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Mage Knight Board Game

4.6 out of 5 stars 179 customer reviews
| 8 answered questions

List Price: $89.99
Price: $65.67 & FREE Shipping. Details
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  • For 1-4 Players
  • Over 2 hours to play
  • 240 cards, 8 intricately painted miniatures, 196 tokens, 20 map tiles, 54 mana crystals and 7 mana dice
  • Also included are 2 game mats, 2 rule books
  • Combines elements of RPGs, deckbuilding and traditional board games
  • Takes over 2 hours to play
23 new from $59.99 1 collectible from $74.98
$65.67 & FREE Shipping. Details In Stock. Ships from and sold by Amazon.com. Gift-wrap available.

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Product Description

Product Description

The award winning game designed by Dirk Henn. Granada: At the foot of the Sierra Nevada mountains, one of the most exciting and interesting projects of the Spanish Middle Ages begins: the construction of the Alhambra. In the role of master builders the players try to hire experts from all across Europe to erect buildings for their palace, who all insist on their “native” currency. The players have to be smart about their purchases to build the most impressive palace in the end.

From the Manufacturer

Created by the Renowned Game Designer, Vlaada Chvatil, Mage Knight is a game of Epic Exploration and Conquest that mixes character development, intrigue, and the clashing of swords to create a truly unique gaming experience. Enter the mysterious world of the Atlantean Empire as 1 of 4 Heroes (or villians) in this expansive world that allows players to conquer lands, steer the wheels of history and give birth to legends in this exciting all in one board game. Choose to play competitively or cooperatively with other players as you roam the countryside affecting your own reputation by beingeither the benevolent leader or brutal tyrant. Accumulate Fame and experience that translate into more powerful Spells and abilities, then use your power to influence units to join your ranks. Will you play the Hero and gain favor among the people or will you destroy monasteries to steal Legendary artifacts hidden within?

Product Information

Product Dimensions 14 x 10 x 3 inches
Item Weight 3.8 pounds
Shipping Weight 3.8 pounds (View shipping rates and policies)
Domestic Shipping This item is also available for shipping to select countries outside the U.S.
International Shipping This item can be shipped to select countries outside of the U.S. Learn More
Item model number WZK 70495
Manufacturer recommended age 13 - 15 years
Best Sellers Rank #7,801 in Toys & Games (See Top 100 in Toys & Games)
#378 in Toys & Games > Games > Board Games
Customer Reviews
4.6 out of 5 stars 179 customer reviews

4.6 out of 5 stars

Warranty & Support

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Customer Reviews

Top Customer Reviews

Verified Purchase
Many of those who pick up the Mage Knight board game will fondly remember the collectible miniatures game, also from WizKids. I know I did (although those memories are tainted by the downward slide into overpowered madness that marked the middle years of the game's history). For what it's worth, the Mage Knight Board Game has nothing in common with the miniatures game, aside from the name and a few select references.

For how different this game is from the roots that spawned it, I must start the review by saying this: the Mage Knight Board Game is excellent. Not mediocre, or just good, but excellent. And for a game that's part randomized-tile exploration, part deck-building, part-dice rolling, part fantasy combat sim, that's an amazing accomplishment.

For starters, let's look at the quality of the components. Regular board game enthusiasts will understand when I say that they are at the level of Fantasy Flight Games, and even better in many respects. The tiles used to create the game board are on solid card stock, but thin enough that they don't require too much vertical space to store (a problem I had with the tiles included in the D&D adventure games, such as Castle Ravenloft). The four plastic miniatures representing the players are pre-painted, as well as four "city" miniatures that incorporate the click-wheel design that featured so prominently in the miniatures game long ago. A very interesting, but superior, choice was to use a noticeably different playing card stock from what has typically been used for deck-building games. The cards are very flexible, but don't show signs of wear-and-tear as easily as traditional card stock (at least in my experience, I have read contrary opinions from other reviewers), like cards from Magic the Gathering.
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I'm rating it a 5 after three long solo sessions, the game just keeps getting better with each play.

There is enough complexity and depth in the game play to keep things interesting as a solo game. I'll be playing with another player soon and I expect the game to be even better with two players.

The deck building mechanic does a good job of simulating character growth over time. Add in artifacts to loot, spells to buy, allies to recruit, new abilities cards and skill tokens per level and you get characters that start the game the same but end the game vastly different.

There are monster dens to clear out, tombs to pillage, spawning grounds to cleanse, dungeons to raid, ruins to explore, keeps and mage towers to siege, cities to conquer, villages to plunder, and monastaries to burn. The game also tracks your allignment through out the game. You can be evil and burn monastaries for their rare artifacts or good which makes it easier for you to recruit new and powerful allies.

A normal game is 6 rounds, where a round is defined as going through your deck once. Your goal then is to play each hand optimally to achieve the scenario mission. Movement, combat, exploration, interaction is all handled by the cards you play. Finding the optimal combination of cards each turn is where the fun lies.

There is an innovative day/night cycle where 3 rounds are day and 3 rounds are night alternating between the two. During the day movement through the forest is easier but traveling through the desert is much more difficult. You'll also have access to sun mana which can be used as a wildcard for purposes of powering your cards.
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Verified Purchase
At this point in time I have played about 14 hours of Mage Knight, of which about 4 were played solo.
So to begin, I can this is a fantastic board game worthy of your money and the time it takes to play. I'll try to break this review up into separate digestible pieces.

NOTE: I have not played this game with more than two players.


THERE ARE A TON: This game can take up to 3/4s of my dining room table if you use player mats like I like to.

Wizkids really pulls through here with a thick box and great detailed miniatures. They supply 240 textured cards that I just had to sleeve since they look so darn nice. The tiles and game board are of great construction and artwork. However, the cards came in the box in no specific order as well as the tokens; everything was random in the box.

Also, the insert that organizes everything is kinda crap. I removed the insert that held the minifigs and put all my sleeved cards in deck boxes, then put 4 deck boxes in the spaces left in the box. These cards are a little wider than MTG so you can use the basic Ultra Pro Deck Protectors.

The rulebook is nicely printed although in a small font. I had no problems reading it, but i can imagine that someone with poor vision might.

All the little bits (Crystals, shield tokens, skill cards) are all of great quality and haven't shown any wear yet.


For someone who has played the Mage Knight games in the past, this is not Mage Knight, this is Mage Knight: The board game.
Past that, this game is airtight and just how I like it: some chance, deck building, minifigs, and explosive combos.
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