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Bugs: Recent Topics Paging, Uploading Images & Preview (11 Dec 2020)

Recent Topics paging, uploading images and preview bugs require a patch which has not yet been released.

Mage Knight remade into a board game

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28 Jul 2010 12:31 #269965 by Ska_baron
by Ska_baron    
July 28, 2010    



...

[moved from the forums because it seemed more like I had a specific idea and wanted to explore it specifically here]

So it's looking like my brother and I wont make it to WBC this year which is sad, but he's still coming for the weekend to game with me and I'm thinking about what all I'll want to play with him...

I have a good many Mage Knight figures. It was a fun little game, but I kinda hated the measuring in what became a inch forward until someone was just in range and then blam. MK Dungeons came out and I have a little bit of that left and liked how it was now on squares and it took away the measuring aspect, and heroes leveling is cool too. But for some reason I just never sank my teeth in - probably because by the time this came out, I bought a little and the game was dying among my circle of gamers.

MK Dial

So now I want to resurrect it since I'm getting some new figures in a trade and want to make it somewhat more boardgame-like.

I was thinking of combining it with the action cards in Dungeon Twister and maybe the map. Not sure about allowing any room rotation. Only thing is the map is crazy cramped, so range is kinda lamer, but that might be a good thing! So the action cards have 2,3,4, and 5 actions per turn - you play one, take that many actions and then you cant use that card again until you've played them all. MK pushing damage will only occur if you use the same fig that turn (using more than 1 action point).

Not sure about objectives. Dont want it to be FFA/Last man standing, but dont know if it should be about escaping the other side. Maybe a capture the flag type thing? or have the map set up with 3 power points and whoever controls the majority gets a VP and you play to 10 - thus encouraging holding ground and advancing. Thoughts?

And of course using all the MK special abilities - which (along with cool, colorful figures) is the reason to do this at all. And we'll maybe pick 300 points worth of figures from 1 faction for a side. Maybe put a min/max on number of individual figures, though it would probably balance out b/c if you have too many lots wont get to act with 2-5 AP/turn and too few you're pushing them harder and damaging them or wasting actions.

Hmmm, maybe having NPC mage spawn defensively guarding the power points and random mage spawn entering the map and going after nearest figure every few turns?

Anyway - any cool ideas to spice this up?

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