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| War Games |
| War Games |
| I put my own twist on the game of Mage Knight and I call the War Games. This is where I will put all of the rules for my version on the game. I tried to even out the luck factor in the game, like when you are attacking and you roll double ones and take a click of damage, that can get anoying. With my rules the defender has an equal chance of having bad luck. If you don't under stand what I am saying, and you probably don't, read my rules and see how you can have more exciting battles with your Mage Knight figures |
| To play War Games you will need: - An army of Mage Knight figures - A ruler or measuring tape - 1 six-sided dice - 1 twelve-sided dice - A flat play surface - Terrain (optional) Use Mage Knight Unlimited rules for anything not otherwise stated hear. Actions: Movement Actions: Movement actions are given as per Mage Knight Unlimited rules. Combat: Eliminating Warriors: Multi-dial Figures are eliminated if they have a total of six skulls showing or one skull showing on each dial. When you give a figure a ranged or close combat attack you must follow this guideline: 1) Select the figure that will be making the attack 2) Select the target(s) 3) Tell your opponent if you are making a capture attempt. (If no capture attempt is being made ignore this step) 4) Players choose which optional abilities they want to turn off, attacker first. 5) Attacker rolls 1 6-sided dice and 1 12-sided dice and adds the result to the figures attack value 6) Defender rolls 1 12-sided dice and adds the result to the figures defence value 7) If the attacker's attack is higher than the defender's defence deal a number of damage equal to the attackers damage value, + damage for attack abilities effects, - damage for defence abilities if any. Critical Hit: When you make an attack roll and the 12-sided dice lands on 12 you atomatically hit the target and deliver an extra click of damage. Critical Miss: When you make an attack roll and the 12-sided dice lands on 1 you atomatically miss the target and the attacking figure takes a click of damage. No Defences: When a figure rolls a defence roll and the dice lands on a 1 the figure is automatically hit unless the attacker rolls a critical miss. Brainwashing Captives: If you take a captive to your starting area you may choose to brainwash the captive. To brainwash you roll a 12-sided dice, on a roll of 7 or higher it is successfull and the captive is considered one of you figures for the rest of the game. |
| BASIC RULES |