Mage Knight Dungeons Play Sheet Page 2

ADVERTISEMENT

Random Mage Spawn Token Table
1
2
3
4
5
6
1
2
3
4
5
6
1
2
3
*
4
***
5
6
Token
2d6
Yellow Yellow Yellow Yellow Yellow Yellow
Blue
Blue
Blue
Blue
Blue
Blue
Red
Red
Red
Red
Red
Red
Roll
# Pts # Pts
# Pts # Pts
# Pts # Pts # Pts
# Pts # Pts # Pts
# Pts # Pts
# Pts # Pts
# Pts # Pts
# Pts # Pts
2
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
1
20
0
0
0
0
1
35
1
70
2 100
0
0
0
0
3
0
0
0
0
1
10
1
10
1
10
1
10
1
15
1
20
1
20
1
15
2
25
1
25
2
55
1
40
1
80
3 120
1
30
1 30
4
1
10
1
15
1
15
1
15
1
15
1
15
2
20
1
25
1
25
2
20
1
25
2
25
3
60
2
50
2 100 2 130
1
40
1 45
5
1
15
2
25
2
20
2
20
2
20
1
15
2
25
1
30
1
30
2
25
2
30
1
30
2
65
2
60
2 120 1
80
1
45
2 55
6
1
20
3
30
1
20
2
25
2
25
2
20
1
30
1
35
1
35
1
30
1
30
2
30
3
65
3
70
3 140 2 110
1
50
2 70
7
1
20
2
30
2
25
2
30
2
30
1
20
1
35
1
40
1
40
1
35
2
35
1
35
3
70
2
70
2 140 1 110
2
60
3 85
8
1
25
1
25
1
30
2
35
2
25
2
25
1
40
2
35
2
35
1
40
1
35
2
35
2
70
3
75
3 150 2 120
2
65
3 100
9
1
25
1
20
2
35
1
20
1
20
1
25
2
30
2
30
2
30
2
30
2
40
1
40
2
75
2
75
2 150 2 150
2
85
3 115
10
2
25
2
25
3
30
1
25
1
25
2
30
2
35
2
35
2
35
2
35
1
40
2
40
3
75
2
80
2 160 3 180
2
95
3 130
11
2
30
1
30
1
30
1
30
1
30
1
30
2
40
2
40
2
40
2
40
2
45
1
45
3
80
2
85
2 170 2 180
2 110 3 150
12
2
35
2
30
2
30
3
30
3
30
2
35
2
45
2
45
2
45
2
45
3
45
2
45
2
80
1
90
1 180 3 250
2 130 3 160
st
st
* For 1
roll of this token, use these values if playing with a SUPER Token. Otherwise, use values under TOKEN #2. *** For 1
roll
of this token, use these values if playing with MEGA Token. Otherwise, use values under TOKEN #5. If playing VARIABLE MAGE SPAWN
VALUES, determine normal points value, subtract 7 and then add 2d6.
Movement Costs
Standard Heroic Team Set-Up
Attack (BOUND - ranged)
0
must have Bound SA
1 - 100 pts or lower of Heroes (Hero faction or non-Mage Spawn faction)
Attack (CHARGE - H2H)
0
must have Charge SA
2 - 100 or more points of Mage Spawn (at least one MS per ‘hero’ you have)
Attack (NIMBLE - either)
2
must have Nimble SA
3 - 6 tokens per side (2 blue, 3 yellow and 1 red or yellow)
Attack (ranged or H2H)
4
Normal Attack
4 - 1 treasure chest per member of your Heroic Team
Attempt Break Away
2
can retry, 4-5-6 to break
MK Dungeon Notes
Close Door (Metal)
2
metal door closes @ end of turn
Players must move their entire team into dungeon before moving wandering monster tokens
or opening chests.
Close Door (Wood)
1
stays Open unless Closed
Players get 1 activation per Heroic faction team member to minimum of 2 actions/turn.
Disarm Trap (FAST)
3
+0 to disarm roll
Each hero can carry a max of 2 chests a turn.
Disarm Trap (SLOW)
6
+2 to disarm roll
XPs gained are put into pool used by all members of the team.
Exit Dungeon
1
even from diagonal
Each turn, treasure chests can be reallocated amongst the team.
Expose Trap
0
from any adjacent square
Roll of 2 always fails and does 1 click of damage to the activated figure.
Gather Treasure
2
from Front Arc ONLY
Roll of 12 always hits and inflicts +1 damage to the target (or +1 heal).
Healing, Magic (ranged)
4
+2 to heal into combat, ends activation
Players can use figures in their Heroic team that are not part of the hero faction, but each
non-Hero is considered unique based on name not rank.
Healing, Normal (H2H)
4
+2 to heal into combat, ends activation
Wandering monster tokens have a speed of 4 and cannot be activated if they are on the same
tile as one of your heroes.
Healing, Self
4
no die roll, 1 click, ends activation
Figures get a free spin if another figure ends movement next to or is placed next to the figure -
including being placed by Necromancy or treasure chest.
Movement, Clear
1
Figures do not get a free spin for a figure passing through them unless it stops next to them.
Movement, Diagonal
+1
add to square's normal movement cost
Ram SA ends the figure’s activation and is completely negated by Toughness and
Invulnerability SAs since it is special damage.
Movement, Hindering
2
if Line of Fire passes through this
Dodge SA causes an attack to miss on a roll of 5-6, even a critical hit, but cannot be used to
terrain, add +1 to target's Defense
avoid damage due to Venom SA.
Movement, Shadow / Smoke
4
blocks Line of Fire
A 4x4 set of 3D tiles equates to one tile in normal Dungeons.
Movement, Water
3
Attacks by Dungeon objects (chests or artifacts) ignore ALL Special Abilities.
Movement, Fire
2
each turn spent interacting with this
Toughness and Invulnerability reduce damage from ranged or close combat to a minimum of
terrain causes 1 click of damage
1 but Special Ability damage effects to 0.
Necromancy
X
ends activation
Special Ability damage effects are Ram, Pole Arm and Magic Retaliation.
Open Door (all)
2
The theft target can counterattack to reset treasure chest unless the thief has LI, Nimble,
Quickness or Stealth.
Pass Through
+3
adds to destination square, may not
Gaining XPs
pass thru fig adjacent to opposing fig
Regeneration
X
ends activation
Kill Mage Spawn
Spawn’s Pt value in XPs
Theft (Steal Treasure)
4
target D+2, possible counter
Kill Opponents Hero
Hero’s current value in XPs
Disarm a Trap
50 XPs
Disarming Traps (from Front Arc ONLY)
Disarm Fast
3 speed
+ 0 to disarm roll
Trigger a Trap
25 XPs
Disarm Slow
6 speed
+ 2 to disarm roll
Disarming a Trap Tile
as listed on tile
Nimble SA
--
+ 2 to disarm roll
Artifact
as listed on artifact
Sneak Attack SA
--
+ 2 to disarm roll
Finding a Trapless Chest
NO XPs
Stealth SA
--
+ 2 to disarm roll
Collecting a Chest
NO Xps
Reading Top Lid of
Trap Disarm
Number of
Total Point
Trap Attack
Trap
Type of Trap
Range of
Types of Attacks
Number
Mage Spawn
Cost of Mage
Value
Damage
Attack
Trap Attack
H - Hero Only, T - Entire Tile
Treasure Chest
Spawn
and R - Range Attack. Blank
means no trap
Ibson The Grey, 2004

ADVERTISEMENT

00 votes

Related Articles

Related forms

Related Categories

Parent category: Miscellaneous
Go
Page of 2