Mage Knight Board Game
At a glance
Rules overview
English version of our rules overview, translated from the Chinese original (cunlema). The Chinese page is the source of record.
1. Game Components
| Component | Quantity/Description |
|---|---|
| Fame and Reputation Track | Board tracking Reputation (top right) and Fame (score/experience); a Hero Shield marks both |
| Day/Night Board | Double-sided board storing Mana Dice ("The Source") and showing tile movement costs; flips each round |
| Mana Dice | 8 identical dice |
| Mana Crystals | 68 total: 15 each Red/Blue/Green/White, 4 each Gold/Black |
| Start Map Tile | 1 double-sided tile (Wedge and Open/Coastline sides) |
| Countryside Map Tiles | 11 green-backed tiles, numbered 1–11 |
| Core Map Tiles | 4 brown-backed tiles, numbered 1–8 (asterisks) |
| Core with City Map Tiles | 4 tiles with a city in the central hex |
| Marauding Orc Tokens | x12 |
| Draconum Tokens | x8 |
| Dungeon Tokens | x10 |
| Keep Tokens | x8 |
| Tower Tokens | x10 |
| City Tokens | x10 |
| Ruins Tokens | x12 (hexagonal yellow tiles) |
| City Minis | 4 (Red, Blue, Green, White) with Level dials — Ultimate Edition only |
| Heroes | 4 base-game Heroes: Arythea, Goldyx, Norowas, Tovak |
| Hero Figure | Tracks hero position on the map |
| Hero Card | Manages Mana Crystals; shows dummy player crystals |
| Turn Order Token | Determines when the Hero acts in a round |
| Shield Tokens | x20 per Hero — track Fame, Reputation, and location ownership |
| Command Tokens (Level Tokens) | x7 per Hero: one blank, plus 1-2 through 11-12; track level affecting Defense, Hand Size, and Unit control |
| Skills | x11 per Hero; gained on even-numbered level ups |
| Skill Description Cards | 2 per Hero (white skull = solo/co-op, black skull = competitive) |
| Starting Deck | 16 Deed cards per Hero |
| Advanced Actions | x32 — more powerful than starting cards; golden borders, no Hero icon |
| Artifacts | x17 — found in certain Sites |
| Spells | x20 — require colored mana; black mana at Night gives stronger effect |
| Units | x40 — Regular (silver) and Elite (gold); recruited at Sites |
| Tactics | x12 — determine turn order and grant a bonus ability (later = better) |
| Wounds | x54 — clog your deck when taken |
| Site Description Cards | x19 |
| City Cards | x4 |
| Score Reminder Card | 1 (both sides) |
2. Game Setup
2.1 Pick a Scenario
Choose a scenario from the game's scenario manuals. The scenario determines map layout, map deck construction, objective, and unique setup steps. First-time players should play the First Reconnaissance scenario.
2.2 Basic Scenario Setup
The Start Tile: Place the double-sided start tile in the middle of the play area with room to expand. The scenario's Map Shape determines which side (Wedge or Open) faces up.
The Map Deck:
1. Split remaining tiles by Countryside and Core backs.
2. Remove Core tiles with a City in the central hex into a separate pile; shuffle each pile.
3. Place the scenario's listed number of Core with City tiles into a new pile.
4. Place the scenario's listed number of Core tiles on top; shuffle.
5. Shuffle Countryside tiles and place the scenario's number on top.
6. Return unused tiles to the box.
First Reconnaissance (solo) example: 8 Countryside tiles on top, then 3 Core tiles, one of which is a random Core with City tile.
Initial Tile Reveal: If the Coastline is on the Wedge side, draw and place tiles twice; otherwise three times. Tiles must be placed so that:
- Edge numbers/letters are in the same orientation.
- Circles and stars touch matching shapes on the neighboring tile.
- Each tile touches the grass or forest area of the start tile.
For any Sites revealed, find the matching Site Description card and follow any "When Revealed" instructions.
Non-Player Cards and Components:
- Shuffle Enemy Tokens into piles by type.
- In Co-op/Solo: remove the four Spells with a black dot in the top right corner.
- Shuffle Artifacts, Spells, Advanced Actions, Regular Units, and Elite Units.
- Reveal 3 Advanced Actions and 3 Spells as offers (closest to deck = "highest").
- Reveal 2 Regular Units, plus 1 more per player.
- Place Wounds face up; place Fame/Reputation board; each player places Shields on the 0 spots of Fame and Reputation tracks.
- Place Day/Night board Day side up. Take mana dice equal to player count + 2, roll them. If more than half show black or gold sides, reroll those until less than half are black/gold. This is The Source.
- Keep Day/Night Tactics, Site Descriptions, City cards, and City minis nearby.
Player Components (in order):
1. Take blank Command token, flip to Hero logo side, place in front.
2. Place Hero card nearby; stack remaining Command Tokens in order (1-2 on top, then 3-4, 5-6, 7-8, 9-10 at bottom).
3. Take Skill tokens; remove the skill matching the game mode (black skull for competitive, white skull for solo/co-op); shuffle the rest. Take the matching Skill Description card.
4. Shuffle the 16-card starter deck and draw a 5-card hand.
5. Keep Hero figure and Shield tokens nearby; leave room for played cards, skills, and future Command tokens.
Dummy/Proxy Player Setup (Solo/Co-op):
- Take unused Hero's card, skills, skill description, turn order token, and starting deck.
- Place matching crystals in the box at the bottom of the Hero Card.
- Shuffle the dummy's starting deck next to their Hero Card.
- Add their Turn Order token to the pool.
- Remove the competitive (black skull) skill; shuffle remaining skills.
- For Proxy Player: keep figure and Shields. For regular dummy: return them to the box.
- The dummy player is not counted when determining player count.
3. Game Flow
A game of Mage Knight is played in Rounds, each consisting of the following phases:
4.1 Prepare the Round
- Day/Night Board: Flip the board to reflect the passing of time (Day ↔ Night).
- Refreshing Offers:
- Unit Offers: Refresh Regular/Elite Unit offers as specified.
- Advanced Action Offer: Refresh the offer.
- Spell Offer: Refresh the offer.
- Quest Offer: Refresh (if using Quests). - Player Resets: Each player resets per the rules (e.g., discarding, recovering).
4.2 Choose Tactics
Players choose Tactics cards to determine turn order for the round. The later your turn, the better your Tactics ability.
4.3 Taking Turns
Players take turns in the order determined by Tactics. On your turn, you choose between a Regular Turn or a Rest (see Player Actions).
4.4 Announcing End of the Round
A player may announce the end of the round (with scoring implications if done on the last round).
4.5 Ending the Scenario
The scenario's end conditions are met (or the final round ends).
4.6 End Game Scoring
Score using Standard Achievement Scoring and Scenario-Based Scoring (see Scoring section).
4. Player Actions
On Your Turn: Regular Turn or Rest
Rest Options:
- Slow Recovery: Heal per the rules for slow recovery.
- Standard Rest: Take a standard rest to recover.
Regular Turn Structure:
-
Healing (start of turn, if applicable).
-
Movement Phase:
- Spend Move points to move your Hero figure across hexes and tiles.
- Movement costs vary by terrain (shown on Day/Night board).
- Revealing New Tiles: When moving to an unexplored edge, draw from the Map Deck and place per orientation rules; resolve "When Revealed" Site instructions.
- Revealing Sites: Flip Site tokens when entering their hex.
- Other Players and PvP Combat: Movement rules regarding other Heroes.
- Ambushing Enemies: Certain enemies may ambush. -
Action Phase: Perform one main action:
- Interaction: Interact with a Site you're on or adjacent to (Healing, Recruiting Units, etc.).
- Combat: Initiate combat against enemies in your hex.
- Play cards sideways for special effects.
- Other actions as allowed by cards/Skills. -
End Your Turn: Discard remaining cards, return mana dice to Source (rerolled), lose mana tokens, and pass play.
Card Play Basics
- Actions / Advanced Actions: Play for their listed effects; may require mana to improve.
- Spells: Require mana of their color; black mana at Night grants stronger effect.
- Artifacts: Powerful cards found in Sites.
- Units: Ready Units can block, attack, and use abilities; they become Wounded when they take damage.
- Sideways Card Plays: Cards can be discarded/played sideways for basic effects (e.g., Move, Influence, Attack, Block, Focus).
- Wounds: When you can't fully block damage, take Wounds into your hand; they clog your deck and can knock you out.
Mana Usage
- Dice (Source): Limited to one per turn; rerolled and returned at end of turn.
- Tokens: Temporary; lost at end of turn.
- Crystals: Permanent; maximum 3 crystals of one color at a time.
- Gold mana: Usable as any of the four basic colors during Day; cannot be used at Night.
- Black mana: Special (used for Night Spell effects).
Leveling Up
Each time a Hero moves from one row of the score track to the next, they Level Up: gain new Skills (on even levels), improve Stats, and increase Unit control capacity.
Combat Phases
Combat proceeds through these phases:
1. Ranged / Siege Attack Phase — Ranged and siege units/attacks strike first.
2. Block Phase — Assign your Block values against enemy attacks.
3. Assign Damage Phase — Any unblocked damage becomes Wounds on Units or your Hero; a Hero with too many Wounds may be Knocked Out.
4. Attack Phase — Your melee attacks resolve.
5. Combat Outcomes — Apply rewards (Fame, cards, etc.) or consequences.
Resistances: Enemies may be resistant to certain attack types.
Grouping Enemies: Enemies can be grouped for attack/block efficiency.
Fortified Enemies: Have special rules during Ranged/Siege phases.
Takeback Rule
A takeback rule exists for undoing actions before they become irreversible (see section 3.6 of source).
5. Scoring and Game End
Standard Achievement Scoring
Fame is earned throughout the game by defeating enemies, conquering Sites, and completing scenario objectives. Fame doubles as your experience track — moving up rows grants Level Ups.
Scenario-Based Scoring Examples
Conquest Scenarios:
- For each conquered City: City leader gets 7 Fame. Others who contributed get 4 Fame each.
Co-op and Solo Scenarios:
- +10 per conquered City
- +15 if all Cities were conquered
- +10 if each player is a City leader (co-op only)
- +30 for each unplayed Round
- +1 per card remaining in Dummy player deck
- +5 if End of the Round was not announced on the last Round
Game End
The scenario ends when its specific end conditions are met. Players then total their Fame using the Standard Achievement Scoring and any Scenario-Based Scoring bonuses. The player (or team) with the most Fame wins.
Key Rules and Common Questions
Easy-to-Miss Rules:
- Mana dice are limited to one per turn — you cannot take multiple dice from the Source in a single turn.
- You may only carry 3 crystals of one color at a time — plan crystal acquisition accordingly.
- Gold mana cannot be used at Night — it's only flexible during Day.
- Mana tokens disappear at the end of your turn — don't hoard them.
- The dummy player is not counted as a player for player-count-dependent rules (e.g., mana dice in Source = player count + 2, not including dummy).
- In Solo/Co-op, remove the four Spells with a black dot in the top right corner from the Spells deck during setup.
- Map tile orientation matters: edge numbers/letters must match orientation, and circles/stars must touch matching shapes.
- Skills are gained on even-numbered level ups — odd levels improve stats but don't grant new Skills.
- Command Tokens track your level and affect base Defense, Hand Size, and how many Units you can control at once.
- Wounds go into your hand and clog your deck; a Hero can be Knocked Out if they take too much damage.
- The Day/Night board flips every round — Day and Night affect mana usability and combat (Night Combat has special rules).
- Tactics determine turn order — the later your turn, the better your Tactics bonus ability.
- If an effect's cost cannot be paid, the effect cannot be used — cards do exactly what they say, and not what they don't say.
- Elite Units (gold) and Regular Units (silver) are separate decks — keep them separate.
- The Source dice are rerolled and returned at the end of your turn, not at the end of the round.
… (condensed here; full text on the cunleme Chinese page)
Rules Q&A
Questions below are real questions players asked cunlema about this game; answers are ours, translated into English.
# General Steps and Actions for Teaching Newcomers ## Step 1: Explain the Game Overview - Use 2-3 minutes to explain the background and victory conditions of Mage Knight Board Game - Emphasize that this is a **prestige points** competition game; at the **end of the game**, the player with the highest **prestige points** wins ## Step 2: Introduce the Core Mechanisms - Briefly explain the **round** structure: **Action Phase** → **Scoring Phase** → **Next Round Preparation** - Mention that the game includes elements of **worker placement**, **area control**, **set collection**, **engine building**, etc. ## Step 3: Show the Game Components - Point out the main **resources** such as the **board**, **tiles**, **cards**, **tokens**, **markers**, etc. - Explain the differences between the **deck**, **discard pile**, and **hand** ## Step 4: Demonstrate Setup - Place components step by step according to the Setup section, explaining the purpose of each part as you go - Deal out **private objectives** and **public objectives** ## Step 5: Demonstrate a Complete Round - Personally demonstrate a complete **round**, including: 1. Drawing **cards** to your **hand** 2. Taking **actions** (movement, attacks, spells, etc.) 3. **Resolving** the **Scoring Phase** 4. **Next Round Preparation** ## Step 6: Let New Players Try a Game - Start with simple scenarios, avoiding complex combat - Answer questions as they arise, referencing the **Commonly Misplayed Rules** in **Key Rules & FAQ** ## Step 7: Emphasize Common Mistakes - Highlight the key points in **Commonly Misplayed Rules** - Encourage new players to consult the **Frequently Asked Questions**
Mage Knight Board Game
Teaching newcomers to Mage Knight Board Game can roughly follow this order: first explain "how a round works," then explain "how a turn is played," and then let newcomers flip through cards to check details as they play. The manual itself is designed so that players can open the box, follow it from start to finish, and smoothly complete the first game, so there's no need to dump all the rules at once.
Step 1: During Setup, Explain "How This Is Set Up"
Set up according to the basic setup (starting tile, map deck, mana sources, various supplies, personal components), and after setting up, do a scenario check to confirm no special steps required by the scenario have been missed. When teaching newcomers, use the basic First Reconnaissance scenario.
- If playing solo/cooperative, you can skip the dummy player for the first few games for a more relaxed pace, and add it back once the mechanics are familiar.
- On the first play, don't fuss too much over table organization; it will naturally fall into place as you play.
Step 2: Choose "Explain Mechanics First or Jump Straight In"
After setup, there are two paths:
- Jump to the "Important Mechanics" section first to let newcomers understand the main mechanics;
- Or jump straight to the "Playing a Round" section and start playing immediately.
When teaching newcomers, the latter is generally smoother; go back and fill in any mechanics they don't understand when they come up.
Step 3: Explain the Structure of a "Round"
The game progresses by rounds, and each round has a fixed sequence of steps:
… (condensed here; full text on the cunleme Chinese page)
In Mage Knight Board Game, when the enemy's attack exceeds your total block, you enter the damage assignment step. You must assign the remaining damage to your units and/or your Mage Knight. For example, if the enemy deals Fire Attack 6 and you only have Frost Block 4 plus one normal Block (total 5), you take 1 damage. You then choose where to assign that 1 damage — to your Mage Knight or to one of your units.
Conclusion
Fire attack 6, you block with Ice Block 4 + a Normal Block — you cannot block it all; the remaining damage enters the damage assignment phase, where your units and hero will take wounds.
I. First, calculate the block results
Ice Block 4: fully effective. Fire attacks can be efficiently blocked by Ice Block (or Cold Fire Block), so these 4 points cancel the enemy attack "point for point."
Normal Block: halved, rounded down. The Rulebook Text states that for all damage types other than Physical attacks, damage against a Normal Block (including blocks gained by exhausting a card) is halved and rounded down; fire attacks against a Normal Block are also halved. Therefore:
- If that Normal Block is the 1 point of block gained by exhausting a card → 1 ÷ 2 rounded down = 0;
- If that card itself grants N points of Normal Block → it actually cancels ⌊N ÷ 2⌋ points.
Remaining damage = 6 − 4 − ⌊N ÷ 2⌋. In the most common case of "exhausting a card," 2 points remain unblocked.
II. Specific procedure for entering the damage assignment phase
For this one enemy, treat its unblocked attack value as a "total to be assigned," and process it in order:
- First assign to undamaged units (optional).
- If you have undamaged units, you may choose to have them block, or skip and let the hero take it directly.
- Normal units: first place 1 wound card on that unit (it becomes wounded), then use its armor value to reduce the total to be assigned.
- If that unit has resistance to the corresponding damage type: the order is reversed — first use its armor value to reduce the total; if the total is reduced to 0 or below, you do not need to give it a wound; otherwise reduce by armor again and give it 1 wound.
- Note: you may use as many units to block as you like, but before assigning to the hero, you must finish assigning to all units you intend to use — you cannot assign to the hero first and then go back to find units.
… (condensed here; full text on the cunleme Chinese page)
## Card Classification Cards are classified as follows: - **Action cards**: Used to perform various actions during the Action Phase. - **Skill Cards**: Provide ongoing or triggered abilities. - **Spell Cards**: Consume resources to produce immediate effects. - **Unit Cards**: Used for area control and combat. ⟦U0⟧
In Mage Knight Board Game, cards can be classified from two perspectives: the "player card pool" and "non-player component cards." According to Rulebook Section 1.8, the general cards—aside from each hero's exclusive starting deck—are mainly divided into 5 categories: Advanced Actions, Artifacts, Spells, Units, Tactics; among these, Units are further divided into Regular Units and Elite Units. In addition, players will encounter special cards such as Wound cards.
Card Classification
-
Hero Exclusive Starting Cards
- The "Action" cards in each hero's starting deck bear that hero's "hero icon" in the upper-right corner.
- Basic starting actions are weaker than the Advanced Actions obtained later; if you are worried about confusion, you can distinguish them by whether there is a hero icon in the upper-right corner. -
Advanced Actions (32 cards)
- Can be obtained in the mid-to-late game; stronger than hero starting actions.
- Usually have no hero icon, and their effect box has a gold border, making them easy to distinguish from hero starting cards. -
Artifacts (17 cards)
- Discovered through certain locations, exploration, and other means.
- Usually provide very powerful benefits, and their value often justifies the cost of obtaining them. -
Spells (20 cards)
- Require spending mana matching the spell's color in order to be used.
- During night rounds, black mana can be used, giving spells stronger effects. -
Units (40 cards)
- Note: Rulebook 3.2.4 explicitly states that Units do not go into the player's deck, but are placed under the player's "Command Token" in the Command Area.
- Units are divided into two types:
- Regular Units: silver border/card back; can be recruited from the start of the game;
- Elite Units: gold border/card back; can only appear after Core tiles appear on the map.
- The rulebook requires shuffling Regular Units and Elite Units separately into different decks.
- Units serve two purposes: being activated to use their bottom ability; or blocking damage in combat, but they will be given a Wound after blocking.
… (condensed here; full text on the cunleme Chinese page)
### Scoring Phase During the Scoring Phase of each round, players calculate the prestige points they have currently earned. Prestige points come from conquered regions, defeated enemies, completed public objectives and private objectives, etc. - **Conquered Regions**: Each conquered region provides the prestige points indicated on it. - **Defeat Enemies**: Each defeated enemy provides the prestige points indicated on it. - **Public Objective**: Each completed public objective provides the prestige points indicated on it. - **Private Objective**: Each completed private objective provides the prestige points indicated on it. Total score = the sum of all prestige points. At the end of the game, players compare their total score; the highest score wins. In case of a tie, compare the number of conquered regions; the player with more wins.
Clear Conclusion
End-of-game scoring in Mage Knight Board Game consists of two parts: standard achievement scoring (six achievements) plus scenario scoring. Which one to use, and which achievements to include, depends on what your scenario instructions (and the scoring reference card) say — follow what the scenario tells you to do.
I. Standard Achievement Scoring (Six Achievements)
Most scenarios reference "standard achievement scoring," which is the card listing six achievements. Each achievement is scored separately:
| Achievement | Scoring Method | Bonus for Highest Scorer in This Achievement |
|---|---|---|
| Greatest Knowledge | +2 prestige per spell in your deck, +1 prestige per Advanced Action in your deck | +3 prestige; in a tie, each gets +1 (but if all tied players scored 0 in this achievement, no bonus is given) |
| Greatest Loot | +2 prestige per artifact in your deck, +1 prestige per 2 crystals in your supply | +3; in a tie, each gets +1 |
| Greatest Leader | Each unit gives prestige equal to its level (the number in the top-right corner); wounded units are halved, rounded down | +3; in a tie, each gets +1 |
| Greatest Conqueror | +2 prestige per shield you have on Fortresses, Mage Towers, and Monasteries | +3; in a tie, each gets +1 |
| Greatest Adventurer | +2 prestige per shield you have on Adventure locations | +3; in a tie, each gets +1 |
| Greatest Beating | −2 prestige per wound (wounds in your deck, hand, and discard pile all count) | The player who loses the most prestige loses an additional −3; in a tie, each loses −1 |
Supplementary: these base prestige amounts grant a Title to the player with the highest (or lowest) score in that achievement. If the game instructions say "no Titles are granted," ignore those extra prestige points.
There is also Greatest Quester: +1 prestige per quest completed, with the highest scorer receiving an additional +3 (+1 each in a tie) — but this achievement is only used in quest scenarios with the Apocalypse Dragon rules, not in the base rules.
II. Scenario Scoring
… (condensed here; full text on the cunleme Chinese page)
# Mage Knight Board Game Beginner's Guide ## Rules Overview ### Game Overview Mage Knight is a cooperative/competitive hybrid fantasy adventure game. Players take on the role of powerful Mage Knights, exploring the board, completing quests, defeating monsters, and ultimately the player who earns the most prestige points wins. ### Core Mechanisms - **Worker placement**: Dispatch units to perform actions - **Area control**: Contest key locations - **Set collection**: Collect combinations of spells and resources - **Engine building**: Strengthen your card combination ## Game Components - Game board and tiles - Player character cards and starting hand - Monster and NPC markers - Resource tokens (mana, gold, prestige) - Action cards and deck - Discard pile marker ## Setup 1. Unfold the main board and place tiles randomly 2. Each player selects a character and draws a starting hand (⟦U0⟧ cards) 3. Place monster and resource tokens 4. Set up public objective and private objective cards 5. Determine the starting player ## Gameplay ### Round Structure Each round consists of the following phases: #### Action Phase Players take turns performing actions, choosing from: - Play cards (spending the corresponding resources) - Move to an adjacent region - Fight monsters - Collect resources - Complete quests #### Scoring Phase Resolve current area control and quest completion status #### Next Round Preparation - Refill hand to hand limit - Reset used markers - Rotate starting player ## Key Rules & FAQ ### Commonly Misplayed Rules - **Resource Payment**: The full cost must be paid at once; installment payments are not allowed - **Action Order**: Cards are resolved immediately after being played and cannot be taken back - **Area Control**: In a tie, neither player gains control ### Frequently Asked Questions **Q: What do I do when my hand is empty?** A: Draw from the deck until you reach your hand limit. When the deck is exhausted, shuffle the discard pile to form a new deck. **Q: How do I win the game?** A: At the end of the game, the player who has earned the most prestige points through quests, area control, and combat wins. **Q: Can I attack other players?** A: Yes, but you risk losing prestige. See the Rulebook Text for specific rules. ## Teaching Tips 1. **Play a simplified game first**: Skip complex quests and focus on basic actions 2. **Emphasize engine building**: Help newcomers understand the value of card combinations 3. **Prioritize public objectives**: Let newcomers complete public objectives first to build confidence 4. **Introduce mechanisms gradually**: In the first round, only teach movement and combat; add resource management in subsequent rounds > Tip: Prepare a Rules Overview card noting key values (such as hand limit, resource costs) for newcomers to reference at any time.
Rules Overview
The most reliable way to play Mage Knight Board Game with newcomers: directly choose the official "First Reconnaissance" scenario, and have newcomers walk through a complete rulebook from start to finish — don't dump all the rules on them at once. For the first few games, you can also skip the dummy player and slow down the pace.
Game Overview: Use First Reconnaissance
For the first play, use the First Reconnaissance scenario included in the base/ultimate edition — this is the scenario officially designated for beginners.
- The scenario's instruction booklet will determine the map layout, the map deck composition, the game objective, and some special setup steps not found in the general setup. So during setup, follow the scenario instruction booklet in your hands; the general setup is only the baseline.
- If you want a solo experience, the Solo Conquest setup changes can be directly applied to the solo play of any other scenario.
- Taking solo First Reconnaissance as an example, the final map deck is: 8 countryside tiles on top, with 3 core tiles stacked below, 1 of which is a random "City Core" tile.
You Can Remove the Dummy Player for the First Few Games
If you're playing solo/cooperatively, the dummy player was originally a "timer" to prevent players from dawdling and is an important component; but the rulebook text explicitly allows: for easier learning of the mechanisms, you can skip adding the dummy player for the first few games, and add it back once you're familiar.
Core Mechanisms: How to Run the Setup Process
- First, lay out the components according to the general setup (mana sources, various supplies, personal components, etc.).
- After laying everything out, go back and double-check the scenario setup rules to confirm you haven't missed any special steps required by the scenario.
- Then choose one of two options: either jump ahead to the "Core Mechanisms" section to walk newcomers through the core mechanisms, or jump directly to "Playing a Round" and learn while playing.
Game Components: Mindset for Your First Play
… (condensed here; full text on the cunleme Chinese page)
### Key Rules & FAQ #### Frequently Asked Questions **Q: If I am a 3-armour unit and my follower is also a 3-armour unit, do I and the follower each take one wound?** A: Yes. When your unit and your follower take damage at the same time, each resolves independently. As a 3-armour unit, you take damage and gain 1 wound marker; your follower, also a 3-armour unit, takes damage and likewise gains 1 wound marker. Each takes one wound, and neither affects the other.
Conclusion
It is not "you and the follower each take one Wound." Damage is first absorbed by uninjured followers, and only the remainder is forced onto the hero; the same batch of damage is never counted twice across both.
Calculated for your game
Fire attack 6, Frost block 4 fully cancels it, normal block (counting one card turned sideways = 1 point) halves and rounds down to 0, so the unblocked damage is 2 points.
How these 2 points resolve:
- Let the follower (3 armor) block: the follower first takes 1 Wound, becoming injured, then uses its armor 3 to reduce these 2 points → 2 − 3 < 0, the damage is fully absorbed, the hero takes no Wound. Result: only the follower takes 1 Wound.
- Skip the follower and let the hero take it directly: the hero takes 1 Wound, using armor 3 to reduce these 2 points → likewise 2 − 3 < 0, done. Result: only the hero takes 1 Wound.
Both approaches produce only 1 Wound, not 2.
When damage "overflows" to the hero
Only when the unblocked damage exceeds the follower's armor does the follower absorb the portion covered by its armor, and the remainder is then transferred to the hero, who then takes a Wound. For example, if unblocked damage is 5 points and the follower has 3 armor: the follower first takes 1 Wound and absorbs 3 points, the remaining 2 points transfer to the hero, and the hero then takes a Wound — only in this case can "both sides take a Wound" occur.
Exception: the follower has the corresponding resistance
If this follower has resistance to fire, the order of operations is reversed — first use armor to reduce the damage, then decide whether to assign a Wound. 2 − 3 < 0, so the follower doesn't even need to take a Wound, and neither does the hero.
Reminders
… (condensed here; full text on the cunleme Chinese page)
## How are the starting decks distinguished? The different starting decks are distinguished by the following: - **Card Backs**: The card backs of each starting deck feature a different pattern, making them easy to identify quickly during the game. - **Card Front Markings**: The top-left or top-right corner of each card's front is printed with the deck's exclusive icon or color marker. - **Starting Setup**: During game setup, based on the selected character or faction, shuffle the cards of the corresponding deck to form the starting deck. ⟦U0⟧
How to Distinguish Starting Decks
Conclusion: Distinguish them by two features — the "hero-specific symbol" in the card's upper-right corner and the "silver border" of the effect box.
Specific Steps
-
Look at the hero symbol in the upper-right corner
Every card in each hero's starting deck has that hero's own symbol printed in the upper-right corner. Whichever hero's symbol you see tells you which hero's starting card it is. The four starting decks are all different, and this symbol alone identifies which deck it belongs to. -
Look at the border color of the effect box
The effect box of starting deck cards has a silver border. This is the second distinguishing feature, setting them apart from other types of cards. -
A starting deck consists of 16 cards
By default they use the unified Mage Knight card back (the rulebook refers to these cards as "Deed" cards). Since multiple card types share the same card back, during setup you must separate each hero's starting cards by hero symbol — do not mix them into one pile.
Comparison Reference (to help distinguish categories)
- Advanced Action cards: The difference from hero starting decks is that they have no hero symbol in the upper-right corner, and their effect box has a gold border.
- The rulebook explicitly reminds you: even if certain cards share the same card back, you must keep them as separate decks — do not mix them together just because the backs look the same.
Exceptions
- If you are playing the hero Coral from the Krang expansion: her starting deck contains one Quick-Witted card with a "Set Aside" symbol. Set this card aside separately and use only the remaining 15 cards, shuffled to form the deck (all other heroes still use 16 cards).
- In solo/cooperative games, the Dummy player's starting deck is taken from a hero not selected by any player, and is handled the same way as a 16-card deck (including the Coral exception above).
… (condensed here; full text on the cunleme Chinese page)
Rules, cards and Q&A (Chinese)
The rules, card data and player questions for this game are written in Chinese. Open the Chinese page to read them.
Where to find full rules
Full rules and card lookup are available in the cunlema app at cunlema.cn — pick this game and ask about any rule, card or turn you are unsure about.