Mage Knight - Wikipedia. Mage Knight is a miniatures wargame using collectible figures, created by Wiz. Kids, Inc, and is the earliest example of what is now known as a Collectible Miniatures Game. The game was designed by founder Jordan Weisman along with Kevin Barrett. The game is the first to use Wiz. Kids' Clix system, combining roleplaying and wargaming elements with aspects of collectible card games. Mage Knight achieved success after it was introduced in 2. Mage Knight: Apocalypse is a take-off from the WizKid collectible tabletop characters. I know what you're thinking: a game based off fantasy miniatures has GOT to be. Superman/Batman : Apocalypse est un film d'animation am. Universe Marvel Universe. Real Name En Sabah Nur Aliases High Lord, Forever Walker, Son of the Morning Fire, 'The First One,' Set, Huitxilopochti, Sauru, Kali-Ma. The Dark Knight movie reviews & Metacritic score: Batman raises the stakes in his war on crime. With the help of Lieutenant Jim Gordon and District Attorney. Wiz. Kids announced in October 2. Mage Knight was being relaunched with a board game, card game, and role- playing game. The release date was Fall 2. While this system lacks the versatility of other miniatures games, mainly because players cannot customize their figures, it makes up for this by facilitating rapid gameplay and by having a large number of distinctive figures. The system, called the combat dial, has proved to be highly popular and is used in Wiz. Kids's other games, including Hero. Fate of the Jedi: Apocalypse by Troy Denning is the ninth and final novel in the Fate of the. The most powerful of the four-elements-dragons, he spells the end of an era! With his combination of four opposite elements, the Apocalypse Dragon is. Clix and Mech. Warrior. The dial allows a figure's displayed statistics to change as it takes damage. All miniatures, called warriors, come pre- painted and are pre- assigned point costs based on their abilities. These costs range from 3 points (only the limited edition goblin volunteer Podo has achieved a point value this low) to over 5. Apocalypse Dragon). To play a game, players will generally agree upon a point cost total, and then design their armies to maximize their strategic capabilities within the specified point cost total. Each player is allowed to take a number of actions per turn equal to the point cost total divided by 1. These actions include movement, combat, or the use of special abilities such as Regeneration and Necromancy. Game play is typically rapid, but often highly strategic, both in terms of traditional maneuvering and combat common to miniatures games and because of the unusual combinations of unit special abilities that make every army unique. Each Mage Knight figure belongs to a specific faction. The factions in the initial release included the Atlantis Guild, the Elemental League, the Black Powder Rebels, the Draconum, The Knights Immortal, the Orc Raiders, and the Necropolis Sect. Other factions were added later. Each faction had its own strengths and weaknesses; for example the Atlantis Guild had many figures with powerful ranged attacks, but it lacked healers. A player could combine figures of different factions in their army at will, but only figures of the same faction could move in a formation together. Using formation rules, a player could move three to five adjacent figures while using only one action. A formation combat action could also be taken, in which multiple adjacent figures of the same faction attack and increase the chances of successfully hitting the target. Since the limited number of actions per turn is one of the most important strategic considerations in the game, a player making his army would have to balance the advantages of formation movement and formation combat against the desire to have the versatility of figures from different factions. Origins Awards. Figures were sold in base sets, as well as expansion sets, and distributed with seven rarity levels. Levels 1 through 5 were assigned to the standard . Low power and cost figure were of 1- 2- 3 rarity, middle range figures were 2- 3- 4, and stronger army figures were 3- 4- 5. Level 6 figures were Uniques, which carried the stipulation that only one of any individual Unique could appear in a player's army. In addition, Wiz. Kids gave away limited edition, Unique versions of the non- Unique figures in the sets as prizes for tournaments in comic and game shops. These figures are not generally available for retail sale, and have different statistics and point costs than the regular figures. This novel prize policy was in part responsible for Mage Knight's success. Some expansions had ultra- rare . Finally, Wiz Kids also sold larger figures individually. The figures, which included dragons, chariots, war machines and giants, had multiple combat dials that applied to each side of the figure to make them harder to kill and allow them multiple attacks. Some of these larger, individual figures cost so many points that they could be utilized only in large armies. In 2. 00. 2, the Dungeons expansion was released in starters and boosters, which featured a new type of gameplay more akin to traditional RPG . Instead of players each amassing armies to go head- to- head, Dungeons had players select a team of Hero characters, and enter a dungeon map filled with wandering monsters and treasure chests. During each player's turn, the opponent controlled any monsters encountered, and the goal was to defeat the monsters and escape with the most gold from the treasure chests. Adventures could be played individually or as a collective campaign, with the Hero figures having 5 . All figures (Heroes and Mage Spawn monsters) were still fully compatible with regular Mage Knight rules. The Dungeons format featured two expansions of its own, Pyramid and Dragon's Gate, and two fixed 5- figure sets with special characters, maps and scenarios titled Heroic Quests. In addition, Wiz. Kids released 3- dimensional plastic floor tiles, walls, doors, and objects which could purchased to build a full scale dungeon. In November 2. 00. Wiz. Kids released a new . Later expansions introduced more options via Spellbooks, Spells, and Adventuring Companies. The Conquest version had a number of large castle wall and fortification pieces, including 2 unique figures. Several Army Packs were released, with one random figure and 8 fixed figures from a specific faction. In addition, the Unlimited set released a special . The expansion also introduced the first figures using the 'charge' and 'bound' special abilities which allowed figures to move and attack in the same action. Whirlwind - Released in October 2. Mage Knight expansion introduced the Shyft, a faction that allows the Mage Spawn (monster) faction to use formations and new figures with special abilities such as 'venom' and 'ram', which allows the infliction of automatic damage if one moved into contact with an opposing figure. Dungeons - Released in 2. Mage Knight Dungeons is a complete, stand alone game as opposed to being a mere expansion to the Mage Knight system. Players take on the role of heroes fighting monsters in a dungeon and collecting treasure. Dungeons starter sets included a map, as well as two heroes, six mage spawn (monsters), and two chests, while boosters contained half as many of each. Dungeon kits with new maps and terrain were also available as part of the release. Though many of the Dungeons rules differ from Mage Knight rules, all Mage Knight Dungeons figures are fully compatible with regular Mage Knight. Unlimited - This 2. Unlimited took 1. Rebellion and Lancers, some of which featured new sculpts. Conquest - Released in June 2. Mage Knight Conquest was not a true expansion but a rules set for large scale, high point- total Mage Knight battles to be played in a reasonable period of time. Conquest came with a 9. Also, several connectable castle fortifications were released, including a castle keep and gatehouse which each came with a unique figure, a round tower, and 2 sets of walls. Sinister - This expansion, released in 2. Solonavi, that featured powerful, high point cost figures with unique clear plastic sculpts. The expansion also featured 'dual faction' figures, figures that count as being members of two different factions. This set also featured the four ultra- rare Riders of the Apocalypse as chase figures, randomly inserted in boosters. Minions - Released in September 2. Minions featured more Solonavi and Draconum figures, including the first non- unique Solonavi figures and the first dual faction Draconum unique figures. In addition, the Tough versions of the first 1. Heroic Quests - Also released in September 2. Another supplement for Dungeons, Heroic Quests consisted of 2 fixed 5- figure scenario- based boxed sets, Magestone Mines and The Citadel, each of which included 4 unique Heroes, a powerful Master Adversary figure, a unique double- sided map, and special scenario rules and monster tokens. Pyramid - Released in January 2. Pyramid was not a true expansion but a new starter set for the Mage Knight Dungeons game. Like Dungeons, all figures are compatible with regular Mage Knight play. Uprising - Released in April 2. Uprising was a relatively small expansion, with 9. Dragon's Gate - This expansion was another addition to the Mage Knight Dungeons game, with all figures again being compatible with standard Mage Knight rules. Mage Knight - Commonly known as . Figures from prior sets remained compatible with this ruleset. Figures from the prior sets were phased out from tournament play. Figures released with Mage Knight 2. One of the major enhancements with Mage Knight 2. Dark Riders - Released in April 2. Dark Riders introduces the . Certain warriors are removable from their bases, and can be placed in slots on the front of larger . Certain relics are only equipable by riders. Dark Riders also introduces Faith and Catastrophe Domain cards, new Item cards, the Dark Riders and Wylden Host subfactions, and four ultra- rare . Associated with this new ruleset were two new types of styrene cards - Spellbooks and Spells. Sorcery also was the first 2. Item slots, allowing for even greater versatility in army building. Although no new factions were introduced with Sorcery, 1. Omens - Released in April 2. Omens introduced two new rules mechanics: Adventuring Companies, which allowed an army to have a universal ability, and could be made cheaper by choosing specific characters; and Champions, figures with a removable base that allowed the player to choose from a set of 5 increasingly powerful combat dials, depending on the number of points the player wished to spend on it. Also reintroduced with the Omens expansion was the Shyft faction, as well as the first 2. Mage Spawn figures.
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