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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
Formation Rules
Special Abilities
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