I'm hugely disappointed that Wizkids doesn't offer rules support for Quarriors - to the point where I'd even avoid purchasing other games they produce, even by a favorite designer. I've mulled over Mage Knight since it came out, but couldn't pull the trigger.
My girlfriend was aware of my "could be good, but not buying it" stance, and just bought it one day when we were hanging out at a game store. It sat on our shelf for several weeks, waiting for the right time to come and play.
It plays 1-4. Word on the street is that the rules and game are dense. I ended up doing a single-player game as a warm-up one day, watched a guy play a single-player on youtube (painful, it's not worth it!), and then played a 2-player with the girl.
The rules are dense and somewhat clunky. I like Chvatil's design for Through the Ages - elegant! Dungeon Lords, Galaxy Trucker, and Space Alert are good in different ways. Mage Knight has so many rules that are not easily intuitive, I'm sad.
** The overview **
Mage Knight is an adventuring board game, in a complex vein of Runebound. Each player has a hero, who slowly walks around fighting monsters, occasionally picking up an ally. There are different scenarios to play, but that's pretty much the focus of the game - level up, take on bigger rewards.
The engine for gameplay is your own custom deck of cards. Everyone's deck is the same except for one card. You'll be able to add more cards to your deck, pretty much at the expense of your entire turn...I think we each added 4-5 cards. Everyone has their own selection of skill level-ups, but you won't see many in a game - maybe 2.
Your starting hand each turn is 5 cards. They can have a range of ordinary things - Move, Attack, Block, Influence, and custom effects that affect other cards. Each of those ordinary effects have a number - Attack 4 is good. Attack 2 means you'll need to add extra cards to make it work. Move 2 gives you enough move into a plains hex, or explore the edge of the map. If you have enough Block, you can avoid taking wounds (that clutter your hand and deck). Influence (combined with whatever reputation you've gained) is used in towns to pick up allies, spell cards, and advanced training cards.
Each card in your hand has a second effect. You can borrow 1 energy die from the common pool to use the second/better effect. If you have other energy lying around, you could boost more than one card. Needless to say, the basic effect of each card is tough to love. (Cards in your hand can be used as Attack/Move/Block/Influence 1. Wounds cannot be used that way.)
It's really about just wandering around and killing monsters. You can attack monasteries, Mage Towers, dungeons, tombs, monster dens...they all give you some kind of bonus, with the more challenging ones giving a bigger reward.
***
That quick overview is about it. The game adds some complexity on how monsters deal damage or avoid damage, as well as rules for playing during the day vs. a turn at night. Overall, it's a lot of fiddly bits.
First - movement is cranky. You thought Runebound was awkward, with rolling dice for movement. If you want to move and attack, you better have exactly the right cards. Mostly, you'll move and then have to attack next turn, because you'll probably need Block cards too (starting hand size is 5 for awhile). Or maybe you just want to move, and none of the cards you drew have move icons - each card can be used as a Move 1...which means you spend 2 to get just one plains space. (Your movement and vision change at night, as well as some spell effects.)
Second - damage is sluggish. You need X to kill a creature - fine. But to avoid damage from a monster, you spend block value equal to or greater than their attack value...or don't spend the cards. How about managing damage? Damage absorption is messy. And what happens if combat goes awry? Your hand floods with wounds, making you unable to draw cards. You spend your next turn, or turns as needed, discarding wounds into your discard pile (so next round you'll be crippled). Amazingly punishing.
Third - it's a deck-building game. You're supposed to add more cards to make your character better, right? The basic game is 3 large turns (Day, Night, Day.) Typically when you get a card, it goes on top of your deck - you'll get it for next turn. It's hard to imagine getting any of those cards in the first day cycle, which means for the effort of buying those cards, you *might* use them twice the entire game. Assuming you don't buy them on turn 3, or buy them turn 2 and not see them in turn 3.
There are variants, which I'm sure we'll explore. And the player vs. player, which they recommend for later games...maybe I'll revisit after some more experience.
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