---
product_id: 5077520
title: "WizKids Mage Knight Board Game (Standard Edition)"
brand: "neca"
price: "3088 som"
currency: KGS
in_stock: false
reviews_count: 13
url: https://www.desertcart.kg/products/5077520-wizkids-mage-knight-board-game-standard-edition
store_origin: KG
region: Kyrgyzstan
---

# 240 unique cards deckbuilding 1-4 players tactical RPG 20 modular map tiles WizKids Mage Knight Board Game (Standard Edition)

**Brand:** neca
**Price:** 3088 som
**Availability:** ❌ Out of Stock

## Summary

> 🧙‍♂️ Conquer, craft, and command your destiny—be the Mage Knight legend everyone’s talking about!

## Quick Answers

- **What is this?** WizKids Mage Knight Board Game (Standard Edition) by neca
- **How much does it cost?** 3088 som with free shipping
- **Is it available?** Currently out of stock
- **Where can I buy it?** [www.desertcart.kg](https://www.desertcart.kg/products/5077520-wizkids-mage-knight-board-game-standard-edition)

## Best For

- neca enthusiasts

## Why This Product

- Trusted neca brand quality
- Free international shipping included
- Worldwide delivery with tracking
- 15-day hassle-free returns

## Key Features

- • **Epic Solo & Group Campaigns:** Dive into 1-4 player adventures blending RPG, deckbuilding, and strategy for 2+ hours of immersive gameplay.
- • **Dynamic Exploration & Conquest:** Randomized map tiles and evolving scenarios ensure no two games are alike—your legend is uniquely yours.
- • **Masterfully Crafted Components:** Includes 8 detailed miniatures, 196 tokens, 54 mana crystals, and 7 mana dice for tactile, premium experience.
- • **Solo Mode That Rivals Video Games:** Experience a deep, rewarding solo campaign that keeps you hooked for hours—perfect for focused, strategic play.
- • **Strategic Depth with Replayability:** Build your deck, manage fame & reputation, and choose your path as hero or tyrant in a richly balanced system.

## Overview

WizKids Mage Knight Board Game (Standard Edition) is a complex, tactical fantasy board game for 1-4 players featuring over 240 cards, 8 intricately painted miniatures, and modular map tiles. Designed by Vlaada Chvatil, it combines RPG character development, deckbuilding, and strategic conquest in a dynamic, replayable world. With solo and multiplayer modes, it offers 2+ hours of immersive gameplay where players build decks, manage fame and reputation, and explore a randomized Atlantean Empire filled with quests, battles, and alliances.

## Description

Product Description "The Mage Knight Board Game throws you and up to three other Mage Knights into the sprawling and ever changing world of the Atlantean Empire, a land that is but a distant memory since your transformation into a mysterious Mage Knight. Build your armies, defeat bands of marauding enemies, and eventually conquer cities in the name of the mysterious Void Council.Designed by renowned designer Vlaada Chvatil, Mage Knight is a game of Epic Exploration and Conquest that mixes character development, intrigue, and the clashing of swords to create a truly unique gaming experience. As a Mage Knight you must control your reputation and walk the line or embrace the role of benevolent leader or brutal dictator. Accumulate Fame and experience to acquire powerful Spells and abilities, then use your power to influence units to join your ranks. Will you destroy an ancient Draconum and gain favor with the people, or burn down a monastery to steal the powerful artifact hidden there? Both paths may lead to victory, but the decision is yours to make.The Mage Knight Board Game comes with a variety of campaign options, allowing you to play both competitively or cooperatively. Will your path intertwine with your fellow Mage Knights as you quest to conquer the Atlantean cities, or will you be sleeping with one eye open?Features:240 Cards8 Intricately Painted Miniatures196 Tokens20 Map Tiles54 Mana Crystals7 Mana Dice2 Game Mats2 Rulebooks" From the Manufacturer Created by the Renowned Game Designer, Vlaada Chvatil, Mage Knight is a game of Epic Exploration and Conquest that mixes character development, intrigue, and the clashing of swords to create a truly unique gaming experience. Enter the mysterious world of the Atlantean Empire as 1 of 4 Heroes (or villians) in this expansive world that allows players to conquer lands, steer the wheels of history and give birth to legends in this exciting all in one board game. Choose to play competitively or cooperatively with other players as you roam the countryside affecting your own reputation by beingeither the benevolent leader or brutal tyrant. Accumulate Fame and experience that translate into more powerful Spells and abilities, then use your power to influence units to join your ranks. Will you play the Hero and gain favor among the people or will you destroy monasteries to steal Legendary artifacts hidden within?

Review: RPG Board game whats not to like? - People do not like this game because it is really hard to learn and is very complicated. To those people I say go play Chutes and Ladders. This game is not for the faint of heart. My record time completing the beginner campaign with new players is 4 hours, including setup and cleanup. Mind you, its a half of a normal campaign. But if you play with people that know how to play, it goes much much faster. Just like Catan or any complicated strategy game, what takes so long is having to explain the rules, consult the rulebook, and figure out what to do on your turn. I believe this game is designed VERY well, has excellent balancing (not perfect, I still think Goldyx flying ability is kind of OP), and is incredibly exciting for anyone that loves involved board games and/or RPGs. Its a board game RPG Deckbuilder for God's sake, AND YOU CAN PLAY SOLO! AND ITS REALLY FUN! #Foreveralone I recommend to anyone that is learning or wants to get better (or play with friends) to try out Vassal. You can download it for free and play it extremely fast (minimum 2 monitors is required for a playable experience). It is a very good way to familiarize yourself with how the game works. Playing solo is basically like playing an rpg video game. I understand that its a complicated game, but people that are buying it and reviewing it... I mean I think its kind of something they should have known before agreeing to play / purchase it. ITS A BOARD GAME RPG! WITH DRAGONS, SPELLS, ARTIFACTS, CITIES, MONSTER DENS, DUNGEONS, RUINS, MANA CRYSTALS, AND MUCH MORE COOL STUFF! YOU CAN PLUNDER VILLAGES, BURN DOWN MONASTERIES! THERES REPUTATION AND EVEN PVP (which i have yet to try out). Basically its just a really cool game. After you play your first, you will have felt like you ran a mental marathon. Is it worth it? Depends on what you like and what you are into. For instance: My friends would LOVE playing this game called Twilight Imperium. It was incredibly involved and complex, had the strategy card thing like in this game, and had all these little spaceship tokens with different races and seemed really really fun. After playing a game or two, I quickly realized that the entire game revolved around taking one specific strategy card, which gives you victory points. Thats it. All the strategy and building giant fleets of spaceships was just a pointless endeavor, because the only way you really won was by taking that card whenever you could. If you did not take that card and receive the two victory points, you basically were handing the game over to someone else or at least making it way easier for them to win. This game is totally not like that, every decision you make can either increase your chances of winning or put you further behind. You can take risks which can pay off or hurt you, but I have yet to play a game where I totally ruin my chances because of bad luck or bad judgement. There is always a chance to recover and come back. So if you are a fan of Chutes and ladders, do not buy this game. If the idea of a board game which combines Dominion, Catan (hexes), RPG, and Twilight imperium (or BSG, strategy cards turn order), then definitely give this a shot. If you are learning by yourself, be prepared for a lot of reading of the manual.
Review: Best Solo Experience Ever! - There are several reviews on here that discuss pros and cons already, and my review will be no different. However, I would like to use some analogies to give prospective buyers a little more perspective and clarity. I want to concisely break this game down into sections for easier reading. Here I go! Packaging: The box is thick and sturdy and was nowhere near as big as I thought it would be (for storage purposes) when it arrived. The inserts are not nearly the quality of the box, but they do the job. You could very easily replace the inserts with some deck boxes and small containers or baggies for all different types of game pieces. That would actually speed up your game set up as well. Pieces: The hero and city figures are very nice. The game counters, used for the random areas on the game tiles, are perfect for what they are - randomly placed tokens to count as locations or enemies. They are not as pretty as miniature figures would be, but they don't need to be. They do their job perfectly. The mana crystals are pretty cool and very durable. The dice are the only weakness but, again, they do their job. The cards are fantastic and are different from any other card I have experienced. I can't speak as to whether they are more or less durable, because I haven't played enough games yet. They are very nice, though. The card art is not that impressive, but you really don't focus on the look of cards, only the game mechanic text. Rules: This is an area that I see many mixed reviews about, so let me be clear. This is not the game you bring home to the family, with age ranges of 8-14 plus spouse, bust out of the box and expect to sit down and play this game right then and there. If you can't handle a boardgame ruleset that exceeds 8 pages and has no real depth, this game is not for you. It doesn't make it a bad game. It simply is not a game for you. With that said, it is nowhere near the comprehensive task some make it out to be. I have played RPG and miniatures games that require 200-400 pages of reading, prior to playing your first game. This game is NOWHERE near that type of complexity. The game walkthrough manual is brilliant and laid out in a manner that flows properly with the game sequence. It basically is explaining what things are as you are setting them up for your very first game. After the setup, there is no possible way to perfectly lay out the walkthrough, because the enemies, locations and interactions with terrain tiles are random and were designed that way. You will have to decide what to do next, and then seek the rules out for your next action. It is not hard at all, though, as several pages are waiting there for you to look up the rule. For example, if the first thing you wanted to do was fight an orc enemy, you could search the 4-5 pages of following instructions until you find the section about combat. The sections are clearly marked and easy to reference. I don't blame the game designer for this. Unless he scripted your every move in the walkthrough, there would be no way to do it linearly for you. As I said, the game isn't designed to do that, and it would take the enjoyment out of the random experience. I played two walkthrough games, had to reference rules about 10 times, and I feel like I am ready to play the game confidently. The rules manual is only like 20 pages, with very clear section headers, so it is very easy to look something up. Gameplay: You start the game as a basic hero with 0 fame and 0 reputation. Fame allows you to level up your hero, while reputation allows you to gain bonuses when interacting with terrain features like monastaries and villages. The interactions include things like recruiting units to join you, purchasing spells and advanced actions, and healing. You can also land on tiles that provide mana crystals (for using powerful actions or casting spells) or healing effects. Your initial action card hand is only 5, which limits the things you can do. In fact, I would say your card draw dictates what the best course of action would be for a particular turn. The great thing is that you can always play action cards on their sides for 1 basic action (i.e., move, attack, influence, and block). That means that there are no useless cards in your hand, ever. You can always find a way to play your cards. As you level up, your card draw increases, which gives you more options each turn. You also add cards that you earn or purchase (with influence), which usually remain in your deed deck for the rest of the game. In essence, your deck is increasing, which is making you stronger all the time. Combat takes a little getting used to, but once you get down the three phases (i.e., ranged/siege attack, block/damage, and attack), it is so simple after that. Some overland enemies are automatically revealed, so you know what you are up against. However, most are not. Combat is an easy, yet challenging mechanic in that you must develop a strategy to be successful. The damage effects to your hero is brilliant in that you don't play for 2 hours and suddenly die...game over. No, you add Wound cards to your hand, that clutter your card's max draw and limits your actions until you heal the wounds. It's a great mechanic! You explore new terrain tiles by using 2 movement, while on an appropriate tile edge. When the new tile is placed, a random new area opens up to you each time, with plenty of locations to explore and enemies to defeat for rewards. It's all random and brilliantly done. Once you know how to play, you honestly could toss the scenarios and just keep adventuring until your little heart was content. Overall: This is one of the best games I have ever played. Personally, I think the game shines more in a solo game version. It is fantastic, either way, but solo is very cool. I can play a scenario in 1-2 hours. The fact that you can sit down, by yourself, and feel so immersed in a board game is uniquely gratifying. I love playing it with my 13 y/o son too, but if he isn't available, I am just as satisfied playing by myself. It is perfect for being in the same room with my wife for multiple hours while she is watching reality shows that I could care less about. LOL

## Features

- For 1-4 Players
- Over 2 hours to play
- 240 cards, 8 intricately painted miniatures, 196 tokens, 20 map tiles, 54 mana crystals and 7 mana dice
- Also included are 2 game mats, 2 rule books
- Combines elements of RPGs, deckbuilding and traditional board games

## Technical Specifications

| Specification | Value |
|---------------|-------|
| ASIN | B005S8KR6Q |
| Age Range Description | Kid |
| Are Batteries Required | No |
| Best Sellers Rank | #287,160 in Toys & Games ( See Top 100 in Toys & Games ) #7,361 in Board Games (Toys & Games) |
| Brand Name | NECA |
| Color | Standard |
| Customer Package Type | Standard Packaging |
| Customer Reviews | 4.6 out of 5 stars 553 Reviews |
| Edition | Standard Edition |
| Educational Objective | Science |
| Estimated Playing Time | 120 Minutes |
| Genre | Wargame |
| Global Trade Identification Number | 00634482704950 |
| Is Assembly Required | No |
| Item Dimensions | 14 x 10 x 3 inches |
| Item Weight | 3.74 Pounds |
| Manufacturer | WizKids |
| Manufacturer Maximum Age (MONTHS) | 1200.0 |
| Manufacturer Minimum Age (MONTHS) | 168.0 |
| Manufacturer Part Number | WZK 70495 |
| Manufacturer Warranty Description | No Warranty |
| Material Type | Crystals |
| Minimum Age Recomendation | 168 |
| Model Number | WZK 70495 |
| Number of Items | 1 |
| Number of Players | 1 to 4 |
| Operation Mode | Manual |
| Rulebook Availability | Printed Included |
| Set Name | Standard Edition |
| Size | Standard |
| Subject Character | Mage Knight |
| Supported Battery Types | No batteries required |
| Theme | Fantasy |
| UPC | 787551962215 634482704950 634482702345 085156092796 |

## Images

![WizKids Mage Knight Board Game (Standard Edition) - Image 1](https://m.media-amazon.com/images/I/615ZRkwLkUL.jpg)
![WizKids Mage Knight Board Game (Standard Edition) - Image 2](https://m.media-amazon.com/images/I/61u3w8WoR6L.jpg)

## Customer Reviews

### ⭐⭐⭐⭐⭐ RPG Board game whats not to like?
*by Z***H on August 19, 2015*

People do not like this game because it is really hard to learn and is very complicated. To those people I say go play Chutes and Ladders. This game is not for the faint of heart. My record time completing the beginner campaign with new players is 4 hours, including setup and cleanup. Mind you, its a half of a normal campaign. But if you play with people that know how to play, it goes much much faster. Just like Catan or any complicated strategy game, what takes so long is having to explain the rules, consult the rulebook, and figure out what to do on your turn. I believe this game is designed VERY well, has excellent balancing (not perfect, I still think Goldyx flying ability is kind of OP), and is incredibly exciting for anyone that loves involved board games and/or RPGs. Its a board game RPG Deckbuilder for God's sake, AND YOU CAN PLAY SOLO! AND ITS REALLY FUN! #Foreveralone I recommend to anyone that is learning or wants to get better (or play with friends) to try out Vassal. You can download it for free and play it extremely fast (minimum 2 monitors is required for a playable experience). It is a very good way to familiarize yourself with how the game works. Playing solo is basically like playing an rpg video game. I understand that its a complicated game, but people that are buying it and reviewing it... I mean I think its kind of something they should have known before agreeing to play / purchase it. ITS A BOARD GAME RPG! WITH DRAGONS, SPELLS, ARTIFACTS, CITIES, MONSTER DENS, DUNGEONS, RUINS, MANA CRYSTALS, AND MUCH MORE COOL STUFF! YOU CAN PLUNDER VILLAGES, BURN DOWN MONASTERIES! THERES REPUTATION AND EVEN PVP (which i have yet to try out). Basically its just a really cool game. After you play your first, you will have felt like you ran a mental marathon. Is it worth it? Depends on what you like and what you are into. For instance: My friends would LOVE playing this game called Twilight Imperium. It was incredibly involved and complex, had the strategy card thing like in this game, and had all these little spaceship tokens with different races and seemed really really fun. After playing a game or two, I quickly realized that the entire game revolved around taking one specific strategy card, which gives you victory points. Thats it. All the strategy and building giant fleets of spaceships was just a pointless endeavor, because the only way you really won was by taking that card whenever you could. If you did not take that card and receive the two victory points, you basically were handing the game over to someone else or at least making it way easier for them to win. This game is totally not like that, every decision you make can either increase your chances of winning or put you further behind. You can take risks which can pay off or hurt you, but I have yet to play a game where I totally ruin my chances because of bad luck or bad judgement. There is always a chance to recover and come back. So if you are a fan of Chutes and ladders, do not buy this game. If the idea of a board game which combines Dominion, Catan (hexes), RPG, and Twilight imperium (or BSG, strategy cards turn order), then definitely give this a shot. If you are learning by yourself, be prepared for a lot of reading of the manual.

### ⭐⭐⭐⭐⭐ Best Solo Experience Ever!
*by B***O on May 23, 2013*

There are several reviews on here that discuss pros and cons already, and my review will be no different. However, I would like to use some analogies to give prospective buyers a little more perspective and clarity. I want to concisely break this game down into sections for easier reading. Here I go! Packaging: The box is thick and sturdy and was nowhere near as big as I thought it would be (for storage purposes) when it arrived. The inserts are not nearly the quality of the box, but they do the job. You could very easily replace the inserts with some deck boxes and small containers or baggies for all different types of game pieces. That would actually speed up your game set up as well. Pieces: The hero and city figures are very nice. The game counters, used for the random areas on the game tiles, are perfect for what they are - randomly placed tokens to count as locations or enemies. They are not as pretty as miniature figures would be, but they don't need to be. They do their job perfectly. The mana crystals are pretty cool and very durable. The dice are the only weakness but, again, they do their job. The cards are fantastic and are different from any other card I have experienced. I can't speak as to whether they are more or less durable, because I haven't played enough games yet. They are very nice, though. The card art is not that impressive, but you really don't focus on the look of cards, only the game mechanic text. Rules: This is an area that I see many mixed reviews about, so let me be clear. This is not the game you bring home to the family, with age ranges of 8-14 plus spouse, bust out of the box and expect to sit down and play this game right then and there. If you can't handle a boardgame ruleset that exceeds 8 pages and has no real depth, this game is not for you. It doesn't make it a bad game. It simply is not a game for you. With that said, it is nowhere near the comprehensive task some make it out to be. I have played RPG and miniatures games that require 200-400 pages of reading, prior to playing your first game. This game is NOWHERE near that type of complexity. The game walkthrough manual is brilliant and laid out in a manner that flows properly with the game sequence. It basically is explaining what things are as you are setting them up for your very first game. After the setup, there is no possible way to perfectly lay out the walkthrough, because the enemies, locations and interactions with terrain tiles are random and were designed that way. You will have to decide what to do next, and then seek the rules out for your next action. It is not hard at all, though, as several pages are waiting there for you to look up the rule. For example, if the first thing you wanted to do was fight an orc enemy, you could search the 4-5 pages of following instructions until you find the section about combat. The sections are clearly marked and easy to reference. I don't blame the game designer for this. Unless he scripted your every move in the walkthrough, there would be no way to do it linearly for you. As I said, the game isn't designed to do that, and it would take the enjoyment out of the random experience. I played two walkthrough games, had to reference rules about 10 times, and I feel like I am ready to play the game confidently. The rules manual is only like 20 pages, with very clear section headers, so it is very easy to look something up. Gameplay: You start the game as a basic hero with 0 fame and 0 reputation. Fame allows you to level up your hero, while reputation allows you to gain bonuses when interacting with terrain features like monastaries and villages. The interactions include things like recruiting units to join you, purchasing spells and advanced actions, and healing. You can also land on tiles that provide mana crystals (for using powerful actions or casting spells) or healing effects. Your initial action card hand is only 5, which limits the things you can do. In fact, I would say your card draw dictates what the best course of action would be for a particular turn. The great thing is that you can always play action cards on their sides for 1 basic action (i.e., move, attack, influence, and block). That means that there are no useless cards in your hand, ever. You can always find a way to play your cards. As you level up, your card draw increases, which gives you more options each turn. You also add cards that you earn or purchase (with influence), which usually remain in your deed deck for the rest of the game. In essence, your deck is increasing, which is making you stronger all the time. Combat takes a little getting used to, but once you get down the three phases (i.e., ranged/siege attack, block/damage, and attack), it is so simple after that. Some overland enemies are automatically revealed, so you know what you are up against. However, most are not. Combat is an easy, yet challenging mechanic in that you must develop a strategy to be successful. The damage effects to your hero is brilliant in that you don't play for 2 hours and suddenly die...game over. No, you add Wound cards to your hand, that clutter your card's max draw and limits your actions until you heal the wounds. It's a great mechanic! You explore new terrain tiles by using 2 movement, while on an appropriate tile edge. When the new tile is placed, a random new area opens up to you each time, with plenty of locations to explore and enemies to defeat for rewards. It's all random and brilliantly done. Once you know how to play, you honestly could toss the scenarios and just keep adventuring until your little heart was content. Overall: This is one of the best games I have ever played. Personally, I think the game shines more in a solo game version. It is fantastic, either way, but solo is very cool. I can play a scenario in 1-2 hours. The fact that you can sit down, by yourself, and feel so immersed in a board game is uniquely gratifying. I love playing it with my 13 y/o son too, but if he isn't available, I am just as satisfied playing by myself. It is perfect for being in the same room with my wife for multiple hours while she is watching reality shows that I could care less about. LOL

### ⭐⭐⭐⭐⭐ Incredible Fantasy-Themed Board Game
*by L***Y on January 12, 2012*

Many of those who pick up the Mage Knight board game will fondly remember the collectible miniatures game, also from WizKids. I know I did (although those memories are tainted by the downward slide into overpowered madness that marked the middle years of the game's history). For what it's worth, the Mage Knight Board Game has nothing in common with the miniatures game, aside from the name and a few select references. For how different this game is from the roots that spawned it, I must start the review by saying this: the Mage Knight Board Game is excellent. Not mediocre, or just good, but excellent. And for a game that's part randomized-tile exploration, part deck-building, part-dice rolling, part fantasy combat sim, that's an amazing accomplishment. For starters, let's look at the quality of the components. Regular board game enthusiasts will understand when I say that they are at the level of Fantasy Flight Games, and even better in many respects. The tiles used to create the game board are on solid card stock, but thin enough that they don't require too much vertical space to store (a problem I had with the tiles included in the D&D adventure games, such as Castle Ravenloft). The four plastic miniatures representing the players are pre-painted, as well as four "city" miniatures that incorporate the click-wheel design that featured so prominently in the miniatures game long ago. A very interesting, but superior, choice was to use a noticeably different playing card stock from what has typically been used for deck-building games. The cards are very flexible, but don't show signs of wear-and-tear as easily as traditional card stock (at least in my experience, I have read contrary opinions from other reviewers), like cards from Magic the Gathering. Serious gamers will likely still default to card sleeves, but to be honest the card stock is flexible and sturdy enough that it doesn't require sleeves to the extent that most other games do (basically, unless you plan for very heavy use of the game, I don't think card sleeves are necessary). The multitude of cardboard tokens are also on good cardboard with attractive, distinctive images on both sides that help illuminate their use during the game. The plastic insert included with the game holds all the components snugly, perhaps a little too snugly in the case of the cards (not enough space is available to definitively separate the types of cards, which is my one complaint on the components). So the components hold up to the standard of quality (excellence) that I set at the beginning of the review, but what about the game itself? If anything, the game system is far superior to the plastic and cardboard products within the game itself, and would be worth purchasing even if the components were of lesser quality. What sets the game apart from many others is how seamlessly and beautifully the separate systems interact with one another. Approaching the game, you will see many different systems: a combat system, deck-building system, and exploration system. The common points of intersection are the board, which is developed by interchangeable tiles that are "explored" during the game and on which monsters are placed, and the player's "deed" deck, the cards from which are used to fight, recruit allies, move, cast spells, etc. The ultimate goal of the game depends on the scenario, but typically the goal is to acquire the most "fame" (victory points). You gain fame by defeating monsters and conquering cities. Additional fame is awarded at the end of the game for certain accomplishments. With that in mind, how do we go about getting as much fame as possible? Since defeating monsters and assaulting cities is the mechanism by which fame is acquired, players need to maximize their ability to complete these two tasks. The game divides the mechanisms by which to accomplish this into "move, influence and [combat actions]." Movement allows you to get where you need to go (with different terrain types dictating the number of movement points required to move to a desired area). Influence allows you to buy units/spells/abilities (all in the form of cards) that will give you increased move/influence/combat ability in subsequent turns. Combat actions are divided into attack/block types, with a multitude of variations that make combat into a mini-puzzle that rewards thought (and without which makes the determination of the combat's true victor highly improbable). The deed deck is the source of your ability to do all these things (plus your units, which are separate), from which you draw cards that give you movement/influence/combat points to spend each turn. To further complicate matters, the game is at an even higher level divided into day/night rounds. So within a round there are multiple turns, and each player takes turns playing their turn, etc. The great thing about all these seemingly mundane (at least from my description) actions is that they take place in an evolving fantasy world (evolving based on how you explore it). You will find monasteries, mage towers, mines, magical sites, ruins, keeps, cities, and more as you explore the world and seek to strengthen your character. The excitement of turning over a tile to see what options I've just uncovered is still a major part of the game, and a major reason why I continue to play this night after night, and will choose to play it over computer games (my typical after-work "decompressant"). From the previous description you can already tell that the sheer number of rules and exceptions to those rules becomes an issue when you start playing. This is compounded by the use of two rulebooks, one a walkthrough book designed to get you started, the other the official rulebook (but designed so differently that you will have difficulty clarifying rules when you have a question - this is my main issue with the game, actually). Luckily, the game is simple enough at its core that after just a couple of games you should have the hang of it. What's more, is that once you begin to play the game, you also understand the interactions between the systems and how beautifully cohesive it is. The game experience is truly wonderful, being described by some as solving a puzzle each turn. And, as the use of the word "maximize" in the preceding paragraph should have tipped you off that in many ways it is a puzzle. You are solving the problem of how to maximize the acquisition of fame with a randomized hand of cards. But that probably makes the game sound too much like work, which it most certainly is not. The game is awesome - the systems, once understood, make it well worth the effort to go through the steep learning curve for the first couple of games, and even more impressively, the game is a blast to play both solitaire as well as 2-player. My conclusion? If you like Fantasy-themed games, board games in general, computer RPGs, or are just a straight-up nerd like me, buy this game.

## Frequently Bought Together

- WizKids Mage Knight Board Game (Standard Edition)
- Greater Than Games | Spirit Island: Base Game | Cooperative Strategy Board Game | 1 to 4 Players | 90+ Minutes | Ages 14+
- Fantasy Flight Games Arkham Horror The Card Game Revised Core Set | Horror / Mystery / Cooperative Games for Adults and Teens Ages 14+ | 1-4 Players | Avg. Playtime 1-2 Hours | Made

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