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Mage Knight: Board Game» Forums » General

Subject: What would you like to see into an hypothetical expansion? rss

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James Champagne
United States

Alabama
Dungeon-themed terrain tiles. It would be cool to have dungeons you can actually explore, instead of just sitting on top of.
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John Harney
United States

Illinois
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JorduSpeaks wrote:
Dungeon-themed terrain tiles. It would be cool to have dungeons you can actually explore, instead of just sitting on top of.


That would indeed be pretty cool. A mini-map to the side, maybe three tiles or so. I'm going to need a bigger table.

I need a bigger table anyway.
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George Costanza
United States

After some more thinking this is what I would like to see,

Same price as the original Mage Knight Board Game, this would be an underground themed big box expansion.

Included in the box:

20 new underground themed land tiles
4 new clix based bosses
4 new heroes with miniatures and unique skill tiles
20 new spells
20 new silver units
20 new gold units
20 new artifacts
28 new advanced deed cards
40 new special wound cards that gives additional penalties
60 new enemy tokens
12 new tactic cards
7 new underground themed site cards
4 new hero cards
4 new boss cards
54 mana crystals
7 mana dice
Level cap increased to 15, 2 more skill tiles for original heroes
Several more solo and co-op scenarios
Several scenarios that incorporate overland and underground components
Several new mechanics

This expansion would double the current content for Mage Knight and make an already deep game even better.
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  • Last edited Sun Jan 29, 2012 5:25 pm (Total Number of Edits: 3)
  • Posted Sun Jan 29, 2012 3:59 pm
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Art Damage
United States
Boston
Massachusetts
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A bit 'no' to more clix-based pieces. As boardgamers, we will all be better off when WizKids realizes it doesn't have to shoehorn this awkward mechanic into everything they produce.

Just make good games, guys, and we'll buy them.
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A H
United States

Virginia
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How about different wound cards, some better, some worse, some with special abilities. Keep the wound pile face up so players can strategically choose when to take a wound. This happens a little in Night Fall.

Brainstorming ideas:
"If this wound is placed on a unit ready it."
"If this wound is taken to your hand you may play it sideways for +1 this turn."
"When you take this wound, draw another wound."
"Infected wound: when you take this, add two wounds to your discard pile."
"You may discard this wound at the end of your turn."
"When you take this wound gain a basic mana token."
etc...

Some of these ideas are probably no good, and I'm not sure if this would add too much luck to the game, but something to think about.

 
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A H
United States

Virginia
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Also, more Mage Knights please

I love the game as it is though. Just want to be clear on that!
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Cletus Van Damme
United Kingdom

For me it's some kind of campaign play with advanced character progression and scaling difficulty.
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Drake Coker
United States
San Diego
California
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I like a lot of the ideas above, but one thing to avoid is making the game any longer to play! It's long enough already

The scenario-focused idea is great imo. And some more solo options since s lot of us seem to play it that way at least some of the time.
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Joe Boo
United States

South Carolina
I don't have any gameplay ideas yet, but the neat-freak in me would like

--A slightly improved enemy token-holding insert. That thing almost works as a way to keep all the tokens organized on the table, rather than just 7 or 8 random stacks of chips... a slightly nicer one that fit in that space in the insert would be nice

--Something to keep some of this stuff on the table organized.. player mats? A small board for the decks and offers? Maybe something like that 'distant lands' board in dungeon lords? That thing was rad!

You can tell from that insert that someone put a lot of thought into how to keep this game organized in the box. (There's room for sleeved cards once you take out the player decks! You can even fit a deckbox in there, it looks like.) I'd like if they brought that organization to the play space too.
 
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Tomi Mononen
Finland
Kuopio
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Campaign mode similar to Descent road to legend
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Scott Means
United States
Alameda
California
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Main things I would like to see:

-More Heroes (preferences: Necromancer, Summoner, Monk)

-Rampaging enemy that moves on the board (random movement direction: at start of turn roll mana die to move direction based on color indicators on the token)

-Zombie/breeding pit mechanic (Breeding Pit+Random Movement on a core tile FTW!)
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Joe Boo
United States

South Carolina
Orc/Draconum locations with their own units---

Basic units are orcs; advanced units are dracona.

You gain reputation for conquering these locations, and reputation works opposite for recruiting these units-- a negative reputation helps recruit them and a positive reputation hurts.

These guys might be mixed in with the normal unit decks, or in their own. A few of them might be available at mage towers or cities, but mostly they will only be available at the new location type(s).
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Paul Leo Norton
Germany

mb
I would like a quest system. For example you could get a quest card as action in villages, owning strongholds, conquered mage towers or conquered cities. On this card should be a flavor text (a little story element would be great in this game) and a short explanation of what to do and which kind of reward you get if you are successful. The quests could be to explore X new tiles or kill enemies or just to collect a mana crystal of a specific color or ....
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A H
United States

Virginia
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Code21 wrote:
I would like a quest system. For example you could get a quest card as action in villages, owning strongholds, conquered mage towers or conquered cities. On this card should be a flavor text (a little story element would be great in this game) and a short explanation of what to do and which kind of reward you get if you are successful. The quests could be to explore X new tiles or kill enemies or just to collect a mana crystal of a specific color or ....


Secret quests with bonuses at the end of the game might be a fun varient too.
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Paul Leo Norton
Germany

mb
FoggyPlanet wrote:

Secret quests with bonuses at the end of the game might be a fun varient too.


Oh yes... A hidden main quest (additional to "normal" quests) for competitive scenarios! Great idea!
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Lindsey Dubb
United States
Seattle
Washington
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Here's an oddball idea: You could choose quests draft-style. That way you'd have some idea what hidden goals could be out there, but you'd need to figure out who is going for what.
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  • Last edited Sat Mar 17, 2012 5:47 am (Total Number of Edits: 1)
  • Posted Sat Mar 17, 2012 5:47 am
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Bryan F
Canada

Selurevad wrote:
Ikim wrote:
haslo wrote:
Moving enemies, spawn points with semi-random triggers, more tiles, maybe a third terrain tile type...


Yes, moving enemies.
The enemies seem a little too static, and engaging them or not, is totally dependent on the players' moves. Having them move around and, eventually attack you, on THEIR terms, would've cool...


Thinking about, I just talked about Gears of War: The Board Game. laugh


I'm sure some geniuses out there could figure out a way to make this work. The game as it is now, I just can't imagine working with moving enemies. Especially not with the built-in rounds timer in the game. Some roaming enemy attacks you before you are close to ready, you end up with a handful of wounds or even knocked out and you can pretty much kiss the rest of the round round good bye. Maybe as part of a scenario like the Lich King idea. No round limits, first to kill him ends game and then scores are tallied. Current scenarios with roaming enemies... not so sure how that would work.


One kind of neat way I can think to do it would be to have roaming enemies match a colour onthe source dice. When you roll a die (or dice) to return it to the source, if that enemy's colour comes up, it moves one hex towards the nearest hero. The enemies could also work the same as rampaging orcs and draconum so that they never attack, but may make it impossible to progress without challenging them or else "retreating" and taking a longer route or different path if you're not tough enough to defeat the creature.

That feels like a relatively simple way to introduce moving enemies without adding anything new gameplay mechanics or otherwise muddying up gameplay.
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