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  • Consolidated Rules

    Mage Knight_Consolidated_Rules
    - A compiled and annotated rules document that covers all 2.0 rulesets, including MDWs, Titans, etc. Also includes the Conquest Rules.

    - The last known update of the full FAQ. Contains all known figure and card errata.

    - A handy quick reference sheet containing key rules, rulings and game terms.

    MK 1.0_Unlimited-era_SAC_&_Rulebook
    - A bit old, but if you want a 1.0-only document, this may come in handy.

    Dungeons Rule Book
    - Mage Knight Dungeons rulebook, as of the Pyramids expansion (plus updates).

    Mage Knight Dungeons SAC
    - Most recent copy of the MK Dungeons SAC, to match the above rulebook.

    Battle Planner Program
    Battle Planner MK Module (install after the battle planner program)
    - This program will give you access to the full stats of all MK figures ever printed once you install the Mage Knight module. NOTE: The free version will not allow you to build armies over 200 points and it is missing some other functionality, but if all you need to do is use it as way of looking up unit stats, then the free version works perfectly fine.

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  • Upcoming Tournament EVENT (final format every thursday)overview

                 EMPEROR'S CUP

    UPDATED: 6/25/14



    Ocean area is currently inaccessible

    These players shall be removed from the World Map.
    Aether, Vncerys, and Bromknight.

    Conquerors at the Centris Venue on 6/7/14 chose a location. All other Conquerors locations were randomly rolled.

    Let's Begin.

    At the end of the tournament for the week. 
    1) Warlord tallies the number of rounds played by each conqueror.
    2) Warlord tallies the number of wins per player.
    3) Warlord tallies the number of votes per player.
    4) Starting from the last week's Top 1 onwards.
      4.a) Conqueror dictates the tile adjacent/diagonal to his "Raiding party" that he intends to conquer. If Tile is vacant, the tile is conquered immediately. Remember that a tile that is NOT occupied by the Conqueror's "Armada" that is occupied by the conqueror is a "Raiding Party". If Tile is not vacant follow Rules of Engagement Section 1.
      4.b) Conqueror dictates the tile adjacent/diagonal to his "ARMADA" that he intends to move to. If Tile is vacant, the tile is conquered immediately. If Tile is not vacant follow Rules of Engagement Section 2.
     4.c) Conqueror constructs any structure that they have the requirements for.

    5) Warlord updates the map on Monday or Tuesday.
    6) "Armada" vs "Armada" Eliminations are broadcasted in between Sunday to Wednesday. Conquerors have until Saturday to declare an "Allied Proxy". 
    7) Rankings are Updated on Thursday or Friday. 


    "ARMADA" - Main Army (Initial 3,000pt army. Increases by 500 for each other Conqueror Slain by the Conqueror )

    - Cap movement per week is 4 Tiles **OVERALL**
    - Per win per week = 1 Tile movement (starting 6/7/14)
    - A conqueror may pay either 1 WIN or 500 Gold or 1 Vote to move an additional 1 Tile. Take note of CAP movement limit.
    - An "Armada" always beats an opposing tile unless  occupied by another "Armada".
    - Army build follows the format of "Faction Title match" but may chose ANY single faction.
    - The Apocalypse Dragon, Santa Clause, Snowman figures are NOT allowed.
    - Castles are NOT allowed (can't really move with a big army)
    - Any tile passed by or occupied by an ARMADA becomes a raiding party.
    - If a Conqueror's "Armada" is defeated, he is eliminated from the Emperor's Cup.

    "Raiding Party"
    -Per round played in a tournament. = 1 Tile movement (starting 6/7/14) 
    -500 pt army plus the Conqueror's General/Hero
    -Any tile passed by or occupied by a raiding party becomes a raiding party. 
    -cannot beat an ARMADA


    General rules
    - Structures are immediately constructed as long as the conqurer satisfies the requirements.
    - destroying 1 of a 2 tile structure will destroy the structure and the remaining til becomes neutral. 
    - Conqueror may voluntarily destroy their own structure for whatever purpose*

    Tower (structure)Tower (structure)
    100 Gold cost to construct
    - occupies 1 Tile
    - add +1 to Tile Roll Clash on occupied tile.
    - destroyed when tile is occupied by an opponent.

    Monastery (structure)
    500 Gold cost to construct
    - only 3 per Conqueror
    - occupies 1 tile
    - per monastery, player may reroll his roll that requires a single "1d6" (ex. weapon master, magic healing, breakaway, counterspell...). Can only be used 1x per game per Total Monasteries.
    - destroyed when tile is occupied by an opponent.

    Cavalry Stable (structure)
    500 Gold to construct
    - occupies 1 tile
    - required for level 4 and level 5 Hero to wield Cavalry.
    - destroyed when tile is occupied by an opponent.

    Senate Citadel (structure)
    1,000 Gold to construct
    - only 1 per Conqueror
    - occupies 1 tile
    - Generates "1" Vote that can be given to any conqueror including himself per week
    - destroyed when tile is occupied by an opponent.

    Casino (structure)
    1,000 Gold to construct
    - only 3 per Conqueror
    - occupies 1 tile
    - per casino, player has the "Hex" ability that covers the whole battlefield. Can only be used 1x per game per Total Casinos.
    - destroyed when tile is occupied by an opponent.

    5,000 Gold to construct
    - only 1 per Conqueror
    - occupies 2 tiles
    - All Friendly Figures get +1 defense.
    - destroyed when tile is occupied by an opponent.

    Forge (structure)
    10,000 Gold to construct
    - only 1 per Conqueror
    - occupies 2 tiles
    - All Friendly Figures get +1 sword attack.
    - destroyed when tile is occupied by an opponent.

    Rules of Engagement

    Section 1 (Raiding party vs. Raiding party)
    - Both invading Raiding party and defending Raiding party roll a 1d6. (If defending Raiding party is not present, Warlord will proxy roll for him). The winner of the roll occupies the Tile. These modifiers will apply to the roll:
     Section 1.a) Higher ranked conqueror gets +1 (defending or attacking)
     Section 1.b) Defending conqueror with a tower gets +1
    A tile may be attacked repeatedly as long as the attacking conqueror has enough actions for it.

    Section 2 (Armada vs. Armada)
    - Both Attacking and Defending conqueror MUST schedule a Conquest match on or Before the next Saturday. On the WHOLE DAY of the match itself, Both Conquerors CANNOT DONATE GOLD.
    - Army build shall follow the "Faction Title format" except that the conquerors may choose any single Faction to represent this epic last stand. 
    - Items:No more than two items (only one of which may be a relic) may be included in a Conquest army for every 400 points in the build total.
    (example for 3,000pts: 7 relics *max* and 7 items; 6 relics and 8 items; 5 relics and 9 items; etc...)
    - Each side receives one action per turn per full 400 points of their army’s build total. You receive one additional action if you have at least one figure with the Command special ability in your army.
    (example for 3,000pts: 7+1=8 actions if it has at least 1 Figure with command)
    - Table should be 4ft x 4ft. Deployment is 4in deep from the table edge. NO 8in limit from the left and right side for the deployment. Regardless of army size 3 x CD-sized OBJECTIVE TOKENS will be used. 1st Objective Token at the center of the table. Use the 1st and 2nd player dice roll to determine the distance of the 2nd and 3rd Objective Token. Whatever the roll MINIMUM distance is 9in center dot of the 2nd and 3rd Objective token from Conqueror's Table edge .
    To determine ownership of an objective token we count the TOTAL FIGURE POINT cost in BASE CONTACT" with the objective token.
    - Terrain placement as Normal.
    - 2 hours Time Limit
    - NO infinite combo (ex. nimble infinite spinning...). Basically anything that cycles for a Billion times or more in just one action or moment is also considered infinite.
    - If the conqueror is not available for "any reason", they may assign an "ALLIED Proxy" to represent them. The "ALLIED Proxy" must have an army build total equal to the conqueror being represented BUT MINUS 1,000 pts. The ALLIED Proxy suffers no direct penalty (ex. he is not eliminated from the CUP if he loses).
    If NO ALLIED Proxy comes forth, then the conqueror with his Armada army present at the Venue (Last day Saturday) wins.  
    If BOTH conquerors are NOT available the whole week and have NO "ALLIED Proxy", then warlord will sadly have to roll a 1d6 to determine the victor between the two.
    - All Tiles occupied by the eliminated conqueror are declared Neutral. All their structures shall be destroyed. The Eliminated conqueror shall be removed from the Ranking.

    **Note: nothing really lost for an eliminated Conqueror as they still get to play in tournaments and can vie for the prizes. Their Gold, Wins, and Vote will not be tallied.**

    as a precaution:
    ** Any Conqueror caught CHEATING ACTUAL match results (ex. No actual match occurred but submitted a result, started a match but immediately conceded during the early time of the game with the intent of just having a lot of rounds for raid party movement purposes..etc.) shall be Eliminated from the Emperor's Cup Immediately.**

    The Emperor's Cup will span from June 7 to July 12.
    The Champion shall be the TOP 1 Ranked Conqueror Overall
    with a much coveted "Call Familiar Spell Card" and a TROPHY as Prize!!!


    Level 4 Requirements:
    - Reach 10 Raiding Party Tiles (one time thing)
    - Own a Cavalry Stable (one time thing). If the Cavalry Stable is destroyed, NO MOUNTS can be used.

    Level 5 Requirements:
    - Eliminate a Conqueror.

    Moderator: Kossak
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  • Last Tournament Week's update


    Same Color pertains to an actual matchup pairing.
    W = Win
    obj = objective
    +100 = lower rank beating a higher ranked player



    Nye  1 round C16

    1 win >I15

    -3 wins >I14>I13>I12

    Notorious 1 round U16

    1 win >S15

    -3 wins >R14>Q13>P13

    Warrior Jex 1 round C11

    1 win >F9

    - 3 votes >G10>H11>I12

    Greenskin 2 rounds Q9,P9

    1 win >S10

    -3 win >R11>Q12>P13

    -5000 Gold Arm Q10,R10

    -10000 Gold For Q10,R10

    -500 Gold Sta P9

    -2000 Gold Cas Q9,S9

    -1200 Gold Tax for Lev 3

    -1000 Gold Mon S10,R11

    Blind Reaper 1 round eliminated
    War Consort 1 round eliminated
    Celestial Striker 1 round eliminated

    Deathspeaker Orlac

    DATE: 6/15/14 to 6/21/14 

    BOOK 2: The Battle to the END

    Time: 10:00 AM onwards
    Venue: **Neutral Grounds Centris**
    Final Format: Any Format. ANY Army composition.

    From 6/15/14 to 6/21/14  players chose to challenge any player "ONCE" for the whole week. The Win and Objective tokens are tallied and must be sent to WarConsort 09185658222 for validation/consolidation.

    - Faction Titles matches are also included. Take note: NO HEROES in Title matches.

    - Players can change armies.

    - No more real pure faction bonus, early bird bonus, and domain use.

    On Saturday the "REAPING" begins and players take this opportunity to challenge players that they have not challenged yet in order to gain more wins or objective tokens.

        **Players can start deploying any Level 3 Hero as soon as the Emperor's Tax is payed.**

    Moderator: Kossak
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    Emperor's CUP Qu...
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  • FACTION TITLE!!! Earn it!!! - " TItle Holders earn 100GOLD per Week per Title!!! " for Honor
    Fight for VENGEANCE
    Fight for PRIDE
    Only One shall hold the Title!!!

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    Draconum = "DRAG...
    Mon May 26, 2014 2:34 am
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  • General Discussions Discussions are for any News that are MK or even not MK Related.

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  • Rules Clarification

    Submit your Rules clarifications here and We'll answer them as soon as possible


    **HC-MK-Resurrection-FAQ LINK**

    Welcome back to thebattlefield, Mage Knights!

    We’re glad to hearthat long-time Mage Knight players have added warriors

    From MAGE KNIGHT:RESURRECTION to their collections and their armies, and evenmore excited to hear that HeroClix players enjoying the HeroClix dials for each figure are using SwitchClix to give the Mage Knight dials for the characters a try (not to mention those Mage Knight players dipping into HeroClix for the first time!)



    As the war for theLand rages once again, players have been sending in some

    questions and wewanted to give everyone some answers:

    Where can I find theMage Knight Core Rules and the Mage Knight Special

    Abilities Card?

    Both are availableon the Rules Downloads page of There are no plans to produce printed versions of the Core Rules or the SAC at this time.

    Mage Knight fansshould note, however, that the terrain on the Wylden Watch map was designed to be cut out and used as terrain templates on the open table Mage Knight battlefield.


    Where can I get therules related to faction symbols that appear on RESURRECTION dials but aren’t explained in the Mage Knight Core Rulebook?

    Newly added to theRules Downloads page is the Mage Knight Consolidated Rules Document, a document created by the Mage Knight Rules Arbitrator following the release of MAGE KNIGHT: OMENS, gathering together the text of the Core Rulebook along with all rules related to many other Mage Knight products and expansions, along with useful clarifications to the rules and examples.


    MAGE KNIGHTRESURRECTION warriors don’t have slots in their bases. Are

    they allowed to useItems, Relics, and Spellbooks?

    Yes, they are. Whena Mage Knight warrior doesn’t have item slots in its base,

    it is considered tohave three item slots; place items on its HeroClix character card to represent items carried by the warrior.

    Some RESURRECTIONwarriors have abilities in their nexus slot when there is no ability in the related slot, such as Defense nexus ability when the warrior has no Defense ability at that point on their combat dial. Is this an error?


    No. Usually in thesecases, the nexus ability made its first appearance earlier in the combat dial, and for consistancy’s sake it remains in the nexus slot for the remainder of its appearances on the combat dial.



    Unfortunately, someerrors made their way onto dials in MAGE KNIGHT RESURRECTION.


    Following are neededcorrections to the Mage Knight dials in the set:

    003 SkeletonSkullwalker

    The nexus ability onSlots 1

    -3 should indicate aDefense ability (Terrify), not Damage.


    007 Zombie Shambler

    The nexus ability onSlot 1 should indicate a Defense ability (Infiltrate), not Damage.


    011 BonebreakerShaman

    This character hasthe Wand attack type, not the Sword attack type.


    104 General Marz

    This character hasthe Quickness speed ability on his first three slots (a red square), not Forced March (a red circle, and

    an ability no longerused in Mage Knight.)

    014 Goldyx , 025Tezla Champion: Raydan Marz, 101 Za’ra’x’as, and 106 Quavon

    All instances of theSpell Resistance

    ability on thesecharacters (redundant when they already have the Magic Immunity defense type) should be ignored; the designer responsible for the error has been flogged.



    Some Mage Knightfans have askes when they’ll see the return of the Scrying Chamber.

    TheRokos Ruins mapshows a Scrying Chamber among the rubble at the heart of the shattered Solonavi citadel,

    a possibleexplanation for why Oracle Kastali is no longer able to provide her regular updates on events in the Land.


    How did theimpregnable Tower of Rokos end up in ruins?

    Since the time ofthe last Mage Knight expansion, NEXUS, the Tur’aj cult of the Apocalypse completed their quest

    to unleash the FourHorsemen and the Apocalypse Dragon, leading up to their ultimate goal: the opening of Dragon’s Gate, and the Breaking: the destruction of the Black Pyramid and the release of the ancient evil the Solonavi imprisoned inside a

    thousand years ago.--the dark spirits of the Quavaran Dominion.


    Terrible manastormsin the aftermath of the Breaking still tear the Land apart, drawing magical power through ley lines into the sky, coloring the clouds purple.

    Many magestonedeposits exploded in the Breaking, while the power of mined magestones is slowly fading,

    leaving much of theLand’s most contested resource dead or dying and the few remaining stones even more valuable.


    Beings of dark magicoften hiding inside the bodies of their agents inside many factions, the Quavarans are at long last free to pursue the destruction of those who imprisoned them and domination over all the young races of the Land. Since

    demonstrating theirabilities with the destruction of the Tower of Rokos and the scattering of the Solonavi, the Dominion has used promises of powerto lure countless warriors into the dark dealings of their secretive Dominion Pact.


    As the battlesbetween the Land’s factions escalate, warriors thriving in the chaos have recurring dreams of a Crown of Axes

    . They dream ofproving their strength, to prove themselves worthy of the Crown by rising to rule not just their faction but the

    entire Land. Theyare the Ascendent.


    Some see the returnof the Dominion as a chance to finally end their threat and return the Land to a peace unseen since the Age of Mists. Despite protests from their own people, many High Elves and Draconum are at long last willing to share ancient

    wisdom with those ofany faction who would work toward rebuilding that lost time of glory, those who join the College of the Mists.


    Others also want tosee the ancient battles come to an end, but feel they have earned the right to shape their own destiny, to lie the cornerstones of their future on the ashes of the past. Trying to push their factions toward a Land that not only survives

    the battle butthrives in the aftermath, they are bound together by the Phoenix Concord.


    Ancient Quavaranrituals performed by the Tur’aj cult gave the first omens of the Dominion’s return when they returned the Shyft to forms they hadn’t worn since long ago when they were the Dominion’s servants. That sorcery has continued to

    spread to the otherMage Spawn of the land, raising their intelligence, making many willing (or at least able to be trained) to join in the Land’s battles. Heroes and Adventuring Companies returning from their quests with tales of treasure and excitement have led to many taking up the life of Mercenaries, joining any cause that will bring them a chance for battle and reward.


    For the Orc Khans ,the destruction of the Black Pyramid in the north and the rampage of the Horsemen of the Apocalypse

    in the south broughtan end to their endless migratory summers of plunder. Now, as they range deeper into the Land and into unfamiliar territory, the hordes battle not just with the other factions but among themselves, with new warriors battling for a place among the Khans.


    Always turning chaosinto opportunity, Raydan Marz used the cover of an enormous manastorm to wage an assault on the heart of the Atlantean Empire. He might have even succeeded in bringing down the Empire’s flying capital were it not for the

    miraculoustransformation of Inquisitor Balion into living magestone, giving the Empire a unique new source of power and leading to Balion’s rise to the role of Exarch and ruler of the Empire. But while Balion has the armies of the Empire, Marz

    has the support ofits people, who have named him General.


    Following thedestruction of the Tower of Rokos the Solonavi are drained and scattered. Even the once-mighty Lord Varatrix is reduced to leeching powers off of others around him. Furious that the Solonavi kept the imprisoned Dominion a secret — and more importantly, that they failed to keep the threat contained — many Oathsworn have abandoned the Solonavi, now too weak to enforce their all - binding oaths. Worse, some Solonavi have even been corrupted by the Dominion, the magical essences of the two factions combining to form warriors whose greatest enemy might be themselves. Some Solonavi pursue power. Some pursue revenge. Others pursue their greatest question: where is the Oracle Kastali?


    Were Kastali stillin the Scrying Chamber, she might have much to tell the Solonavi — and us. She might tell of the rise of the Council of the Void, and how they are choosing “Mage Knights” to lead their forces in battle. Perhaps they have something to do with the rumors of ancient “Mage - Kings” whispering across the Land. Perhaps most importantly, we might hear of the resurrection of Tezla and how he has chosen the first of his champions…


    Look to the HeroClixcharacter cards of Mage Knight warriors for insight into whatthe Land looks like through their eyes. Fight for your faction in Mage Knight, and play HeroClix to see how the same warriors are also rallying to different causes.

    There are still manystories coming in potential future Mage Knight expansions — of the Black Powder Republic and the Elemental Strongholds, of Sergeant Supreme Podo and Redgear Freemind, of the battle to seal Dragon’s Gate and Chroma’s quest.


    Help us keep thegame alive, and as you see other factions return to the fray, their

    tales will betold...

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  • MK Strategy and Army Builds an army concept needing some creative input? Got an army that you're PROUD of that deserves recognition? Have some Eureka moment with an incredible concept that has never been seen before? Then Post it here!!!
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  • Marketplace Traders Threads thread. Post your Figures and Cards for Sale. Post also your wants and your wishlist here.
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  • MK Mods, Terrain, Art ART? Post it here!!! Mage Knight Sculpture Mods. Mage Knight Terrain. Mage Knight Fan Art or awesome screen shots.
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