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MAGE KNIGHT VARIANTS×

Board & Card Games · written 2014

Rampaging Monster Respawn

At the end of every round, for each rampaging monster location, roll a mana die.

  • For rampaging orcs, if a Green is rolled, place another green monster on that location.
  • For each Draconum location, if a Red is rolled, place a red monster on that location.
  • If night is about to start and a Black is rolled, place two monsters on that location.
  • If day is about to start and Gold is rolled, place two monsters on that location.

Overflowing Crystals

Each time a crystal mine appears, place a crystal of that color on the mine. The first Mage Knight to move onto it claims the crystal. The Mage Knight does not need to end their movement on the crystal to claim it.

Risky Mage Knight

The game starts with the map pre-built. The core tiles are in the center of the map and the country tiles surround them, creating a roughly circular shape, as much as possible. The tiles are all face-up at the start of the game.

All players choose a tile on the outer ring to place their Mage Knight. Players start with extra stuff: core deck, 3 random advanced actions, 1 artifact, 1 spell.

Each unguarded location visited becomes controlled by that Mage Knight. A Mage Knight can leave units behind by placing the command token on that location with the number face up to help denote which unit it is.

For every X amount of a certain location owned, the Mage Knight gains benefits, regardless of the Mage Knight's location.

  • Villages: Each village grants +1 Influence and can recruit from locations up to 1 hex away from the actual location.
  • Keeps: For each controlled keep the Mage Knight's draw limit increases by 1.
  • Glades: For every 2 controlled glades, the Mage Knight can gain a token OR trash a wound card.
  • Mage Towers: For every 3 controlled towers, the Mage Knight gains a crystal each turn.
  • Monasteries: For every 3 controlled monasteries, the Mage Knight gains a random advanced action card.

Each controlled location also gives citizens. These work closer to Risk, for the sake of defending a location while the Mage Knight is gone.