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Mage Knight Co-Op Rules

We love the game Mage Knight, but the co-op rules are widely regarded as crap. The following rules have been collected primarily from Board Game Geek, an tweaked ever so slightly here, and there, in an effort to make the game cooperative and yet, still balanced.

This document covers:

Assistive Spellcasting

Any number of players are able to cast spells on an ally’s turn so long as they are within 4 hexes of the ally they wish to help. The spell resolves as if the active player had cast it. The inactive player may use a die from the source in addition to the die used by the active player. If he does, he can’t use a die from the source during his next turn.

To prevent the inactive player from accidentally drawing up, or anyone else using the inactive players spent die before they can re-roll it at the end of their natural turn, leave the spent play card (and spent die) in the play area until the end of their natural turn.

Dispersal of Loot, Fame, and Rep

Inactive players share equally in the fame at the end of the active player’s turn. If the total number does not divide evenly the remainder goes to the active player.

Positive and Negative reputation go to the active player only.

Any loot (artifacts, spells, etc.) go to the active player, but may (at the active players discretion) be traded via Adjacent Trading or Keep Trading.

Adjacent Trading

Players are able to trade units, crystals, and/or artifacts. When adjacent to another player, but not in the middle of combat, they may give or take spells, artifacts, and advanced actions. When invading a city, all trades must take place before revealing the city’s monsters.

A player receiving crystals may not exceed the normal three crystals per color limit. Artifacts are traded from one players hand to the other’s discard pile.

Trading of Units

Units may also, be traded but only if the receiver ends their movement on a space adjacent to the giver. Furthermore, the receiver must have greater reputation than the giver. Influence may be used to boost this number, but only during the receiver’s turn.

The idea here is that you have to convince the troops that they’ll be better off following you instead of their current leader, and that it’s going to take a little time to do so (thus ending movement there). You can not woo troops and continue to move in the same turn.

Any traded units are placed under the new owner’s command token, which may require another unit to be discarded to make space.

Command tokens may not be traded.

Keep Trading

Player are able to trade units, crystals, and/or artifacts at keeps. A player who ends his movement on a keep may throw away a unit, crystal, and/or artifact from his hand. Another player may end his turn on any keep and take the cards or items.

Any acquired units are placed under the new owner’s command token, which may require another unit to be discarded to make space. A player receiving crystals may not exceed the normal three crystals per color limit. Artifacts are placed in the receiving player’s discard pile.


Modifications for PVP Cards

Mana Meltdown/Mana Radiance → Mana Growth/Mana Radiance

Mana Growth

Each other player may choose a crystal in their Inventory and get another crystal of that color. You may gain one crystal any one other play got in this way.

Mana Radiance

When you play this, choose a basic mana color. Gain two crystal of the chosen color to your Inventory. Each player who has no crystal of that color gains one.

Mana Claim / Mana Curse → Mana Gain / Mana Blessing

Mana Gain

Take a mana die from the Source and set it to any basic color. You gain 3 crystals of that color. Do not re-roll this die when you return it to the Source.

Mana Blessing

Same as the basic effect. In addition, until the end of the Round: Each time another player uses mana of that color from the Source on their turn it doesn’t count to the limit of one die per turn you can use from the source.

Mind Read / Mind Steal → Mental Recovery / Mental Heal

Mental Recovery

Choose a color. Gain a crystal of the chosen color to your Inventory. Each other player may search their discard pile for a basic action card of that color and put it to their hand.

Mental Heal

Same as the basic effect. In addition to that , you may search your discard pile for any action card of that color (no Spell) and put it to your hand.

Energy Flow / Energy Steal → Energy Gain / Energy Boost

Energy Gain

Ready a Unit. If you do, you must ready one Unit of level II or less in each other player’s Unit area.

Energy Boost

Ready a Unit. If you do, that Unit also gets Healed, and you must ready one unit of level III or less in each other player’s Unit area.


Modifications for Interactive Skill Tokens

Tovak

Mana Exploit

Once a round: Choose a color other than gold and gain a mana token of that color. Until the start of your next turn, other players heal 1 when they use mana of any other color on their turn, limit 1 healing per color per player. Then take this token back and flip it.

Norowas

Prayer of Weather

Once a round: Put this skill token in the center. Until the start of your next turn, the Move cost of all terrain is reduced by 2 for you (to a minimum of 1) and is reduced by 1 for all other players (to a minimum of 1). Then take this token back and flip it.

Arythea

Healing Ritual

Once a round, except in combat: Flip this to throw away up to two wounds from your hand. One other hero may throw away one wound from their hand.

Goldyx

Source Freeze

Once a round: Put this skill token in the Source. While it is there, other players can use one extra die from the source. On your next turn, gain one crystal of any basic color represented in the Source to your inventory (do not reroll that die), then take that token back and flip it.


Credit where credit is due

Most of the suggestions originated on the following threads on Board Game Geek: