![海外直輸入 マニア必見!NECA ネカ Mage Knight Board Game 正規品 大人気 フィギュア フィギア クリスマス 未発売 ホビー おもちゃ レア コレクション【JOY】 [並行輸入品]](https://m.media-amazon.com/images/I/615ZRkwLkUL._AC_SL3840_.jpg)


🧙♂️ Conquer, Command, and Cast Your Legacy – The Mage Knight Awaits!
Mage Knight Board Game by NECA and WizKids delivers an epic blend of strategy, exploration, and role-playing with 240 cards, 8 detailed miniatures, 196 tokens, and 20 map tiles. Designed for 1-4 players aged 14+, it offers both competitive and cooperative modes, rich campaigns, and a deeply immersive fantasy world crafted by renowned designer Vlaada Chvatil.
| ASIN | B005S8KR6Q |
| GTIN (Global Trade Identification Number) | 00634482704950 |
| UPC | 787551962215 634482704950 634482702345 085156092796 |
| おすすめ度 | 5つ星のうち4.6 518 レビュー |
| お客様の年齢層 | 幼児 |
| カラー | Standard |
| サイズ | ワンサイズ |
| ジャンル | Wargame |
| テーマ | ファンタジー |
| ブランド | NECA |
| ブランド名 | NECA |
| プレイヤーの数 | 1~4人 |
| プレイヤー数 | 1~4人 |
| メーカー名 | WizKids |
| メーカー型番 | WZK 70495 |
| メーカー推奨年齢 | 14歳以上 |
| 出品者推奨最少年齢 | 168 |
| 商品の重量 | 3.74 ポンド |
| 商品本体サイズ | 35.6 x 25.4 x 7.6 cm |
| 型番 | WZK 70495 |
| 材質 | プラスチック, 木材, 紙 |
| 材質タイプ | プラスチック, 木材, 紙 |
| 版 | Standard Edition |
| 版/Edition | Standard Edition |
| 組み立て式 | いいえ |
| 電池が必要 | いいえ |
ア**夫
そもそも英語できて当然
英語ができない人は海外輸入のボードゲームを買うべきではない。 ここで1星をつけるのは論外。
A**N
ボードゲームのお手本
最近ではお馴染みのデッキビルディング要素と伝統的なボードゲーム要素、そして若干のダイス運。そのすべてがうまく噛み合っています。 ゲームバランスも素晴らしく適当なプレイングではまず攻略は不可能。開始時は軟弱なヒーローが頼りになる仲間と出会い、強力な魔法を習得し、 技を磨く。何が必要なのか、何をするべきなのかを考え行動すれば攻略の糸口は見えてくる。 民衆の模範となるべく品行方正に振る舞い、上手く世渡りをする事も目的達成のために強行手段に出る事も可能です。 その上攻撃に特化するも、魔法に特化するも、多数の仲間を従えるも、交渉の達人になるも全てプレイヤーに委ねられているため、 自分の狙い通りのキャラクターに育て上げ、上手くシナリオを攻略した時の達成感や喜びは格別です。 現在、エキスパンションセットと追加キャラクターパックが出ていますがこちらも素晴らしい出来栄えで、 ボードゲームの新たな可能性を感じる快作です。少しでも興味がある方は是非プレイする事をお薦めします。
H**I
詐欺
和訳マニュアルや和訳シール、スリーブ付きと説明に書いてあったが何一つ付いてこず、また問い合わせても返答すらずっとありません。 返品しようとするが海外に送るらしく送料はこちら持ちとかなり悪質です。 和訳があるからそこ買ったのにないとなればプレイできません。これは詐欺です。
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.
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.
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.
Trustpilot
1 week ago
2 days ago