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What is Mage Knight?
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<blockquote data-quote="Glyfair" data-source="post: 10216" data-attributes="member: 53"><p>How much gold you get is what's important. In the "Lone Wolf" game (the only game you can play with just a starter) there are many, many ties. That's because survival is quite hard in that version. That's why I recommended the 100 pt. hero teams game. In the last game there were 4 treasure. Three came up traps (so no gold). The only treasure was a potion that was used (thus not counting towards gold).</p><p></p><p>Some more comments about MK Dungeons:</p><p></p><p>The rules are horribly written. You wouldn't know this was a company who put out three previous sets of Mage Knight. Thank God their DC & Marvel superhero games are going to have rules written by Monte Cook. Make sure you read the FAQ on the WizKids site before you play.</p><p></p><p>I recommend the following minimum purchases for each player if you are going to play anything other than a trial.</p><p></p><p></p><p>1) One starter set: Nonetheless, you can get by without this. The rules are on the website, and the map isn't supposed to be used once you buy a dungeon builders set. You could subsitute two booster packs.</p><p>2) Two booster packs: Gives you a variety of Mage Spawn (the monsters) and more variety in heros (there are supposedly only 8 possible heros in the starter set, of 32 different heroes).</p><p>3) One Dungeon Builders set: It's nice for the terrain pieces (like the doors), but necessary for the dungeon tiles. Make sure you have one for each player. The version that uses the tiles requires each player to place 5 tiles, the sets each come with 6 tiles.</p><p></p><p>I've found it very fun. Plus the door pieces make very good dungeon pieces for D&D (not to mention to upcoming artifacts sets - with more cool terrain pieces).</p><p></p><p>Glyfair of Glamis</p></blockquote><p></p>
[QUOTE="Glyfair, post: 10216, member: 53"] How much gold you get is what's important. In the "Lone Wolf" game (the only game you can play with just a starter) there are many, many ties. That's because survival is quite hard in that version. That's why I recommended the 100 pt. hero teams game. In the last game there were 4 treasure. Three came up traps (so no gold). The only treasure was a potion that was used (thus not counting towards gold). Some more comments about MK Dungeons: The rules are horribly written. You wouldn't know this was a company who put out three previous sets of Mage Knight. Thank God their DC & Marvel superhero games are going to have rules written by Monte Cook. Make sure you read the FAQ on the WizKids site before you play. I recommend the following minimum purchases for each player if you are going to play anything other than a trial. 1) One starter set: Nonetheless, you can get by without this. The rules are on the website, and the map isn't supposed to be used once you buy a dungeon builders set. You could subsitute two booster packs. 2) Two booster packs: Gives you a variety of Mage Spawn (the monsters) and more variety in heros (there are supposedly only 8 possible heros in the starter set, of 32 different heroes). 3) One Dungeon Builders set: It's nice for the terrain pieces (like the doors), but necessary for the dungeon tiles. Make sure you have one for each player. The version that uses the tiles requires each player to place 5 tiles, the sets each come with 6 tiles. I've found it very fun. Plus the door pieces make very good dungeon pieces for D&D (not to mention to upcoming artifacts sets - with more cool terrain pieces). Glyfair of Glamis [/QUOTE]
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