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Ibson the Grey's Mage Knight DUNGEONS: UNIFIED Dungeons Rules for All MK Figures (Rules for using all the produced Mage Knight figures in the Dungeons setting) Ibson the Grey 06APR09 Version 0.1 The following rules 'compendium' is meant to give the user the ability to use all of the Mage Knight figures ever produced in the Mage Knight Dungeons setting. Whether or not using any individual figure is a good idea or not, I leave up to the user. I merely have attempted to make the rules consistent with MK and MK2.0 while delivering the normal Dungeons flavor. I have made certain concessions to some of the larger figures since they would not 'be at home' in a dungeon setting to begin with and I do not feel they are of use outside of a controlled scenario. Some general notes from my perspective... take them for what they are worth.... - Titans and Multi-Dial Warriors should really only be used in moderated scenarios with one player acting as a 'Dungeons Master.' Titans can work OK in normal multi-player game provided the players agree on when and how the titan can be activated. Dragons make good adversaries for scenarios but Chariots and other Multi-Dial figures will be challenging to use FAIRLY. -If you are using dungeon builders tile sets, you can make adjustments to the rules given here to fit the larger squares of the tile sets. I leave it to the end user to make these adjustments but it should be easy to follow the general concepts given here. (An example is peanut bases fit into the larger tile square and therefore would no longer be forced to end movement non-diagonally, i.e. they would now act as the other round based horseshoe warriors.) -For now, certain extras, like domains, constructed terrain, spells and spellbooks, are not included, due to the huge amount of conversion that would be needed. Given time and interest (from others), I will endeavor to get to them as well. -My play group and I have play-tested these rules generally... we have not tried to work out all the possible combinations of movement and scenarios. That would be tough to do anyway. So there may be situations that arise that are not (indeed cannot be) addressed in these rules. I encourage you to use the general principles shown here to resolve any issues. Just remember... the point to all this is to have FUN. Don't let a rules debate ruin that... toss a d6 to quickly 'fix' the issue during play and debate the 'proper' solution after the game. This rulebook replaces Dungeons/Pyramids rule book. It contains all the normal rules and FAQ already in place, along with the necessary modifications needed to use all the MK figures. Once I have had a chance to make any corrections that may arise from general perusal and usage (and the resulting 'Oops, I missed that' corrections), I will make corrections and place the updated rules-set on my website, http://www.dungeoncrawlers.com/ibsonsda/index.html (which is probably where you got this in the first place). I do not expect this version to be the final one... so feel free to give comment on it. Enjoy! Ibson the Grey, 06APR09 P.S. I have attempted to remove all the 'in base contact' references. If I have missed any, they should be replaced with 'adjacent to' or 'in a square adjacent to' to be consistent with the Dungeons/Pyramids rules.

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Page 1: Mage Knight DUNGEONS: UNIFIED Dungeons - Dungeon …€¦ · Mage Knight DUNGEONS: UNIFIED Dungeons Rules for All ... If you are using the tiles, then creating the dungeon is part

Ibson the Grey's

Mage KnightDUNGEONS:

UNIFIED

Dungeons Rules for AllMK Figures

(Rules for using all the produced Mage Knightfigures in the Dungeons setting)

Ibson the Grey06APR09

Version 0.1

The following rules 'compendium' is meant to give the user the ability to use all of the Mage Knight figures ever produced in the Mage Knight Dungeons setting. Whether or not using any individual figure is a good idea or not, I leave up to the user. I merely have attempted to make the rules consistent with MK and MK2.0 while delivering the normal Dungeons flavor. I have made certain concessions to some of the larger figures since they would not 'be at home' in a dungeon setting to begin with and I do not feel they are of use outside of a controlled scenario.

Some general notes from my perspective... take them for what they are worth....- Titans and Multi-Dial Warriors should really only be used in moderated scenarios with one player acting as a 'Dungeons Master.' Titans can work OK in normal multi-player game provided the players agree on when and how the titan can be activated. Dragons make good adversaries for scenarios but Chariots and other Multi-Dial figures will be challenging to use FAIRLY.-If you are using dungeon builders tile sets, you can make adjustments to the rules given here to fit the larger squares of the tile sets. I leave it to the end user to make these adjustments but it should be easy to follow the general concepts given here. (An example is peanut bases fit into the larger tile square and therefore would no longer be forced to end movement non-diagonally, i.e. they would now act as the other round based horseshoe warriors.)-For now, certain extras, like domains, constructed terrain, spells and spellbooks, are not included, due to the huge amount of conversion that would be needed. Given time and interest (from others), I will endeavor to get to them as well.-My play group and I have play-tested these rules generally... we have not tried to work out all the possible combinations of movement and scenarios. That would be tough to do anyway. So there may be situations that arise that are not (indeed cannot be) addressed in these rules. I encourage you to use the general principles shown here to resolve any issues. Just remember... the point to all this is to have FUN. Don't let a rules debate ruin that... toss a d6 to quickly 'fix' the issue during play and debate the 'proper' solution after the game.

This rulebook replaces Dungeons/Pyramids rule book. It contains all the normal rules and FAQ already in place, along with the necessary modifications needed to use all the MK figures.

Once I have had a chance to make any corrections that may arise from general perusal and usage (and the resulting 'Oops, I missed that' corrections), I will make corrections and place the updated rules-set on my website, http://www.dungeoncrawlers.com/ibsonsda/index.html (which is probably where you got this in the first place). I do not expect this version to be the final one... so feel free to give comment on it.

Enjoy!

Ibson the Grey, 06APR09

P.S. I have attempted to remove all the 'in base contact' references. If I have missed any, they should be replaced with 'adjacent to' or 'in a square adjacent to' to be consistent with the Dungeons/Pyramids rules.

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MK DUNGEONS -UNIFIED

RULEBOOK

Maintained by Ibson the Grey06 Apr 2009

TO BE A HERO.…

MAGE KNIGHT DUNGEONS: UNIFIED is a fast paced, fun game of Heroic combat. Your heroes slog through deep, dark dungeons or vast forests or plains and battle terrifying mage spawn monsters in a race against other heroes to find hidden treasures filled with magic items and gold. These prizes are what a hero needs to carve himself a legend: the more gold, the greater the legend. If you are

ready to turn your warrior into a hero, read on.

Introduction

In Mage Knight Dungeons: Unified, you take turns moving your Hero through the dungeon to win treasure, defeat monsters and other Heroes, and fight to make it out alive. On your opponent’s turn, you play the

monsters who are trying to eliminate his Hero. Along the way your Hero must face the traps that protect the treasure chests, battle monsters and search for the fastest and safest way out of the dungeon.

Components

This starter set contains: 2 Mage Knight Heroes 6 Mage Spawn figures

2 treasure chests 6 wandering monster tokens

2 sets of level markers 4 arrow markers

1 30” x 20” dungeon map 2 dice

• Special Abilities Card • This rulebook

The Goal: Treasure!

Your Hero’s goal in Mage Knight Dungeons: Unified is to gather treasure and escape from the dungeon alive—and to deny his opponent that same glory. Treasure contains gold and gold is the only measure of victory. The

player with the most gold at the end of the game wins.

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Set Up the Board

MK Dungeons: Unified can be played using a map or tiles as the board. Each map may contain a dungeon or outdoors map; tiles are sold in other Dungeons products. If you are using tiles for your board, go to p. 4 for set-up rules.

Step 1: Choose Your Heroes Each player in a game of Mage Knight Dungeons: Unifiedcreates a Heroic Team. A standard Heroic Team consists of a group of Heroes whose total point value does not exceed 100

points. Use the point value printed on the sticker attached to each figure’s base to choose the Heroes for your Team. Heroes can begin the game at Level 1 or Level 2. Heroes are unique. A Heroic Team can include only one of any Hero. If you are playing with only one Hero per player, use the rules for the Lone Wolf game on p. 21.

Starting Player Each player rolls two dice to determine who plays first. The person with the highest die result is called the starting player and plays first. Play proceeds to the left. MK Dungeons: Unified contains two types of warriors: Heroes and Mage Spawn. You use your Heroes to explore the dungeon and find the treasure. Mage Spawn are the monsters you must defeat to carry away the gold. Each warrior is composed of three parts: the miniature figure, the base and the combat dial.

The Combat Dial The combat dial is the rotating dial under each figure’s base. Each warrior’s combat dial shows a set of numbers that tell you how good that warrior is at doing certain things. When you turn the dial clockwise, you reveal a new set of numbers.

Combat Values Each warrior has five combat values: speed, attack, defense, damage and range. The combat value symbol is printed on the base; the value is printed on the combat dial and shows through the slot. The combat value for range is printed on the base.

Special Abilities Colored squares and circles on a warrior’s combat dial indicate special abilities associated with each combat value. Descriptions of the special abilities appear on the Mage Knight Dungeons Special Ability Card.

Most Heroes begin the game at Experience Level 1 and can gain up to 4 more levels of experience. Use a level counter to show your Hero’s experience level. The sticker on the bottom of a Hero’s base shows that Hero’s point value for each level.

Step 2: Lay Out the DungeonUsing the Map

Unfold the map and lay it out on the table or floor, or wherever you are playing. Dashed lines indicate the edges of the tiles on each map. Each map is divided into tiles, which represent hallways or chambers. The tiles are divided into squares, which determine location and define movement. Maps that represent outdoor areas may also be used. These maps may also be divided into tiles, representing different areas to explore.

Using the Dungeon Tiles If you are using the tiles, then creating the dungeon is part of the game. The maps and tiles use the same terminology; squares for movement and icons to distinguish types of terrain or obstacles. The maps were created using the tiles. Hall-way tiles are 3 squares by 5 squares; the chamber tiles are 5 squares by 5 squares. To create the dungeon, each player chooses five Dungeons tiles, including a minimum of three chambers and one hallway. Set aside the remaining tiles. If your Heroic Team is larger than 100 points, each player places an additional tile

for every additional 50 points in their team, rounding up to the nearest 50. For example, in a 200-point Dungeons game, each player would place 7 tiles. The starting player places a chamber tile in the center of the playing surface. This is the central chamber of the dungeon. Next, the player to the left places a tile according to the following criteria:

• You must be able to draw a continuous path of playable squares from the new tile to the central chamber.• The last tile each player places must be a hallway tile. Place this tile so that it creates an entrance to the dungeon. This tile must connect to only a single chamber.

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Tiles That Don’t Fit If you have a tile in which neither side fits the current dungeon formation (according to the above criteria), set aside that tile and randomly choose another tile from the ones left over in the initial selection. If there are no tiles left to select or no tiles fit the dungeon formation, then you are finished placing tiles. All players must then place their hallway tiles.

Dead Ends Most tiles have multiple entryways. Entryways that end in walls or with “open ends” to nothing are considered dead ends. All these paths are considered to end in blocking terrain at the edge of the tile.

Terrain Some squares contain an illustration or color that identifies that square as special terrain or a terrain feature. A figure cannot move through a blocking terrain wall using normal movement or any special ability.

Step 3: Place Special Terrain and Doors The MK Dungeons Premier Box provides four different terrain markers and four doors. Players should agree on the terrain and doors to be used before beginning play, and use those pieces to create a pool from which each player draws a single piece. Each player then places terrain or doors, beginning with the starting player. Special terrain and doors cannot be placed in any player’s starting hallway tile or connected chamber tile. Terrain Markers One side of the terrain markers corresponds to standard hindering and water terrain. The other side represents unique terrain features: shadowed terrain, the vortex, the teleporting chamber and staircases. The terrain on the marker replaces the terrain on the map or tile.

Terrain Markers One side of the terrain markers corresponds to standard hindering and water terrain. The other side represents unique terrain features: shadowed terrain, the vortex, the teleporting chamber and staircases. The terrain on the marker replaces the terrain on the map or tile.

Two squares have a 1/t indication, Teleport and Vortex. Use of a teleport or vortex movement is optional. To teleport, it costs 1 speed point to enter the square. This movement ends the character’s activation. On the next turn, the character is placed on another open Teleport square. A character cannot teleport to an occupied teleport square. Teleporting uses all the character’s speed points.

The Vortex square costs 1 point to enter. This movement ends the character’s activation. On the character’s next turn, the player rotates the tile 90 degrees in either direction. Spinning the tile uses all the character’s speed points. The staircase can be used to move between levels of a dungeon and is best suited for campaign games.

Note: Appendix 1 shows the additional types of terrain that may be used in MKD: Unified (both indoors and outside) and it's effects on movement and ranged combat

Doors There are two types of doors: wooden and iron. Once opened, wooden doors remain open. Iron doors swing closed after each use.

When placing a door, the sides of the doorway must connect to a wall on either side. Doors function as obstacles and block line of fire when closed. Doors cost 2 speed points to open. Wooden doors can be closed for 1 speed point.

A door can be opened and can be destroyed with an attack using the standard close combat rules. A wooden door has a defense value of 10 and an iron door has a defense value of 15. The only way to open a door with a ranged attack is to use the following special abilities: Magic Blast, Flame/Lightning, or Shockwave. Flame/ Lightning and Shockwave affect other Heroes and Mage Spawn per their special abilities descriptions. A door opened using an attack can never be closed.

Step 4: Place Treasure Chests Before the game, set the trap dials (the top visible dial) on the treasure chests to the blank position. Each player must place at least a number of treasure chests equal to the number of Heroes or figures in his Heroic Team into a Treasure Chest Pool. The starting player takes one treasure chest from the pool, spins the treasure dial (the lower, hidden dial) and places it in a tile at least two tiles from any entrance. All treasure chests have a front arc, which corresponds to the square directly in front of the chest and one adjacent square on either side of that square. Treasure chests must be placed in such a way that a figure can enter the front arc. The opponent then takes a treasure chest from the pool, spins the treasure dial and places the chest in any other tile at least two tiles from any possible entrance. You can place only one treasure chest in each tile. Each player may place only two treasure chests, as long as there are spots for them. Depending on how they are built, some dungeons may not allow many chests. Once all the tiles that can have treasure chests are filled, no more are allowed, regardless of how many treasure chests were placed. 5 6

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Players may agree to increase or decrease the number of treasure chests placed in the dungeon. Adding more treasure chests may make the game take longer to play.

The Treasure Chest Each treasure chest consists of two parts: the trap (located in the lid) and the treasure (located in the chest).

The Trap The trap dial is a tumbler containing six positions of information. Five positions are traps, and the starting position is blank. The numbers on the dial represent various powers of the trap.

The Treasure The treasure inside the chest also appears on a tumbler. There are six positions of treasure. Treasures give

individual figures new powers through magic items, gold, or both.

Step 5: Place Wandering Monster Tokens Wandering monster tokens have three levels: Weak (printed in yellow), Standard (printed in blue) and Tough (printed in red). For each color token there are two different tables. To create a wandering monster pool, each player contributes 2 Standard tokens and 4 Weak tokensface down to the pool. The monsters generated by the Tough tokens can easily defeat low-level Heroes, so use Tough tokens only if you want a more difficult challenge. If using the Tough tokens, replace one Weak token with the Tough token. Each player places a maximum of 3 wandering monster tokens.The starting player chooses a wandering monster token at random from the pool and places it in a tile containing a treasure chest. The opponent then chooses a token and places it according tothe following criteria.

• A wandering monster token cannot be placed in the same square as a treasure, but it may be placed inthe same tile. • Only one wandering monster token may be placed on each tile. However, if a tile contains a

treasure chest, two wandering monster tokens can be placed on that tile.

• Wandering monster tokens cannot be placed on an entrance tile or any tile adjacent to an entrance tile. • Before the game begins, players may agree to increase or decrease the number of wandering monster tokens placed in the dungeon. Adding more wandering monster tokens may make the game take longer to play.

Step 6: Create the Mage Spawn Pool All players contribute to the Mage Spawn Pool, which supplies all monsters that appear when Heroes encounter wandering monster tokens or when a trap is sprung. Each player must contribute a minimum number of Mage Spawn equal to the number of figures in their Heroic Team. The minimum total point value of Mage Spawn contributed to the pool must be 100 points. You can contribute as many Mage Spawn as you want; the more monsters, the merrier.

Some Mage Spawn appear in three versions, Weak, Standard and Tough. Each version is indicated in two ways:The highlight color should match the number of stars on the base. If a Mage Spawn has no stars on its base, then it is a unique figure. Each version of each Mage Spawn has its own collector’s number.

Step 7: Choose Entrance and Exit The starting player chooses a hallway tile entrance for his Heroic Team and places a colored arrow on the opening to the dungeon at that location. The opposing player chooses the remaining arrow of the same color and chooses the exit for the first player’s team. Any square that opens to the exterior of the dungeon can serve as an exit; the exit does not need to be on a hallway tile. The opposing player then chooses the entrance for his Team, and the starting player chooses the exit. No player may place their entrance in the same tile as another player. If you are only using one set of six tiles, designate the other player’s entrance as the opposing player’s exit. This change makes for better dungeon construction.

Step 8: Start the Game Heroes begin the game off the board. Place your Hero next to his or her entrance to the dungeon.

It’s time to search for treasure, eliminate Mage Spawn and become a hero!

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Play the GameDuring your turn, you can move your Hero through the dungeon

to gather treasure, and you can move Mage Spawn around tostop your opponent’s Hero from gathering treasure. The following rules

tell you how to move and fight, and how to gather treasure.

Important Game Concepts The following game concepts are used in Mage Knight Dungeons: Unified.

Friendly and Opposing Figures Friendly figures are characters that you control. Opposing figures are any characters controlled by an opponent. Mage Spawn are considered opposing figures to both players and are considered friendly figures only to other Mage Spawn.

Adjacent Squares Adjacent squares are squares on the map that are touching one center square, including squares on the diagonal. This means most squares have eight adjacent squares. Characters occupying adjacent squares are considered adjacent to one another. Characters on opposite sides of blocking terrain are not considered adjacent.

Special Abilities The colored squares on each figure’s combat dial are associated with specific values on the stat slot and represent your character’s special abilities. Special abilities come and go as warriors take clicks of damage and healing. Descriptions of all special abilities appear on the MK Dungeons: Unified Special Ability Card. Special abilities are in effect as long as they appear in the stat slot. If a special ability is described as optional, it is assumed that the warrior is using that power unless the player controlling that warrior states that the power is being canceled. The owning player may cancel the effect at any time, in which case it is canceled until the end of the current turn. At the beginning of the next turn, it is assumed to be in effect again. Players familiar with Mage Knight Rebellion or Mage Knight Unlimitedshould review the Mage Knight Dungeons: Unified Special Ability Card before beginning to play. Even though the names of the special abilities are the same, some special abilities work in a different way.

Activations Each player receives a number of activations per turn equal to the number of Heroes with which they begin the game. If you are playing with only one Hero, you receive 2 activations. A Hero, Mage Spawn, or wandering monster token can only be activated once per turn. You can perform the following activations in any order.

• Activate A Hero: An activated Hero may move through the dungeon, fight and open treasure chests. The Hero’s activation ends immediately after a combat or according to the use of a special ability. A Hero may make an attack only once per activation. • Activate A Mage Spawn Monster: An activated Mage Spawn may fight and move through the

dungeon. The Mage Spawn’s activation ends immediately after a combat or according to the use of a special ability. A Mage Spawn may make an attack only once per activation. A player may not activate a Mage Spawn on the same tile or room as a Hero they control.

• Move Wandering Monster Token: Wandering monster tokens have 4 Speed Points. • Pass/No Action: A player can declare a pass action for a specific figure or the player can just forfeit the remaining activations and end his turn.

The player does not lose an activation when a Hero is eliminated. For example, if the player begins the game with four Heroes, he has 4 activations per turn. If one Hero is eliminated, the player still has 4 activations per turn.

First Turn Movement A player must move his Heroes into the dungeon on the first turn. Heroes can then encounter and fight Mage Spawn, encounter wandering monster tokens, or attempt to disarm treasure, if they have the required speed points. Players may not move wandering monster tokens or activate Mage Spawn until their entire Heroic Team has entered the dungeon. The Quickness special ability cannot be used on the first turn.

Action Costs When you activate a Hero or Mage Spawn, it may take a variety of actions. Each action costs speed points. A warrior’s total speed points is equal to the speed value on the figure’s combat dial. The cost for various actions appears in the sections describing those actions. Unused speed points are lost at the end of activation. They do not carry over to the next turn.

Moving It costs 1 speed point to move from square to square. A square with a number printed on it costs that many speed points to enter. To move diagonally, add 1 to the base speed point cost for that square. You may move diagonally between walls if they are not linked together. A character cannot move into a square marked with an X, unless allowed by a special ability. To enter the dungeon, you must spend the speed points indicated on the entrance square. Exiting the dungeon costs 1 speed point.

Free Spin Whenever a Hero or Mage Spawn ends its movement next to or is placed next to an opposing figure, the opposing figure gets a free spin opportunity. The player controlling the figure may immediately turn the figure within its square to face the opposing figure. A figure may have several free spin opportunities during a single turn. You may make a free spin on your turn at any time during your figure’s activation.

Breaking Away Any figure that begins the turn in or moves into the front arc of an opponent must break away before it can move to another square. Breaking away means that character must make an effort to get away from an opposing figure. It costs 2 speed points It costs 2 speed points to attempt to break away. A figure may attempt to break away any number of times per activation, as long as it has enough speed points available to break away and move to another square. A figure need only roll one successful breakaway to break away from multiple opposing figures. In order to break away, the player rolls a six-sided die. On a result of 1, 2 or 3, the figure does not break away and must stay in that square. It can perform other actions if it has the speed points available.

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On a roll of 4, 5, or 6, the figure breaks away and can move normally, spending its speed points as needed. Only one successful breakaway is needed to move past a figure, even if the character breaking away must move past the figure over multiple squares. Only one roll is necessary to break away from all adjacent figures and move to a new square. You do not need to break away if you are only spinning and staying in the same square, or if you declare you are passing through that figure. A figure can move past an opponent without breaking away as long as it does not enter the opponent’s front arc. If a figure makes a free spin that takes an opposing figure out of its front arc, the opposing figure can move normally without needing to make a breakaway roll on its next turn.

Passing Through Warriors can pass through friendly and enemy figures and treasure chests for a cost of 3 speed points, plus the cost of the destination square. There is no additional cost if the figure being moved through is on a hindering or water square. A warrior can only pass through a figure if that figure is not in a square adjacent to an opposing figure; there must be an empty square for the warrior to move into. Two figures cannot end their movement in the same square. Warriors can pass through multiple friendly units if they have sufficient speed points. Once a figure passes through an opposing figure, the opposing figure gets a free close combat attack at the passing figure through that character’s rear arc. The passing figure then gets a counterattack through the front arc.(See Close Combat Attacks, p. 15). No breakaway roll is needed to pass through, and the figure can continue moving even after the attack/counterattack, if it has speed points remaining.

Speed Type Effects on Movement Movement in Dungeons is based on Speed points as previously described. Movement is further modified by a figure's Speed type. Speed Types and their impact on movement are outlined below:

Speed Types for MovementBOOT (Speed Symbols & * ) A warrior with the boot speed type exists at dungeon level. It interacts with all terrain types per the rules for those types.

HORSESHOE (Speed Symbol a ) A warrior with the horseshoe speed type exists at dungeon level and interacts with all terrain types per the rules for those types. This warrior fails to break away only on a die roll result of 1.

This warrior cannot change its facing if it fails to break away. If this warrior successfully breaks away, it deals 1 click of damage to all opposing figures adjacent to it outside of its front arc at the time it broke away. This warrior does not get a free spin when an opposing figure ends its movement adjacent to it. In addition, warriors with the horseshoe speed type with non-round bases (peanut shaped bases) occupy two squares in the dungeon and may not end their movement facing diagonally (If the figure cannot spin to face non-diagonally at the end of it's movement, it is not allowed to move into that square. They may move diagonally but may not end their movement facing diagonally.) They count their movement from the square occupied by their front arc and apply terrain bonuses and penalties for either square occupied.

WAVE (Speed Symbol > ) A warrior with the wave speed type exists at dungeon level. It interacts with all terrain types per the rules for those types, except that it treats any type of water terrain as clear terrain. It gets +2 to its defense value when it is in any type of water terrain. In effect, it acts as if it has the Aquatic SA permanently.

WING (Speed Symbol . ) A warrior with the wing speed type exists at dungeon level. It interacts with all terrain types per the rules for those types, except that it is unaffected by terrain(other than blocking terrain/walls) during movement. It cannot, however, end its movement a square marked with an X. It fails to break away only on a die roll result of 1. In effect, it acts as if it has the Flight SA permanently.

TITANS (Damage Symbol < ) Titan figures are substantially larger and more powerful than most other Mage Knight warriors. Huge creatures and powerful siege engines are examples of titans. Titans are identified by having the titan ( < )damage type and have a normal movement type as well. Titan bases occupy an area of 2 rows of 2 squares each, which limits their movement in most dungeons. Titans count their movement from their center dot, which will always 'occupy' the intersection of four squares. Each movement of a titan's center dot from intersection to intersection uses 1 speed point. Titans ignore other figures bases and all terrain types during movement except squares with an X in them(unless their normal speed type allows them to ignore this as well). However, a titan warrior may 'overhang' up to one row of its dial over crevice spaces marked with an X. This may allow it to 'pass over' certain crevices in a dungeon. They may not occupy the same square as another figure at the end of their movement. They may freely spin during the course of their movement. An example of titan movement is shown in the figures below.

Titan Movement: Initial plan to move. (Rotate, move 1, rotate, move 5 and final rotate) Titan after moving 6 spaces and rotating.

Note overhang of crevice square.11 12

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MOUNTS & CALVARY UNITS ($ u : V r A ' M + Speed Type) Some warriors, called mounts, have elongated bases. Each of these bases has a base slot that can accommodate another warrior’s base, and a saddle that can physically accommodate a Rider. A Calvary Unit is a Mount equipped with a Rider(described elsewhere). Each mount is of a certain mount type and has a mount symbol (printed next to its normal speed type) associated with it.

Mount TypesBattle Horse $ Desert Warbird u Pegasus : Sky Dragon V Cloud Griffon r Horned Stag A Salamander ' Technocat M

Mounts / calvary units exist at dungeon level and interacts with all terrain types as per the rules for their normal speed types. This warrior fails to break away only on a die roll result of 1. This warrior cannot change its facing if it fails to break away. If a Calvary Unit (not Mount)successfully breaks away, it deals 1 click of damage to all opposing figures adjacent to it outside of its front arc at the time it broke away. Mounts and Calvary Units do not get a free spin when an opposing figure ends its movement adjacent to it. In addition, Mounts / calvary units occupy 3 squares in the dungeon and may not end their movement facing diagonally (If the figure cannot spin to face non-diagonally at the end of it's movement, it is not allowed to move into that square. They may move diagonally but may not end their movement facing diagonally.) They count their movement from the square occupied by their front arc and apply terrain bonuses and penalties for any square occupied. An example of mount movement is shown in the figures below. Note that even though the mount moved diagonally in it's last space, it is forced to turn into it's final position. If either of the two spaces to the left of it's final square were occupied, it would have been unable to move there.

MULTIPLE-DIAL (MULTI-DIAL) WARRIORS A Multi-dial warrior represents a special creature or vehicle. It has four combat dials, each representing a separate section of the creature or vehicle. Multi-dial warriors occupy 5 rows of 3 squares each [for large multi-dial bases] and 4 rows of 2 squares each [for small multi-dial bases] while in the dungeon. Multi-dial warriors exist at dungeon level and ignores all terrain types except those spaces marked with an X. However, a multi-dial warrior may 'overhang' up to one row of its dial over crevice spaces marked with an X. This may allow it to 'pass

over' certain crevices in a dungeon. A multiple-dial warrior can move in only one of two ways:

1. Change its facing by rotating on its center dot, if desired, and then move forward in a 'straight' line.

Determine the speed points used by counting each square forward as 1 point and each square diagonally as two speed points to arrive at the final square.

OR2. Move backward in a straight line without changing its facing.

Small multi-dial warriors count their movement from their center dot, which will always 'occupy' the intersection of four squares. Each movement of a titan's center dot from intersection to intersection uses 1 speed point. (I.E. to move 2 intersections forward and one to the right would cost it 3 speed points.) To determine the total distance a multiple-dial warrior can move, add up the speed values of all the active sections. (Directions for activating Multi-Dial warriors are given elsewhere.) When changing its facing and/or moving, a multiple-dial warrior ignores the bases of all otherwarriors except other multiple-dial warriors; a multiple-dial warrior must end its movement when itsmovement path would place it in base contact with another multiple-dial warrior and it may not end its movement overlapping another figures base/square. In addition, multi-dial warriors may not end their movement facing diagonally (If the figure cannot spin to face non-diagonally, it is not allowed to move into that square.)

CHARIOTS (Speed Symbol e ) Chariots are unique multi-dial warriors, because they can carry passengers. (Rules for passengers are given elsewhere) For chariots, the speed value in the stat slot is represented by a spoked wheel symbol. Chariots occupy 4 rows of 2 squares each (like small multi-dial warriors). Chariot multiple-dial warriors may not move straight backwards. Otherwise, they use the same movement rules as other small multi-dial warriors. An example has been shown above.

Mount movement:: Initial plan to move. Mount after moving 6 spaces (11 speed point cost) and rotating.

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Large Multi-Dial Movement: Initial Plan (Rotate 90° and move 5 squares)

Large Multi-Dial after rotating and moving

Small Multi-Dial / Chariot after moving 6 speed points.

Small Multi-Dial / Chariot Movement: Initial plan (Slight Rotation, move 6 intersections[squares], rotate slightly to fit)

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Moving Mage Spawn A player may assign one or more of their activations to Mage Spawn. Use the standard speed costs and rules for activations, with the following exceptions.

• You cannot activate Mage Spawn occupying the same tile as or a square adjacent to your Hero.• You cannot move Mage Spawn into a tile with or into a square adjacent to your Hero.• Mage Spawn will not attack other Mage Spawn.• Mage Spawn cannot disarm traps, open treasure chests or gather treasure.• You may activate Heroes or Mage Spawn in any order.

Wandering Monster Tokens A player may assign one or more of their activations to wandering monster tokens. Wandering monster tokens have 4 speed points. If a wandering monster token enters a tile containing any player’s Hero or moves adjacent to any Hero, the token immediately ends its activation and is converted into one or more Mage Spawn. If a Hero enters a tile, all the tokens in that tile convert to Mage Spawn. If a Hero moves adjacent to a token, that token converts to Mage Spawn. The Hero can continue moving if he or she has speed points left, but only after the Mage Spawn have been placed on the tile.

Converting Tokens to Mage Spawn To convert wandering monster tokens to Mage Spawn, use the following procedure.

1. Flip the token over to reveal the Mage Spawn table. The table has three columns.2. The opponent of the player whose figure caused the conversion rolls 2 six-sided dice, adds the results and compares the total to the first column on the table. Read across the appropriate row to determine the number and point value of Mage Spawn that will appear.3. The opponent of the player whose figure caused the conversion places the Mage Spawn according to the following rules.

• Choose Mage Spawn from the pool of Mage Spawn created at the beginning of the game.

• The player placing the Mage Spawn chooses the direction it faces when placed.• Replace the token with the first Mage Spawn. Place the second Mage Spawn in a square adjacent to the first Mage Spawn, the third Mage Spawn adjacent to the first or second Mage Spawn, and so on. Mage Spawn may be placed in squares diagonal to each other. If a Mage Spawn cannot be placed according to these criteria, it cannot be played and must be returned to the pool.• If the Mage Spawn pool does not contain a monster of the point value indicated on the table, the player must choose the Mage Spawn closest to the point value without going exceeding that value. For example, if the only

Mage Spawn remaining have point values of 5 and 10, and the table indicates one 15-point Mage Spawn, the player must choose the 10-point monster. When placing multiple Mage Spawn, it is more important to place the correct number of Mage Spawn than to match exactly the overall point total.

Converting Traps to Mage Spawn Use the rules for Converting Tokens to Mage Spawn to convert treasure chest traps that generate Mage Spawn (see Springing the Trap, p. 17) When a Hero fails to disarm a trap, the opposing player places the Mage Spawn indicated by the trap dial. The first Mage Spawn is placed in a square adjacent to the square occupied by the treasure or Hero. Use the criteria in Converting Tokens to Mage Spawn for placing Mage Spawn.

Combat All attacks cost 4 speed points. A warrior can attack any unfriendly figure, which includes both Mage Spawn and any other player’s figures. A warrior cannot attack a wandering monster token, treasure chest or any dungeon terrain feature.

Overview The following rules apply to both ranged and close combat actions. These rules use some terms that are explained in the sections on Ranged Combat and Close Combat.

The Attack Roll To determine the success or failure of an attack, the attacking player makes an attack roll. Roll 2 six-sided dice and add the result to the attacker’s attack value. Compare the attack roll result to the defense value of the target. If the result is equal to or higher than the defense value, the attack succeeds. Certain special abilities or game modifiers may alter attack values.

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Arcs The front arc of a figure is the area indicated by the white line on the base of the figure dial. The standard front arc is 3 squares: the square directly in front of the figure and the square to the left and right of that square. Larger arcs include more adjacent squares. An enhanced arc (one that covers half of the figure’s base) covers 5 adjacent squares, starting with the square directly in front of the figure and the two to either side of it, around the figure. A superior arc (one that covers over half the figure’s base) covers 7 adjacent squares, starting with the square directly in front of the figure and the two to either side of it, around the figure. All attacks must pass through a square in the front arc of the figure making the attack. Rear arc is the area covered by the gray line on the base of the figure dial. The standard rear arc is 3 squares – the square directly behind the figure and the square to the left and right of that square. Figures with a superior front arc still have a 3-square rear arc. The overlapping squares count as a front arc when attacking. If the figure is being attacked through an overlapping square, the attacker receives the rear arc bonus, and if possible, the defender can make a counterattack.

Additional Arcs in MK2.0 Figures

MK2.0 introduces 135° and 360° arcs. These arcs , as well as arcs on the larger figures require clarification. This section will define the standard arcs in a Dungeons setting for all MK figures to date. It will indicate arcs even for those figures which do not normally use standard arcs (Multi-dial figures mostly) in the event circumstances require determining an arc for them (due to s special scenario, etc...).

Note: In the case of 135° arcs, it is imperative that the player distinctly indicates which direction the warrior is favoring (i.e. towards the blue or the green square(s)). If in doubt, the square in question is NOT covered and no attack (or counter attack) is allowed into it.

Standard Figure Arcs (including all MK2.0 figures)Standard, Unique and Equip-able Unique warrior Bases

Warrior is 'facing' the Yellow Square. His/her FRONT arcs are as follows: 90° Arc (Standard) =Yellow + White squares135° Arc =Yellow + White + (Blue OR Green) sq.180° Arc (Enhanced) =Yellow + White + (Blue AND Green) sq.270° Arc (Superior) =Yellow + White + Blue/Green + Red sq.360° Arc = All colored squares

All warriors have:REAR arcs = Red + Purple squares. Warriors attacking through

these squares gain the rear arc bonus.

Peanut-Shaped Bases Figure ArcsAll peanut-shaped warrior bases

Warrior is 'facing' the Yellow Square. His/her FRONT arcs are as follows:

90° Arc = Yellow + White squares135° Arc = Yellow + White + (Blue OR Green) squares180° Arc = Yellow+ White + (Blue AND Green) squares270° Arc = Yellow+ White + Blue/Green + Grey squares360° Arc = All colored squares

All warriors have:REAR arcs = Red + Purple squares. Warriors attacking

through these squares gain the rear arc bonus.

Titan Figure ArcsAll ~2.75” round warrior bases

Warrior is 'facing' the Yellow Square. His/her FRONT arcs are as follows:

90° Arc = Yellow + White squares135° Arc = Yellow + White + (Blue OR Green) squares180° Arc = Yellow + White + (Blue AND Green) squares270° Arc = Yellow + White+ Blue/Green + Grey + Red squares360° Arc = All colored squares

All warriors have:REAR arcs = Red + Purple squares. Warriors attacking through

these squares gain the rear arc bonus.

Mount and Calvary Unit Figure ArcsAll mount warrior bases

Warrior is 'facing' the Yellow Square. His/her FRONT arcs are as follows: 90° Arc = Yellow + White squares135° Arc = Yellow + White + (Blue OR Green) squares180° Arc = Yellow + White + (Blue AND Green) squares270° Arc = Yellow + White+ Blue/Green + Grey + Red squares360° Arc = All colored squares

All warriors have:REAR arcs = Red + Purple squares. Warriors attacking through

these squares gain the rear arc bonus.

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Large Multi-Dial Figure ArcsAll large multi-dial warrior (~4.5 x 7.5”) bases

Warrior is 'facing' the Yellow Square. His/her FRONT arcs are as follows: 90° Arc = Yellow + White squares135° Arc = Yellow + White + (Blue OR Green) squares180° Arc = Yellow + White + (Blue AND Green) squares270° Arc = Yellow + White+ Blue/Green + Grey + Red squares360° Arc = All colored squares

All warriors have:REAR arcs = Red + Purple squares. Warriors attacking through

these squares gain the rear arc bonus.

(Note: In almost all cases, this diagram in unnecessary... see special rule section for Multi-Dial Figures. It is given for scenario/special circumstances only.)

Small Multi-Dial and Chariot Figure ArcsAll small multi-dial / chariot (~2.75 x 5.5”) warrior bases

Warrior is 'facing' the Yellow Square. His/her FRONT arcs are as follows: 90° Arc = Yellow + White squares135° Arc = Yellow + White + (Blue OR Green) squares180° Arc = Yellow + White + (Blue AND Green) squares270° Arc = Yellow + White+ Blue/Green + Grey squares360° Arc = All colored squares

All warriors have:REAR arcs = Red + Purple squares. Warriors attacking through

these squares gain the rear arc bonus.

(Note: In almost all cases, this diagram in unnecessary... see special rule section for Multi-Dial Figures. It is given for scenario/special circumstances only.)

Damage When your character makes a successful attack, look at your character’s damage value. That number equals the number of clicks of damage inflicted on the target. Your opponent must click the target figure’s dial clockwise that many times. Special abilities and game modifiers can change the number of clicks of damage a target actually takes.

Targeting Friendly Figures You cannot target a friendly figure with a damaging attack. In addition, a warrior cannot target himself or herself with any kind of attack or special ability, except healing (or unless specifically allowed in the special ability description).

Eliminating Characters As soon as three skulls appear in the stat slot, your character is eliminated. Remove him from the dungeon.

Rolling 2 and 12 If you give a ranged or close combat action to a warrior and your attack roll dice result is a “2,” you automatically miss the target, even if your attack roll result is high enough to hit the target. This is called a critical miss. Your warrior must immediately take 1 click of damage, which represents a weapon backfire or your warrior straining or wounding himself during the action. If your attack roll dice result is a “12,” then you have automatically hit the target. This is called a critical hit. If you were trying to damage the target, then the critical hit delivers 1 extra click of damage. If your attack is against multiple ranged-combat targets, this extra click of damage will affect all targets hit, for a total of 2 clicks of damage to each target.

Healing and Other Repairing Abilities Using special abilities such as Healing, Magical Healing or Vampirism, characters can heal clicks on a combat dial. When healing, click the combat dial counter-clockwise, but stop applying clicks of healing once you reach the character’s starting position or current level. If you roll a 12 while using the Healing special ability, your attempt to heal automatically succeeds. Add 1 click of healing to the die roll result.

Close Combat Attacks The warrior making a close combat attack is called the attacker. His target is called the defender. The defender must be in an adjacent square and in the attacker’s front arc. When a Hero or Mage Spawn attacks another figure, there is an exchange of blows. The activated Hero (or Mage Spawn) attacks first, if it has enough speed points remaining. If the figure does not have enough speed points left to attack, it cannot attack in this turn. The player with the activated warrior makes an attack roll and applies any damage that results. Add 1 to the attack dice roll result if attacking through the target’s rear arc. Regardless of whether the attack hit or missed, the defender must make a counterattack AFTER the damage from the initial attack has been applied. However, if the defender is demoralized as a result of the attack, the defender cannot make a counterattack. The counterattack costs no speed points and does not count toward activation for the figure. A counterattacking figure may use any applicable special abilities during the counterattack. The counterattack must target the attacker.

Ranged Attacks A ranged attack is any attack made against any target not in an adjacent square. A character may not make a

ranged attack if an opposing figure occupies a square adjacent to it, or if the target occupies a square adjacent to a friendly figure. The warrior making a ranged combat attack is called the attacker. His target is called the defender. Every character has a range value printed on its base. This is the maximum number of squares that a character’s ranged attack can reach. If range is 0, you cannot make a ranged attack. Before making a ranged combat attack, you must determine if the attacker has a clear line of fire to the target, and if the target is within range. To determine if there is a clear line of fire, use any 19 20

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straight edge or draw an imaginary line from the center of the attacker’s square through any adjacent front arc square of the attacker to the center of the defender’s square. Line of fire is blocked and the attack cannot be made if the imaginary line passes through any square that contains a figure other than the attacker or defender or if the line of fire crosses blocking terrain, a closed door, or a shadowed terrain square. Treasure chests and wandering monster tokens do not block line of fire. You may check to see if line of fire is blocked prior to declaring the attack. If the attacker has a clear line of fire, then count the shortest route to the target in squares using the imaginary line as a guide. Do not count the square the attacker is standing in for determining range. Also, ignore the diagonal movement or any printed movement modifier. If the attacker has a clear line of fire and the target is within range, make an attack roll. If line of fire passes through, or the target occupies a square that contains hindering terrain (any square printed with a 2), a treasure chest or a wandering monster token, add 1 to the target’s defense against ranged attacks. Regardless of how many squares of hindering terrain, treasure chests or wandering monster tokens the line of fire passes through, add only a single +1 modifier. Add 1 to the attack dice roll result if attacking through the target’s rear arc. If a warrior is attacking multiple targets, use the following rules:

• The same figure cannot be targeted more than once in a single attack. • The attacker must have clear line of fire to each target. Use the rules above to determine line of fire.• The targets must all be within the maximum range of the attacker.• Make an attack roll and compare the result to each target’s defense value.• Each target hit by the attack takes 1 click of damage, regardless of the attacker’s damage value.

The target(s) of a ranged attack can make a counterattack. To counterattack, the target must have a ranged attack capability, be able to draw a clear line of fire, and be within range of the attacker. The counterattack must target the attacker. Regardless of whether the attack hit or missed, the defender must make a counterattack AFTER the damage from the initial attack has been applied. However if the defender is demoralized as a result of the attack, the defender cannot make a counterattack.

Attacks by Objects Objects with an attack value and a damage value, such as treasure chests, can attack a warrior. Use the rules for close combat attacks; the opposing player rolls the dice for the attack. An object has only one attack. Damage from objects ignores all special abilities. The warrior cannot make a counterattack.

Additional Rules for Figures Larger Than One Square Figures larger than one dungeon square (other than peanut shaped bases) require additional rules to fit into the dungeon setting. This section outlines the additional rules necessary to use these generally more powerful figures in the dungeon.

ADDITIONAL TITAN RULES

Mage Knight™ titan figures are substantially larger and more powerful than most other Mage Knight warriors.Huge creatures and powerful siege engines are examples of titans. Titans have the titan ( < )damage type.

All Mage Knight DUNGEONS rules apply to titans, except as noted in this section.

Point Value Each titan has multiple point values, which are printed on a sticker on the bottom of its base. You can play a titan in games of various build totals by choosing from among its point values; this adjusts its strength in the

game—the higher the point value, the more powerful the titan. The sticker also indicates how many times the titan’s combat dial must be turned in order for it to begin the game at a particular point value. Before the game begins, choose a point value for the titan and turn its combat dial clockwise the indicated number of times from the starting marker.

General Rules Because of its enormous size and power level, a titan• cannot be reanimated by the Necromancy or Summon special abilities or the Revenant subfaction ability;• ignores other warriors’ Healing, Immobilize, Magic Confusion, Magic Freeze, Magic Healing, MagicLevitation, Strong Flier, Terrify, Tinker, and Venom special abilities;• fails to break away only on a die roll result of 1;• cannot be affected by the trample proficiency;• cannot be affected by domains, items, or spells which would cause the titan’s friendly and opposing statusto change; and• cannot be the target of an enchantment.

Actions A Titan may be given activations like any other figure in a Dungeons game. It receives speed points in the normal way. In addition, in Mage Knight Dungeons games, a titan can be given two activations in a turn if it is not in base contact with any opposing warrior at the beginning of its controller’s current turn. If it is in base contact with an opposing warrior at the beginning of its controller’s current turn, it can be given only one activation on that turn. If a titan is given two actions, the first must be a move only action.

Attacking A Titan attacks by spending 4 speed points like any other figure. However, if a titan chooses not to move, it may attack (ranged or close combat) by spending all of it's speed points, regardless of whether they have 4 speed points left. It may not spin during this attack. The target must already be in their front arc. When a titan attacks a castle section, it gets +2 to its attack value for that attack. If a ranged combat attack is given to a titan, multiple-dial warrior, or castle section, and the target is another titan, multiple-dial warrior, or castle section, the attacker can double its range value; if it does, it gets –2 to its damage value for that attack. For a figure with a minimum and maximum range value, only the maximum range value is doubled for anattack targeting a titan, multiple-dial warrior, or castle section. Explosive Attack Type Warriors with the explosive ( ) attack type can damage other warriors near their target when they make a ranged combat attack. If a warrior with the explosive attack type succeeds at a ranged combat attack, resolve the attack against thetarget. Then deal 1 explosive damage to all warriors (including the attacker, if applicable, but not the target) within a 2 square area of effect of the target. This explosive damage ignores the attacker’s special abilities, and it cannot be increased in any way. Blocking terrain (except crevices and water terrain) between the target and warriors within a 2 square area of effect of the target will prevent those warriors from taking the explosive damage. If a warrior with the explosive attack type makes an unsuccessful ranged combat attack, no explosivedamage occurs.

Indirect-Fire Ranged Combat Titans with minimum and maximum range values can be given a ranged combat action targeting a single opposing warrior without needing a clear line of fire to the target. This attack is called an indirect-fire attack. The line of fire must still pass through the attacker’s front arc, but it ignores terrain and other warriors, and cannot be blocked. The line of fire cannot exceed the attacker’s maximum range value or be less than the attacker’s minimum range value. (Note: In most situations, indirect-fire would be blocked by the 'ceiling' of the dungeon and should NOT be allowed, but I leave that to the user to decide.) All other ranged combat attack rules apply. To resolve an indirect-fire attack, roll two six-sided dice and add the attacker’s attack value. The attackergets –1 to its ranged damage value, and the target gets +2 to its defense value for this attack. If the

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attack succeeds and the attacker has the explosive attack type, apply explosive damage, as appropriate.

New Glossary Terms explosive damage: The damage dealt by a successful ranged combat attack from a warrior with the explosivedamage type to figures within a 2 square area of effect of the target of the attack. indirect-fire attack: A type of ranged combat attack made by figures with minimum and maximum range values that ignores terrain and other warriors but that must still pass through the attacker’s front arc. maximum range: The longest distance at which a warrior can make an indirect-fire attack. minimum range: The shortest distance at which a warrior can make an indirect-fire attack. titan: A huge and powerful warrior identified by the titan damage type on its base.

ADDITIONAL MOUNTS AND RIDERS RULES

MOUNTS Some warriors, called mounts, have elongated bases. Each of these bases has a base slot that can accommodate another warrior’s base, and a saddle that can physically accommodate a rider. Each mount is of a certain mount type and has a mount symbol (printed next to its speed value) associated with it, as previously described. Mounts cannot make free spins.

Mount TypesBattle Horse $ Desert Warbird u Pegasus : Sky Dragon V

Cloud Griffon r Horned Stag A Salamander ' Technocat M

RIDERS Some warriors have an attack bonus printed within a square ( 2 for example). Only these warriors, which also have one or more mount symbols printed on their bases, can become riders. These mountsymbols indicate which mount type or types that warrior can ride. A warrior on a mount becomes arider. A warrior that can become a rider can use its attack bonus only when it is on a mount; this bonusapplies to all attacks that this warrior makes, regardless of what the warrior’s attack type is.

CAVALRY UNITS Together, a mount and it's rider are called a cavalry unit. To form a cavalry unit, follow these steps:

-Remove the warrior from its base. This will reveal a plastic peg that you can insert into a hole on the mount’s saddle. This secures the rider to its mount. Warriors eligible to become riders are the only warriors that can be removed from their bases in this way.

-Place the rider’s base into its mount’s base slot.

All mounts must be deployed as cavalry units; that is, they cannot be deployed without riders. Both the mount’s and the rider’s point values count toward the total (and a calvary unit only adds one activation if used as part of a heroic team). Cavalry units cannot make free spins, be affected by the Strong Flyer or Magic Levitation special abilities, use subfaction abilities, or be affected by any item or domain that causes either the mount’s or the rider’s friendly or opposing status to change. A mount and its rider are in base contact with each other. For purposes of their front arc facing, their frontarcs are in base contact. A figure in base contact with a cavalry unit is in base contact with both the mountand the rider. When a cavalry unit occupies a terrain feature, both the mount and the rider occupy that terrain

feature. While part of a cavalry unit, a rider gains the speed type of its mount instead of the rider’s speed type.Special abilities of a rider or items that a rider wields that refer to the rider’s front arc, such as Venom or Sweep, use the mount’s front arc while the rider is part of a cavalry unit.

Effects that target a single figure can target a cavalry unit instead. Choose either the mount or the rider to be the target of the effect. If an effect causes the center dot of either the mount or the rider to change its position on the battlefield, both mount and rider are moved together.

Giving Actions to a Cavalry Unit You can give a cavalry unit only one activation per turn. When a cavalry unit is given a move action, only the mount’s speed points can be used to resolve the activation. Both the rider’s and the mount’s special abilities can be used to resolve the activation.

When a cavalry unit is given a close or ranged combat action or a special action, you must choose to use either the rider’s combat dial or the mount’s combat dial to resolve the action. When using the mount’s combat dial, only the mount’s special abilities can be used. When using the rider’s combat dial, only the rider’s special abilities and items the rider is wielding can be used. A rider that can wield items can drop and pick up items while part of a cavalry unit. When dropping or picking up items as part of a cavalry unit, the item token must be adjacent to the mount. A cavalry unit given a close or ranged combat action uses the mount’s front arc and center dot.

Attacking and Damaging a Cavalry Unit When targeting a cavalry unit, the attacker chooses the dial against which to resolve the attack. Use the mount’s center dot to determine line of fire and any area of effect, such as with the Bombardment special ability. If a cavalry unit is affected by the Bombardment special ability or other area-of-effect attack, apply damage to both the mount’s and the rider’s combat dial, as applicable. Use the mount’s rear arc to determine if any rear arc modifiers apply to the attack.

Eliminating Cavalry Units If a mount is eliminated before its rider, return the rider to its base. Place it on the battlefield in adjacent to the mount and eliminate the mount from the game. If the rider cannot be placed adjacent to the mount, eliminate both the mount and the rider. If a mount is without a rider, the mount’s intelligence level determines how the mount reacts. Each mount’s mount type is printed inside one of three shapes: a circle, a pentagon, or a square. This shape indicates the mount’s intelligence level, as described below.

INTELLIGENCE LEVELSSkittish ( C ): If this mount does not have a rider at the end of any player’s turn, remove it from the game.Independent ( s ): If this mount does not have a rider, it can be given actions as normal.Mean-Spirited ( f ): If this mount does not have a rider at the beginning of any player’s turn, it is a friendly warrior to the player whose turn it is, and an opposing warrior to all other players for that turn.

DISMOUNTED RIDERS A rider can dismount during the game; this warrior is both a dismounted rider and a warrior until it gains another mount, and all rules that apply to dismounted riders and warriors apply to this warrior, as appropriate. To dismount a rider, give the cavalry unit a special action. Remove the rider from its mount, return it to its base, and place it on the battlefield adjacent to the mount. Both the rider and its mount can be givenactivations on the same turn the rider dismounts. If there is no room on the battlefield for the rider to be placed adjacent to its mount, the rider cannot dismount. A dismounted rider can gain another mount during a game. To do so, the dismounted rider must be adjacent to a friendly mount without a rider, and the mount’s and dismounted rider’s mount symbols must match. Give the dismounted rider a special action, remove it from its base, and place it in the mount’s saddle. Then place the rider’s base in the mount’s base slot. The cavalry unit can be given an action on the same turn it was formed.23 24

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CAVALRY PROFICIENCIES Some proficiencies allow a cavalry unit to both move and attack using only one activation. In these cases, the mount or the rider can use any single special ability they possess that requires the kind of action given when they resolve the action. Cavalry unit proficiencies are listed below.Horsemanship When this unit is the target of a ranged combat attack that is resolved against the rider’s combat dial, the attacker gets –2 to its attack value.

Impale This unit’s rider cannot use the Weapon Master special ability. When this unit’s rider succeeds at a close combat attack against a single target, the rider gets +2 to its damage value.

Mounted Bound Give this unit an activation when it is not adjacent to an opposing figure. This unit can move up to its full speed value and then make a ranged combat attack. Use the mount’s combat dial to resolve the movement and the rider’s combat dial to resolve the ranged combat attack. Only the rider may use special abilities which require a ranged combat action during the resolution of mounted bound.

Mounted Charge Give this unit an activation when it is not adjacent to an opposing figure. This unit can move up to its full speed value and then make a close combat attack. Use the mount’s combat dial to resolve the movement. You choose whether to use the mount’s or the rider’s combat dial to resolve the close combat attack.

(Note: There is no Mounted Charge/Charge or Mounted Bound/Bound in MK Dungeons)

ADDITIONAL MULTIPLE-DIAL(Multi-Dial) WARRIORS RULES A Mage Knight™ multiple-dial warrior represents a special creature or vehicle. It has four combat dials, each representing a separate section of the creature or vehicle.

All Mage Knight rules apply to multiple-dial warriors, except as noted below.

Point ValueEach multiple-dial warrior has several point values, which are printed on a sticker on the bottom of its base. You can play a multiple-dial warrior in games of various build totals by choosing from among its point values; this adjusts its strength in the game—the higher the point value, the more powerful the multiple-dial warrior. The sticker also indicates how many times each combat dial must be turned in order for the multiple-dial warrior to begin the game at a particular point value. Before the game begins, choose a point value for the multiple-dial warrior and turn each of its combat dials clockwise the indicated number of times from the starting marker.

General RulesBecause of its enormous size and power level, a multiple-dial warrior

· cannot be reanimated by the Necromancy or Summon special abilities or the Revenant subfaction ability;· ignores other warriors’ Healing, Immobilize, Magic Confusion, Magic Freeze, Magic Healing, Magic Levitation, Strong Flier, Terrify, Tinker, and Venom special abilities;· has no rear arc;· fails to break away only on a die roll result of 1. If the attempt fails, the multiple-dial warrior cannot

change its facing;· cannot be affected by domains, items, or spells which would cause the multiple-dial warrior’s friendly and opposing status to change; and· cannot be the target of an enchantment.

Combat Dials A multiple-dial warrior’s base is divided into four sections, each with its own combat dial. A section’s frontarc is equal to that section’s entire outside edge. (See diagram.) The arc sections shown refer to the Front[F], Left[L], Right[R] and Back[B] combat dials. Some adjacent spaces can attack or be attacked by two sections. In this case, it is the option of the attacker which section is attacked but also the option of the counterattacker which section does the counterattack / is counterattacked. This makes it tougher to take on an overlapping area. The combat values shown in each section’s stat slot represent the capabilities of that section.

If the stat slot of a section’s combat dial shows numbers or a combination of numbers and c symbols, it is an active section. If a c symbol appears in the stat slot of an active section, the value in that position is 0. If the stat slot of a section’s combat dial shows three c symbols, that section is an inactive section; no more damage can be dealt to it. A multiple-dial warrior is eliminated when a total of six c symbols appear in the stat slots of its combat dials, even if all of its sections are active.

Actions A multiple-dial warrior can be given one of its controller’s activations during a turn. It receives speed points equal to the combined total on all it's active sections. You may give an activation to a multiple-dial warrior anytime during

your turn. Once you give an activation to a multiple-dial warrior, however, all actions given to that warrior must be resolved before other warriors are given activations that turn. A multiple-dial warrior’s move actions, if any, must be resolved before it is given any close or ranged combat action or special action that turn. Once a close or ranged combat action or special action is given to a multiple-dial warrior on a turn, it cannot be given move actions that turn.

Attacking A multiple-dial warrior attacks by spending 4 speed points like any other figure. It may attack with an additional section for each 4 speed points it has remaining. However, if a multiple-dial warrior chooses not to move, it may attack (ranged or close combat) by spending all of it's speed points, regardless of whether they have 4 speed points left. It may not spin during this attack. The target must already be in their front arc. For example, this means a

multiple-dial warrior with 7 speed points may attack with two sections if it chooses not to move.

Measuring All distances to and from a multiple-dial warrior are measured using its 'center dot'. For MK Dungeons, the center dot is assumed to occupy the center of it's central square (for Large Multi-dial Warriors) or the center of the square nearest to the target of the four squares that make up the intersection the center dot occupies (for Small Multi-dial warriors and Chariots)

Damage If a multiple-dial warrior is dealt damage that does not affect a particular section (such as by flame/lightning), its controller chooses which active section is dealt the damage.

Special Abilities, Relics, and Spells A special ability applies only to the section in which it appears. However, a multiple-dial warrior with the wave or wing speed type or the Aquatic or Flight special ability in one of its active sections is considered to have that speed type or special ability in all of its active sections. Other warriors’ special abilities that affect a multiple-dial warrior, such as Defend, affect only the

Large Multi-Dial Arc Sections

Small Multi-Dial / Chariot Arc Sections

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particular section(s) with which the other warriors are adjacent to. If another warrior is wielding or affected by a relic/item or spell that also affects warriors adjacent to it, such relics/items or spells will affect only the particular section(s) of a multiple-dial warrior that the other warrior is adjacent to.

Movement Template A movement template is printed on a multiple-dial warrior’s packaging; cut out the template to use in thegame. When you want to move a multiple-dial warrior, place the template on the battlefield to show where it will be on the battlefield after the movement. Establish the movement path by drawing an imaginary line from the center line printed on the template to the warrior’s center dot. When all players are satisfied with the movement path, place the multiple-dial warrior on the template, and then remove the template from the battlefield.

Breaking Away A multiple-dial warrior must break away if any of its sections (active or inactive) are adjacent to an opposing warrior when it is given a move action. Only one die roll is required to break away, regardless of how many sections are adjacent to opposing warriors.

Close Combat The target of a close combat attack made by a multiple-dial warrior must be adjacent to the activesection given the close combat action.

Ranged Combat An active section of a multiple-dial warrior can be given a ranged combat action if all the followingconditions are true:

· It has a range value.· It has an attack value greater than 0.· It is not adjacent to any opposing warrior.

The line of fire is measured from the warrior’s center dot(see Measuremnts), and it must pass through the active section given the action.

Long-Range Attack Option If a ranged combat attack is given to a titan, multiple-dial warrior, or castle section, and the target isanother titan, multiple-dial warrior, or castle section, the attacker can double its range value; this is called along-range attack. If an attacker makes a long-range attack, it gets –2 to its ranged damage value for thatattack.

Close Combat Attacks against Multiple-Dial Warriors To resolve a close combat action against a multiple-dial warrior, the attacker must be adjacent to one of the multiple-dial warrior’s active sections. If an attacker tries to affect an inactive section, the attacker chooses any of the multiple-dial warrior’s active sections against which to resolve the attack. If an attacker is adjacent to two sections, the attacking warrior’s controller chooses which of the two sections is affected by the close combat attack. However, the multi-dial warrior's controller chooses which of the two sections does the counterattack. The opposite is also true. If an active section of a multi-dial unit attacks another warrior, who is adjacent to two sections, that warrior's controller decides which section he counterattacks.

Ranged Combat Attacks against Multiple-Dial Warriors To resolve a ranged combat action against a multiple-dial warrior, the attacker’s line of fire must pass through

one of the multiple-dial warrior’s active sections. If an attacker tries to affect an inactive section, the attacker chooses any of the multiple-dial warrior’s active sections against which to resolve the attack. A section cannot be affected by a ranged combat attack if a warrior friendly to the attacker is in

base contact with that section. If the line of fire passes through the borderline between two sections, the multiple-dial warrior’s controller chooses which of the two sections is affected by the ranged combat attack. If the chosen section cannot be affected, the attack cannot be made, and the attacker must choose another use for the action. Example. An opposing warrior attacks a Venomous Shadow Dragon with a rangedcombat attack. The line of fire crosses hindering terrain and passes through the borderline betweenthe left side section and the rear section of the Dragon. The Dragon’s controller chooses to havethe attack affect the rear section because that section has Stealth. Because the line of fire passesthrough hindering terrain, the line of fire is blocked and the attack cannot be made.

Area of Effect Attacks If a multiple-dial warrior is within the area of effect of an attack (such as a Bombardment attack), a singlesection (only) will be affected by the attack. To determine which section, draw a straight line from the center of the area of effect to the target multiple-dial warrior. The section the line passes through is the affected section. If an attack affects an inactive section, the attacker chooses any of the multiple-dial warrior’s active sections against which to resolve the attack instead. If the line passes through the borderline between two sections, the multiple-dial warrior’s controller chooses which of the two sections is affected by the attack. If the center of the area of effect is the center of the multiple-dial warrior, the multiple-dial warrior’s controller chooses which section is affected by the attack. Follow these same guidelines if the multiple-dial warrior is within the area of effect for any relic or spell that damages or heals the warrior.

ADDITIONAL CHARIOT RULES Chariots are unique multiple-dial warriors, because they can carry passengers. For chariots, the speed value in the stat slot is represented by a spoked wheel symbol ( e ). Chariot multiple-dial warriors may NOT move straight backwards. Chariots also have a base that is divided into four sections, each with its own combat dial. A section’s front arc is equal to that section’s entire outside edge. (See diagram in previous section.) The arc sections shown refer to the Front[F], Left[L], Right[R] and Back[B] combat dials. Some adjacent spaces can attack or be attacked by two sections. In this case, it is the option of the attacker which section is attacked but also the option of the counterattacker which section does the counterattack / is counterattacked. This makes it tougher to take on an overlapping area. The combat values shown in each section’s stat slot represent the capabilities of that section.

PASSENGERS Every chariot has a rear compartment that can accommodate a single friendly Mage Knight warrior. A warrior occupying this compartment is called a passenger. Only a warrior with a single combat dial can be a passenger; in addition, titans, horseshoe speed type and mount warriors may NOT be chariot passengers. An enemy warrior can never be a passenger in a friendly chariot. A chariot may start the game with a passenger. A chariot can only have one passenger at a time. A passenger is not considered to be in base contact with the chariot. A passenger remains in the chariot’s rear compartment when the chariot moves. A passenger may be given an action normally. Passengers actions are separate from any actions taken by the chariot. A passenger’s speed special abilities are ignored.

Boarding and Disembarking A friendly warrior may become a passenger by spending 4 speed points while adjacent to either side section or the rear section of the chariot. After spending the speed points, place him inside the chariot’s rear compartment. This is called boarding. No other action is possible after boarding. A passenger may leave a chariot by spending 4 speed points. Place the warrior adjacent to either side section or the rear section of the chariot. The warrior may have any facing, as determined by

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his controlling player. This is called disembarking. No other action is possible by the warrior after disembarking.

Combat Actions A passenger’s facing is unimportant for purposes of taking combat actions. A passenger’s front arc is always assumed to cover the chariot’s two side sections and rear section. A passenger cannot target his chariot for any purpose, nor affect it with any attack or special ability.

Ranged Combat: A passenger can make a ranged combat attack if the chariot has not yet moved during the turn. A passenger making a ranged combat attack must use the chariot’s center dot when drawing his line of fire. (However, because the size of a chariots base means its center dot will always be centered on an intersection of 4 squares, the passenger may draw his line of fire from the center of any of these 4 squares.) A passenger’s line of fire may not pass through the front section of the chariot. A passenger’s base never blocks his own line of fire. A passenger may not make a ranged combat attack against an opposing warrior adjacent to the chariot unless using the Shockwave special ability. If the range value of a passenger is greater than 8, it is reduced to 8 while he is a passenger.

Close Combat: A passenger can make a close combat attack against any figure adjacent to either side section or the rear section of the chariot.

Damaging a Passenger No friendly or opposing warrior may target a passenger for any purpose. However, if 1 or more clicks of damage are recorded on the combat dial of a side or rear section of the chariot, there is a chance that the passenger will also be damaged. The attacking player must roll 1 six-sided die for each attack that causes damage to be recorded on a side or rear combat dial. If he rolls a 5 or 6, the number of damage clicks recorded on the chariot’s combat dial is also delivered to the passenger. Damage delivered to the passenger is never considered “Magic” regardless of the source of the original attack, so Magic Immunity will not benefit the passenger. Damage delivered to the passenger can be reduced by the character’s Toughness or Invulnerability. Example. The side section of a chariot is hit for 4 clicks of damage. That section possesses Toughness, so only 3 clicks of damage are recorded on that section’s combat dial. The attacker rolls a die to see if these 3 clicks of damage also affect the passenger. He rolls a 5, so the passenger receives 3 clicks of damage. If the passenger also has Toughness, only 2 clicks would be recorded on the passenger’s combat dial. When a chariot is eliminated, remove it from play and place its passenger on the battlefield with his center dot in the square formerly occupied by the chariot’s center dot. The warrior may have any facing, as determined by his controlling player. Roll 1 six sided die and deliver that many clicks of damage to the warrior.

Treasure and Traps

Treasure is what you need to win the game. Treasure is almost never free. You must deal with the traps, Mage Spawn and opposing Heroes before you can gain the gold and win the game. The maximum number of treasure chests a player can possess at any time is equal to twice the number of Heroes he currently has in the dungeon. No member of a player’s Heroic Team can exit the dungeon until the Team has gathered at least one treasure chest.

Exposing the Trap All treasures may have traps. Before the Hero can gather the treasure, he must face the trap. It costs 0 speed points to expose a trap, and a Hero can be in any square adjacent to the treasure chest to expose the trap. The player exposes the trap by rolling 1 six-sided die and clicks the trap tumbler clockwise a number of clicks equal to the result. The trap that appears must be encountered before the Hero can gather the treasure. If the trap space is blank, the Hero has lucked out and found a trap-less treasure! If the treasure chest has a trap, it must be disarmed.

Disarming the Trap The Hero must be standing in the front arc of the chest to disarm the trap and gather the treasure. The Hero can disarm the trap quickly or slowly.

To disarm the trap quickly, the Hero spends 3 speed points and rolls 2 six-sided dice, adding the results. If the total is equal to or greater than the disarming number, the trap has been disarmed. If the total is less than the disarming number, the trap is sprung. To disarm the trap slowly, the Hero spends 6 speed points and uses the rules for disarming the trap quickly, adding 2 to his dice roll result. Certain special abilities can affect this action. If the Hero is successful, the chest may be opened without facing the effect of the trap.

Springing the Trap If the Hero has failed in his attempt to disarm the trap, the trap has sprung. First, the player’s opponent consults the trap dial to see if numbers appear in the slots under Total Mage Spawn Appearing and Maximum Mage Spawn in Points. If numbers appear in these slots, place Mage Spawn according to the rules for placing Mage Spawn in Converting Tokens to Mage 29 30

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Spawn, p. 12. If these slots are blank, then no Mage Spawn appear. The next four slots indicate the damage the trap can inflict. The letter in the slot for the type of attack indicates one of three types of attack. An H in this slot indicates that the damage is only applied to the Hero working with the trap. Resolve this attack as a close combat attack; the player’s opponent makes the attack dice roll. A T in this slot indicates that the trap has an area of effect attack that affects all Heroes and Mage Spawn on the same tile or chamber as the treasure chest, as if the trap had belched out a cloud of gas. This attack ignores line of fire. If the Hero is on a different tile than the treasure, this attack affects all figures on both tiles. The player’s opponent makes the attack dice roll and adds the result to the attack value. Compare the result to each Hero and Mage Spawn on the tile(s). Each figure hit takes the damage indicated on the trap. An R in this slot means the trap has a ranged attack. The range is measured through the front arc of the treasure as if darts were shooting from the chest. The player’s opponent makes the attack dice roll. Use all rules for ranged attacks against multiple targets, except that every figure hit takes the damage indicated on the trap. Heroes and Mage Spawn can block line of fire, though the Hero opening the treasure chest never blocks line of fire in a ranged attack. An area-effect (T) or ranged (R) attack from a treasure chest trap takes effect even if other Heroes or Mage Spawn are standing in squares adjacent to the treasure.

Wandering Monster TokensIf a wandering monster token is located so as to take damage from a sprung treasure trap, the token is converted. Place the Mage Spawn using the standard rules, then compare each Mage Spawn’s defense value to the treasure trap’s attack value. If the attack value is higher than the defense value, the Mage Spawn take the damage indicated. This damage can eliminate Mage Spawn as they are placed.

Gathering the TreasureOnce the trap has been disarmed or sprung, the Hero can open the chest. It costs 2 speed points to open the chest and gather the treasure. Treasure chests contain special abilities, gold and magic items.If a colored circle or square appears in the first three slots, the Hero can gain the corresponding special ability.

Maximum TreasurePlayers who have collected their maximum allowed number of treasure chests cannot expose new traps, disarm traps, voluntarily abandon treasure, or swap treasure with another player.

Traps!Some treasure chests are nothing more than a devious trick. Instead of treasure, it’s another trap. The word *TRAP* will appear in the treasure slot when the chest is opened. The player whose Hero is opening the trap shuts the treasure chest, rolls 1 six-sided die and turns the trap tumbler a number of clicks equal to the result. That Hero now faces the new trap. The Hero does not get an opportunity to disarm the new trap. It is automatically sprung. Roll to attack, or place Mage Spawn as normal. Once the encounter with the trap has ended, the treasure chest is removed from the dungeon. No additional experience is gained from the second trap.

Using the Treasure Once a Hero has gathered the treasure, the player removes the treasure chest from the dungeon and places the treasure chest in front of him. The player must show the treasure to the other players to prove it is not a trap. At the start of each player’s turn, he or she can assign a treasure’s magical abilities to his or her Heroes. To assign magical abilities to a Hero, the player places the open treasure chest near the Hero on the board. For the remainder of that player’s turn, the Hero (and only that Hero) may use the bonuses the treasure grants. Each Hero can be assigned a maximum of two treasures. A Hero cannot have two of the same type of magic items at the same time. The items’ effects last until the beginning of the player’s next turn, at which point the player can reassign the treasure items. The effects of items can be used multiple times, with the exception of Potions. If the word Potion appears, the effects of the treasure can only be used once. An item with the word Potion on it lasts until the beginning of that player’s next turn. Once the potion is used, close the lid of the chest until the end of the game. This treasure chest cannot be assigned to a Hero for the rest of the game. The gold in the treasure is still used to determine victory.

Magical Special Abilities If a treasure grants a special ability, this magical ability replaces the special ability in that Hero’s stat slot. For example, if a Hero has the Weapon Master special ability (the red square over the

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Attack value) and a treasure offers Sweep (the black circle over the Attack value), Sweep replaces Weapon Master for that turn. A Hero without a ranged attack cannot use a special ability that would affect a ranged attack ability; any other bonus (to speed, attack or defense) can still be used. If any conflict occurs in special abilities affecting the same action, only one can be used. Attack and damage resolution are considered to be two separate elements of the same action, so a special ability that affects the Damage value and one that affects the Attack value can be used in the same action. For example, Weapon Master and Berserk can be used together, but Magic Blast and Magic Freeze cannot.

Losing Treasure When a Hero is eliminated before he or she can exit the dungeon, check to see if the player will exceed the treasure chest limit when the Hero is removed from play. If the limit is exceeded, the extra treasures are placed back in the dungeon. The player shuts all of his treasures and mixes them up. His opponent randomly chooses as many as needed to restore the two-treasure-per-Hero ratio. The player whose Hero was eliminated places the first treasure on the square from which the Hero was eliminated. The second treasure (if applicable) must be placed in the same tile. All treasure chests returned to the dungeon are reset to the blank trap space. Do not reset the treasure dial. The next Hero who attempts to gather the treasure must attempt to disarm it according to the Disarming the Trap rules, p. 17.

Stealing Treasure You can also acquire treasure by stealing it from an opposing Hero. To steal a treasure from an opposing Hero, your Hero must have the target in their front arc. First, declare that the Hero will make a theft maneuver. A theft maneuver costs 4 speed points. Roll 2 six-sided dice and add the result to your attack value. Compare the result to the defense value of the target, adding 2 to their defense value. If the number equals or is greater than the revised defense value, the theft is a success. If the targeted Hero has a treasure chest assigned to him, your thief must take that chest. If the targeted Hero has two treasure chests assigned to him, the player of the thief chooses the treasure. If the targeted Hero does not have a treasure chest assigned to him, the player of the thief chooses a treasure chest at random from his opponent’s unassigned treasure chests. The targeted Hero can make a counterattack, except if the thieving Hero has one of the following special abilities: Nimble, Limited Invisibility, Stealth or Quickness. If the counterattack inflicts damage, the thieving Hero drops the treasure on the tile in the legal square nearest the attacker. Reset the trap. A theft maneuver does not end a figure’s movement. If the treasure contains a potion that has already been used, the potion is still gone but the gold still counts toward winning the game.

Storing TreasureAs soon as one Hero exits the dungeon, the owning player can store two of his gathered treasures with that Hero. Those treasure chests cannot be stolen (using the theft maneuver) or lost if another Hero is eliminated. If the treasure chests are stored with a Hero, the magic items cannot be assigned to a Hero still in the dungeon. A player can store treasure chests at the beginning of his turn. Once stored, the treasure chests cannot be brought back into play.

Gaining ExperienceHeroes improve their levels by collecting Experience Points. They collect experience points by defeating enemies and facing traps. As Heroes gain experience, they improve their level, gain new powers and become specialized characters in the game. A Hero gains experience points for disarming or springing traps. In addition, if during combat a Hero successfully delivers an attack that eliminates the opposing figure from the game (its

combat dial shows all skulls), that Hero is considered the victor, the eliminated figure is removed from the dungeon and the victor receives experience points for the eliminated figure. The victor gains experience points as follows.

• For Mage Spawn, use the monster’s point value. Note the point value on a piece of

paper, and return the Mage Spawn to the pool.• For Heroes, use the point value of the maximum level the Heroachieved in the game. Note the point value on a piece of paper, andreturn the Hero to the owning player.• Successfully disarming a trap earns 50 experience points.• Springing a trap earns 25 experience points.• If a treasure is trap-less, no experience points are gained.• If a figure is eliminated from play by a damage effect from Mage Spawn or a treasure chest or other object, no one is awarded experience.

You can improve a Hero by one level for every 50 experience points accumulated. As soon as you have earned 50 experience points, choose a Hero to improve by one level. Turn the Hero’s combat dial clockwise to the next level number. For example, if the Hero improving a level is a Level 1 Hero, click the base so that the 2 in the green circle shows between the damage and defense values in the stat slot. Improving a level automatically heals any current damage. Experience points must be calculated immediately every time an opponent is eliminated or a trap is encountered. You should keep a running total; you can improve a Hero by one level at 50 experience points, then at 100 experience points, then at 150, and so on. As soon as you reach one of these thresholds, you must immediately improve a Hero. If you accumulate enough points to improve multiple levels at once, each level must be assigned to a different Hero. If a Hero is at Level 5, each threshold of experience points that could improve him by a level effectively heals the figure back to Level 5. Use the level counters to track the current level of a figure.

Level Improvement Mid-Activation If a Hero improves by a level in the middle of their activation, they may immediately begin using their new attack, defense and damage values as well as any new special abilities their new level grants them. However, they must finish their activation using their current speed points.

Ending the Game! As soon as a player gathers treasure, he can maneuver his Hero out of the dungeon through its designated exit. A Hero cannot exit the dungeon until the player has acquired at least one treasure chest. The game ends when there are no longer any Heroes left in the dungeon. Once all the Heroes have left the dungeon or been eliminated, the players add up their gold. The player with the highest total of gold successfully carried out of the dungeon wins the game.

Optional Game RulesThe following rules add new dimensions to your MK Dungeons: Unified game.

Lone WolfA Lone Wolf game is played by two or more players, each using a single Hero. The Point Value of each Hero chosen in a Lone Wolf game must be within 5 points of each other Hero at the beginning of the game. Within that limitation, Heroes may begin at any level. For example, one player may take Trollkiller at 1st level (32 points) and their opponent could take Carlana at 2nd level (34 points).

Make the following rules changes when playing a Lone Wolf game.• Each player receives 2 activations per turn.• You cannot attack other Heroes.• You cannot steal a treasure from an opponent.• If you accumulate enough experience to improve more than one level, at the beginning of your next turn you may improve that Hero again.33 34

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• All other rules for set-up, combat and victory are the same.

Multiple Players In all versions of MK Dungeons: Unified, including the Lone Wolf version, more than two people can play. More players means larger dungeons and more monsters, which will add extra time to the game. Use the standard rules, with the following exceptions. Any time a rule states “the opposing player,” this role should be taken by the player to the right. At the beginning of the game, the starting player receives a token that designates them as the Monster Master. You can use anything to represent this token. This token will be passed from player to player as the game proceeds. When a Mage Spawn or wandering monster token is activated, place a movement marker on or next to it. Mark Mage Spawn with movement markers as soon as they are converted. This marker can be anything the players agree to use; pennies, glass or plastic beads, or anything else that doesn’t take up too much space. Once a Mage Spawn or wandering monster token has been marked with a movement marker, that figure or token cannot be activated again until the marker is removed. Mage Spawn can counterattack as normal and wandering monster tokens convert as normal when encountered. When the player who has the Monster Master Token gets his next turn, he plays as normal. At the end of his turn he passes the Monster Master Token to the player on his left. That player is the new Monster Master. The new Monster Master removes all the tokens from the Mage Spawn and wandering monster tokens, and can activate any of them on his turn according to the standard rules.

Using Mage Knight Warriors in MK Dungeons: Unified Using Mage Knight warriors in MK Dungeons: Unified adds options to your Mage Knight games, including interior battles and campaign adventures. When playing MK Dungeons: Unified, make sure you use the MK Dungeons: Unified rules, including the MK Dungeons: Unified Special Ability Card.Any team entering the dungeon, regardless of which figures make up that team, is still considered a Heroic Team. Mage Spawn cannot be part of a player’s Heroic Team.

Rule Changes The following Mage Knight rules do not apply in MK Dungeons: Unified.

• There are no ranged or close combat formations.• There are no movement formations.• Figures cannot be pushed or captured.• Dragons are the only multi-dial figures that can be used in MK Dungeons: Unified. Mounted figures cannot be used in MK Dungeons: Unified.• Any Mage Knight figure can be used in the Mage Spawn pool.• Only one of any figure can be used on a Heroic Team.

Experience Mage Knight figures used on your Heroic Team gain experience per the MK Dungeons: Unified rules, but can only use the experience points to heal damage. For every 50 experience points gained, the player can heal one warrior to starting level.

Using MK Dungeons: Unified Warriors in Mage Knight Mage Knight Dungeons: Unified Heroes and Mage Spawn can join outdoor battles using the rules for Mage Knight or Mage Knight Conquest. When playing Mage Knight, make sure you use the Mage Knight rules, including the Mage Knight Special Ability Card.

FactionsMage Knight Dungeons: Unified Heroes are a unique faction. The Hero faction uses the standard

Mage Knight rules for formations. Heroes may be elite warriors.

Starting Level and Point Value All MK Dungeons Heroes should start at Level 5 in Mage Knight, using the Level 5 point value cost. You can start your Hero at a lower level if you choose by paying the point value for the lower level and using a MK Dungeons level counter to show your Hero’s level. A Hero cannot be healed above its starting level. Hero figures are considered unique in Mage Knight and Mage Knight Conquest.

CreditsCombat Dial System, Mage Knight Dungeons: Pyramid High Concept, and Universe: Jordan WeismanMage Knight Dungeons: Pyramid Rules and Development: Michael MulvihillMage Knight Dungeons: Pyramid Stats and Warriors: Scott Hungerford, Jim Long, Jon Lietheusser, Michael Mulvihill, Matt RobinsonOriginal Mage Knight Rebellion Rules: Kevin BarrettEditor: Sharon Turner MulvihillPlaytesting Director: Kelly BonillaA special thanks to all the playtesters who tested MK Dungeons. Thanks to Chris Philbrook for diving into the Dungeon with us – your help is indispensable.Art Direction: Sandra Garavito, Dawne Weisman Sculpts: Jeff Grace, Bob Naismith, Tim Prow, Jeff Wilhelm, Steve Saunders, Dave Summers, James Vanschaik, Brian Dugas, Elizabeth Dunlap, James CarterGraphic Design Team: Ethan Pasternack, Shane Hartley, Shane Small, Sandra GaravitoPackaging Illustration: Dave DormanMap Illustration: David Michael Beck WizKids Print Production: Tina WegnerPhotography: Cathy BriggMage Knight Dungeons: Unified concepts: Ibson the Grey

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The following are all the 'current' rules changes and clarifications as of 14 Jan2005. They were gleaned form the latest MK2.0 FAQ (122004) and the latest MKD FAQ

(082603). These changes have already been entered into these rules as appropriate. The figure corrections are for all the normally allowed Dungeons figures (non-peanut bases,

prior to 2.0)

FIGURE CORRECTIONS

Dragon's Gate Figures•#064 “Drakona Myrmidon”. There should be a green Starting Position on his 1st slot.•#095 “Baran Skullcracker”. The range value should be 8.

Minions Figures•#107 LE “Marrow”. The name should be followed by: (Skeleton)

Pyramids Figures•#064 “Hooded Assassin” The range value should be 10.

Dungeons Figures• #072 “Arman Gessep”. There should be a green Starting Position block on his 5th Level slot.• #103 LE “Jawless Jenkins”. The name should be followed by: (Skeleton).• #104LE “Young Rich”. The name should be followed by: (Skeleton)• # 116 Chest. The disarm number should be 10.

Point value costs• #rm1 “Rayden Marz”: 5th level- 104, 4th level- 86, 3rd level- 58, 2nd level- 44, 1st level- 34• #bt1 “Black Thorn”: 5th level- 110, 4th level- 89, 3rd level- 70, 2nd level- 53, 1st level- 42

Whirlwind Figures• #016 “Rancid Bloodsucker” (Weak). The 3rd slot should have the Flight special ability.

Unlimited Figures• #6, #7, #8 “Utem Guardsman”. An early printing of these figures in Unlimited had incorrect point values printed on the base. The correct point values for these figures are 11 (Weak), 13 (Standard) and 14 (Tough).• #52, #53, #54 “Technomancer”. An early printing of these figures in Unlimited had incorrect point values printed on the base. The correct point values for these figures are 25 (Weak), 27 (Standard) and 29 (Tough).• #85, #86, #87 “Amazon Blademistress”. An early printing of these figures in Unlimited had incorrect point values printed on the base. The correct point values for these figures are 20 (Weak), 26 (Standard) and 30 (Tough).• #151. “Dwarven Hammerskald”. The red block appearing on the defense value in the 9th slot is an error. The red block should be on the damage value of that slot instead. The figure has Berserk, not Pole Arm.• #155. “Pyre Spirit”. There should be no faction symbol. The figure is Mage Spawn, not Draconum.

Rebellion Figures (Alpha)• #015. “Woodland Scout” (Tough). The yellow Demoralized block appearing in the 3rd slot should appear in the 5th slot instead.

RULES UPDATES AND CLARIFICATIONS(from MKD FAQ 082603)

Choose Entrance and Exit In the Pyramid Rulebook add to page 8, Step 7: Choose Entrance and Exit add the following:

No player may place their entrance in the same tile as another player.

Close Combat Attacks In the Pyramid Rulebook add to page 15 under the section Close Combat attacks add the following:

Add 1 to the attack dice roll result if attacking through the target’s rear arc.

In the Pyramid Rulebook add to page 15 under the section Close Combat attacks, last paragraph add the following:

The counterattack must target the attacker.

Ranged Combat Attacks In the Pyramid Rulebook add to page 16 under the section Ranged Combat attacks, last paragraph add the following:

Regardless of whether the attack hit or missed, the defender must make a counterattack AFTER the damage from the initial attack has been applied. However if the defender is demoralized as a result of the attack, the defender cannot make a counterattack.

SPECIAL ABILITIES UPDATES AND CLARIFICATIONS

DAMAGECOMMAND. This warrior may add an activation to your total for the turn. At the beginning of your turn, after treasure chests have been assigned to your Heroes, you may roll 1 six sided die for each warrior you control that has Command, and each Mage Spawn that has command. For every result of 6 you roll, you may make 1 additional activation this turn. Also, at the beginning of your turn after treasure chests have been assigned to your Heroes, you may heal each Demoralized friendly figure in the same tile as this warrior, or in an adjacent square to this warrior, by one click.

SPEEDAQUATIC This warrior treats all water terrain as clear terrain while moving. (optional) While this warrior is in a square containing water terrain, increase its defense value by 2 against ranged combat attacks that target or affect it.

BOUND This warrior may make a ranged combat attack for a cost of 0 speed points, or this warrior may add 4 to his speed value if it is given an activation when no opposing figures are adjacent to it. (optional) This bonus lasts until the end of the current activation. This warrior only fails to break away on a die roll result of 1.

CHARGE This warrior may make a close combat attack for a cost of 0 speed points, or this warrior may add 4 to his speed value if it is given an activation when no opposing figures are adjacent to it. (optional) This bonus lasts until the end of the current activation. This warrior only fails to break away on a die roll result of 1.

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RULES FAQ

Activations You keep your initial number of activations for the entire game. If all of your Heroes are eliminated, you can use your activations on Mage Spawn.

Artifacts & Gaining Special Abilities An artifact giving you a special ability will replace any special ability you would have in that position in that slot. Taking clicks of healing or damage does not cause you to loose the Special Ability granted by the object, and will replace any other Special Ability you would have in the new slot you just clicked to.

Bound A warrior with Bound may either use their normal speed value and are able to make a Ranged Combat attack that costs 0 speed points OR the warrior may increase their speed value by 4 if there are no opposing figures adjacent to them. If a warrior has their speed value increased by 4 any Ranged Combat attacks that the warrior makes this turn will cost 4 speed points. Warriors with Bound break away on any die result except for 1.

Breaking Away & Terrify Warriors already in an adjacent square to a figure with Terrify do not need to roll for Terrify after a failed break as they are already in an adjacent square.

Charge A warrior with Charge may either use their normal speed value and are able to make a Close Combat attack that costs 0 speed points OR the warrior may increase their speed value by 4 if there are no opposing figures adjacent to them. If a warrior has their speed value increased by 4 any Close Combat attacks that the warrior makes this turn will cost 4 speed points. Warriors with Charge break away on any die result except for 1.

Counterattacks Any target of an attack that was intending to damage and not heal the target, can make a counterattack. A counterattack must intend to do damage to the target, and not heal. Counter attacks cannot be counterattacked. Only the original defending target figure of a ranged or close combat action can counterattack.

Counterattacks & Flame/Lightning The target of the Flame/Lightning attack gets to counterattack, but the other figures affected by being in adjacent squares to the target are not considered targets themselves. These figures are affected figures and by that definition do not get a counterattack.

Counterattacks & Healing Figures targeted with a Healing Close Combat attack cannot counterattack as the intent of the attack was to heal, and not damage the figure.

Counterattacks & Magic Healing Figures targeted with a Magic Healing Ranged Combat attack cannot counterattack as the intent of the attack was to heal, and not damage the figure.

Counterattacks & Shockwave Figures affected by Shockwave are not targets, therefore figures affected by a Shockwave attack do not get to counterattack.

Counterattacks & Targets A counterattack can only target the attacker, regardless of the amount of ranged attacks a defender can make.

Shockwave does not target figures it affects, therefore shockwave cannot be used in a counterattack.

Cursed & Magic Confusion A figure with Cursed that has been the target of a Magic Confusion attack will take one click of damage at the conclusion of the Magic Confusion attack from being the target of an ability with the word “Magic” in it. Cursed is dealing the damage to the figure, and not Magic Confusion.

Cursed & Magic Enhancement A warrior with Cursed making a ranged combat attack and has figures with Magic Enhancement in adjacent squares to him will receive one click of damage from Cursed as the Cursed figure is being affected by an ability or abilities with the word ‘Magic’ in its name. Multiple figures with Magic Enhancement in adjacent squares to a warrior with Cursed that makes a ranged combat attack will only take 1 click of damage, regardless of the number of figures with Magic Enhancement in adjacent squares.

Cursed & Magic Healing A warrior with Cursed that has received clicks of healing due to Magic Healing applies those clicks, then takes once click from Cursed.

Doors & Opening Doors A figure may only open a door that is along one of the four edges of the square they are in. Wandering Monster Tokens can open doors for the cost of 2 speed points.

Doors & Use of Open Doors A figure can pass through an open door as if it were an unwalled edge, including on a diagonal. An open door is considered used when a figure passes through the door by moving through the edge of the square that the door lies along.

Doors & Closing Doors Iron doors close immediately as soon as a figure passes through. Do not wait for the end of turn.

Exiting the Dungeon & Diagonals When exiting the dungeon, the diagonal cost does not apply when exiting. Moving out of the dungeon only costs 1 movement point regardless of the direction (diagonal or otherwise).

Exiting the Dungeon & Pass Throughs You may pass through a figure with the destination being the exit of the Dungeon, instead of a target square within the dungeon. Exiting the dungeon still costs 1 speed point and must be included in the cost of the move after the pass through.

Experience Points Eliminated Mage Spawn and opposing figures count towards a warrior’s experience if the warrior is the source of the damage that eliminates it, such as by Pole Arm, Ram, Magic Retaliation or Venom. Mage Spawn and opposing figures eliminated by traps, treasure chests, critical misses and artifacts do not count towards any warrior’s experience.

Free Spins Whenever a figure is placed, moves into, or ends their movement in an adjacent square to an opposing warrior, that warrior gets a free spin opportunity.

Frenzy If a Hero you control has Frenzy, this warrior must be given one of your activations before you give an activation to any other figure, weather it be one of your figures or a Mage Spawn.

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If a Mage Spawn has Frenzy and has no movement marker, then this Mage Spawn must be given one of your activations before you give an activation to any other Mage Spawn, weather it be one of your figures or a Mage Spawn. To assign an activation to a Mage Spawn with Frenzy, it must be a Mage Spawn that you can give a legal activation to. Frenzy does not allow you to assign an activation to a Mage Spawn that you would normally not be able to assign an activation to, like a Mage Spawn adjacent to one of your Heroes or a Mage Spawn in the same tile as one of your Heroes. If a Mage Spawn with Frenzy is in an adjacent square to one of your Heroes, or a Mage Spawn with Frenzy is in the same tile as one of your Heroes, you cannot legally assign an activation to these Mage Spawn. Because Frenzy requires you to give activations to Mage Spawn with Frenzy before any other Mage Spawn, you will be unable to assign activations to any Mage Spawn until you are in a position to give legal actions to the Mage Spawn with Frenzy. If there are more figures with Frenzy in play than you have activations, you may choose which figures with Frenzy will be given activations. All figures you control and all Mage Spawn with Frenzy that can be assigned activations must be assigned activations on your turn before you can assign any activations to figures without Frenzy.

Hindering Terrain & Treasure Chests Treasure chests are not considered hindering terrain for any purpose. Their bonus to a figure's defense against a ranged attack is not a terrain-based modifier.

Mage Spawn A figure that is a member of the Mage Spawn faction may not be on your Heroic team. Mage Spawn brought into play from wandering monster tokens are considered friendly figures to each other.

Mage Spawn Pool The Mage Spawn pool can consist of only Mage Spawn figures.

Mage Spawn Pool & Converting Wandering Monster Tokens and Chests It is more important to place the correct number of Mage Spawn than to match exactly the point total. So go through these steps in order to convert Mage Spawn I need to place 3 Mage Spawn for 60 pts. Can I choose 3 mage spawn for 60 (or under) points? Yes or No? If yes, choose the 3 closest to 60. If there is a tie, then it's the opponent that is placing's choice. If no, then can I choose 2 Mage Spawn for 60 (or under) points? Yes or No? If yes, choose the 2 closest to 60. If there is a tie, then it's the opponent that is placing's choice. If no, then can I choose 1 Mage Spawn for 60 (or under) points? Yes or No? If yes, choose the closest Mage Spawn to 60. If there is a tie, then it's the opponent that is placing's choice. If no, then don't place any.

Magic Blast A Magic Blast attack can pass through walls, and blocking terrain sections bordered by walls. If a section bordered by walls is not broken into squares, you can still Magic Blast over them. Each Dungeon tile is based on a 5x5 grid, and each hallway tile is based on a 3x5 grid, and using this pattern determine the range needed for the Magic Blast. If using dungeon tiles, then use extra tiles to work out the correct range.

Magic Enhancement A figure with Magic Enhancement affects the warrior making a ranged combat attack in an adjacent square with it, not just the ranged attack made by that warrior.

Magic Immunity Figures with Magic Immunity can still use their own Magic Blast ability and Magic Enhancement ability normally. The figure is not being affected by a Magic Ability but instead has these abilities to use.

Magic Freeze Multiple Magic Freeze attacks on the same figure do not generate multiple magic freeze tokens. Either a figure is frozen, or it is not, and is marked with a single Magic Freeze token. Even though a figure has been targeted with multiple successful Magic Freeze attacks, the figure’s player only needs to remove the effects of Magic Freeze once.

Magic Freeze & Charge and Bound Figures with Charge and Bound that have a Magic Freeze Token on them have their Speed Value reduced to 2 by the Magic Freeze token after any addition of Speed points that Charge or Bound might give. Figures with Charge or Bound may still make their 0 Speed point attacks while under the effects of Magic Freeze, but not if they are spending an activation to rid themselves of the effects of Magic Freeze.

Movement & Terrify If you move a warrior, and the move will put that warrior adjacent to a figure with Terrify, you roll a die. On a roll of 1 or 2 the warrior may not be moved into any adjacent square of that Terrify figure this turn. If a warrior is in an adjacent square to a figure with Terrify, that warrior may move from adjacent square to adjacent square without having to roll for the figure’s Terrify. If a figure leaves a square adjacent to a Terrify figure to a square that is non adjacent to the Terrify figure, the warrior will have to roll for Terrify again if the warrior wants to re-enter a square adjacent to the Terrify figure.

Movement Markers & Summon Mage Spawn retain their movement markers when eliminated. Movement markers clear from eliminated Mage Spawn in exactly the same way they do from Mage Spawn in play. If an eliminated Mage Spawn is returned to play while it still has an uncleared movement marker on it, it is returned to play with that movement marker.

Pass Through & Breakaway A warrior never has to make a breakaway roll from an opposing figure that they are attempting to pass through. If there are other opposing figures adjacent to the warrior before the pass through, the warrior will have to make break away rolls for those opposing figures. Remember, no break away roll is needed to pass through, but a break away roll is needed for moving away from the front arc(s) of other figure(s).

Pass Through & Free Spin A figure that has just made a pass through on an opposing warrior is placed in an adjacent square to that warrior which gives them a free spin opportunity.

Pass Through & Vacancy You cannot pass through to the same square you start the pass through in. When you declare a pass through you must designate a target square where you want to move to. This square must be vacant. You cannot target the square that you occupy as it is not vacant. You cannot pass through to the same square you started in.

Rotating Rooms If a door lies on the edge of a room tile that rotates, remove that door from play.

Shockwave & Friendly Figures A warrior may make a Shockwave attack even if the only figure or figures that would be affected are friendly.

Sneak Attack & Damage When a warrior doubles their Damage Value due to Sneak Attack it is to a maximum of 5 clicks. Additional damage, such as a Critical Hit, is added on top of this. The restriction of 5 clicks of damage only pertains to the Damage Value of the Sneak Attack warrior.

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Special Abilities and Traps/Attacks from Objects and Treasure Chests Objects and Artifacts resolve effects and attacks against figures as normal, but when applying damage from these effects and attacks Objects and Artifacts ignore all Special Abilities. Example: A warrior could roll for Dodge when attacked by an artifact, but would not gain the benefit of Toughness against a successful hit.

Special Ability Damaging Effects A special ability damaging effect is damage caused by any of the following special abilities: Ram, Pole Arm, and Magic Retaliation. In such cases, the figure inflicts damage without you making an attack roll, and therefore these attacks are classified as a damaging effect. Special abilities that increase the damage (such as Venom or Magic Enhancement, or even Weapon Master) are not effects because they all require an attack roll before they go into effect.

Teleport Squares If at the beginning of a turn when you are supposed to move a figure that is using a teleport square and all the other teleport squares are occupied, you cannot teleport and can move your figure normally that turn.

Venom Venom will do 1 click of damage to a missed target of a Ranged or Close Combat attack.

Venom & Multiple Targets Venom will do 1 click of damage to each missed target of a Ranged Combat attack targeting multiple targets.

Wandering Monster Tokens & Movement A player can not move a Wandering Monster Token that is in the same tile as one or more of that player’s figures. A player can not move a Wandering Monster Token into the same tile as one or more of that player’s figures

Wandering Monster Tokens & Opening Doors Wandering Monster Tokens can open doors for the cost of 2 speed points.

Wandering Monster Token Conversion & Pole Arm After being converted from a Wandering Monster Token. The Mage Spawn has been placed in anadjacent square, and Pole Arm requires movement to be triggered. A Mage Spawn’s Pole Arm is not triggered when a warrior is in the front arc of that Mage Spawn after being converted from a Wandering Monster Token. To the Mage Spawn being placed, the warrior has not moved and is a static figure.

Wandering Monster Token Conversion & Ram A warrior’s Ram is not triggered when a Mage Spawn is placed in the front arc of that warrior after being converted from a Wandering Monster Token. To the Mage Spawn being placed, the warrior has not moved and is a static figure. A Mage Spawn’s Ram is not triggered when a warrior is in the front arc of that Mage Spawn after being converted from a Wandering Monster Token. The Mage Spawn has been placed, not moved, and Ram requires the Mage Spawn to have moved.

Mage Knight: Dungeons Pyramid Rules Clarifications(from MK2.0 FAQ 122004)

Step 5: Place Wandering Monster Tokens Replace the first sentence of paragraph 2 with the following:

To create a wandering monster pool, each player contributes 2 Standard tokens and 4 Weak tokensface down to the pool.

Replace the second sentence of paragraph 3 with the following:The starting player chooses a wandering monster token at random from the pool and places it in a tilecontaining a treasure chest.

Close Combat Attacks Add the following sentence after paragraph four of Close Combat Attacks on page 15:

Add 1 to the attack dice roll result if attacking through the target’s rear arc.

Mage Knight: Dungeons Pyramid FAQChangelings

Q: *Are Mage Spawn Changeling treasure chests tournament legal in Mage Knight and Conquestgames?* A: No.

Doors Q: *My figure ends its movement adjacent to an opposing figure, but there is a closed door betweenthe adjacent figures. Does the opposing warrior get a free spin?* A: No. A closed door is considered blocking terrain, so figures on opposite sides of a closed door arenot adjacent. Q: *My figure is on the opposite side of a closed door from an opposing figure. Does the opposingfigure get a free spin when my figure opens the door?* A: No. Q: *My figure is on the opposite side of a closed door from an opposing figure with Pole Arm. DoesPole Arm trigger when my figure opens the door?* A: No.

Exiting the Dungeon Q: *Can Mage Spawn or wandering monster tokens exit the dungeon?* A: No.

Heroes Q: *I reanimate a Hero. At what level does the Hero enter the game?* A: When reanimated, the Hero enters the game at the level at which it began the game. Q: *Can I use Heroes in a Mage Knight game? At what point cost?* A: Yes, Heroes can be used in Mage Knight. In Mage Knight, Heroes can start the game at any levelusing its associated point cost; use a MK Dungeons level marker to record a Hero’s level. A Herocannot change its level, and cannot be healed of damage past its starting level.

Springing the Trap Q: *When do I gain experience for springing a trap?* A: A Hero gains 25 experience points after it has sprung a trap, including placing any Mage Spawn andresolving any trap attacks.

Stealing Treasure Q: *Can a Hero attempt to steal treasure multiple times during a single turn?* A: Yes. Stealing treasure is not an attack and can be attempted as many times in one activation as itsspeed points will allow.

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IBSON THE GREY'S HOUSE RULES

Having played well over 500 games of MKD and having run over 50 tournaments, I have developed the following rules modifications and suggestions designed to make the game more evenly balanced and more fun. Feel free to try any or all of these.

Alternate Head to Head Map Set-up Since some of the Wizkids Maps do not offer the opportunity to properly place all the treasure chests and Mage Spawn Tokens, we use this alternative method. It offers a much better (and fairer) set-up, especially in tournaments.

If using dungeon maps, perform Step 7 (Choose Entrance and Exit) prior to Step 4( Place Treasure Chests) so all chests may be placed on all maps. Also, in addition to not placing a chest within 2 tiles of your opponent's entrance, you may not place a chest within 3 tiles of your own entrance unless it is the only legal tile(s) remaining.

Alternate Multi-player Set-up Again, to make things fairer in a multiple player game(and I have played in dozens of multi-player games, ranging from 3 to 8 players), we use the following method to set-up the map(s). [I recommend using at least two maps in any multi-player game and prefer at least 1 map to every 2 players with an extra map thrown in.]

Each player rolls 2 six sided dice to determine order of play(i.e. 1st player), re-rolling any ties. Placement takes place as normal (or as above in our alternate method) except that the entrance placed by each player may not necessarily be the one he/she uses. After set-up is completed (all chests, WMTs and entrances/exits are placed), the players again roll 2 six sided dice (re-rolling ties) to determine in what order which entry they will choose their entrance. [We determine the actual entrances randomly as well but that is up to you.] After all players have determined their entrances, play begins with the first player and passes to his left (clockwise).

As you can see, this levels the advantage the first player would normally have in a multi-player game, which is usually quite considerable.

Mage Spawn Pools The rules set out a minimum amount of points required for each player's contribution to the Mage Spawn pool and suggest 'the more, the merrier.' Now, I have a huge Mage Spawn collection (well over 500 figures) and it has become apparent that with that large a collection, almost nobody ever gets out of a dungeon alive. With a large selection of skeletons and magic blasters, we spent months killing off every hero in both head-to-head and multi-player games. Every game was decided by found gold or experience points... no one got out. Hence, we developed the follow additional rule for Mage Spawn Pools. Now things run as planned, heroes do live and get out with gold (not all the time but frequently, probably the way that was intended).

Each player must contribute a minimum number of Mage Spawn equal to the number of figures in their Heroic Team. The minimum total point value of Mage Spawn contributed to the pool must be 100 points. You can contribute as many Mage Spawn as you want up to a maximum of 4 times the number of points of your Heroic Team, plus one additional Mage Spawn of your choice(at any cost).

This is intended to force some choices into player's minds over what Mage Spawn they want to focus on while still allowing enough choice. A standard game (100 point teams) allows the player to bring up to 400 points of Mage Spawn plus any single Mage Spawn of their choice (we usually see that one big unique brought just in case

of a big chest trap). Trust me, with up to 800 points and two uniques to choose from for a head to head game, there's more than enough to go around. You don't need more.

'Random' Wondering Monster Tokens Another problem in running tournaments is WMTs. Who's is who's after a game can give rise to arguments. Sometimes, players forget to bring them. We get around this by using 'random' WMTs. It was determined that there were 6 different Yellow and Blue tokens and 4 different Red tokens. I simply created a chart listing all of them together. You can then use anything you want to represent the WMTs (pennies, real WMTs, etc... we use custom blank WMTs). Whenever a WMT is revealed, you roll a d6 to determine what color the token is, another d6 to determine which 'number' token is revealed and finally 2d6 as normal to determine how many MS at how many points. This also allows you to determine the difficulty of the came in several different ways. I have included the WMT chart and 'random' tokens for your use at the end of this section. Our most common game is the one where 1-3 is a yellow token, 4-5 is a blue and 6 is a red. Lots of fun! Watch those bad rolls! You may also play with 'Variable' Mage Spawn point values. This means you will have to make use of a wider variety of monsters. Determine the points required for Mage Spawn normally, roll 2d6 and add the result to that number and finally subtract 7 for the new number of points. This will vary the points away from the standard multiples of 5 and add variety to the monsters seen.

Monster Master Token When playing multi-player, we have slightly modified the use of the Monster Master token as well. We generally limit each player to 2 WMT/Mage Spawn activations until the Monster Master token has made one complete revolution (i.e. the 1st player receives the token the second time). This is to once again limit the advantage the first several players have over their opponents in large games.

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MKD: Unified APPENDIX 1 - Terrain Modifiers

Symbol Terrain Type Effect on Movement Effect on Ranged Combat- Clear

(Default)No effect on Movement. No effect on Ranged Combat. No symbol is printed. The entire dungeon/battlefield is considered to be this type of terrain unless otherwise marked or noted.

H Hindering(Forest, Rubble,

etc...)

Increase the movement cost into this square by 1 (normally to 2 or 3 diagonally).

If line of fire passes through, or the target occupies a square that contains hindering terrain add 1 to the target’s defense against ranged attacks. Regardless of how many squares of hindering terrain, the line of fire passes through, add only a single +1 modifier. DO NOT count the Attacker's square.

B Blocking(Buildings,

Columns, etc...)

Indoors: No movement is allowed into this square.

Outdoors: Figures with the Wing speed type may move into this square if at Soaring level. If forced down from Soaring on this square, remove the figure from the board.

No line of fire may pass through terrain of this type.

W Water (Shallow) Increase the movement cost into this square by 2 (normally to 3 or 4 diagonally). Figures with the Wave or Wing speed type or Aquatic or Flight SA ignore this penalty. In addition, figures with the Wave speed type or Aquatic SA gain +2 to their defense while occupying Water terrain.

No effect on Ranged Combat.

X Movement Blocking(Chasms, Lava, etc)

No the movement into this square is allowed by figures without the Wing speed type or Flight SA. If a figure with the Flight SA loses this ability while on this square, remove it from the board.

No effect on Ranged Combat.

M Movement Hindering

(Low Wall, Fences)

Increase the movement cost into this square by 1 (normally to 2 or 3 diagonally). May apply to movement in one direction only (use common sense! Crossing a fence as opposed to traveling along it.)

No effect on Ranged Combat.

C Concealing(Range Hindering)(Persistent Smoke,Tall Grass, etc...)

No effect on Movement. If line of fire passes through, or the target occupies a square that contains hindering terrain add 1 to the target’s defense against ranged attacks. Regardless of how many squares of hindering terrain, the line of fire passes through, add only a single +1 modifier. DO NOT count the Attacker's square.

D Water (Deep) No movement into this square is allowed by figures without the Wave or Wing speed type or Aquatic or Flight SA. If a figure with the Aquatic or Flight SA loses this ability while on this square, remove it from the board. In addition, figures with the Wave speed type or Aquatic SA gain +2 to their defense while occupying Water terrain.

No effect on Ranged Combat.

Note: A treasure chest or a wandering monster token is also considered as Hindering Terrain. If line of fire passes through, or the target occupies a square that contains hindering terrain, a treasure chest or a wandering monster token, add 1 to the target’s defense against ranged attacks. As above, regardless of how many squares of hindering terrain, treasure chests or wandering monster tokens the line of fire passes through, add only a single +1 modifier.

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MKD: Unified APPENDIX 1 - Terrain Modifiers

Symbol Terrain Type Effect on Movement Effect on Ranged Combat- Elevated Terrain

Level 0 (Default)

No effect on Movement. No effect on Ranged Combat. No symbol is printed. The entire dungeon/battlefield is considered to be this type of terrain unless otherwise marked or noted.

1 Elevated TerrainLevel 1

Movement to higher terrain levels: Movement up a single terrain level (from level 0 to 1, for example) adds +3 to the normal movement cost, in addition to any other terrain modifier. Movement up two terrain levels (from 1 to 3, for example) requires all of a figure's speed points from it's current activation. Figures with the Wing speed type ignore this penalty while those with the Flight SA pay only an additional +2 for a 1 level change (still using all speed points for a two level change).

Movement to lower terrain levels: Movement down a single terrain level (from level 2 to 1, for example) adds +1 to the normal movement cost, in addition to any other terrain modifier. Movement down two terrain levels (from 1 to -1, for example) adds +3 to normal movement cost. Figures with the Wing speed type ignore this penalty while those with the Flight SA pay NO movement cost for a 1 level change and only an additional +2 for a 2 level change.

No change of terrain levels greater than 2 is possible for figures without the Wing speed type, who must be at Soaring level to ignore this limitation. Points of access (ladders, etc...) may be available to allow access to level changes greater than 2. It costs 4 speed points to use a point of access to make these level changes.

Elevated Terrain may also go negative (-1, -2, etc...) from the main dungeon/battlefield. The same rules apply as above using the terrain difference.

When an attacker makes a ranged combat attack against target on a higher terrain level, the target gets +1 to its defense value. This is called the height advantage modifier. A target might get the benefit of the height advantage modifier and the hindering terrain modifier at the same time. In this case, the target gets +2 to its defense value.

An attacker can only draw a line of fire to a target on a higher terrain level if that line of fire does not cross a square at equal or higher terrain level than the target occupies, not counting the target's square.

An attacker can only draw a line of fire to a target on the same terrain level if that line of fire does not cross a square of a higher terrain level.

An attacker can only draw a line of fire to a target on a lower terrain level if that line of fire does not cross a square at equal or higher terrain level than the attacker's occupies, not counting the attacker's square.

A figure (which is not Titan, Chariot or Multi-Dial based) which is one terrain level or more below both the attacker and the target does not block the line of fire. Titan, Chariot and Multi-Dial figures block lines of fire at all terrain levels except soaring.

2 Elevated TerrainLevel 2

3, 4,-1, etc

Elevated Terrain Level 3, etc...

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Dungeons UNIFIED Special Abilities Card

L M _ ` Speed Special AbilitiesCHARGE This warrior may make a close combat attack for a cost of 0 speed points, or this warrior may add 4 to his speed value if it is given an activation when no opposing figures are adjacent to it. (Optional) This bonus lasts until the end of the current activation. This warrior only fails to break away on a die roll result of 1.

QUICKNESS This warrior may move his full number of speed points, and it does not cost his player an activation. (Optional) The warrior may do nothing but move or open doors this turn. The player must declare the use of Quickness before moving the warrior.

MAGIC LEVITATION This warrior can move any figure that occupies an adjacent square. (Optional) Give this warrior an activation, but he has 0 speed points for the turn and may not make an attack. Choose a target figure in a square adjacent to this warrior and move him up to 5 squares in any direction. Treat all terrain as clear terrain while moving, but the target figure cannot move through an unopened door, blocking terrain or another figure. Place the target figure in any legal terrain, facing any direction. The target figure may not be activated for the remainder of this turn.

FLIGHT Treat all warriors with _ as their movement type as having permanent FLIGHT. This warrior treats all non-blocking terrain as clear terrain while moving. (Optional) This warrior may not use Flight to move through any doorway, open or closed, or to move through blocking terrain. This warrior must end his movement in legal terrain. This warrior only fails to break away on a roll of 1.

AQUATIC Treat all warriors with ` as their movement type as having permanent AQUATIC. This warrior treats all water terrain as clear terrain for movement purposes. While this warrior occupies any water terrain, it gets +2 to its defense value against ranged combat attacks that target or affect it.

STEALTH Hindering terrain blocks line of fire to this warrior. (Optional) Any line of fire drawn to this warrior that passes through hindering terrain is treated as if it were drawn through blocking terrain. If there are hindering or shadowed terrain squares in the same tile as this warrior, this warrior does not convert wandering monster tokens unless they are in a square adjacent to him. This warrior may add 2 to his die roll result to Disarm Traps.

BOUND This warrior may make a ranged combat attack for 0 speed points, or this warrior may add 4 to his speed value if it is given an activation when no opposing figures are adjacent to it. (Optional) This bonus lasts until the end of the current activation. This warrior only fails to break away on a roll of 1.

PATHFINDER This warrior’s movement is not affected by hindering terrain. (Optional) All friendly figures starting an activation adjacent to this warrior gain the Pathfinder special ability for the duration of that activation.

Ibson the Grey, 01APR09. version 0.1

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L M _ ` Speed Special Abilities (continued)

FORCED MARCH This warrior can add to the speed value of a friendly adjacent figure or himself. (Optional) When a friendly figure is given an activation while in a square adjacent to this warrior, add 1 to the friendly figure’s speed value until the end of the current activation. Add 1 to this warrior’s speed value if he is given an activation when there are no friendly figures adjacent to him. This bonus lasts until the end of the current activation.

NIMBLE This warrior may make a ranged combat or close combat attack for 2 speed points. (Optional) This warrior can also add 2 to his die roll result to Disarm Traps.

FRENZY This warrior must be given an activation first. If a Hero, this figure must be given an activation before any other figure without Frenzy. If a Mage Spawn without a movement marker, it must be given an activation before any other Mage Spawn without Frenzy.

RAM This warrior delivers a click of damage when he moves into a square adjacent to an opposing figure. When this warrior’s movement puts him in a square adjacent to an opposing figure, and this warrior’s front arc is facing the opposing figure, the opposing figure receives 1 click of damage and the current activation is ended. A figure cannot make a counterattack against the Ram special ability. .

SUMMON This warrior can bring a Mage Spawn figure into play. (Optional) Give this warrior an activation. It has 0 speed points for the turn and may not attack. Choose a Mage Spawn figure with the lowest point value from the Mage Spawn Pool. Turn the chosen figure's dial to its starting value and place it adjacent to this warrior.

STRONG FLIER This warrior may assist other figures movement. (Optional) Give this warrior a move action. If this warrior moves, select a target friendly figure—that has not already been given an action this turn—in base contact with this warrior. The target moves with this warrior and must end the movement in base contact with this warrior. The target cannot be given an action this turn.

SUBMERGED This warrior can enter from a different point (Optional) When entering the dungeon, you may deploy this warrior in any water terrain up to one tile away from it's entry tile, though it cannot be deployed in base contact with an opposing figure or token. It may then continue it's activation from this point.

SHAKE-OFF Treat all warriors with the M movement type as having permanent SHAKE-OFF. This warrior may not free spin and only fails to break away only on a die roll of 1. This warrior deals one click of damage to each enemy figure that it breaks away from, once per activation.

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P Attack Special Abilities

HEALING This warrior can heal himself or a friendly figure without the B damage type with a close combat attack. (Optional) To heal a target friendly figure, make a close combat attack against that figure. Add 2 to the defense value of the figure if either the healer or the target is in a square adjacent to an opposing figure. Ignore all other modifiers to the close combat attack. If the attack succeeds, heal a number of clicks of damage equal to this warrior’s damage value, or roll 1 six-sided die and heal a number of clicks of damage equal to the result. This warrior may spend 4 speed points and heal himself 1 click of damage without making a die roll. Healing himself ends this warrior’s current activation. Healing ignores all special abilities except Invulnerability.

WEAPON MASTER This warrior can use a close combat attack to deliver 1 to 6 clicks of damage. (Optional) When this warrior makes a successful close combat attack, roll 1 six-sided die. Inflict a number of clicks of damage on the target figure equal to the result instead of this warrior’s normal damage value.

[ MAGIC BLAST This warrior can use a ranged combat attack to deliver 1 to 6 clicks of damage. (Optional) Use this ability to deliver a magical ranged combat attack against a single target within half of this warrior’s attack range. The line of fire is never considered blocked or hindered by terrain or figures. When this warrior makes a successful ranged combat attack, roll 1 six-sided die. Inflict a number of clicks of damage equal to the result on the target figure instead of this warrior’s normal damage value. See the rulebook for using this ability to open a door.

FLAME/LIGHTNING This warrior’s ranged combat attack can affect all figures in squares adjacent to the target. (Optional) A single successful ranged combat attack affects the target figure and every figure in a square adjacent to the target figure. Compare the attack value result to the defense values of each affected figure, and give 1 click of damage (instead of this warrior’s normal damage value) to each figure successfully hit. See the rulebook for using this ability to open a door.

SHOCKWAVE This warrior’s ranged combat attack can affect every figure within half his range value. (Optional) A single successful ranged combat attack affects every figure (friendly and opposing) within half of this warrior’s attack range. Draw lines of fire to every figure within range, regardless of the warrior’s front arc. Figures do not block line of fire, but terrain blocks line of fire according to the standard rules. Compare the attack value result to the defense values of each affected figure. If two or more figures are successfully hit, each figure hit receives 1 click of damage. If only 1 figure is successfully hit, use this warrior’s damage value. A Shockwave attack ignores and is unaffected by all other special abilities. Shockwave will affect opposing figures in squares adjacent to friendly figures. See the rulebook for using this ability to open a door.

VAMPIRISM This warrior can heal himself by making a successful close combat attack. Heal 1 click on this warrior whenever he damages a target figure during a close combat attack.

[ MAGIC HEALING This warrior can heal a friendly figure without the B damage type or himself by making a ranged combat attack. (Optional) To heal a friendly figure, make a ranged combat attack against it. Add 2 to the defense value of the figure if either the healer or target is in a square adjacent to an opposing figure. Ignore all other modifiers to the ranged combat attack. If the attack succeeds, roll 1 six-sided die and heal a number of clicks of damage equal to the result. Rather than healing another figure, this warrior may spend 4 speed points and heal himself 1 click of damage without making a die roll. Healing ignores all special abilities except Invulnerability.

THUNDER BLOW (optional) When this warrior make a close combat attack with a single opposing figure as the target and the attack succeeds, this warrior can continue to attack that target until an attack is unsuccessful. This warrior gets -1 to its attack value for each additional attack. This warrior gets +1 to its damage value for each successful attack after the first, up to a maximum of +3. If any of the attacks miss, the entire attack is deemed to miss and no damage is done.

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P Attack Special Abilities (continued)

PARRY This warrior is harder to hit. (Optional) When this warrior is the single target of a close combat attack, roll one six-sided die and subtract 2 from the result. If the result is less than 1, the result is 1. Reduce the attacker’s attack value by the result of the die roll for that attack.

VENOM This warrior inflicts 1 click of damage even if his ranged or close combat attack misses the target. When this warrior makes a ranged or close combat attack, add 1 to his damage value. If the attack misses, inflict 1 click of damage on the target figure. The damage from Venom is considered part of the attack damage, and not a special ability damage effect.

SNEAK ATTACK This warrior can deliver double damage with a close combat attack to the target’s rear arc. (Optional) When this warrior ends his movement in a square adjacent to an opposing figure, the opposing figure does not get a free spin. When this warrior makes a close combat attack against the rear arc of the target figure, double his damage value, to a maximum of 5 clicks. This warrior may add 2 to his die roll result to Disarm Traps.

SWEEP This warrior can hit all opposing figures in its front arc that occupy adjacent squares with a close combat attack. (Optional) When this warrior makes a close combat attack or counterattack, he must resolve his attack against every opposing figure in his front arc that occupies a square adjacent to the warrior. Compare the total attack value with the defense values of all opposing target figures. The attack inflicts the warrior’s normal damage against each of the targets successfully hit.

COUNTERATTACK This warrior can hit back. (Optional) After this warrior is the target of a close combat attack made by an opposing target figure in its front arc, it can immediately make a close combat attack against the target, adding +2 to it's attack value if the original attack is unsuccessful. This attack takes place before any damage received from the original attack is taken. This warrior may use a single special ability which requires a close combat attack (except Charge). Regardless of the success of the counterattack, any damage received from the original attack is taken after the counterattack resolves.

SMITE This warrior hurts his enemy's friends. (Optional) When this warrior makes a close combat attack, with a single opposing figure as the target, and the attack succeeds, also compare the attack result to the defense values of all opposing figures adjacent to the target to determine if the attack would also be successful against them. Deal damage equal to this warrior’s damage value to each figure against which the attack succeeds. After completing the attack, deal this warrior 1 click of damage.

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] Attack Special Abilities

ARCING FIRE (optional) This warrior ignores figure bases for line of fire purposes.

BOMBARDIER This warrior may throw bombs. (Optional) Give this warrior an activation and it's bombardment token(s). For this action, the warrior has 0 speed points but may free spin. Place the bombardment token(s) on any square within this warrior's range and front arc. Roll to attack the target shown on the bombardment token(s). If this attack is unsuccessful, roll a die and scatter the token(s) according to the appropriate diagram below and the direction of the throw. The distance of scatter as shown on the token converts thusly: 1": one square, 2": two squares and 3": three squares. The token will move that distance unless it hits blocking terrain, where it will stop. Once the final location of the token(s) is determined, roll an attack roll against any figure in the same square or adjacent to the token(s). Apply a -2 to the attack roll if the token(s) scattered. Apply the damage shown on the token to any figure which was successfully hit by the attack roll.

OVERWATCH (optional) When this warrior can make a ranged combat attack, use the speed points for the attack but do not choose any targets, determine any lines of fire, or make any attacks. Give this warrior an Overwatch token. At the beginning of your next turn, remove the Overwatch token; this warrior can resolve the ranged combat attack it was given on its last turn.

[ Attack Special Abilities

HEX (optional) Give this warrior a activation and a Hex token. This warrior may not move or attack. Once, until the beginning of your next turn, you can choose a target friendly or opposing figure that has made an attack roll within 6 squares of this warrior. The target must reroll the attack. Use the rerolled result instead of the initial result. Remove the Hex token when the target rerolls the attack or at the beginning of your next turn.

MAGIC HEALING This warrior can heal a friendly figure without the damage B type or himself by making a ranged combat attack. (Optional) To heal a friendly figure, make a ranged combat attack against it. Add 2 to the defense value of the figure if either the healer or target is in a square adjacent to an opposing figure. Ignore all other modifiers to the ranged combat attack. If the attack succeeds, roll 1 six-sided die and heal a number of clicks of damage equal to the result. Rather than healing another figure, this warrior may spend 4 speed points and heal himself 1 click of damage without making a die roll. Healing ignores all special abilities except Invulnerability.

STORMFIRE (optional) When this warrior makes a ranged combat attack with a single opposing figure as the target and the attack succeeds, compare the attack result to the defense value of each adjacent figure to the target. Deal damage equal to this warrior’s ranged damage value to the target and 1 damage to each other figure against which the attack succeeds.

MAGE BLAST (optional) When this warrior makes a ranged combat attack with a single opposing figure as the target and the attack succeeds, roll one six-sided die. Use the result instead of this warrior’s ranged damage value.

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S ^ defense Special Abilities

BATTLE ARMOR This warrior’s defense is improved against ranged attacks. Increase this warrior’s defense value by 2 against ranged attacks that affect it.

POLE ARM This warrior will damage opposing figures that enter squares adjacent to him. When an opposing figure’s movement puts him in a square adjacent to this warrior, and this warrior’s front arc faces the opposing figure after the free spin opportunity, the opposing figure takes 1 click of damage and the current activation is ended. A figure cannot make a counterattack, or use the Counterattack special ability against the Pole Arm special ability.

MAGIC IMMUNITY Treat all warriors with the ^ Defense type as having permanent MAGIC IMMUNITY. This warrior is immune to Magic effects. This warrior cannot be affected by any other special ability whose name contains the word “Magic,” including Magic Healing, or be affected by attacks of the [ Attack type.

TOUGHNESS This warrior reduces damage delivered to him by 1 click. Reduce by 1 click any damage inflicted on this warrior by ranged combat or close combat attacks, to a minimum of 1. Reduce by 1 click any damage inflicted on this warrior by special ability damage effects, to a minimum of 0. Toughness does not reduce critical-miss damage.

DEFEND This warrior can share its defense value with friendly figures in any square adjacent to him. (Optional) Any friendly figure in a square adjacent to this warrior may use his warrior’s defense value instead of its own. Increase this warrior’s defense value by 1 if he is affected by an attack when there are no friendly figures in squares adjacent to him.

REGENERATION (This warrior can heal himself 0 to 4 clicks. (Optional) Activate this warrior, but he is considered to have 0 speed points for the turn and may not make an attack. Roll 1 six-sided die and subtract 2 from the result (treat a negative total as 0). Heal a number of clicks of damage on this warrior equal to the result.

INVULNERABILITY This warrior’s defense is improved against ranged attacks, and damage delivered to him is reduced. Increase this warrior’s defense value by 2 against ranged combat attacks. Reduce by 2 clicks any damage inflicted on this warrior by ranged combat or close combat attacks, to a minimum of 1. Reduce by 2 clicks any damage inflicted on this warrior by special ability damage effects, to a minimum of 0. Invulnerability does not reduce critical-miss damage or pushing. This warrior may not be healed.

GHOSTFORM This warrior cannot be the target of ranged combat attacks. This warrior’s base does not block line of fire. This warrior fails to break away only on a die roll result of 1.

INFILTRATE (optional) When entering the dungeon, deploy this warrior in hindering or concealing terrain up to its speed value but no more than one tile away away from its entry instead of in its entry. This warrior may then continue it's activation from this point.

DODGE This warrior avoids damage from attacks. (Optional) When this warrior is hit by a ranged combat or close combat attack, roll 1 six-sided die. On a result of 5 or 6, the attack misses.

MAGIC RETALIATION This warrior delivers 1 click of damage if damaged in an attack. When this warrior takes damage from a ranged or close combat attack, the attacker also receives 1 click of damage. A figure cannot make a counterattack against Magic Retaliation damage.

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S ^ defense Special Abilities (continued)

LIMITED INVISIBILITY This warrior may not be the target of a ranged combat attack. (Optional) This warrior may not be the target of a ranged combat attack, and does not convert wandering monster tokens unless they are in a square adjacent to him.

TERRIFY Opposing warriors may not be able to move adjacent to this warrior. (Optional) Whenever an opposing player attempts to move a figure adjacent to this warrior, that player rolls 1 six-sided die. On a result of 1 or 2, the figure may not move adjacent to this warrior this turn. This figure is not affected by terrify.

CURSED This warrior takes additional damage form magic effects. If an activation would cause this warrior to be affected by one or more special abilities with the word "Magic" in the name, or by a figure with the [ attack type, it receives 1 click of damage after the action is resolved.

SPELL RESISTANCE (optional) When this warrior is the target of a [ attack, or by one or more special abilities with the word "Magic" in the name, reduce the attacker’s attack value by 3.

T B damage Special Abilities

STARTING POSITION For non-Hero warriors, all warriors must start the game with this square showing. Before playing any warrior, click his combat dial to show the green square over the damage value. This square may be split with another special ability color. For members of the Hero faction, click the combat dial to show the correct level number inside a small green circle, located between the damage and defense values.

BERSERK This warrior adds 2 to his attack roll and cannot make ranged combat attacks. This warrior adds 2 to his attack roll when making a close combat attack, but not when counterattacking. This warrior may not make a ranged combat attack, disarm a trap or gather treasure.

MAGIC ENHANCEMENT (This warrior improves the damage delivered by friendly ranged combat attacks. (Optional) Any friendly figure making a ranged combat attack while in a square adjacent to this warrior inflicts 1 extra click of damage to any figure(s) hit by the attack. Add 1 to this warrior’s attack value if he is making a ranged combat attack when there are no friendly figures in squares adjacent to him. The added damage from Magic Enhancement is not a special ability damage effect.

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T B damage Special Abilities (continued)

BATTLE FURY This warrior adds 1 to his attack roll when counterattacking. The warrior adds 1 to his attack roll when counterattacking, but not attacking.

DEMORALIZED This warrior cannot use speed points for any kind of attack. This warrior may not attack, counterattack nor pass through an opposing figure, and may never voluntarily end his movement in a square adjacent to an opposing figure, but may resolve his actions normally in all other ways..

NECROMANCY (This warrior can bring an eliminated friendly figure back into play. (Optional) Use this ability to return a figure friendly to this warrior to the game. Activate this warrior, but he has 0 speed points for the turn, may not make an attack and may not be in a square adjacent to an opposing figure. Choose one of the eliminated figures that is friendly to this warrior. Click its combat dial to the starting position; if the figure is a member of the Hero faction, click its combat dial to its level when eliminated. Roll 1 six-sided die and turn the figure’s combat dial a number of clicks equal to the result as if you were applying damage. If the stat slot does not show three skulls, place the figure in the dungeon in a square adjacent to this warrior. Figures with Zombie or Skeleton in their names return to the dungeon at full strength..

COMMAND This warrior may add an activation to your total for the turn. At the beginning of your turn, after treasure chest benefits have been assigned to your Heroes, roll 1 six-sided die for each warrior you control that has Command, and each Mage Spawn that has Command. For every result of 6 you roll, you may make an extra activation this turn. Also at the beginning of your turn, each Demoralized friendly figure in the same tile as or in a square adjacent to a warrior with Command automatically heals 1 click.

CRUSHING BLOW When this warrior makes a close combat attack, it ignores the defense special abilities of all target figures for the duration of the attack.

LIFE DRAIN (optional) When this warrior succeeds at a ranged combat attack against a target figure and deals at least 1 damage, it is healed of 1 damage.

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T B damage Special Abilities (continued)

TINKER This warrior can heal a friendly figure with the B damage type with a close combat attack. (Optional) To heal a target friendly figure, make a close combat attack against that figure. Add 2 to the defense value of the figure if either the healer or the target is in a square adjacent to an opposing figure. Ignore all other modifiers to the close combat attack. If the attack succeeds, heal a number of clicks of damage equal to this warrior’s damage value. The target cannot be healed if a repair marker or the starting marker appears on its combat dial.

PIERCE This warrior’s ranged combat attacks ignore Battle Armor, Toughness and Invulnerability. (Optional) When this warrior is given a ranged combat action, ignore the target figure’s Battle Armor, Toughness and Invulnerability.

MAGIC FREEZE his warrior may use a ranged attack to reduce the target’s speed value to 2. (Optional) When this warrior makes a ranged combat attack, his damage value is reduced to 1. If he makes a successful ranged combat attack against a single target, roll 1 six-sided die; on a result of 4, 5 or 6, place a token on the target figure to mark it as frozen. Reduce the target’s speed value to 2 for as long as it is marked with the token. The target figure may be activated normally. The player who controls the target figure may remove the effects of Magic Freeze by giving the figure an activation, but he has 0 speed points for the turn and may not make an attack. Any player may activate a frozen Mage Spawn figure and remove the token as if they controlled the figure.

MAGIC CONFUSION This warrior may make a ranged combat attack to move an opposing figure. (Optional) When this warrior makes a ranged combat attack, his damage value is reduced to 0. If he makes a successful ranged combat attack against a single target, the attacking warrior’s player immediately moves the target figure, using any number of speed points up to its full speed value. The target figure may not be moved into a square adjacent to Mage Spawn, wandering monster tokens or a figure friendly to the attacking figure. The target of a Magic Confusion attack cannot make a counterattack.

LEADERSHIP (optional) If this warrior has not been activated this turn, when an action is given to a friendly figure within 5 squares of this warrior and there is a clear line of fire between this warrior and the figure, you can assign this warrior the activation instead of giving it to the friendly figure. This may allow a friendly figure to take two activations in a single turn. A figure may NOT take more than two activations per turn, regardless of how many leadership figures are available.

IMMOBILIZE (optional) When this warrior makes a close combat attack with a single opposing figure as the target and the attack succeeds, deal no damage to the target. Instead, the target cannot be given an activation until the start of your next turn.

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Sub-faction Abilities(THESE ARE IGNORED FOR NOW IN DUNGEONS)

Apocalypse

\ Dark Riders

DARK UNITY (optional) At the beginning of your turn, deal 1 pushing damage to this unit’s rider to heal its mount of 1 damage. This ability can be used only once on each of your turns.

uMinions of Apocalypse

BEDLAM No figure within 6 squares of this warrior may attack a figure already attacked during that turn. (optional) When given a close or ranged combat action, this warrior may use the unmodified attack value of any Minions of Apocalypse figure on the battlefield instead of its own attack value.

Atlantean Empire

dGolemkore

FIELD REPAIR Give this warrior a close combat attack, with a single friendly figure with the damage type as the target. Ignore all modifiers to the close combat attack. If the attack succeeds, and the target is not on its starting marker, heal the target of 1 damage. Ignore all repair markers on the target’s combat dial for purposes of healing.

eImperial Legion

RALLY If this warrior has Demoralized at the beginning of your turn, heal this warrior of 2 damage.

tDelphana

FOCUS This warrior gets +1 to ranged combat attacks and its counterspell rolls.

Black Powder Revolutionaries

hBloody Thorns

SNIPER This warrior can change its facing at any time during your turn without being given an action. When this warrior makes a ranged combat attack, decrease the defense value of each target figure by 2 for that attack.

gNorthlanders

RECONNAISSANCE (optional) If at least one-half the build total of your heroic team is composed of Northlander figures, you can choose to reveal a single MageSpawn token on a tile adjacent to any of your heroes at the start of your turn. Any Mage Spawn revealed are still chosen by your opponent.

vForgemasters

SPELLBREACH (optional) This warrior ignores other warriors’ Magic Immunity and the Magic Immunity defense type.

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sub-faction Abilities (continued)

Dark Crusaders

jDeathspeakers

REVENANT (optional) At the beginning of your command phase, if this warrior does not have Demoralized, give this warrior a special action. Reanimate any previously eliminated figure (except a multiple-dial or titan figure), turn its combat dial to the starting marker, and place it on the battlefield within 5 squares of this warrior. The reanimated figure is friendly to your team while it remains on the battlefield. At the beginning of your next turn, remove it from the board. Mage Spawn can only be reanimated once per each of their revealings on the board. Eliminated Heroes can only reanimated once.

iOrder of Vladd

VAMPIRISM When this warrior succeeds at a close combat attack against a target figure and deals at least 1 damage, it is healed of 1 damage.

wBlood Cultists

SIPHON ENERGY (optional) Once, at the beginning of your turn, if a friendly figure is in base contact with this warrior, deal 1 damage to that figure; heal 1 damage to this warrior. No activation is needed to use this ability.

Draconum

,Dragon Mystics

ANCIENT MASTERY This warrior can use any spell with an affinity page count, regardless of faction requirement. This warrior uses the affinity page count for all spells in spellbooks it wields.

Elemental Freeholds

sWylden Host

NATURE’S ALLY This warrior’s line of fire is not affected by hindering or concealing terrain. Targets of this warrior’s ranged combat attacks treat hindering and concealing terrain as clear terrain for those attacks. When this warrior is in hindering terrain, it gets +1 to its defense value.

yStorm Druids

NATURE’S FURY When this warrior is given a close or ranged combat attack, roll one six-sided die. If the result is less than or equal to its unmodified damage value, add its attack bonus (if any) to the attack.

Elven Lords

pFree Armies

FORCED MARCH Each Free Armies figure in a Heroic Team with this warrior can use this warrior’s speed value instead of its own.

qTemple Masters

GALLANT DEFENSE Each friendly Temple Masters figure in base contact with this warrior can use this warrior’s unmodified defense value instead of its own.

xOrder of Sorcery

LEY HARMONY Spells in spellbooks this warrior wields that have a browse cost of 3 have a browse cost of 2 instead.

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sub-faction Abilities (continued)

Mage Spawn

.Order of the Ninth Circle

PACT In addition to its own faction symbol (if any), this warrior gains the faction symbols of all friendly figures.

Orc Khans

nBroken Tusk

RECKLESS When this warrior succeeds at a close combat attack, you can deal 1 damage to it to increase its damage value by 1. If this does not eliminate the warrior or cause it to gain Demoralized, you can continue to deal pushing damage to this warrior to increase its damage value any number of times for that attack.

mShadow Khans

LURK Decrease any damage dealt to this warrior by 1. When this warrior is in concealing terrain, increase its defense value by 1.

zChaos Shamans

MAGESTONE TRANCE (optional) Give this warrior a second activation this turn. After it resolves, roll two six-sided dice. If the result is less than its unmodified attack value (do not use this warrior’s attack bonus), roll again. Deal 1 damage to this warrior for each result less than its unmodified attack value.

Solonavi

?Oracles of Rokos

MIND TAP (optional) At the beginning of your turn, this warrior gains a single special ability of a single target figure within its range value until the beginning of your end phase.

This special abilities card has been updated to include all the Sub-Faction and Special Abilities throughout the Mage Knight universe; MK, MKD and MK2.0, inclusive. It attempts to allow ALL Mage Knight figures to compete in the Dungeons version of the game.

Ibson the GreyMKDU_SAC_v01

01APR09