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Mage Knight to HorrorClix

Mage Knight to HorrorClix
A rules conversion by Six Sided Dice (aka Meme4tunef)

These homebrew Mage Knight Conversion (MKC) rules assume throughout that players/readers have a working knowledge of the official game. This mini supplement is an add-on to the Horror Clix game, and provides a basic guideline which will allow us to introduce figures from any of the Mage Knight and Mage Knight Dungeons figure sets.

Tragedy

Choose Your Heroic Team

Choose your MK & MKD teams in exactly the same way you do when putting together a Horror Clix force. I personally find the point values of figures are interchangeably acceptable from set to set.

Game Play

In many ways, the game plays just like a standard game of Mage Knight or Mage Knight Dungeons, but with the following exceptions and alterations:

  • You receive a number of activations equal to the number of Heroes in your Heroic team. If a Hero is eliminated, you lose that activation. If the Hero is somehow brought back into the dungeon (by using an artefact or Necromancy, for example) you regain that activation.
  • To determine the number of Mage Spawn/Monster or Token activations, roll a six-sided die. The result equals the number of activations for the current turn. Make this roll every turn.
  • Heroes always move first by entering the dungeon. Wandering Monster Tokens move with a speed of 4. If used alongside activated Minion/Victim counters, the latter move at the speed printed on the tokens as usual.

Token Reveal Rules

Wandering Monster/Mage Spawn Tokens are activated when they enter the same tile as an activated enemy figure. If using the maps, these are divided into the equivalent of tiles anyway, so conversion is straight forward. If using 3D dungeon tiles, Mage Spawn will activate when they achieve actual line of sight with a Hero.

Special Ability Change

If you have a Hero or Heroes with the Command ability who succeed in the die roll to gain the extra activation(s), the extra activation(s) can be used to “command” inactivated Mage Spawn, Victim/Minion tokens. These Mage Spawn can be moved away from the Heroes - even towards them. If the Mage Spawn/Monster player has Command and succeeds in the die roll to gain the extra activation(s), add those activations to the number of Mage Spawn/Minion activations only.

Mage Spawn cannot “command” Heroes.

The Living Dungeon

If you have spare Dungeon Artefacts, Mage Spawn Tokens, Monsters or Victim Counters, you can create a Monster Pool. Every time a figure (Hero, Monster, or Mage Spawn) enters a new chamber i.e. gains line of sight into a new room - or enters a new tile, throw a die: if the result is a 4, 5, or 6 – throw another die, and add the following into the game.

  • • On the result of a 1, add a Victim Token to that tile in a square not adjacent to the Figure, against a wall, and as far from any Figure (in squares) as possible. The token is in its converted state.
  • On a result of 2 or 3, add one Mage Spawn Token to that tile, in a square not adjacent to the Figure, against a wall, and as far from any Figure as possible. The token is instantly converted.
  • On a result of 4 or 5, add a new artefact, door, or piece of terrain in the tile the Figure just entered. If you can’t decide what to add, assign each piece a number on a six-sided die or pair of dice if more appropriate and roll to determine what to add.
  • On a result of 6, add one Mage Spawn Token, and one terrain piece, artefact, or door to the chamber that the Figure just entered. In addition, even if there is a treasure already in the chamber, add one to the tile.

Tome

Modifications

There are no front/rear arcs in my version of the game (like Horror Clix), so ignore any symbols on the figures` bases which suggest otherwise.

Passing Through

Figures may pass through other friendly figures…paying the normal speed points for entering the occupied terrain square; but you may not enter a square containing an enemy figure or monster token.

Free Spin & Counter Attack

These terms only apply in official MKD game – but not here. You will find no reference to these terms in this rules supplement; this is because they have been carefully removed from the rules - allowing them to exist side by side with Horror Clix.

Blooding

(Simple Rule): Mage Knight figures always start the game blooded.

(Advanced Rules): If you wish to have your Mage Knight figures act like standard Horror Clix Monsters, simply place some sort of un-blooded token underneath each figure`s base at the start of the game. As each figure inflicts a wound, or slays a Victim Counter, simply remove the un-blooded token from underneath the base - and consider that figure blooded.

(House Rule): Monsters who have slain (or saved) victims, place their Victim Counters underneath their bases. If a Monster is killed, any Victim Tokens under that figure`s base are also removed from play and do not count towards any scenario specific victory conditions.

(Mage Spawn/Monster Activations): You may like to limit the number of Mage Spawn Activations in small games. You can half the Activations of Mage Spawn involving small games with only a few figures each side. Perhaps 1 to 3 Activations instead of 1 to 6? Players should decide for themselves what seems appropriate.

Special Abilities

Coloured squares and circles on a warrior’s combat dial indicate special abilities associated with each combat value. Descriptions of the special abilities appear on the new Mage Knight Dungeons Special Ability Card, which are designed to exist side by side with the Horror Clix Monsters individual stat cards.

Doors

There are two types of doors: wooden and iron. Once opened, wooden doors remain open. Iron doors swing closed after each use. Doors function as obstacles and block line of fire when closed. Doors cost 2 speed points to open. Wooden doors can be closed for 1 speed point. A door can be opened and can be destroyed with an attack using the standard close combat rules. A wooden door has a defence value of 10 and an iron door has a defence value of 15.

The only way to open a door with a ranged attack is to use the following special abilities: Magic Blast, Flame/Lightning, or Shockwave. Flame/Lightning and Shockwave affect other Heroes and Mage Spawn per their special abilities descriptions. A door opened using an attack can never be closed.

Map

Treasure Chests & Traps:

Treasure isn`t often free! You must deal with the traps, Mage Spawn, Monsters, and even opposing Heroes before you can access these delights. However, opening treasure chests exposes the Heroes to all kinds of potential dangers. All treasures may have traps!

Before the Hero can gather the treasure, he must face the trap. It costs 0 speed points to expose a trap, but a Hero must be in a square adjacent to the treasure chest to expose the trap.

The player exposes the trap by rolling 1 six-sided die, then clicking the trap tumbler clockwise a number of clicks equal to the result. Heroes do not need to be in the front arc of a treasure chest to disarm the trap or gather the treasure - merely in an adjacent square. The trap that appears must be encountered before the Hero can gather the treasure.

If the trap space is blank, the Hero has lucked out and found a trapless treasure!

If the treasure chest has a trap, it must be disarmed. The Hero can attempt to disarm the trap quickly or slowly. To disarm the trap quickly, the Hero spends 3 speed points and rolls 2 six-sided dice, adding the results. If the total is equal to or greater than the disarming number, the trap has been disarmed. If the total is less than the disarming number, the trap is sprung.

To disarm the trap slowly, the Hero spends 6 speed points and uses the rules for disarming the trap quickly, adding +2 to his dice roll result. Certain special abilities can affect this action. If the Hero is successful, the chest may be opened without facing the effect of the trap.

If the Hero has failed in his attempt to disarm the trap, the trap has sprung. First, the player’s opponent consults the trap dial to see if numbers appear in the slots under Total Mage Spawn Appearing and Maximum Mage Spawn in Points. If numbers appear in these slots, place Mage Spawn according to the rules for placing Mage Spawn.

If these slots are blank, then no Mage Spawn will appear. The next four slots indicate the damage the trap can inflict. The letter in the slot for the type of attack indicates one of three types of attack. An H in this slot indicates that the damage is only applied to the Hero working with the trap.

Resolve this attack as a close combat attack; the player’s opponent makes the attack dice roll. T in this slot indicates that the trap has an area of effect attack that affects all Heroes and Mage Spawn on the same tile or chamber as the treasure chest, as if the trap had belched out a cloud of gas. This attack ignores line of fire.

T means all figures on the tile with the Hero and the treasure chest are attacked. So if the Hero is on a different tile than the treasure, this attack affects all figures on both tiles.

The player’s opponent makes the attack dice roll and adds the result to the attack value (a single roll, and apply the results of that roll to each affected figure). Compare the result to each Hero and Mage Spawn on the tile(s). Each figure hit takes the damage indicated on the trap.

An R in this slot means the trap has a ranged attack (not the whole tile). The range is measured from the treasure square as if darts were shooting from the chest. The player’s opponent makes the attack dice roll. Every figure hit takes the damage indicated on the trap.

Heroes and Mage Spawn block line of fire from an R attack, though the Hero opening the treasure chest never blocks line of fire in a ranged attack.

An area-effect (T) or ranged (R) attack from a treasure chest trap takes effect even if other Heroes or Mage Spawn are standing in squares adjacent to the treasure.

If a Wandering Monster, or Victim token is located so as to take damage from a sprung treasure trap, the token is converted. Place the Mage Spawn using the standard rules, then compare each Mage Spawn’s defence value to the treasure trap’s attack value. If the attack value is higher than the defence value, the Mage Spawn take the damage indicated. This damage can eliminate Mage Spawn as they are placed.

Once the trap has been disarmed or sprung, the Hero can open the chest. It costs 4 speed points to open the chest and gather the treasure. Treasure chests contain special abilities, gold and magic items.

If a coloured circle or square appears in the first three slots, the Hero can gain the corresponding special ability.

Within a treasure chest, a Hero might find:

Hero Speed Bonus A number here indicates an increase in the Hero’s movement. Place a + = speed bonus next to the figure this ability applies to this bonus, once handed out, is not interchangeable.

Hero Attack Bonus A number here indicates an increase in the Hero’s attack value. Place a + = attack bonus next to the figure this ability applies to this bonus, once handed out, is not interchangeable.
Hero Defence Bonus A number here indicates an increase in the Hero’s defence value. Place a + = defence bonus next to the figure this ability applies to this bonus, once handed out, is not interchangeable.

Gold The number of gold pieces the treasure contains. Each 500 pieces of Gold a Hero or Heroes gather (between games only) – the Heroic Team may choose one of their number to click his/her base dial to the next highest starting level. Heroes/players in a game may combine their gold into a pool to help one another – or not, as they choose.

Traps! Some treasure chests are nothing more than a devious trick. Instead of treasure, it’s another trap. The word will appear in the treasure slot when the chest is opened. The player whose Hero is opening the trap shuts the treasure chest, rolls 1 six- sided die and turns the trap tumbler a number of clicks equal to the result. That Hero now faces the new trap. The Hero does not get an opportunity to disarm the new trap. It is automatically sprung. Roll to attack, or place Mage Spawn as normal. Once the encounter with the trap has ended, the treasure chest is removed from the dungeon.

The effects of items can be used multiple times, with the exception of Potions. If the word Potion appears, the effects of the treasure can only be used once. An item with the word Potion on it lasts until the beginning of that player’s next turn. Once the potion is used, close the lid of the chest until the end of the game. Potions sit at the edge of the table and can be used be any member of a Heroes team at the beginning of any Hero player`s turn. Once used, remove the chest/token from play.

If a treasure grants a special ability, this magical ability replaces the special ability in that Hero’s stat slot. For example, if a Hero has the Weapon Master special ability (the red square over the Attack value) and a treasure offers Sweep (the black circle over the Attack value), Sweep replaces Weapon Master for that turn. A Hero without a ranged attack cannot use a special ability that would affect a ranged attack ability; any other bonus (to speed, attack or defence) can still be used. If any conflict occurs in special abilities affecting the same action, only one can be used. Attack and damage resolution are considered to be two separate elements of the same action, so a special ability that affects the Damage value and one that affects the Attack value can be used in the same action. For example, Weapon Master and Berserk can be used together, but Magic Blast and Magic Freeze cannot.

When a Hero is eliminated before he or she can exit the dungeon, any speed, attack, defence bonus, any gold which isn`t pooled is lost forever. Gold which has been pooled always belongs to the group and is not removed unless all the Heroes die.

You may like to make some home made tokens for your Heroes instead of using opened treasure chests for keeping track of treasures found. Cut up pieces of cereal packets with the relevant information written on the clear side will do at a pinch. Inventive players might create more aesthetically pleasing tokens for themselves.

Stealing Treasure:

You can also acquire treasure by stealing it from an opposing Hero. To steal a treasure from an opposing Hero, your Hero must be adjacent to the target. First, declare that the Hero will make a theft manoeuvre. A theft manoeuvre replaces a close combat attack. Roll 2 six-sided dice and add the result to your attack value. Compare the result to the defence value of the target, adding 2 to their defence value. If the number equals or is greater than the revised defence value, the theft is successful, your thief may steal 50 gold this does not come off the opposing player`s gold total, and merely represents an abstract value.

Snake

The following table (from left to right) shows exactly what the numbers on an un-opened treasure chest means, in game term.

    • Trap Disarming Number
      • Total Mage Spawn Appearing
        • Maximum Mage Spawn in Points
          • Trap Attack Value
            • Trap Damage Value
              • Type of Attack
                • Range

Special Abilities Chart

Conclusion:

These rules are completely up to date (as of June 1st 2007) and represents our personal take on the game. The club will no doubt prompt me further when and if it feels any of the rules need adjusting further. But these rules are a `living` system which players can alter, chop and change to suit their own gaming needs.

I am aware there are a few Mage Knight figures whose special abilities are not covered by this supplement. Our personal collection of figures (which is what we have based everything upon) is pretty extensive, and we haven’t yet got round to including everything on our Special Ability chart - give us time, and we shall rectify the problem.

Enjoy.

Download Rules and SAC as a PDF

 

 
     
   

























 
   
         


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