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Mage Knight Board Game» Forums » Variants

Subject: Bucket List rss

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Trevin Beattie
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This scenario plays similar to the regular conquest scenarios, but uses a different mechanism for achievement scoring which encourages variety. It requires the Lost Legion expansion.

• Players: 1–5
• Type: Solo or Competitive
• Length: Six rounds (3 days and 3 nights)
• Purpose: To experience all of the different elements of Mage Knight

Setup
This scenario uses a specific set of tiles to ensure that all features are present in reasonable proportion to the number of players.
• Map Shape: Wedge (solo – 3 players) or Fully open (4–5 players)
• Countryside tiles: All players use tiles 6, 7, 9, 10, 11, 13, & 14. For 2+ players add tile 12. For 3+ players add tiles 3 & 5. For 4+ players add tiles 1 & 8. For 5 players add tiles 2 & 4.
• Core city tiles: All players use tiles 6 (blue) & V (Volkare). For 3+ players add tile 5 (green). For 4+ players add tile 8 (red). For 5 players add tile 7 (white).
• Core non-city tiles: All players use tiles 1 & 9. For 2+ players add tile 3. For 3+ players add tile 4. For 4+ players add tile 10. For 5 players add tile 2.
• Cities: Each revealed city is level 4. The variant rule “Volkare’s Camp in place of a city” applies. The “Random Cities” variant may be used.
• Dummy Player: Use the standard dummy player rules when playing solo.

Special Rules
• Each distinct feature of the game counts once towards your score at the end of the game. Use the Bucket List checklist to mark off each feature you encounter.
• Adventure sites must be conquered (enemy(ies) defeated or altar sacrifice made) in order to check them off the list.
• Defended sites must be conquered (all defenders defeated) in order to check them off the list.
   • All players who have earned at least one shield token on a city when it is conquered may check city conquest off their bucket list.
• A player must end his or her turn on a crystal mine or magical glade to check off those items.
• A player must defeat a rampaging enemy to check off those items.
• To check combat features (attack types, resistances, offensive & defensive abilities) off the bucket list, the player must defeat enemy tokens having those features.
   • An enemy with coldfire attack does not count towards plain fire and ice attacks.
   • Summoned enemies do not count towards the combat lists.
• Deed cards and crystals are counted only if you still have them at the end of the game.
• The “More Deckbuilding” variants are not allowed.

Scenario End
If any player has checked off all items on his or her bucket list, all other players have one last turn. If the Round ends during this, the game ends immediately.

Scoring
Take your fame as the base, then add bonuses for how well you completed your bucket list as shown at the end of the check list.
• For advanced actions, spells, and crystals, count the number of different colors you have, then look up your achievement score in the table below that number. In a competitive game, the player with the most different colors in each category gets a +3 bonus, or +1 if tied.
• If you have at least one artifact you get +3, and if you have at least one skill from another player (or the dummy player in a solo game) you get +3. In a competitive game, if only one player has it then that player gets a +2 bonus; otherwise all players who have it get +1.
• For different types of Healing used or different sites visited, count the number of items in each category, then look up your achievement score in the table below that number. In a competitive game, the player who has checked off the most items in each category gets a +3 bonus, or +1 if tied.
• For defeated enemies, count the number of different abilities of those enemies and add that to your score. In a competitive game, the player who defeated enemies with the most different abilities in each category gets a +1 bonus, even if tied.
• No points are given for units.
• No penalties are taken for wounds left in your deck.

In a solo game, also add the following bonuses:
• If you finished the game one or more Rounds before the limit, score 30 points for each unplayed Round.
• Score 1 point for each card left in the Dummy player’s Deed deck (that was not yet flipped this Round).
• If the End of the Round was not announced yet in your last Round, score an additional 5 points.

In a competitive scenario, whoever has the most Fame wins the game.

Variant: Friendly Competition
This variant is intended to prevent players from blocking other players’ ability to complete their bucket lists. In a friendly competition, player vs. player combat is not allowed, and cooperative city conquest is encouraged. Multiple players are allowed to conquer the same site by augmenting the site descriptions as follows:

Ancient Ruins: At the start of each round, replace the yellow token on any conquered Ancient Ruins if at least one other player has not conquered it yet, leaving its previous conquerors’ shield tokens on top of it. A player whose shield token is on the new ruins cannot enter it again.

Dungeon: A players considers the Dungeon to be unconquered if that player’s own shield token is not on it.

Keep: A player considers the Keep to be unconquered if that player’s own shield token is not on it.

Mage Tower: A player considers the Mage Tower to be unconquered if that player’s own shield token is not on it.

Monastery: A player considers the Monastery to be unconquered if that player’s own shield token is not on it.
At the beginning of each round when refreshing the unit offer, for each monastery count the number of players who do not have a shield token on it, add up the total, divide by the number of players rounding down, and add that many advanced action cards to the unit offer.
Example: In a 3-player game, 3 monasteries have been revealed, one has been conquered by two players, and each of the other two have been conquered by one player. The number of shields not placed is 1+2+2=5, which divided by 3 means 1 AA card is added to the unit offer.

Monster Den: A players considers the Monster Den to be unconquered if that player’s own shield token is not on it.

Spawning Ground: A players considers the Spawning Ground to be unconquered if that player’s own shield token is not on it.

Tomb: A players considers the Tomb to be unconquered if that player’s own shield token is not on it.

Edits
2015-02-09: Removed the Maze and Labyrinth site changes, as they are not needed.
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Trevin Beattie
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There are 57 items on the bucket list. So far I’ve played this twice — once solo and once with 2 knights — and only got between 45–50 items checked off. I’d like to know if anyone can manage to get it all done within six rounds. A perfect achievement score (not counting base fame or an early finish bonus) would be 129 points in a solo game, 161 points in a competitive game.
 
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Ali Cali
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Quote:
Maze: In a 3–5 player game, players may not enter more than one path in the same maze. In a 2 player game, players may not enter more than two paths in the same maze.

Can you clarify this? Normally, a player cannot enter more than one path anyway.
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Trevin Beattie
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aliallison wrote:
Quote:
Maze: In a 3–5 player game, players may not enter more than one path in the same maze. In a 2 player game, players may not enter more than two paths in the same maze.

Can you clarify this? Normally, a player cannot enter more than one path anyway.


Holy blinders, I’ve been playing that site wrong! blush

Maze site description wrote:
Partially conquered: Another player may enter the maze, but will have to choose another path. No player may successfully conquer the same maze twice, and each path may be conquered only once.


I guess this site needs no changes. Thank you for pointing that out.
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Trevin Beattie
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I just finished a 3-player game. The highest scoring knight, Norowas, did not score quite as many points as either character in the previous 2-player game, but got closer to finishing his bucket list — 52 out of 57 items.

One thing I noticed with this many players is that we ran out of rampaging draconum pretty quickly (one of the things that Norowas missed) so I would consider using the Rampage! variant with more players.

Another thing he missed was plundering a village, mainly because I’ve never used this option in a normal game. (It was only recently that I got accustomed to burning down monasteries.) That’s one of the reasons I came up with this scenario: to encourage players to try out different aspects of the game they might otherwise overlook.

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