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Mage Knight Armies

Mage Knight Scenarios

If you get bored of the normal rules here are some scenarios and different objectives you can use to play the game.

Rapid Motion: In this play mode every player gets twice as many actions a turn as usual.

Switch: Instead of having one person make all their turns right in a row every player takes a turn using an action. For games with more than two players or it doesn’t really matter at all.

Spawn: When a unit is killed count the number of spaces it moves after it dies. Put a token in that has 1 click of damage and has the stats 4/6/8/1. When a weak character takes massive damage you can gain a ton of tokens for play.

Capture the Flag: In this way to play each player has a marker that acts as their flag. The point of the game is to move to your opponents side of the field, get the flag and bring it back to your side. The rules are just like normal except as noted. When a unit is killed in the opponent’s side of the field they go to “jail” which is a circle on the opponent’s side of the field. A unit can be freed from “jail” if another of your units moves to the “jail” and gets in base contact with it. The freed unit may move back without being captured again but the unit who freed it must make its way back. When a unit is killed on its side of the field it is placed out of the field for three turns and then returns in their “jail”. To capture the flag a unit must get in base contact with the flag and then move back to his side of the field. If the unit is killed before crossing the line the flag is now there. To see a sample field click this link

Field