Board game · 2000
Mage Knight
WizKids' first game, Mage Knight cleverly applies the CCG concept to miniatures; a "Starter Pack" contains 10 random pre-painted, plastic miniatures, while "Booster Packs" contain 5. Figures' stats are kept track of via dials o…
- Players
- 2 to 4
- Duration
- 60 min
- Age
- 10 and up
- Complexity
- Family
Kevin Barrett · Jordan Weisman · Kadokawa Shoten
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In brief
WizKids' first game, Mage Knight cleverly applies the CCG concept to miniatures; a "Starter Pack" contains 10 random pre-painted, plastic miniatures, while "Booster Packs" contain 5. Figures' stats are kept track of via dials on their bases, which change depending on how much damage they've taken.
As in most miniatures games, players each create an army with the same number of points (with each miniature having a different point value), then take turns moving and attacking until all of the opponent's forces are dead or captured, the opponent withdraws, or your pre-determined time limit expires.
The same figures could be used in two other games:
Mage Knight Conquest Mage Knight Dungeons
Mage Knight 2.0
Mage Knight 2.0 changed many rules which overhauled or expanded, they introduced new strategic possibilities to the game, including capabilities to customize Unique warriors and battles via styrene cards called Items, Domains, and Constructed Terrain.
Later expansions introduced more options via Spellbooks, Spells, and Adventuring Companies.
It was eventually counted as a new game since the old figures were ruled obsolete for all tournaments that utilized the Mage Knight 2.0 format.
The two "versions" can be distinguished by their logos; the original Mage Knight sets feature a straight short sword through the logo while "2.0" and its subsequent expansions have a curved scimitar.
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