


🧙♂️ Conquer, craft, and command your destiny—be the Mage Knight legend everyone’s talking about!
WizKids Mage Knight Board Game (Standard Edition) is a complex, tactical fantasy board game for 1-4 players featuring over 240 cards, 8 intricately painted miniatures, and modular map tiles. Designed by Vlaada Chvatil, it combines RPG character development, deckbuilding, and strategic conquest in a dynamic, replayable world. With solo and multiplayer modes, it offers 2+ hours of immersive gameplay where players build decks, manage fame and reputation, and explore a randomized Atlantean Empire filled with quests, battles, and alliances.
| ASIN | B005S8KR6Q |
| Age Range Description | Kid |
| Are Batteries Required | No |
| Best Sellers Rank | #287,160 in Toys & Games ( See Top 100 in Toys & Games ) #7,361 in Board Games (Toys & Games) |
| Brand Name | NECA |
| Color | Standard |
| Customer Package Type | Standard Packaging |
| Customer Reviews | 4.6 out of 5 stars 553 Reviews |
| Edition | Standard Edition |
| Educational Objective | Science |
| Estimated Playing Time | 120 Minutes |
| Genre | Wargame |
| Global Trade Identification Number | 00634482704950 |
| Is Assembly Required | No |
| Item Dimensions | 14 x 10 x 3 inches |
| Item Weight | 3.74 Pounds |
| Manufacturer | WizKids |
| Manufacturer Maximum Age (MONTHS) | 1200.0 |
| Manufacturer Minimum Age (MONTHS) | 168.0 |
| Manufacturer Part Number | WZK 70495 |
| Manufacturer Warranty Description | No Warranty |
| Material Type | Crystals |
| Minimum Age Recomendation | 168 |
| Model Number | WZK 70495 |
| Number of Items | 1 |
| Number of Players | 1 to 4 |
| Operation Mode | Manual |
| Rulebook Availability | Printed Included |
| Set Name | Standard Edition |
| Size | Standard |
| Subject Character | Mage Knight |
| Supported Battery Types | No batteries required |
| Theme | Fantasy |
| UPC | 787551962215 634482704950 634482702345 085156092796 |
Z**H
RPG Board game whats not to like?
People do not like this game because it is really hard to learn and is very complicated. To those people I say go play Chutes and Ladders. This game is not for the faint of heart. My record time completing the beginner campaign with new players is 4 hours, including setup and cleanup. Mind you, its a half of a normal campaign. But if you play with people that know how to play, it goes much much faster. Just like Catan or any complicated strategy game, what takes so long is having to explain the rules, consult the rulebook, and figure out what to do on your turn. I believe this game is designed VERY well, has excellent balancing (not perfect, I still think Goldyx flying ability is kind of OP), and is incredibly exciting for anyone that loves involved board games and/or RPGs. Its a board game RPG Deckbuilder for God's sake, AND YOU CAN PLAY SOLO! AND ITS REALLY FUN! #Foreveralone I recommend to anyone that is learning or wants to get better (or play with friends) to try out Vassal. You can download it for free and play it extremely fast (minimum 2 monitors is required for a playable experience). It is a very good way to familiarize yourself with how the game works. Playing solo is basically like playing an rpg video game. I understand that its a complicated game, but people that are buying it and reviewing it... I mean I think its kind of something they should have known before agreeing to play / purchase it. ITS A BOARD GAME RPG! WITH DRAGONS, SPELLS, ARTIFACTS, CITIES, MONSTER DENS, DUNGEONS, RUINS, MANA CRYSTALS, AND MUCH MORE COOL STUFF! YOU CAN PLUNDER VILLAGES, BURN DOWN MONASTERIES! THERES REPUTATION AND EVEN PVP (which i have yet to try out). Basically its just a really cool game. After you play your first, you will have felt like you ran a mental marathon. Is it worth it? Depends on what you like and what you are into. For instance: My friends would LOVE playing this game called Twilight Imperium. It was incredibly involved and complex, had the strategy card thing like in this game, and had all these little spaceship tokens with different races and seemed really really fun. After playing a game or two, I quickly realized that the entire game revolved around taking one specific strategy card, which gives you victory points. Thats it. All the strategy and building giant fleets of spaceships was just a pointless endeavor, because the only way you really won was by taking that card whenever you could. If you did not take that card and receive the two victory points, you basically were handing the game over to someone else or at least making it way easier for them to win. This game is totally not like that, every decision you make can either increase your chances of winning or put you further behind. You can take risks which can pay off or hurt you, but I have yet to play a game where I totally ruin my chances because of bad luck or bad judgement. There is always a chance to recover and come back. So if you are a fan of Chutes and ladders, do not buy this game. If the idea of a board game which combines Dominion, Catan (hexes), RPG, and Twilight imperium (or BSG, strategy cards turn order), then definitely give this a shot. If you are learning by yourself, be prepared for a lot of reading of the manual.
B**O
Best Solo Experience Ever!
There are several reviews on here that discuss pros and cons already, and my review will be no different. However, I would like to use some analogies to give prospective buyers a little more perspective and clarity. I want to concisely break this game down into sections for easier reading. Here I go! Packaging: The box is thick and sturdy and was nowhere near as big as I thought it would be (for storage purposes) when it arrived. The inserts are not nearly the quality of the box, but they do the job. You could very easily replace the inserts with some deck boxes and small containers or baggies for all different types of game pieces. That would actually speed up your game set up as well. Pieces: The hero and city figures are very nice. The game counters, used for the random areas on the game tiles, are perfect for what they are - randomly placed tokens to count as locations or enemies. They are not as pretty as miniature figures would be, but they don't need to be. They do their job perfectly. The mana crystals are pretty cool and very durable. The dice are the only weakness but, again, they do their job. The cards are fantastic and are different from any other card I have experienced. I can't speak as to whether they are more or less durable, because I haven't played enough games yet. They are very nice, though. The card art is not that impressive, but you really don't focus on the look of cards, only the game mechanic text. Rules: This is an area that I see many mixed reviews about, so let me be clear. This is not the game you bring home to the family, with age ranges of 8-14 plus spouse, bust out of the box and expect to sit down and play this game right then and there. If you can't handle a boardgame ruleset that exceeds 8 pages and has no real depth, this game is not for you. It doesn't make it a bad game. It simply is not a game for you. With that said, it is nowhere near the comprehensive task some make it out to be. I have played RPG and miniatures games that require 200-400 pages of reading, prior to playing your first game. This game is NOWHERE near that type of complexity. The game walkthrough manual is brilliant and laid out in a manner that flows properly with the game sequence. It basically is explaining what things are as you are setting them up for your very first game. After the setup, there is no possible way to perfectly lay out the walkthrough, because the enemies, locations and interactions with terrain tiles are random and were designed that way. You will have to decide what to do next, and then seek the rules out for your next action. It is not hard at all, though, as several pages are waiting there for you to look up the rule. For example, if the first thing you wanted to do was fight an orc enemy, you could search the 4-5 pages of following instructions until you find the section about combat. The sections are clearly marked and easy to reference. I don't blame the game designer for this. Unless he scripted your every move in the walkthrough, there would be no way to do it linearly for you. As I said, the game isn't designed to do that, and it would take the enjoyment out of the random experience. I played two walkthrough games, had to reference rules about 10 times, and I feel like I am ready to play the game confidently. The rules manual is only like 20 pages, with very clear section headers, so it is very easy to look something up. Gameplay: You start the game as a basic hero with 0 fame and 0 reputation. Fame allows you to level up your hero, while reputation allows you to gain bonuses when interacting with terrain features like monastaries and villages. The interactions include things like recruiting units to join you, purchasing spells and advanced actions, and healing. You can also land on tiles that provide mana crystals (for using powerful actions or casting spells) or healing effects. Your initial action card hand is only 5, which limits the things you can do. In fact, I would say your card draw dictates what the best course of action would be for a particular turn. The great thing is that you can always play action cards on their sides for 1 basic action (i.e., move, attack, influence, and block). That means that there are no useless cards in your hand, ever. You can always find a way to play your cards. As you level up, your card draw increases, which gives you more options each turn. You also add cards that you earn or purchase (with influence), which usually remain in your deed deck for the rest of the game. In essence, your deck is increasing, which is making you stronger all the time. Combat takes a little getting used to, but once you get down the three phases (i.e., ranged/siege attack, block/damage, and attack), it is so simple after that. Some overland enemies are automatically revealed, so you know what you are up against. However, most are not. Combat is an easy, yet challenging mechanic in that you must develop a strategy to be successful. The damage effects to your hero is brilliant in that you don't play for 2 hours and suddenly die...game over. No, you add Wound cards to your hand, that clutter your card's max draw and limits your actions until you heal the wounds. It's a great mechanic! You explore new terrain tiles by using 2 movement, while on an appropriate tile edge. When the new tile is placed, a random new area opens up to you each time, with plenty of locations to explore and enemies to defeat for rewards. It's all random and brilliantly done. Once you know how to play, you honestly could toss the scenarios and just keep adventuring until your little heart was content. Overall: This is one of the best games I have ever played. Personally, I think the game shines more in a solo game version. It is fantastic, either way, but solo is very cool. I can play a scenario in 1-2 hours. The fact that you can sit down, by yourself, and feel so immersed in a board game is uniquely gratifying. I love playing it with my 13 y/o son too, but if he isn't available, I am just as satisfied playing by myself. It is perfect for being in the same room with my wife for multiple hours while she is watching reality shows that I could care less about. LOL
L**Y
Incredible Fantasy-Themed Board Game
Many of those who pick up the Mage Knight board game will fondly remember the collectible miniatures game, also from WizKids. I know I did (although those memories are tainted by the downward slide into overpowered madness that marked the middle years of the game's history). For what it's worth, the Mage Knight Board Game has nothing in common with the miniatures game, aside from the name and a few select references. For how different this game is from the roots that spawned it, I must start the review by saying this: the Mage Knight Board Game is excellent. Not mediocre, or just good, but excellent. And for a game that's part randomized-tile exploration, part deck-building, part-dice rolling, part fantasy combat sim, that's an amazing accomplishment. For starters, let's look at the quality of the components. Regular board game enthusiasts will understand when I say that they are at the level of Fantasy Flight Games, and even better in many respects. The tiles used to create the game board are on solid card stock, but thin enough that they don't require too much vertical space to store (a problem I had with the tiles included in the D&D adventure games, such as Castle Ravenloft). The four plastic miniatures representing the players are pre-painted, as well as four "city" miniatures that incorporate the click-wheel design that featured so prominently in the miniatures game long ago. A very interesting, but superior, choice was to use a noticeably different playing card stock from what has typically been used for deck-building games. The cards are very flexible, but don't show signs of wear-and-tear as easily as traditional card stock (at least in my experience, I have read contrary opinions from other reviewers), like cards from Magic the Gathering. Serious gamers will likely still default to card sleeves, but to be honest the card stock is flexible and sturdy enough that it doesn't require sleeves to the extent that most other games do (basically, unless you plan for very heavy use of the game, I don't think card sleeves are necessary). The multitude of cardboard tokens are also on good cardboard with attractive, distinctive images on both sides that help illuminate their use during the game. The plastic insert included with the game holds all the components snugly, perhaps a little too snugly in the case of the cards (not enough space is available to definitively separate the types of cards, which is my one complaint on the components). So the components hold up to the standard of quality (excellence) that I set at the beginning of the review, but what about the game itself? If anything, the game system is far superior to the plastic and cardboard products within the game itself, and would be worth purchasing even if the components were of lesser quality. What sets the game apart from many others is how seamlessly and beautifully the separate systems interact with one another. Approaching the game, you will see many different systems: a combat system, deck-building system, and exploration system. The common points of intersection are the board, which is developed by interchangeable tiles that are "explored" during the game and on which monsters are placed, and the player's "deed" deck, the cards from which are used to fight, recruit allies, move, cast spells, etc. The ultimate goal of the game depends on the scenario, but typically the goal is to acquire the most "fame" (victory points). You gain fame by defeating monsters and conquering cities. Additional fame is awarded at the end of the game for certain accomplishments. With that in mind, how do we go about getting as much fame as possible? Since defeating monsters and assaulting cities is the mechanism by which fame is acquired, players need to maximize their ability to complete these two tasks. The game divides the mechanisms by which to accomplish this into "move, influence and [combat actions]." Movement allows you to get where you need to go (with different terrain types dictating the number of movement points required to move to a desired area). Influence allows you to buy units/spells/abilities (all in the form of cards) that will give you increased move/influence/combat ability in subsequent turns. Combat actions are divided into attack/block types, with a multitude of variations that make combat into a mini-puzzle that rewards thought (and without which makes the determination of the combat's true victor highly improbable). The deed deck is the source of your ability to do all these things (plus your units, which are separate), from which you draw cards that give you movement/influence/combat points to spend each turn. To further complicate matters, the game is at an even higher level divided into day/night rounds. So within a round there are multiple turns, and each player takes turns playing their turn, etc. The great thing about all these seemingly mundane (at least from my description) actions is that they take place in an evolving fantasy world (evolving based on how you explore it). You will find monasteries, mage towers, mines, magical sites, ruins, keeps, cities, and more as you explore the world and seek to strengthen your character. The excitement of turning over a tile to see what options I've just uncovered is still a major part of the game, and a major reason why I continue to play this night after night, and will choose to play it over computer games (my typical after-work "decompressant"). From the previous description you can already tell that the sheer number of rules and exceptions to those rules becomes an issue when you start playing. This is compounded by the use of two rulebooks, one a walkthrough book designed to get you started, the other the official rulebook (but designed so differently that you will have difficulty clarifying rules when you have a question - this is my main issue with the game, actually). Luckily, the game is simple enough at its core that after just a couple of games you should have the hang of it. What's more, is that once you begin to play the game, you also understand the interactions between the systems and how beautifully cohesive it is. The game experience is truly wonderful, being described by some as solving a puzzle each turn. And, as the use of the word "maximize" in the preceding paragraph should have tipped you off that in many ways it is a puzzle. You are solving the problem of how to maximize the acquisition of fame with a randomized hand of cards. But that probably makes the game sound too much like work, which it most certainly is not. The game is awesome - the systems, once understood, make it well worth the effort to go through the steep learning curve for the first couple of games, and even more impressively, the game is a blast to play both solitaire as well as 2-player. My conclusion? If you like Fantasy-themed games, board games in general, computer RPGs, or are just a straight-up nerd like me, buy this game.
A**S
Board Game Heaven
There are SO many great things about this game, it's difficult to begin. First off, the theme of the game is a fantasy one that you'll find in many games but with the twist of your being a powerful character from the start, a god even, as opposed to starting off as a complete Level 1 weakling. Even so you'll still get stronger with the help of more powerful abilities and spells, and with another feature of the game, allies. The ability to influence and in effect, buy, minions to help you is a very cool thing indeed, since you can use them to fight, block, or even absorb damage that would have befallen you. Everything you do in Mage Knight will happen from your cards, your original 16 card hand and any other actions and spells you've accumulated, so there's a deckbuilding aspect similar to Dominion but instead of amassing assets you're collecting actions, spells, and artifacts that will let you do more, and like Dominion it's very addictive to see what your next hand will let you do. Your actions will often be powered by mana, either by your stash (and the very cool plastic mana "gems") or from the random mana pool of dice which will change and have different nuances depending on whether the round you're in is Day or Night. The game comes with two rulebooks, one with the straight rules and the other as a walk-through for your first adventure, which they recommend you use to learn the rules initially instead, then refer to the rulebook for reference later. Despite there being a lot of rules, and the font is TINY in these books, it's all very clearly stated with good instruction and pictures, and they take care of a lot of "what if" rules so when you actually get started you're pretty well equipped to get through your first adventure smoothly, and believe it or not you won't have to go searching the web for many rules questions because they do that good of a job presenting them, and that's rare for this kind of board game. Once I got up and running, I had a blast and my girfriend joined in and she enjoyed it too. Another huge plus in this game is that you can play solo, and actually have fun. I can't recommend Mage Knight enough; it's a LOT of fun to play, the deckbuilding aspect is awesome and so are the exploration and combat aspects which are done extremely well. This game is a MUST buy if you're a gamer and I think it's both influenced by a lot of other great games and it will influence future games for the things it does so well.
R**R
Solo review: Excellent design with some limitations
Let's get this out of the way: I've only played Mage Knight solo, so the scope of this review is limited to solo play. That itself says something about the game, because the reason that I played it solo is because I don't know many hardcore gamers, and it was impossible to get any of my friends to invest the time just to learn this daunting game. On the other hand, the fact that Mage Knight can be played solo is a testament to the flexibility and sound design of the rules. Everyone talks about how complicated Mage Knight is. Well, when you open the box and get a load of all the cards and tokens, and you read the rulebook with its tiny typeface, you might be initially overwhelmed. Maybe it's because I'm a software engineer who has learned and played a large number of tabletop games, but I found that this impression dissipated once I learned the rules. They aren't simple, but they quickly cohere once you play it a bit. Even though I was impressed by the tactical complexity and balanced design of Mage Knight, I did feel that solo play became a bit dull into my second playthrough, to the extent that I didn't complete it. The problem here is that I'm not sure play with multiple players would improve much. In Mage Knight, each player is more or less questing on their own, and they compete by comparing their success at such. Though the players all share the same map board, and may end up racing each other for first chance to plunder a newly-revealed hex, they don't have much direct interaction. Besides design, I think where Mage Knight really shines is in its rendering of theme. If you're looking for a game to give you the sense of the breath of choices and tactics available to a questing wizard straight out of pulp fantasy, you'll love this game. If you enjoy that experience, there's enough variability to offer a great deal of replay value, whether adventuring solo or alongside others. For me, it's more of an impressive curiosity than anything I'm likely to break out on any given Saturday, but you're mileage may vary. In the age of video games, board games still offer a distinct experience due to two factors: the face-to-face socializing of players, and the tactility of the game components. As I've said, I can only guess at the multiplayer experience of Mage Knight, but I can testify to the high quality and engaging design of the physical game pieces. The cards are durable and textured, the art is in the style of fairly standard but well-rendered lurid fantasty, and the plastic figures are quite nice and appealing. The cardboard map tiles are thick and durable. Icons on the map and tiles are clear and distinct, which is what you'd hope from them. The plastic tray that comes with the box is pretty flimsy, though, and I can't quite figure out how to fit everything back in neatly.
M**L
Enjoyable, replayable deck-builder with RPG elements
This game is dangerous (in a mostly good way) if you like deck building and strategic problem-solving. It's fun but time-consuming, you can very easily get sucked into playing 'just one more turn' and suddenly you haven't done anything else for hours, or gotten any sleep that night! You play a 'Mage Knight' and have to traverse an unexplored landcape over several day and night 'rounds' where each round consists of several turns of playing cards from your hand to move, interact with NPCs, or fight. You can add cards to your deck over time by beating monsters to get fame to level up, getting loot from various adventure sites, or buying them with influence. There are a number of scenarios you can play, most involve some kind of big picture goal like capturing cities, or being the last player character surviving, if you are playing with other people. You can play with up to 4 people, or solo. I have only played the solo game so far, and had a lot of fun with it. The rules are complicated, so be warned there is a learning curve. I spent several hours during my first game just setting up the board and reading the 2 rulebooks. Then you have to play a time or two to really master the rules and understand the game play. Patience and learning investment are needed to fully appreciate this game. But once you get through that, the strategy and problem-solving challenges are delightful. There are many, many ways to use different combinations of cards effectively to accomplish goals in this game, and the characters are designed to have differing strengths and weaknesses, such that different styles of play / strategies work better or worse depending which character you are playing. The eureka moments (and there are many) when you discover a new way of using cards you've seen before is a reward of this game. It's a lot of fun, but can be very time-consuming. My tendency is to think through options during my turns (even if that takes some time), but many people in gaming groups are impatient with that.....in some cases because they're faster at arriving at a similar conclusion to mine, but sometimes because they play more carelessly and not as well (though faster). To have a good experience playing this with other people, I recommend finding a group with compatible ideas to yours about what is a 'reasonable' pace to play your turn. If you like to spend time considering different possibilities, do it as much as possible during other player's turns to save time during your own. But if you fundamentally want to play much faster or slower than others in your group, that may be a bad fit. I solve this problem by just playing by myself......I don't think the strategies and problem-solving are any less interesting that way, and it frees me to play when I have free time and use whatever pace I want that day without putting up with nonsense from close-minded twits who can't deal with any play style but their own. It takes several hours to complete a game, and something like 20 minutes of setup.....often I don't try to finish a game in a single setting, I play a round or two at a time and leave it set up on a table in my office over a period of several days or a week. I've had a lot of fun with it though it's a lot of time spent doing something by myself. That's no problem if you are introverted and comfortable doing things alone, but perhaps not the best idea if that makes you lonely. If you want a more social experience, see if you can find others to play this with, or maybe choose a different game that's easier to learn + play with others over a shorter time. But if you like replayable deck-builders with RPG elements and lots of delightful subtleties and variations, check this out.
S**N
Very complex, but worth the investment
I got this game since it can be single player; there's only so much solitaire one can play during COVID... In all, I highly recommend this game! Each play is unique and challenging, the concept is unique, and it's highly strategic even for single players. Cons (minor): -The rule book & game walkthrough booklets were misassembled. This caused a lot of confusion initially. -You need a LARGE table for this. A simple card table will not be big enough as you build your board throughout the game. This isn't a classic one-board game. There's a board for player progress, several card decks that expand, a player area (for each player), and then the gameplay board which expands as you play. For 1-2 players, I think 2 card tables or a large dining table is adequate. You could potentially do 1 card table and a side/coffee table as well. -Pet owners! There are a lot of small pieces, so if you're leaving the board overnight and have animals, I recommend bagging up loose pieces. My cat got several of them and it took me quite a while to find where she hid them all! -This game isn't for people who want something quick and easy. There are A LOT of rules, and unless you're dedicating a full day to play, it could potentially take several days to complete a game if you're new to it. For some this is a pro, for others a con. Pros: -Each game is unique. You can play with multiple strategies (offensive/attack-mode, exploring, etc). Single-player option is still challenging and strategic. The game board & pieces themselves are incredibly detailed and the concept of the game is very unique. In terms of setup, think Betrayal at House on the Hill, Catan (Cities & Knights and Seafarers), and Risk. -Quality pieces. The progress board was slightly warped but it's not too bad. Otherwise the rest of the game pieces are high-quality and seem durable and unlikely to damage with long-term play. The organization in the box is very nice too and everything easily fits back in after you open up the packaging. -What is really nice is that there is a walkthrough booklet that is meant to teach you the game & outline your first play. You'd also use this walkthrough when teaching others for the first time. It goes through game setup and rules as you'd encounter them naturally during game play. -Multiple scenarios (scenario booklet included), so you have a new objective with every game you play. The foes you encounter, strategies, and player interactions will constantly change so I honestly can't see how you can get bored with this game. For the price, this is absolutely worth the investment.
S**E
A unique, epic fantasy adventure
This game blew me away, with its amazing art and figures, its epic fantasy feel, and interesting and unique mechanics. Before I go on, I must say that this is not a game for those who do not like rules!! There are essentially two rulebooks; one is a game walkthrough and the other gets into more of the details of the rules as well as the scenarios, and each of them is about 20 pages long! However, I had one of the most gratifying board game experiences once I started to grasp them as well as the flow of the game. The mechanics of the game are not hard to learn, there is just a lot of moving parts and a lot to know. The first scenario really helps you understand what is going on. I just have to say it felt epic! I have only played one scenario, and I played it solo (to get a grasp of the rules before teaching it to others), but I really enjoyed it and I felt like there was so much depth to the game. This game is truly unique; I have yet to play a fantasy game like it. It is not a dungeon crawler like Descent. Instead it is a game of recruiting army units, pillaging villages, using magic to power special abilities, fighting monsters in dungeons, overtaking cities and keeps and exploring (you lay tiles and actively build your world). You power your actions and movements with cards and magic. While all of this is going on you are leveling up your character and developing new skills. Many fantasy games have aspects of these, but the scope of this game is part of what makes it so unique. I highly recommend it if you are not afraid of rules and taking time to understand the game.
H**T
A fantastic solitaire experience
While I love to game with my mates, I am always on the look out for a good, solid solitaire game. Most solitaire experiences end up falling a bit flat. Either the solitaire mode feels pasted on or. lacking the social element. the games don't give an enriching experience. Mage Knight succeeds where many other solitaire games fail. First off, this is a complex game. I mean really complex. The rulebooks are pretty good and contain a walk through but I wouldn't be anywhere near understanding this game had it not been for some very good videos at boardgamegeek and youtube. The game is a combination of deck building, card playing, exploration and stats with dice rolling. You play one of four characters (five with the Mage Knight Lost Legion Expansion expansion) and your goal is to defeat monsters in dungeons, keeps, mage towers, lairs and those that roam the land. By doing this you gain spells, skills, followers and stats. There is shockingly little luck in this game and success or failure isn't usually up to random elements. You'll need a fair bit of table space to play this and it's not a game you'll want to leave set up. You'll have a dozen stacks of counters, cards and the like as well as other bits to spread out. The map can get pretty large but is usually limited by the scenario. All in all, if you are looking for a very robust solitaire game with a fantasy theme that can also be played multiplayer and if you like fantasy then you can't go wrong with Mage Knight. Just beware that the learning curve is rather steep, even for a seasoned gamer. There are numerous resources out there to help you not only learn the game but become a better player as well. This is a highly recommended beefy game.
W**R
A great game.
I have looked at buying MK for years and finally did so, unfortunately I could not afford the Ultimate edition but the basic game is fantastic anyhow. I like to play solo and the fact you can play at your own pace is attractive to me. Unfortunately the game is also attractive to my two cats who try to steal my heroes. Once again Amazon delivery was prompt and the game arrived in perfect condition.
P**O
Retador
Me llegó en perfectas condiciones, en mi caso no faltaba nada. Es un juego muy entretenido, no es para nada difícil de jugar en cuanto a mecánicas como mencionan algunos, (Yo había evitado éste juego por eso durante mucho tiempo) sólo que sus manuales están algo desordenados, sin embargo todas las reglas vienen ahi de manera clara, sólo hay que leerlas y ordenar las ideas para poder entenderlas, después de eso todo fluye muy fácil. Con una persona que las entienda, puede enseñar muy fácilmente a los demás y si quienes juegan piensan en divertirse, más que en no perder el juego pasa muy rápido, así de fluidas y sencillas son las reglas, como dije, lo único es ponerlas en orden, creo que eso espanta a mucha gente. Lo más difícil de aprender es lo siguiente: Para defender de fuego lo haces con hielo. De hielo te defiendes con fuego. De fuego helado defiendes con fuego helado. Si defiendes con algo diferente a eso que es lo efectivo, los puntos que generes deben duplicar el valor de los puntos que debes bloquear Las fases del turno son: Movimiento. Acción/interacción. Fin del turno. En la pelea es: Jugador ataca a distancia(solo usas cartas de ataques a distancia) Jugador genera bloqueos para defenderse. Fase de asignación de daño. Fase de Ataque del jugador Y recordar que al asignar daño para tomar heridas, siempre tomas herida primero, sin importar el escudo del personaje, después restas el valor de tu escudo al valor de ataque recibido, si queda valor de ataque después de la resta, repites ese proceso hasta que el valor de ataque sea 0 ó negativo. Si estas dispuesto aprender eso, ya aprendiste lo difícil de las reglas y podras disfrutar de este juego de aventura, exploración y desafío. Me gusta que es un juego que te hace pensar dos o tres turnos a futuro y planear bien tus jugadas. Las miniaturas no son perfectas y mucho menos su pintado, pero se agradece el detalle, ya que de los juegos que poseo, no recuerdo tener alguno que venga así de fabrica. También me gusta que se puede jugar en solitario y como para Jugarlo de esa manera, ya debes de saber las reglas es muy rápido. Sacarlo a la mesa es muy sencillo y guardarlo también, ya que solo necesitas el deck de personaje, unos cuantos tokens, 3 decks mas y las fichas de enemigos, todo se debe revolver por separado, asi que casi lo vuelves a sacar como lo guardaste, una barajeada sencilla y ya está. Sin duda alguna verá mas juego en mi mesa, hasta estoy considerando comprar ya las expansiones.
H**U
Fantastic Game
One of the best RPG board game out there. Ordered it through Amazon Global Store and received it in 9 days.
J**S
Un juego de mesa espectacular
Es un juego precioso, de los que se disfruta un montón nada más mirar la caja (me encantan las ilustraciones, pues no son las típicas de este tipo de juegos) y al abrirla hay magia. Sólo le pongo una pega: el reglamento tiene una tipo de letra con un tamaño demasiado pequeño para mis cansados ojos. Son unas reglas complejas pero fascinantes. Hay vídeos en YouTube muy buenos que ayudan mucho para iniciarte. La mecánica del juego personalmente me gusta mucho: es una mezcla curiosa y que funciona. El colocar todos los elementos del juego puede llevar un rato (sobre todo la primera vez), pero si te organizas las cartas, tokens, personajes y demás, se tarda menos tiempo. Se necesita una mesa hermosa y con mucho espacio libre para jugar. Por ahora sólo lo he jugado en modo solitario (que va de fábula), pero estoy deseando jugarlo pronto con otra persona (a ver si hay suerte y consigo engañar a alguien ;-) Magnífico juego.
Trustpilot
1 month ago
2 weeks ago