.
[0100] Damage Value--a variable number, visible through the stat
slot 62 (see FIG. 1), indicative of the value inflicted upon an
enemy warrior in a successful attack.
[0101] Ability Nexus--indicates an enhanced ability based on the
color of the ability nexus symbol visible through the stat slot 62.
The ability nexus illustrated in FIG. 8A is directed to the attack
value and provides enhanced attack capabilities. The ability nexus
could be pointed towards the speed value, the defense value or the
damage value to alter those variable characteristics. As discussed
in greater detail with respect to Table 4, special abilities may be
conferred upon a warrior. These special abilities may affect the
speed characteristic, the defense characteristic or the attack
characteristic of the warrior based on the color and shape of the
special ability indicator and the association of the special
ability with one of the values in the stat slot 62. In the example
of FIG. 8A, the attack value of 8 is placed in a dark blue circle,
which confers an overwatch ability on the warrior. The green circle
ability nexus of FIG. 8A is also associated with the attack
capability of the warrior. The green circle ability nexus provide
the warrior with an additional ability for arcing arrows over
terrain.
[0102] Starting Marker--indicates the starting position for the
variable combat values.
[0103] Combat Values. Each warrior has multiple combat-values,
which include the variable values shown in the stat slot 62 as well
as fixed values shown on the upper surface 74 of the selected disk
20. The variable values seen through the stat slot 62 can change as
the game play progresses. The variable values are on the combat
dial, and can be seen through the stat slot 62. Each value appears
next to its symbol on the upper surface 74 of the selector disk 20.
The stat slot 62 appears on the rear of each figure's selector disk
20 generally at the back side of the FIG. 80, as illustrated in
FIG. 11C to permit easy reading by the player controlling each
figure.
[0104] Mounted Warriors. Some Mage Knight figures found in certain
expansion sets have a "peanut" or "lozenge" shaped double base. A
double base figure printed with a horseshoe speed type is called a
mounted warrior. Mounted warriors follow all rules for normal
figures, except where noted in these rules.
[0105] Game Items. In addition to your Mage Knight warriors and the
rules described herein, you will need the following items to play:
an 18-inch flexible ruler marked in 1-inch increments and 2
six-sided dice. These items are supplied in the Mage Knight
Unlimited starter set. In addition, you will need a few coins or
beads to use as tokens during the game and some simple terrain
items.
[0106] There are round blank stickers provided with each pack of
Mage Knight warriors. You can attach one of these to the bottom of
the base of each of your warriors and write your initials on the
sticker to help you to sort out which warriors are yours at the end
of each battle. If you use the tool 40 for the bases that turn from
underneath, you can use the sticker supplied. Otherwise, simply
trim the stickers supplied to fit on the bottom of the base without
covering the turning bar.
[0107] There are two things you and your opponents must do before
you begin a Mage Knight game. Each player must build his army, and
then all players must set up.
[0108] Building Your Army. Everyone in the game should agree on the
build total of each player's army. Build totals should be in
multiples of 100 points. While you are learning Mage Knight, use
armies with build totals of 100 points. Once you feel comfortable
with the basics, you can increase the build total of your armies to
200, 300 or more points.
[0109] Each Mage Knight warrior has a point value printed on the
upper surface 74 of the selector disk as part of the additional
data 78 (see FIG. 8A). Each player chooses warriors for his army
whose point values add up to, but do not exceed, the allowed build
total. Players may also choose warriors that add up to less than
the build total. For example, Player A is creating an army with a
build total of 100 points. He likes the Atlantean Empire figures,
so he chooses most of his warriors from that faction.
[0110] For its excellent close-combat ability, Player A takes one
tough Altem Guardsman (37 points). Next, Player A chooses one weak
Demi-magus (22 points) and a tough Utem Crossbowman (12 points).
Both figures have good ranged attacks. Player A also selects one
standard Utem Guardsman (13 points). He's going to use this figure
to try and capture an opposing piece during the upcoming battle.
Finally, Player A chooses a tough Leech Medic (14 points) from the
Black Powder Revolutionaries. Now his army has some healing
ability.
[0111] Player A adds up the point values of his warriors. The total
is 98 points (37+22+12+13+14=98). Player A's warriors add up to
less than the build total of 100 points, which is fine. However, he
could not have exceeded 100 points.
[0112] A player's army may contain two or more of the same figure,
unless that figure is unique. A figure is unique if it has no
rank-stars on its base. It is permissible for the same unique
figure appears in opposing armies on the same battlefield.
[0113] Experience in game playing will aid the player in the
selection of game pieces that work effectively for a selected
strategy and game pieces that work effectively together. For
example, armies can be created to keep opponents at a distance with
ranged attacks, recycle dead figures, or capture and eliminate
opposing figures. Of course, for each army-building strategy, there
is a counter-strategy, so players should have enough diversity
among his warriors to handle threats your opponents might bring to
the table. Websites are available that permit a player to join a
community of players who discuss army-building strategies and game
rules.
[0114] In addition to the selection of warriors, the player can
also include enhancement items in his army. As will be described in
greater detail below, enhancement items can be used to dynamically
alter the inherent capabilities of a particular warrior. Each
enhancement item has certain characteristics and Point Values. The
player must select the enhancement items and warriors so the total
point value does not exceed the build total.
[0115] Set Up. Now it's time to create the battlefield for your
game. Mage Knight can be played just about anywhere, but a flat
tabletop about three feet long on each side is best. Game boards
are known in the art and available for purchase. However, those
skilled in the art will appreciate that any surface can be turned
into a game board. Distance for movement and attack, described in
greater detail below, are measured with a ruler or tape measure
thus eliminating the need for a game board with a fixed grid
arrangement. Each player selects one side of the battlefield to be
their starting edge. If there are only two players, choose starting
edges that are directly opposite of each other. Along your starting
edge, you have an imaginary rectangular box called your deployment
area. Your deployment area begins at your edge and extends for 3
inches into the battlefield. Your deployment area must also be at
least 8 inches away from any other edge.
[0116] Each player then places from 0 to 4 terrain items in a
terrain pool off to the side of the battlefield. Terrain is fully
described below. Many conventional items can act as terrain: a
book, a sheet of paper, or a saltshaker can all represent terrain.
Details of terrain types and effects on the game are provided
below.
[0117] Objective Tokens. The objective tokens represent strategic
spots on the battlefield that each player is trying to take control
of. At the start of the game, place one objective token in the very
center of the battlefield and give each player one of the remaining
objective tokens. Next, each player rolls 2 dice. Re-roll ties.
Whoever rolls the highest is called the first player. This die roll
result also tells you how far away you must place your objective
token from your deployment area. Measure from the edge of your
deployment area to the center of the objective token when placing
your objective token. Also, each player should choose an ownership
token color that they will use during the course of the game.
Ownership tokens are included in the starter box and are used to
identify what players have taken which objective tokens.
[0118] After objective tokens have been placed, the first player
then takes a terrain item out of the terrain pool and places it
anywhere on the battlefield using the following rules: each terrain
item must be placed at least 2 inches away from any other terrain
item or any edge of the battlefield, may not be placed in any
player's starting area and must be at least 2" away from any
objective token. Terrain may not be placed on top of objective
tokens. The player to the left of the first player then also
chooses a terrain item and places it, using the same rules. This
continues among players around the table in a clockwise direction
until four terrain items have been placed or, if there are fewer
than four items in the pool, until all the terrain has been
placed.
[0119] You can also play Mage Knight with constructed terrain and
domain cards (DCs). Operational details of game playing with
constructed terrain and domain cards are provided below.
[0120] After objective tokens and terrain have been placed, each
player turns each of his figures' combat dials so that the green
starting marker is showing in the stat slot (See FIG. 8A). Now it's
time to deploy your army.
[0121] The first player deploys his army on the battlefield. Each
of his warriors must be placed with their center dot within his
deployment area. After the first player is finished placing all of
his warriors, the player to his left does the same thing. If there
are more than two players, continue around the table in a clockwise
direction. When the last player has deployed his army, the battle
is ready to begin.
[0122] How to Play.
[0123] In Mage Knight, players alternate moving their warriors and
attacking opposing figures to take control of objective tokens and
win the battle. Here are the rules describing how to move
individual warriors and conduct combat.
[0124] Turns and Actions, Mage Knight is played in a series of
turns. The first player takes the first turn. The player to his
left takes the next turn and so on, clockwise around the table. If
a player is eliminated from the game, the remaining players
continue taking turns in the same order.
[0125] You begin each turn with a certain number of actions. This
number remains the same for the entire game. The number of actions
you get depends on the build total of your army: you get 1 action
for every 100 points of your army's build total. Therefore, an army
with a build total of 100 points gives you 1 action every turn. A
build total of 200 points gives you 2 actions every turn; 300
points gives 3 actions, and so on. Your action total remains the
same even when your warriors are eliminated or captured.
[0126] Each turn is broken into three phases: the command phase,
action phase and end phase. During your command phase, you may want
to give actions that are specific to the command phase. Some
actions also resolve during your command phase, so be sure to know
your warriors well!
[0127] After the command phase comes the action phase. During your
action phase, you assign your actions to your warriors. You can see
the result of one action before choosing the next action (if you
have more than one action available). No warrior may ever be given
more than one action per turn. If you have more actions than
warriors, you lose the extra actions. You cannot save or accumulate
actions from turn to turn. Each action must be chosen from the
following four options.
[0128] 1. Move action
[0129] 2. Ranged Combat action
[0130] 3. Close Combat action
[0131] 4. Special action
[0132] Once you have finished your action phase, you move on to the
end phase. During your end phase you check for ownership of
objective tokens. If any player has a figure in base contact with
an objective token and no other opposing warriors are in base
contact with the token, that player takes ownership of that
objective token. That player then places an ownership token of
their chosen color on top of the objective token to show that they
now own that objective. Also in the end phase, you remove any
tokens from warriors who were not given an action during your
action phase. Action tokens will be described below. Once you have
completed your end phase, it is the next player's turn. Play
proceeds with each player taking a turn.
[0133] Example: Player B has nine warriors in his 200-point army.
During his command phase, after checking for ownership of
objectives, Player B has a warrior with the special ability venom.
This warrior now deals one click of damage to each warrior in base
contact with its front arc (See FIG. 8A). Now Player B moves on to
his action phase. He gets two actions during his action phase
(based on a total build of 200 points), and during one of his
turns, Player B wants to take a shot at one enemy figure and move
closer to another one. Player B gives a ranged combat action to one
of his warriors, and after resolving his attack, he gives a move
action to a different warrior. Player B has now given his two
actions to two different warriors and his turn is over. In his end
phase he removes any tokens from figures that were given actions
before this turn. Note that he could have given two warriors move
actions, or two warriors ranged or close combat actions. There is
no restriction on the mix of actions that you can give to your
warriors on any given turn.
[0134] As an experienced player will appreciate, in small 100- or
200-point games, turns go by very quickly. Don't worry if you don't
accomplish everything you want to do in a single turn. Your
opponents are playing under the same restriction, and it will be
your turn again very soon!
[0135] Important Game Concepts.
[0136] Before the different actions are described, here are some
important game concepts.
[0137] Base Contact
[0138] Several rules refer to base contact. A figure is in base
contact with another figure or token if their bases are
touching.
[0139] Friendly and Opposing Figures
[0140] Friendly figures are warriors that you control in the game,
or figures that are controlled by an allied teammate. Opposing
figures are any warriors controlled by an opponent. Friendly and
opposing status is determined at the beginning of the game and
cannot change.
[0141] Marking Figures with Actions
[0142] If you give an action to one of your warriors, mark him with
an action token, such as a coin or bead. This token will remind all
players which figures have taken actions. During the end phase of
your turn, remove all tokens from your figures not given an action
this turn.
[0143] Pushing
[0144] If you give an action to a warrior so that it receives a
second action token, that warrior is dealt 1 damage after he
resolves his current action. This is called pushing. Pushing damage
represents fatigue caused to the warrior and may not be reduced by
special abilities. A warrior with two action tokens cannot be given
an action so that it receives a third token.
[0145] The tokens that you use to mark your warriors remind you
which figures could take the pushing penalty. If you are going to
push a warrior, put a second token on him and leave both until your
next turn. On that turn, the two tokens will remind you that you
can't give the warrior any actions. At the end of the turn, remove
both tokens.
[0146] Measurements
[0147] When measuring distances for set-up, movement and ranged
combat, always measure to and from the center of a figure's base.
Many bases show a center dot as a measurement reference. You may
measure anything on the battlefield at any time.
[0148] Special Abilities
[0149] There are colored squares on each figure's combat dial.
These colored squares are associated with areas of the stat slot 62
(See FIG. 8A) and represent special abilities that your warrior
possesses. Special abilities come and go as your warrior is dealt
clicks of damage or is healed clicks of damage. Some warriors also
belong to a subfaction, which also grants them special abilities,
as noted above. Table 4 below lists the various special
abilities.
[0150] TABLE 4 Special Abilities
[0151] Speed Special Abilities
[0152] Green Square. Charge ability allows this warrior to move and
make a close combat attack using the same action. Give this warrior
a close combat action when it is not in base contact with an
opposing figure. You can move this warrior up to its full speed
value as if it were given a move action, and then make a close
combat attack. This attack does not cost an extra action.
[0153] Red Square. Quickness ability. This warrior may not be part
of a movement formation. This warrior may perform a move action
without you having to give him one of your actions for the turn. He
is treated for all purposes as if he was given an action and is
marked with an action token normally.
[0154] Black Square. Stealth ability. Any line of fire drawn to
this warrior that passes through hindering terrain is treated as
though it has been drawn through blocking terrain.
[0155] Gray Square. Bound ability allows a warrior to move and then
make a ranged attack using the same action. Give this warrior a
ranged combat action when it is not in base contact with an
opposing figure. You can move this warrior up to its full speed
value as if it were given a move action, and then make a ranged
combat attack. This attack does not cost an extra action.
[0156] Brown Circle. Pathfinder ability. This warrior's movement is
not affected by hindering terrain. All figures in a movement
formation with this warrior are considered to have the Pathfinder
special ability.
[0157] Orange Circle. Frenzy ability. This warrior may not be a
part of any formation. At the beginning of your turn, all warriors
with 0 or 1 action tokens which have Frenzy must be given a
non-pass action before you can give actions to figures that do not
have Frenzy. If you have more warriors with Frenzy than you have
actions, you may choose which warriors with Frenzy will be assigned
an action. A warrior with frenzy cannot capture other figures or be
captured. If this warrior already controls a captive, the captive
is no longer a captive.
[0158] Black Circle. Ram ability. This warrior may not be part of a
movement formation and does not cause shake off damage. When this
warrior moves, and his front arc is in base contact with one or
more opposing figures at the end of that movement, he inflicts 1
click of damage on each of those opposing figures after the free
spin opportunity.
[0159] Gray Circle. Summon ability allows the warrior to bring an
eliminated Mage Spawn figure back into play. Give this warrior a
move action, but do not move it. It may not be in base contact with
an opposing figure. Choose one of your eliminated Mage Spawn
warriors with a point value no greater than this warrior's point
value. Turn the chosen figure's combat dial to the Starting
Position and place it in base contact with this warrior.
[0160] Dark Blue Circle. Strong flyer ability allows the warrior to
carry other warriors. Give this warrior a move action. When this
warrior moves and is not soaring, select a friendly figure in base
contact with this warrior. The selected figure moves with this
warrior and must end the move in base contact with this warrior. At
the end of the move, give the selected figure an action token if it
has zero or one action token.
[0161] Purple Circle. Submerged ability allows the warrior to start
the game under water. When preparing the battlefield, deploy this
warrior after all players have deployed their figures without
Submerged. This warrior can be deployed in any water terrain,
though it cannot be deployed in base contact with an opposing
figure.
[0162] Attack Special Abilities for Sword Attack Warriors
[0163] Green Square. Healing ability allows a warrior to heal
friendly figures with a close combat action. Give this warrior a
close combat action targeting a friendly figure. Neither this
warrior nor the target figure may be in base contact with an
opposing figure. Ignore all modifiers to the close combat attack.
If the attack is successful, heal the target figure of damage equal
to this warrior's damage value. Alternatively, you can roll one
six-sided die and heal the target figure of damage equal to the die
roll result.
[0164] Red Square. Weapon master ability. Give this warrior a close
combat action. If the attack succeeds, roll one six-sided die. Deal
damage equal to the result of the die roll instead of this
warrior's damage value.
[0165] Black Square. Vampirism ability. If this warrior makes a
successful close combat attack and deals damage greater than zero
to the target figure, it heals 1 damage.
[0166] Purple Square. Thunder blow ability allows a warrior to
increase its damage in close combat attack. Give this warrior a
close combat action against a single target. If the attack is
successful, this warrior can continue to attack the same target
until an attack is unsuccessful. Each additional attack decreases
this warrior's attack value by 1. Deal damage to the target equal
to this warrior's damage value plus 1 for each additional
successful attack beyond the first.
[0167] Green Circle. Parry ability reduces an opposing figure's
attacking ability. When this warrior is the single target of a
close combat attack, you may roll one six-sided die. Reduce the
attacker's attack value by the result of the die roll for that
attack.
[0168] Red Square. Venom ability. At the beginning of your command
phase, this warrior delivers 1 damage to each opposing figure in
base contact with its front arc.
[0169] Black Circle. Sweep ability. Give this warrior a close
combat action. He may not make a capture attempt. This warrior may
resolve his attack against every opposing figure in his front arc.
Roll the attack dice once and compare the result to the defense
values of all opposing target figures. This attack inflicts the
warrior's normal damage against all targets successfully hit.
[0170] Brown Circle. Counterattack ability allows the warrior to
retaliate against an unsuccessful close combat attack. After this
warrior is the target of an unsuccessful close combat attack, it
may immediately make a close combat attack against the attacking
opposing figure. This warrior does not receive an action token for
making a counterattack.
[0171] Purple Circle. Mighty cleave ability allows a warrior to use
a close combat action to damage opponents adjacent to the attack
target. When this warrior succeeds at a close combat attack against
a single target figure, compare the attack result to the defense
values of all opposing figures in base contact with the target to
determine if they would also be successfully hit. Deal damage equal
to this warrior's damage value to each figure successfully hit.
After completing the attack action, this warrior takes 1 damage
that cannot be prevented.
[0172] Attack Special Abilities for Bow Attack Warriors
[0173] Green Circle. Arcing fire ability. When this warrior makes a
ranged combat attack, its line of fire is not blocked by figure
bases.
[0174] Brown Circle. Bombardment ability allows the warrior to make
a bombardment attack.
[0175] Dark Blue Circle. Overwatch ability. Give this warrior a
ranged combat action, but do not choose any targets, determine any
lines of fire, or resolve the attack. Give this warrior an action
token. At the beginning of your next command phase, this warrior
can resolve the ranged combat attack it was given on its last
turn.
[0176] Attack Special Abilities for Wand Attack Warriors
[0177] Green Square. Hex ability. Give this warrior a special
action. Once until the beginning of your next command phase, you
can choose a target friendly or opposing figure that has made an
attack within 18" of this warrior. The target figure must reroll
the attack. Use the rerolled result instead of the initial die roll
result.
[0178] Gray Square. Magic healing ability. Give this warrior a
ranged combat action and choose a friendly figure as the target.
The target may not be in base contact with an opposing figure, but
may be in base contact with this warrior. All modifiers to the
ranged combat attack are ignored. If the attack succeeds, roll one
six-sided die. Heal damage to the target equal to the die roll.
[0179] Dark Blue Square. Stormfire, ability allows ranged attacks
to affect figures in base contact with the target figure. If this
warrior succeeds at a ranged combat attack against a single target
figure, compare the attack roll against the defense value of each
figure in base contact with the target figure. Deal damage equal to
this warrior's damage value to the target figure and 1 damage to
each other figure successfully hit by the attack.
[0180] Dark Blue Circle. Forceblast ability. If this warrior
succeeds at a ranged combat attack against a single target figure,
roll one six-sided die. Instead of this warrior's damage value,
deal damage to the target equal to the die roll result.
[0181] Defense Special Abilities for Shield and Magic Immunity
Warriors
[0182] Orange Square. Toughness ability decrease the damage this
warrior takes by 1.
[0183] Yellow Square. Defend ability. Each friendly figure in base
contact with this warrior may use this warrior's defense value
instead of its own.
[0184] Black Square. Regeneration ability. Give this warrior a
special action. Roll one six-sided die and subtract 2 from the
roll. Treat a negative result as zero. Heal this warrior damage
equal to the result.
[0185] Gray Square. Invulnerability ability. Increase this
warrior's defense value by 2 versus ranged combat attacks that
target or can affect him. Reduce by 2 clicks any, damage inflicted
on this warrior by ranged or close combat attacks, or special
ability effects that deliver damage. This warrior cannot be healed.
This warrior cannot capture or be captured. If this warrior already
controls a captive: the captive is released, is no longer
controlled by this warrior.
[0186] Brown Square. Ghostform ability. This warrior cannot be the
target of ranged combat attacks. This warrior's base does not block
line of fire.
[0187] Green Circle. Infiltrate ability allows the warrior to be
deployed outside the normal deployment area. When preparing the
battlefield, deploy this warrior after all players have deployed
their figures without Infiltrate or Submerged. This warrior can be
deployed in hindering or concealing terrain up to its speed value
away from its deployment area. Once deployed, give this warrior an
action token if it was deployed outside of its deployment area.
[0188] Red Circle. Dodge ability. When this warrior is successfully
hit by a ranged or close combat attack, roll one six-sided die. On
a result of 4-6, the attack is misses this figure instead.
[0189] Orange Circle. Terrify ability. Whenever an opposing player
gives a move action to a non-Hero figure that would result in it
coming into base contact with this warrior, that player rolls one
six-sided die. On a result of 1 or 2, the figure may not move into
base contact with this warrior this turn. This warrior is not
affected by Terrify.
[0190] Gray Circle. Cursed ability. If this warrior is affected by
an action from a warrior with wand attack type, deal 1 damage to
this warrior after the action is resolved.
[0191] Dark Blue Circle. Spell resistance ability makes a warrior
harder to hit with a magic attack. Reduce the attacker's attack
value by 3 if the attacker uses a wand attack type attack against
this warrior.
[0192] Damage Special Abilities
[0193] Yellow Square. Demoralized ability. This warrior can be
given only move actions. This warrior can never voluntarily be
moved into base contact with an opposing figure.
[0194] Black Square. Necromancy ability. Give this warrior a move
action, but do not move him. He may not be in base contact with an
opposing figure. Choose one of your eliminated warriors. Turn its
combat dial to the Starting Position. Roll one six-sided die and
turn the figure's combat dial clockwise (the same direction as if
you were applying damage) that number of clicks. If the figure's
stat slot does not show three skulls, that figure is now returned
to play. Place the chosen figure on the battlefield in base contact
with this warrior. Do not roll the die for figures with the words
Zombie or Skeleton in their names; they always return to the game
at full strength.
[0195] Gray Square. Command ability. This warrior may not be
captured. At the beginning of your command phase, roll one
six-sided die for this warrior. On a result of 6, add one extra
action to your normal action allotment for that turn. Also, at the
beginning of your command phase, each friendly figure that is
Demoralized in base contact with this warrior automatically heals 1
damage.
[0196] Purple Square. Crushing blow ability. When this warrior
makes a close combat attack, it ignores the defense special
abilities of the target figures for the duration of the attack.
[0197] Dark Blue Square. Life drain ability. If this warrior makes
a successful ranged combat attack against a target figure, it heals
1 damage.
[0198] Green Circle. Tinker ability. Give this warrior a close
combat action, with a friendly figure with the Golem symbol damage
type as the single target. Neither this warrior nor the target
Golem-can be in base contact with an opposing figure. Ignore all
modifiers to the close combat attack. If the attack is successful,
heal the Golem of damage equal to this warrior's damage value. The
Golem cannot be healed if a repair marker or the starting position
appears on its dial.
[0199] Red Circle. Pierce ability. When this warrior is given a
ranged combat action, he ignores each target figure's defense
special abilities.
[0200] Black Circle. Magic confusion ability. Give this warrior a
ranged combat action and choose one opposing target figure. An
opposing target figure hit by this attack takes no damage,
regardless of situations or special abilities that might otherwise
inflict damage. Treat an opposing figure hit by this attack as if
it has been given a move action, but you control that figure's
action. Resolve this move action immediately. This action does not
place an action token on the target figure, and there is no pushing
penalty. The target figure may not be moved into base contact with
a figure friendly to you. The target figure may not use any special
ability that reads "but do not move him," and none of its optional
special abilities may be cancelled while you resolve this move
action.
[0201] Gray Circle. Leadership ability. If this warrior has zero
action tokens, when an action is given to a friendly figure within
10" of this warrior and there is a clear line of fire between this
warrior and the friendly figure, give this warrior an action token
instead of the friendly figure.
[0202] Purple Circle. Immobilize ability. Give this warrior a close
combat action against a single target opposing figure. If the
attack is successful, deal no damage to the target. Instead, if the
target has zero or one action token, give an action token to the
target figure. If a second action token is placed on the target
figure in this way, the target figure is pushed.
[0203] All special abilities are in effect as long as they appear
in the stat slot 62. If a special ability is described as optional,
it is assumed to be in effect unless it is canceled. The owning
player may cancel the effect at any time, in which case it is
canceled until the end of the current turn. Afterwards, it is
assumed to be in effect again.
[0204] Movement
[0205] Your warrior's current speed value and speed type appears on
his combat dial and comprise one of a Boot, a Wing and a Horseshoe.
The speed type tells you how the warrior moves. Sometimes
particular speed types allow a warrior to ignore certain types of
terrain. Speed types are described in greater detail below. The
speed value is the number of inches you may move your warrior when
you give him a move action. When you move a warrior, place the Mage
Knight flexible ruler on the battlefield. Measure from the center
of your warrior's base to the desired destination, curving the
ruler as necessary to show the figure's exact movement path. The
movement path shown by the flexible ruler may not cross any figure
bases and may not pass between two figures in base contact. There
must be room for the figure's base at the end of it's movement
path.
[0206] When all players are satisfied that the correct movement
path is shown by the flexible ruler, pick up your warrior and place
him at his new position on the battlefield. When you have finished
positioning your warrior, you may face him in any direction. The
direction that your warrior is facing is important because he may
only attack (using ranged and close combat actions) through his
front arc (See FIG. 8A).
[0207] Breaking Away
[0208] If you give a move action to a warrior that is in base
contact with one or more opposing figures, that warrior must
attempt to break away. Roll 1 six-sided die. If you roll a 1, 2 or
3, the warrior fails to break away and may not change his position
on the battlefield, though you can rotate him to a new facing. If
you roll a 4, 5 or 6, you have succeeded in breaking away from all
opposing figures in base contact. In that event, you may change
your warrior's position on the battlefield as described above.
[0209] A mounted warrior only fails to break away from opposing
figures on a roll of 1. A mounted warrior that fails a break away
attempt may not rotate to a new facing. When a mounted warrior
successfully breaks away from one or more opposing figures in base
contact outside of his front arc, he automatically deals 1 click of
shake off damage to each of those opposing figures. This damage can
be reduced by special abilities.
[0210] A warrior who is given a move action to activate a special
ability, where the ability states "but do not move him" (e.g.,
Magic Levitation, Necromancy and Regeneration), does not make a
break away roll.
[0211] Free Spin
[0212] If your warrior's movement brings him into base contact with
one or more opposing figures, those opposing figures immediately
have the option to spin in place to bring any portion of their
front arcs into contact with your moving warrior. These spins,
called free spins, do not cost your opponent any actions, nor do
they ever cause pushing. A mounted warrior does not get a free spin
when an opposing figure comes into base contact.
[0213] Example: Player A's Utem Guardsman has a speed value of 8.
He gives the Guardsman a move action. An opposing Crystal Bladesman
controlled by Player B is a few inches away. Player A checks that
the path of the movement is okay, picks up his Utem Guardsman and
places it in base contact with the Bladesman. Player B uses his
free spin to put the Bladesman's front arc in contact with the
Guardsman.
[0214] A Moved Warrior
[0215] A warrior is considered to have moved if his center dot
changes position on the battlefield at any time during the game, or
if his facing is changed at any time other than during a free
spin.
[0216] Combat
[0217] Warriors can be given two kinds of combat actions: ranged
combat and close combat. Both types of combat actions are described
below.
[0218] Overview
[0219] The following rules apply to both ranged and close combat
actions. These rules use some terms that are explained in the
Ranged Combat and Close Combat sections below.
[0220] Rolling 2 and 12
[0221] Whenever you give an action to a warrior that requires an
attack roll and roll a "2", you automatically miss the target. This
is called a critical miss. Your warrior is dealt 1 damage after a
critical miss. This damage cannot be reduced and represents a
weapon backfire or your warrior straining or wounding himself
during the action.
[0222] If you roll a "12," then you have automatically hit the
target. This is called a critical hit. If you were trying to deal
clicks of damage to the target, then the critical hit deals 1 extra
damage. If your attack is against multiple ranged combat targets,
this 1 extra damage is dealt to all targets hit by the attack. If
you roll a "12" while you are trying to heal damage to a target,
you are automatically successful and heal 1 damage to the
target.
[0223] Targeting Friendly Warriors
[0224] You cannot target a friendly warrior with a damaging attack.
Additionally, a warrior may never target himself with any attack or
special ability, damaging or healing.
[0225] Targeting Opposing Warriors
[0226] Some warriors have a Magic Immunity defense type. Warriors
with this defense type have magic immunity. Warriors with this
defense type cannot be affected by any special ability with the
word "Magic" in its name and cannot be targeted by any attacks that
use the wand attack type.
[0227] Healing and Other Repairing Abilities
[0228] Some special abilities make it possible to heal or repair
damage to a warrior's combat dial. When healing or repairing damage
to a warrior, click the combat dial counter-clockwise, but never
turn past the figure's starting marker.
[0229] Some warriors have the Golem damage type. Warriors with this
damage type may not be healed. Instead, they are repaired. Also,
warriors with the Golem damage type also have repair stoppers on
their dial in addition to the starting position.
[0230] Whenever a warrior with the Golem damage type is repaired
clicks of damage, click the combat dial counter-clockwise until all
the clicks have been repaired, or you come to a repair stopper on
the warrior's dial. If a warrior already has a repair stopper
showing in their stat slot, they may not receive any clicks of
repair.
[0231] Eliminating Warriors
[0232] As soon as three skulls are revealed through the stat slot,
your warrior is eliminated from play and removed from the
battlefield.
[0233] Sequence of an Attack
[0234] Use the following sequence of events to make a ranged or
close combat attack, regardless of whether or not you are using a
formation:
[0235] A. Give a combat action to your attacking warrior (or
primary attacker of an attack formation).
[0236] B. Declare the target(s) of the attack.
[0237] C. Declare a capture attempt, if applicable.
[0238] D. Place an action token on each warrior contributing to the
attack.
[0239] E. The attacking player chooses which of his optional
Special Abilities to turn off.
[0240] F. The defending player chooses which of his optional
Special Abilities to turn off.
[0241] G. Roll the attack dice and determine if the attack is
successful.
[0242] H. Calculate damage dealt and apply the damage to the combat
dial(s) of the target(s).
[0243] I. Apply effects generated by the damage (e.g.,
Vampirism).
[0244] J. Apply pushing damage to the attacker(s), if
applicable.
[0245] Combat
[0246] Mage Knight warriors can specialize in certain types of
attacks. The attack types include those identified by a wand, bow
or sword attack icons. Warriors will often have an attack bonus
next to their attack type. This is a modifier that your warrior can
add to its attack value when using that specific attack type.
[0247] Many things can modify values Mage Knight, and because of
this there is a special rule called the rule of three. The rule of
three makes sure that once all modifiers have been calculated, no
value can be modified by more than a total of three. This rule is
explained in greater detail below.
[0248] When you want one of your warriors to make an attack, you
can give them a ranged combat action or a close combat action. All
warriors can be given close combat actions.
[0249] Ranged Combat
[0250] Ranged combat represents everything from bow- and gunfire to
magical spell attacks. A warrior with a range value greater than 0
may be given a ranged combat action to perform an attack from a
distance. The range value is the maximum number of inches that your
warrior's attack can reach. If the range value is greater than 0
and your warrior is not in base contact with an opposing figure,
then you may give your warrior a ranged combat action. The figure
given a ranged combat action is called the firer. Place one end of
a string or ruler at the center of the firer's base and draw it in
a straight line to the center of the target figure's base. This is
called the line of fire.
[0251] A line of fire must pass through the firer's front arc, and
be no longer than his range value. The line of fire is blocked if
it crosses any figure base (friendly or opposing) other than the
firer and the target. If the line of fire is blocked, you may not
attack the target figure. You may check a potential line of fire at
any time. If the line of fire passes through a target's rear arc,
add 1 to the firer's attack value.
[0252] Some warriors specialize in ranged combat actions. These
warriors have a bow attack type symbol on the upper surface 74 of
the selector disk 20, as seen in FIG. 8A. Warriors with this attack
type have proficiencies called Precision and Point Blank. Precision
allows a warrior to use a ranged combat action to target opposing
figures in base contact with friendly figures. Add 2 to the
target's defense value when using precision. Point Blank allows a
warrior given a ranged combat action to add 1 to it's attack value
OR it's damage value when the target figure(s) is within 1/2 the
distance of the warrior's range value (rounded up).
[0253] To resolve an attack, roll 2 six-sided dice and add them to
your warrior's modified attack value. If the result is equal to or
greater than the target figure's modified defense value, the attack
is successful and your warrior deals clicks of damage to the target
figure.
[0254] Ranged Combat Damage
[0255] When your warrior makes a successful roll of the dice using
a ranged combat action, your warrior deals damage to the target
equal to his ranged damage value, plus any modifiers. Your opponent
must click the target's combat dial clockwise that number of times.
Special abilities (such as Magic Enhancement) and game modifiers
(such as multiple ranged combat targets) can change the damage
inflicted on a target with a ranged combat action.
[0256] Ranged Combat against Multiple Targets
[0257] Your warrior might be able to affect two or more target
figures with a single ranged combat action. However, you may never
target a figure more than once during a ranged combat action.
[0258] All figures show one or more arrow symbols beside their
range value. The number of arrow symbols is the maximum number of
different targets your warrior may target with a single ranged
combat action. If you are firing at more than one target, you must
be able to draw an unblocked line of fire to each target.
[0259] Hint: Certain special abilities, such as Flame/Lightning and
Stormfire, also allow ranged combat actions to be resolved against
multiple figures, but you'll only have to draw a line of fire to
the main target of the attack.
[0260] When your warrior is attempting to affect more than one
target with a ranged combat action, you only make one ranged combat
attack roll. Compared this roll to every target's modified defense
value. Some targets with low defense values may be affected by the
attack, while the same attack might miss others with high defense
values. After determining which figures have been hit, the
attacking warrior then divides his damage value between the
targets. The attacking warrior may deal 0 damage to a target. The
attacking warrior must assign all damage to a figure at once.
[0261] Example: Player A gives a ranged combat action to his
Khamsin Gunslinger. The Gunslinger has two arrow symbols next to
his range value. Player A chooses two opposing figures within his
warrior's range value and front arc. The lines of fire to the two
targets are not blocked and neither target is in base contact with
any figure friendly to Player A. In other words, both targets can
be attacked! The attack value of the Gunslinger is 7. Player A
rolls 2 six-sided dice, for a result of 8. The total attack roll is
15 (7+8=15). Player A compares his 15 to the defense values of the
two targets: one is a Mending Priestess with defense value 16, and
the other is a Leech Medic with defense value 15. The Gunslinger's
attack misses the Priestess, but hits the Medic for 1 click of
damage.
[0262] Close Combat
[0263] Close combat represents hand-to-hand and melee weapon
attacks. Some warriors excel with close combat actions. These
warriors have a sword attack type symbol. Warriors with this attack
type can also use a proficiency called Gang Up. Gang Up allows a
warrior to add 1 to his attack roll for each friendly figure whose
front arc is in base contact with the target figure. Each friendly
figure must have the same faction symbol as the attacking warrior
in order to use Gang Up. Only the warrior given the close combat
action receives a token.
[0264] The front arc of your warrior must be in base contact with
the target figure(s) before you can your warrior can make an attack
using a close combat action.
[0265] Roll 2 six-sided dice and add them to your warrior's
modified attack value. If the result is equal to or greater than
the target's modified defense value, then you have made a
successful close combat attack. If your warrior is in base contact
with the target's rear arc you add 1 to the attack value.
[0266] Close Combat Damage
[0267] When your warrior makes a successful roll of the dice using
a close combat action, your warrior deals damage to the target
equal to his damage value, plus any modifiers. Your opponent must
click the target's combat dial clockwise that number of times.
Close combat damage can be altered by special abilities (e.g.,
Weapon Master).
[0268] Close Combat Capturing
[0269] Only warriors with the sword attack type symbol may make a
capturing attack. Give the warrior a close combat action and
increase the defense value of the target by 3. If the attack is
successful, the target figure takes no damage but becomes the
warrior's captive. Remove any action tokens from the captive
warrior. When holding a captive, this warrior is considered to have
the boot symbol speed type and must use the lower of the two speed
values (captor or captive). When holding a captive, a warrior may
only be given move actions. When moving a captive, the captor must
maintain base contact with the captive before and after move
actions. The captor may abandon its captive at any time during its
turn by being given a move action and leaving the captive figure
behind. Captives are also abandoned if the captor is eliminated
from play. Abandoned captives immediately revert to normal and can
be targeted with attacks as normal. A captive cannot be given an
action and its special abilities or icons are ignored.
[0270] A captive figure can also be eliminated from play by the
controlling figure. To eliminate a captive, give the captor a close
combat action to make an attack against the captive. Increase the
captive's defense value by 3 (as it struggles for its life!). If
the attack roll is successful, the captive is eliminated from play.
If the attack roll is unsuccessful, the captive takes no
damage.
[0271] Rule of Three
[0272] When you give a combat action to a warrior, there are many
things that can affect the values used in the attack. Sometimes
terrain or special abilities can increase a figure's defense value,
or relics and items can increase attack values. There are even ways
to increase damage values. Since a lot of these modifiers can stack
up in Mage Knight, there is a special rule called the rule of
three. The rule of three makes sure that once all modifiers have
been calculated, no value can be modified by more or less than a
total of three.
[0273] For example, Player A gives his Atlantean Sorcerer a ranged
combat, action to use a wand attack type to attack a Black Powder
Rifleman. Player A decides to use the three Apprentice Sorcerers to
use a ranged combat formation to add to the Atlantean Sorcerer's
attack value. Each additional figure adds 2 to the Atlantean
Sorcerer's attack value, so it currently has a +6 to it's attack
value. In addition, the line of fire passes through the Black
Powder Rifleman's rear arc, adding an additional 1 to the attack
value for a total of +7 to the Atlantean Sorcerer's attack value.
The Black Powder Rifleman has the Spell Resistance special ability,
which reduces the Atlantean Sorcerer's attack value by 3. The total
modifier to the Atlantean Sorcerer's attack value is +4. Because of
the rule of three, the total amount of the modifier is reduced to
3.
[0274] Formations
[0275] An action that you give to one of your warriors can be
shared among other friendly figures by using formations. You may
always choose whether or not to use a formation, and a formation
only exists for the duration of an action. Formations have no
effect before or after the action, or during other player's
turns.
[0276] Formation Restrictions
[0277] All members of a formation must be from the same faction,
though they can be from different subfactions. Look at the faction
symbol on each figure's base to determine if the figures may be
part of the same formation. Mage Spawn figures don't have faction
symbols, so you can never create a formation using them
exclusively. However there are exceptions, as discussed below with
respect to the Shyfts faction.
[0278] Formation Movement
[0279] If 3, 4 or 5 of your warriors are grouped together so that
each one is touching the base of at least one other warrior, then
you can call this group a movement formation. Only a warrior
eligible to receive a move action may be a member of a movement
formation. When you give a move action to just one of these
warriors, all of the warriors in the movement formation may move as
part of that same action. The speed of each figure in the movement
formation is reduced to the speed of its slowest figure. Move all
figures in the formation normally, one at a time. The action ends
when each member of the formation has moved. During the action, the
warriors must be moved to positions on the battlefield so that at
the end of the action each member is once again in base contact
with at least one other warrior from the formation. The formation
cannot be split into two or more groups at the end of the
action.
[0280] Even though only one warrior in the formation is given the
move action, each member of the formation is marked with an action
token and all are considered to have taken an action. Using a
movement formation may cause some figures to be pushed, while
others are not. This depends on which figures took an action on the
player's preceding turn, as shown by their-tokens.
[0281] If any figure in a movement formation fails a breaking away
roll, that figure may not move, though it can still rotate to face
a new direction. Other figures in the formation can move normally,
but at the end of the action, each warrior's base must still be
touching the base of another warrior in the formation. Those
skilled in the art will appreciate that movement formations are
good because one move action allows you to move several warriors
instead of just one.
[0282] A warrior given a move action to activate a special ability,
where the ability states "but do not move him" (e.g., Magic
Levitation, Necromancy, Regeneration), cannot be a member of a
movement formation.
[0283] Ranged Combat Formations
[0284] If 3, 4 or 5 of your warriors are grouped together so that
each one is touching the base of another, you may declare a ranged
combat formation. Only a warrior eligible to receive a combat
action to male a ranged combat attack may be a member of a ranged
combat formation. When make a ranged combat attack with just one of
these warriors, all of the warriors in the formation contribute to
the attack. Ranged combat formations can only be used when the
attack is only going to affect a single target figure, and the
intent is to damage (not heal) it.
[0285] Each member of the ranged combat formation must be able to
draw a line of fire to the target figure. The target must be within
the range value of each of the formation members. The warrior to
whom you give the ranged combat action is called the primary
attacker. To resolve the attack, you use the primary attacker's
attack value and damage value. If a member of the ranged combat
formation has the bow attack symbol, it may either add 2 to the
attack roll or 1 to the damage value. If a member does not have the
bow attack symbol, it may only add 2 to the attack roll.
[0286] As another example, warriors from the Elemental League are
positioned for a ranged combat formation. Lines of fire are drawn;
all are clear and within the range values of each figure. The
ranger is chosen as the primary attacker. The primary attacker
chooses to use one member of the formation to add 2 to the attack
roll and the other member to add 1 to his damage value.
[0287] Even though only one warrior in the formation is given the
ranged combat action, each member of the formation is marked with
an action token and all are considered to have taken an action.
Using a ranged combat formation may cause some figures to be
pushed, while others are not. This depends on which figures took an
action on the player's preceding turn, as shown by their
tokens.
[0288] Those skilled in the art will appreciate that ranged combat
formations are good because they allow you to hit targets with very
high defense values.
[0289] Critical Misses with Formation Attacks
[0290] If you roll a critical miss during a ranged or close combat
formation attack, the attack automatically misses and only the
primary attacker is dealt 1 click of damage.
[0291] Shyfts
[0292] All warriors with the Shyft faction symbol have the ability
to form formations with Mage Spawn figures. Shyft and Mage Spawn
warriors may be part of the same movement or ranged combat
formation when two conditions are met. When the formation is
declared, each Mage Spawn figure in the formation must be in base
contact with at least one Shyft figure in the formation. When the
formation's action is completed, each Mage Spawn figure must be in
base contact with at least one Shyft figure that started the action
as a member of that formation.
[0293] Otherwise, all other formation rules are in effect. Note
that in a mixed Shyft/Mage Spawn close combat formation, each Mage
Spawn figure must be in base contact with a Shyft figure in that
formation. It is further noted that Mage Spawn cannot Gang Up.
[0294] Terrain
[0295] You do not have to use terrain when you fight a Mage Knight
battle, but adding terrain to your tabletop will make your game
more challenging and interesting. There are three main types of
terrain in Mage Knight: clear, hindering, and blocking. These
terrain types can exist at tabletop (ground) level, or they can be
elevated. In addition, there are several types of special terrain
described at the end of this section. A figure is considered to be
"in" a terrain feature if its center dot is in the terrain.
[0296] Clear Terrain. Clear terrain represents anything from a
grassy plain to a city square. The entire battlefield consists of
clear terrain, except in those areas where hindering, blocking or
special terrain items are placed. You may not place non-elevated
clear terrain in the terrain pool when setting the scene.
[0297] Hindering Terrain. Hindering terrain consists of brush,
light woods, debris and other, similar terrain. You can represent
such terrain using shapes cut out of construction paper or cloth.
The outer edges of these shapes represent the boundaries of the
hindering terrain. Hindering terrain should lie flat on the table
so that it does not interfere with the placement of a warrior's
base. You can place scale models of bushes and small trees on top
of your hindering terrain shapes for visual effect. During the
game, you can reposition these models within the boundary of the
terrain, since they have no effect on the play of the game.
[0298] Your warriors can move into and through hindering terrain
with some restrictions. If your warrior begins a move with any part
of his base touching clear terrain, his movement must end
immediately when his base crosses completely into a hindering
terrain feature. He does not have to stop if his base does not
cross completely into hindering terrain. If your warrior begins a
move with any part of his base touching hindering terrain, his
speed value is cut in half for the turn (round up to the nearest
whole inch), even if he begins his movement by leaving the
hindering terrain. This reduction is made after all other
adjustments to the figure's speed value.
[0299] If a line of fire passes through any amount of hindering
terrain and/or any number of hindering terrain features, add 1 to
the target's defense value. This is called the hindering terrain
modifier. Close combat attacks are not affected by hindering
terrain.
[0300] An attacker whose center dot is in hindering terrain is not
penalized by the modifier if his front arc lies entirely outside of
the hindering terrain boundary and the line of fire does not pass
through any other hindering terrain features. This represents your
warrior's ability to fire from the edge of hindering terrain:
protected by it, but not penalized by it. When using a ranged
combat formation, only the primary attacker's line of fire is
subject to the hindering terrain modifier.
[0301] Concealing Terrain. Another type of hindering terrain is
concealing terrain. Concealing terrain is the same as hindering
terrain, except that warriors to not need to stop moving when they
enter it and their movement is not affected by it. Thus, concealing
terrain is the same as hindering terrain, except that a warrior's
movement is not affected when entering or leaving it.
[0302] Blocking Terrain. Some examples of blocking terrain include
large boulders, high walls and buildings. You can represent
blocking terrain using common items like decks of cards and small
cartons, or you can use scale models. Figures cannot move into or
through blocking terrain. Also, blocking terrain blocks any line of
fire crossing it.
[0303] Chasms. Chasms are terrain features that represent canyons
or gorges. Warriors cannot move into chasms.
[0304] Elevated Terrain Types. Clear, hindering and blocking
terrain may be elevated above the ground level battlefield to form
hills and low plateaus. All elevated terrain is assumed to
represent the same level of height above the battlefield.
[0305] You can represent elevated terrain types with stacks of
books and magazines, or use scale models. If you are using models
for hills, use models with a distinct elevation change and flat
upper surface.
[0306] All figures must stop as soon as they move up into elevated
clear or hindering terrain, or down out of it. When measuring your
move, don't measure any vertical distance traveled, just the
horizontal portion of your warrior's move along the tabletop or
elevated terrain type.
[0307] Elevated terrain blocks line of fire unless the firer or
target or both are on elevated terrain. For example, a line of fire
passes through hindering terrain and a figure base, but because the
firer is elevated, the intervening features can be ignored. If both
the firer and target are on elevated clear terrain, nothing affects
the line of fire except elevated hindering and blocking terrain and
the bases of other elevated figures.
[0308] If the firer or target is on elevated terrain, but the other
is not, the line of fire is blocked if it crosses a different
elevated terrain feature. Intervening blocking terrain also blocks
the line of fire, whether elevated or not. Intervening bases of
elevated figures will also block these lines of fire, but those off
of elevated terrain can be ignored. Hindering terrain modifies the
attack only if either the firer or target is in hindering terrain,
or the hindering terrain is elevated; otherwise it can be
ignored.
[0309] Height Advantage. When a firer who is not on elevated
terrain makes a ranged combat attack against an elevated target,
the target's defense value is increased by +1. This is called the
height advantage modifier. A target figure might gain the benefit
of the height advantage modifier and the hindering terrain modifier
at the same time. This would increase its defense value by +2.
[0310] When using a ranged combat formation, only the primary
attacker's line of fire is subject to the height advantage modifier
and hindering terrain modifier.
[0311] Close combat attacks are allowed between figures at
different elevations. Also, members of a formation may occupy
different elevations. Since base contact is a condition for both
close combat and formations, look down from overhead to determine
whether base contact would be possible if the elevation difference
was not present. If so, then base contact is assumed.
[0312] If the target of a close combat attack is elevated, while
the attacking warrior/primary attacker is not, the target gets the
height advantage modifier.
[0313] Special Terrain
[0314] Mage Knights includes a number of special terrain features
that affect game play. These features are discussed below.
[0315] Shallow Water
[0316] Shallow water features, like streams, fords and ponds, are
treated as hindering terrain for movement, but have no effect on
ranged combat actions.
[0317] Deep Water
[0318] Deep water features, like rivers and lakes, are treated as
blocking terrain for movement, but have no effect on ranged combat
actions.
[0319] Abrupt Elevated Terrain
[0320] Raised parapets, flat rooftops and plateaus flanked by
cliffs are examples of abrupt elevated terrain. Abrupt elevated
terrain is treated like normal elevated terrain except that close
combat attacks are not allowed between figures on and off such a
feature. Also, formations may not exist if some members are on and
some are off such terrain. Figures may only move onto or off of
such terrain at an access point such as a stairwell or ladder, or
if they have the Flight special ability. Every abrupt elevated
terrain item must have at least one access point designated when it
is placed in the terrain pool. The path of non-Flight movement must
be measured to and from such access points.
[0321] Constructed Terrain
[0322] Constructed terrain is a special type of terrain that can
also be used in the Mage Knight game. All players should agree to
use constructed terrain before playing. When using constructed
terrain, up to two pieces of constructed terrain may be substituted
for one terrain piece. Constructed terrain is placed just as any
other terrain, except that constructed terrain pieces may be placed
in contact with each other, and, when two constructed terrain
pieces are substituted for one terrain piece, both constructed
terrain pieces must be placed at the same time. In another example,
four constructed terrain pieces may be substituted for two terrain
pieces.
[0323] Constructed terrain features can be built from one or more
constructed terrain cards and can represent many different terrain
types. A terrain card may contain multiple pieces that can be
separated and assembled to symbolize a screen, tent, watch tower or
other object. A sample constructed terrain card is illustrated in
FIG. 9 after the pieces of the card are fully assembled. The
constructed terrain card contains information identifying the
Terrain Assembly Piece, Terrain Type, Defense Value, Fortification
Value, Structural Point Value and any Additional Rules that may
apply uniquely to that constructed terrain card.
[0324] The terrain type tells you what sort of terrain the terrain
feature represents, such as blocking, hindering, etc. The defense
value is the value an attack roll needs to meet or exceed in order
to hit and damage the constructed terrain. The fortification value
is added to a figure's defense. Also, some constructed terrain
allows a figure to be within that terrain feature. If a figure's
center dot is covered by constructed terrain, the figure is
considered to be within the terrain feature. Constructed terrain
that allows a figure to be within it will have a center dot
reference printed on a visible area. When targeting a figure within
a terrain feature, use the reference dot printed on the terrain
feature to draw a line of fire to the target figure. Note that with
constructed terrain you may have to look down from above to see if
a figure's center dot is within the edges of the terrain feature,
or, in some cases, covered by it.
[0325] Whenever a line of fire crosses a part of a constructed
terrain feature, refer to the terrain type to see what modifiers
may apply. In addition to any modifiers the terrain type may grant,
some constructed terrain may also have a fortification value. This
value is also added to a target's defense if the target's base is
touching the constructed terrain and a line of fire drawn to the
target crosses part of the constructed terrain. An attacker in base
contact with a constructed terrain feature is not penalized by it.
A warrior cannot be given a close combat action to attack another
FIG. 1f a constructed terrain feature prevents base contact between
them.
[0326] Attacking and Destroying Constructed Terrain Features
[0327] Constructed terrain, unlike other terrain, can be destroyed
and removed from play. The structural point value is the amount of
damage that must be dealt to the constructed terrain feature in one
turn in order to destroy it and remove it from play. Constructed
terrain can be the target of ranged combat actions as long as the
firer's line of fire can be drawn to an edge of the terrain
feature. A successful ranged combat attack roll will deal damage
equal to the firer's ranged damage value. Close combat actions can
target constructed terrain if the attacking figure's front arc is
in contact with the terrain feature. A successful close combat
attack roll will deal damage equal to the attacker's damage
value.
[0328] Lines of fire drawn to or from titan and multi-dial figures
are not affected by constructed terrain.
[0329] Domain Cards
[0330] In addition to terrain features, Mage Knight also features
domain cards, or DCs. DCs can also alter terrain, weather or other
conditions on the battlefield. All players should agree to use DCs
before the game begins.
[0331] Before starting the game, each player should secretly choose
one DC that they would like to play in the game. After terrain is
placed but before players deploy their armies, each player reveals
the DC they have chosen for the battle. Some-DCs cancel out other
DCs. Simply follow the description on the cards as you play. If you
play with DCs, be wary . . . a good choice could give you a huge
advantage . . . or place your army between a rock and a hard
place!
[0332] Speed Types
[0333] Mage Knights permits a variety of movement types, as
described below.
[0334] Boot & Horseshoe. Warriors with the boot and horseshoe
speed types treat all terrain as previously listed and have the
proficiency Double-Time: give the warrior a move action. Double the
warrior's listed speed. At the end of the movement give the warrior
a click of damage. A warrior must turn off speed special abilities
when using double-time. Double-time can be used in a movement
formation as long as all members of the formation have boot and
horseshoe movement types.
[0335] Wing. Warriors with the wing speed type may move through
figure bases and blocking terrain, and are unaffected by hindering
and elevated terrain during movement. The warrior cannot end its
move on another figure's base. Warriors with this speed type also
have the proficiency Soaring: Give this warrior a move action.
Reduce speed to 1/2, rounded up (to represent altitude gained
during flight). Soaring figures may not end their movement on
another figure's base, but may be in blocking terrain. A soaring
warrior gains a +1 bonus to its defense, and may only be targeted
by ranged attacks, other soaring warriors, or warriors with the
special ability Flight. When targeting a soaring warrior, no
terrain modifiers apply and figure bases do not block line of
sight. Soaring warriors may target grounded or other soaring
figures. To show that a figure is Soaring, place the flight stand
(included with the figure) underneath the figure at the end of the
warrior's movement.
[0336] Wave. Warriors with the wave speed type ignore all movement
effects for any type of water. In addition, warriors with this
speed type gain 2 to their defensive value when they are in any
type of water terrain.
[0337] Items and Relics
[0338] Unique warriors in Mage Knight have the capability to wield
weapons and armor. These are called items. A unique item is called
a relic. Each unique warrior can wield multiple items with the
following restrictions:
[0339] no more than one item with a specific restriction can be
wielded by the same warrior
[0340] a warrior cannot wield more than one relic
[0341] a player's army cannot contain more than one of the same
relic
[0342] FIGS. 10A-10C illustrate front 100f and back 100b portions
of sample item cards 100. The item card 100 describes the special
abilities conferred upon a warrior that holds the item token 102 of
the card. The card contains the item token 102, but it can be
removed from the card 100 and placed in the item slot 60 on the
game piece base 10, as illustrated in FIGS. 11A-11C. The item card
100 also contains a removable circular symbol token 104 indicating
the type of item. The use of the symbol token 104 is discussed
below.
[0343] FIG. 11A illustrates the game piece base 10 and the item
token 102 positioned for placement in the item slot 60. FIG. 11B
illustrates the game piece base 10 and the item token 102 following
placement in the item slot 60. FIG. 11C illustrates the FIG. 80
attached to the game piece base 10 to form a complete game piece or
warrior 90. In the example of FIG. 11C, the item token 102 is
positioned in the item slot 60.
[0344] In an exemplary embodiment, the item card 100 is provided
with the corresponding item token 102 attached thereto. In one
exemplary embodiment, the item card 100 has perforated edges
surrounding the item token 102 to permit the easy removal of the
item token. FIG. 12 illustrates an intact item card 100. FIG. 13
illustrates the item card 100 with the item token 102 and the
symbol token 104 removed.
[0345] Returning again to FIGS. 10A-10C, the item card 100 also
contains data identifying the item and describing any requirements
for item use, the Point Value, associated with the particular item
card and any Modifiers provided to the wielder of the item. For
example, FIG. 10A illustrate a heartseeker relic and confers
additional attack capabilities and defense capabilities on the
wielder. For a archery attack, the heartseeker relic adds an
additional two points to the offensive value of the wielder and
also confers the special ability indicated by the green circle,
described above in Table 4. In the present example, the green
circle confers the ability to arc arrows over terrain. If the
wielder of the heartseeker relic comes under attack, the relic
confers an additional three points to the defensive value of the
wielder. Other item cards confer different abilities and have
different attack and defense values that are used to alter the
combat values described above.
[0346] In another exemplary embodiment, the item card 100 is
manufactured from a foam product that permits the item token 102
and the symbol token 104 to be held in place by friction. A
product, sometimes referred to a Z-card foam, may be used in this
embodiment to provide the desired characteristics. The advantage of
this implementation is that the various item tokens 102 and symbol
tokens 104 be placed back in the item card 100 at the conclusion of
the game to permit easy storage.
[0347] In yet another exemplary embodiment, the item tokens 102 can
be supplied separately from the item cards 100. For example, the
item cards 100 may be manufactured from paper, similar to sports
trading cards, while the corresponding item tokens 102 may be
manufactured from wood, metal, plastic or other suitable material.
The present invention is not limited by the specific form of the
item cards 100 and corresponding item tokens 102.
[0348] Requirements are the specific traits a warrior must have to
wield the item or relic in question. For example, a warrior must
have the bow attack type to wield a Dragonstar item token 102,
illustrated in the sample item card of FIG. 10B. Other requirements
such as faction or minimum attack value are also possible.
[0349] When using items in your army, the point value of the item
is added to your build total, just as the point value of a figure
adds to your build total. For example, Player A and Player B are
playing a standard 300 point game. Player A wants a particular
warrior to wield Souldrinker, a relic illustrated in the item card
100 of FIG. 10C, having a point value of 47. As Player A builds his
army, he must keep in mind that Souldrinker adds 47 points to the
point total of his army. Player A still has only 300 points
available to build his army. During set up, the selected warrior
must begin the game with Souldrinker equipped and the item token
102 placed in the item slot 60 of the selected warrior.
[0350] Relics are contained in item cards with the relic's specific
rules and storyline text on it. Also, each relic has values
describing its point cost, wielder requirements, and the modifiers
it provides. Other item cards (not shown) are more common, cost
fewer point and generally confer less extra ability to the wielder.
For example, an item card may give a swordsman an enhanced sword
value of +1. As noted, a warrior may have multiple items, but may
have only one relic at a time.
[0351] A warrior can wield multiple items provided it does not
wield more than one item with the same speed type, attack type,
defense type, or damage type requirement, and provided it has an
available item slot 60 (see FIG. 8A) for that item token 102 to fit
in. A warrior can only wield one relic.
[0352] An item can be dropped by its wielder at the beginning of a
player's command phase. This does not cost an action. If a wielder
drops an item, remove the item from the wielder's base and place
the item's corresponding symbol token 104 in base contact with the
warrior that has dropped the item. As can be appreciated, the item
token 102 may be of variable dimensions based on the type of token.
This creates potential problems when the item is dropped by a
wielder because a long item may have base contact with more than
one warrior while a small item may have base contact with less
warriors. To alleviate this problem, the symbol token 104 is placed
in base contact with the wielding warrior who drops the item. All
symbol tokens 104 have the same dimension thus avoiding an unfair
advantage based on variable dimensions of the item token 102. A
warrior can be given a special action to pick up an item provided
the warrior meets the item's requirements, is in base contact with
the corresponding item token and has an item slot available to
receive the item.
[0353] It should be noted that any warrior, on any team, may pick
up a dropped item if the warrior game piece is in base contact with
the dropped symbol token 104. In addition, a warrior must meet the
criteria for wielding an item.
[0354] If a warrior wielding items is eliminated, before removing
the figure from the battlefield remove the items from the wielder's
base and place the corresponding item tokens in base contact with
the eliminated warrior. Then remove the warrior from the
battlefield. If a warrior is captured, any items wielded by the
warrior remain in control of the warrior. The only way to remove
items from the captured warrior is to eliminate the warrior.
[0355] Thus, items can be dropped and picked up during the course
of the game to dynamically alter the characteristics of the
warriors. The use of item cards 100 permit player customization of
the game pieces and dynamically alter the point value of a warrior.
The use of multiple item cards 100 with a single warrior allow a
great number of customized combinations for the various game
pieces.
[0356] Ending the Game
[0357] The game ends when any of these things happen:
[0358] 1. Only one player still has a warrior on the battlefield.
Captives, and figures with the Demoralized special ability showing,
do not count for this purpose;
[0359] 2. A predetermined time limit for the game is reached;
or
[0360] 3. All remaining players agree to end the game.
[0361] Victory!
[0362] At the end of the game, players count how many objective
tokens they have ownership of. Whichever player has more objective
tokens wins the game. After the game, all players retrieve their
eliminated and captured figures.
[0363] The Standard Game
[0364] There are many ways you can play Mage Knight, and lots of
decisions you will have to make before the game starts. What build
total will you use? What sort of terrain will you use? Will you set
a time limit for play?
[0365] In an organized play environment, there is no need to spend
time resolving these questions. Here are the guidelines for the
Mage Knight standard game.
[0366] 1. The playing surface is 3 foot x 3 foot square.
[0367] 2. Each army has a build total of 300 points, giving 3
actions to each player at the beginning of every turn.
[0368] 3. The time limit for the game is 50 minutes.
[0369] 4. When setting the scene, each player contributes 4
standard terrain items to the terrain pool. Standard terrain
templates are available as free downloads from
www.mageknight.com.
[0370] 5. Do not use elevated terrain types.
[0371] 6. Follow the game's etiquette and have fun!
[0372] Mage Knight Etiquette
[0373] Miniatures games lack the restricted environments of board
games and card games. This is good, because you can use your
imagination to develop all sorts of unique scenarios and terrain
ideas. The butter dish is a sacred stone alter. The key chain in
the center of the table is a treasure chest, and the first warrior
to drag it back to his table edge is the winner!
[0374] On the other hand, situations may arise which are not
covered by these rules. While we have attempted to write very
explicit rules, players may eventually run into a disagreement
over-who can do what. We suggest the following points of
etiquette.
[0375] 1. Players should never spin the combat dials of any figure
on the table unless it takes clicks of damage or heals clicks of
damage. Then, players should only click the dials the required
number of times in the proper direction. In other words, don't
click through a combat dial just to see what's coming up.
[0376] 2. You will constantly pick up your warriors during a game
to adjust their combat dials. Mark the locations and facings of
your warriors with markers on the table whenever you do this.
[0377] 3. Because weapons, arms and other bits of figures stick out
from their bases, it is sometimes difficult to get a clean base
contact between two figures. If you cannot get two figure bases to
touch, agree among yourselves that the two figures are in base
contact until one of them moves away.
[0378] 4. Ambiguous situations will arise. For example, a line of
fire might or might not be nicking a blocking figure base. There
might or might not be enough room between two figures to allow a
third to stand between them. Players will reasonably disagree in
situations like these. In all such instances, roll one die. On a 1,
2 or 3, the action is not allowed. On a 4, 5 or 6, the action is
allowed.
[0379] Glossary
[0380] A Glossary of terms used throughout the present description
provides additional details op the game playing procedures.
[0381] Access Point: The area where a warrior may move onto or off
of a piece of abrupt elevated terrain.
[0382] Action: There are three types of actions: move, combat, and
special. You get a certain number of actions at the beginning of
every turn, which you then give to your warriors during the
turn.
[0383] Action Token: A coin or bead used to mark a figure that has
taken an action.
[0384] Area of Effect: An area measured from a figure or token's
center outwards in all directions.
[0385] Army: A group of warriors you control during the game.
[0386] Atlantis Guild: Humans who control magic-powered
technology.
[0387] Attack Roll: The act of rolling 2 dice and adding an attack
value, then comparing the total to a defender's defense value.
[0388] Base: The plastic disc to which a warrior is glued.
[0389] Base Contact: A figure's base is touching the base of
another figure, or a terrain feature.
[0390] Black Powder Rebels: Humans, Dwarves and Amazons who exploit
gunpowder technology.
[0391] Breaking Away: Attempting to move a figure that is in base
contact with an opponent.
[0392] Build Total: When you are building your army, the total of
your warriors' point values cannot exceed this limit.
[0393] Building Your Army: Choosing warriors whose point values do
not exceed your allowed build total.
[0394] Captive: A captured figure.
[0395] Capturing: Using a close combat action to turn a figure into
a captive instead of damaging it.
[0396] Click of Damage: A clockwise spin of the combat dial for 1
click.
[0397] Healing a Click of Damage: A counter-clockwise spin of the
combat dial.
[0398] Close Combat: A melee or hand-to-hand attack.
[0399] Close Combat Formation: Two or three friendly warriors using
a single close combat action to attack a target figure.
[0400] Combat Dial: The rotating disc under a figure's base.
[0401] Critical Hit: An attack roll of "12."
[0402] Critical Miss: An attack roll of "2."
[0403] Deployment Area: An imaginary rectangle that extends 3" from
the edge of the battlefield and is 8" away from any other edge of
the battlefield.
[0404] Domain Cards: Collectible cards that may be played to alter
game conditions.
[0405] Draconum: Powerful Human/Drake hybrids.
[0406] Elemental League: Elf and Troll heroes who wield
life-magic.
[0407] Eliminated from Play: A figure or item that is removed from
the battlefield and set off to the side.
[0408] Figure: A Mage Knight piece.
[0409] Firer: A warrior given a ranged combat action to make an
attack.
[0410] First Player: This player places terrain first, sets up his
warriors first and takes the first turn of the game.
[0411] Formation: Two to five figures in base contact with each
other.
[0412] Free Spin: Rotating a figure so that its front arc touches
an opposing figure that moved into base contact.
[0413] Friendly Figure: A warrior you control or one that is
controlled by an ally.
[0414] Gang Up: Allows a warrior to add 1 to his attack roll for
each friendly figure whose front arc is in base contact with the
target figure. Each friendly figure must have the same faction
symbol as the attacking warrior in order to use Gang Up.
[0415] Height Advantage Modifier: If an attack originates on
non-elevated terrain against a target on elevated terrain, add +1
to the target's defense value.
[0416] Hindering Terrain Modifier: If a line of fire passes through
any hindering terrain, add +1 to the target's defense value.
[0417] Knights Immortal: Martial Elves who have shunned the major
factions.
[0418] Line of Fire: A line drawn from the center of a firer's base
to the center of a target's base.
[0419] Mage Spawn: Supernatural and beastly creatures summoned or
created by powerful magicians.
[0420] Modifier: A bonus added to a warrior's defense value or an
attack dice roll.
[0421] Mounted Warrior: A warrior mounted on a double base and
whose speed value is denoted with a horseshoe symbol.
[0422] Move Action: An action that allows you to move a figure.
[0423] Moved: A warrior is moved when its center dot changes
position at any time, or its facing is changed during the owning
player's turn.
[0424] Movement Formation: Three, four or five friendly warriors
who all move with just one move action.
[0425] Necropolis Sect: Dark-elves and Vampires who use
death-magic.
[0426] Opposing Figure: A warrior controlled by an opponent.
[0427] Orc Raiders: Brutish, mountain-dwelling fighters.
[0428] Point Value (PV): The cost of a warrior or item.
[0429] Primary Attacker: The warrior that leads a ranged or close
combat formation.
[0430] Proficiency: An ability granted to a warrior through an
attack icon type.
[0431] Pushing: Giving a warrior an action on two consecutive
turns.
[0432] Range Value: The maximum number of inches a warrior may make
a ranged attack at.
[0433] Ranged Combat: An attack that uses missile weapons, magic or
mind power.
[0434] Ranged Combat Formation: Three, four or five friendly
warriors who use one ranged combat action to attack a single target
figure.
[0435] Relic: An item whose collector's number begins with "R".
[0436] Removed from Play: A figure or item that is removed from
play may not be re-used in the current game.
[0437] Setting the Scene: Creating the game battlefield.
[0438] Shake Off: One click of damage caused by a mounted warrior
who successfully breaks away from an opposing figure.
[0439] Structural Damage: Points of damage dealt to constructed
terrain pieces.
[0440] Successful Attack: An attack roll that meets or exceeds a
figure's defense, taking various attack and defense modifiers into
account.
[0441] Token: A marker, like a penny or spare die.
[0442] Turn: The period in the game used by one player to give his
actions to his warriors.
[0443] Unique: A figure without rank stars. You may only have one
of each unique figure in any army.
[0444] Warrior: A Mage Knight piece.
[0445] Wielder: A figure that is equipped with an item.
[0446] The foregoing described embodiments depict different
components contained within, or connected with, different other
components. It is to be understood that such depicted architectures
are merely exemplary, and that in fact many other architectures can
be implemented which achieve the same functionality. In a
conceptual sense, any arrangement of components to achieve the same
functionality is effectively "associated" such that the desired
functionality is achieved. Hence, any two components herein
combined to achieve a particular functionality can be seen as
"associated with" each other such that the desired functionality is
achieved, irrespective of architectures or intermedial components.
Likewise, any two components so associated can also be viewed as
being "operably connected", or "operably coupled", to each other to
achieve the desired functionality.
[0447] While particular embodiments of the present invention have
been shown and described, it will be obvious to those skilled in
the art that, based upon the teachings herein, changes and
modifications may be made without departing from this invention and
its broader aspects and, therefore, the appended claims are to
encompass within their scope all such changes and modifications as
are within the true spirit and scope of this invention.
Furthermore, it is to be understood that the invention is solely
defined by the appended claims.
[0448] It will be understood by those within the art that, in
general, terms used herein, and especially in the appended claims
(e.g., bodies of the appended claims) are generally intended as
"open" terms (e.g., the term "including" should be interpreted as
"including but not limited to," the term "having" should be
interpreted as "having at least," the term "includes" should be
interpreted as "includes but is not limited to," etc.).
[0449] It will be further understood by those within the art that
if a specific number of an introduced claim recitation is intended,
such an intent will be explicitly recited in the claim, and in the
absence of such recitation no such intent is present. For example,
as an aid to understanding, the following appended claims may
contain usage of the introductory phrases "at least one" and "one
or more" to introduce claim recitations. However, the use of such
phrases should not be construed to imply that the introduction of a
claim recitation by the indefinite articles "a" or "an" limits any
particular claim containing such introduced claim recitation to
inventions containing only one such recitation, even when the same
claim includes the introductory phrases "one or more" or "at least
one" and indefinite articles such as "a" or "an" (e.g., "a" and/or
"an" should typically be interpreted to mean "at least one" pr "one
or more"); the same holds true for the use of definite articles
used to introduce claim recitations; In addition, even if a
specific number of an introduced claim recitation is explicitly
recited, those skilled in the art will recognize that such
recitation should typically be interpreted to mean at least the
recited number (e.g., the bare recitation of "two recitations,"
without other modifiers, typically means at least two recitations,
or two or more recitations).
* * * * *
References