Updated on January 30, 2001
Rule I. This is Mage Knight Rebellion
· Mage Knight Warriors: Q. Can I repaint my figures, and would
they be tournament legal?
A. Yes. Rank stars were printed on the bases in anticipation of
this.
· Combat Dial: Q. How do I know if a base contains the correct
combat dial?
A. Look at the base top and note the collector&rsquos number.
Now spin the combat dial to the last set of
&ldquoskulls&rdquo. In the damage area of the stat slot
you will see a number. If this matches the collector&rsquos
number, the combat dial is correct for the base top. If it does
not, the piece has been improperly assembled or has been tampered
with. Such figures are not tournament-legal. Replacements for
miss-assembled figures are available from Wizkids.
Rule II. Getting Started
· Terrain: Q. What are the limits on terrain sizes?
A. Ideally, a piece of terrain should occupy an area between 16
and 64 square inches.
Rule III. How to Play
· Actions: Q. During my turn, can I only use one type of action
once each, or can I use the same action multiple times?
A. If you have two actions per turn (for example), you could move
one, and use a ranged combat action with another warrior.
· Pushing and Victory Points: Q. If a player pushes a warrior
and thereby eliminates it, who gets the warrior&rsquos
victory points?
A. The pushed warrior&rsquos victory points go to the last
opposing player to damage him. If no opposing player damaged the
pushed warrior, his points are split evenly (rounded off) among
all opposing players.
· Movement and Leaving the Battlefield: Q. How do I move off of
the battlefield?
A. You are not allowed to leave the battlefield under normal game
conditions unless you withdraw. See page 10 of the rules.
· Movement and Spinning: Q. Does spinning in place require a
movement action? Can I spin and attack?
A. Spinning in place requires a move action if it is not a Free
Spin as per page 5 of the rules. You may not spin and attack with
the same action.
· Free Spin: Q. If several figures from an enemy movement
formation contacts my warrior, how many free spins do I get, and
when?
A. Figures moving in formation are actually moved one at a time
as shown in the rules example on page 7. Therefore, enemy figures
will contact your warrior&rsquos base one at a time. You get
a free spin each time an enemy figure contacts your base.
· Ranged and Close Combat: Q. A warrior with a range value
greater than 0 can use ranged and combat actions. Can it also
engage in close combat?
A. Yes.
· Capturing and Movement: Q. An Imp with speed 10 and Flight has
a captive with speed 2. The Imp is given a move action. What are
the movement characteristics of this group?
A. The Imp and prisoner both have speed 2 and Flight. They move
at the same time with the Imp&rsquos player determining the
prisoner&rsquos position and facing.
· Capturing and Action Tokens: Q. What happens to action tokens
on a captive? Does a captive acquire action tokens? Can you push
a captive to damage him?
A. Action tokens clear off captives normally (at the end of the
original owning player&rsquos next turn). Captives never
acquire action tokens and therefore never take pushing damage.
Rule IV. Formations
· Duration: Q. Do formations have to be declared at the
beginning of a game? Can a formation ever change?
A. Formations exist only for the duration of an action. You can
declare that you are using a formation to execute an action
whenever the prerequisite conditions exist to do so. A formation
has no meaning or benefit after an action is completed.
· Movement Formations: Q. Can a warrior in a movement formation
forgo his movement opportunity and use a move action ability
(like Regeneration) instead?
A. No.
· Movement Formations and Captives: Q. Can captives move with a
formation?
A. Yes. Here is some additional information on this topic: a)
captives do not count as a figure towards the size of the
formation, and b) a formation may be limited to a
captive&rsquos speed value if it is the lowest of all the
figures moving.
· Movement Formations and Breaking Away: Q. If several warriors
in a formation are in contact with opposing figures, do I have to
roll for break away just once in formation, or once for each
warrior in contact with the opposing figure?
A. You must roll for each warrior in contact with an opposing
figure.
· Movement and Combat Formations: Q. Can a warrior that moved
this turn join a combat formation on the same turn to provide
support?
A. No.
· Ranged Combat Formations: Q. Must each character in a ranged
combat formation have a ranged attack of their own (besides the
primary attacker)?
A. Yes. Further, each character in the formation must have a line
of fire to the target and the target must be within each
character&rsquos range value.
Rule V. Terrain
· Size: Q. What are the limits on terrain sizes?
A. Ideally, a piece of terrain should occupy an area between 16
and 64 square inches.
· Elevated Terrain: Q. Is &ldquoelevated&rdquo really a
terrain type?
A. Well, no. More properly, hindering, blocking and clear terrain
are either elevated or non-elevated and elevated terrain acts as
blocking terrain for two non-elevated combatants. However, the
rules work as written. You may put a piece of elevated terrain
into the terrain pool during &ldquoSetting the
Scene&rdquo which contains hindering, blocking and/or clear
features.
· Optional Elevated Terrain Rules: Q. The rules say that this is
available on the Mage Knight web site. Where are they?
A. They are coming! We apologize for them not being available
yet.
Rule VI. Ending the Game
· Withdrawing: Q. What is the purpose of this rule?
A. It is intended to provide a mechanism in multi-player games
where one player must leave before the others are ready or
willing to do so.
Rule VII. The Standard Game
· Capture: Q. Timed standard games often end with a flurry of
capture attempts at the end of the time limit. What can be done
to stop this point-skewing tactic?
A. Tournament rules will deal with this problem by requiring
prisoners to be brought back to a players starting area before
being counted for points. In the standard game, use the
tournament rule or disallow capture attempts in the last 20
minutes of the game.