Mage Knight
Dummy playerDummy state
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Crystals in its Inventory
Take a dummy turn
If the deck is not empty, physically flip up to three cards. Then choose the colour of the last card flipped.
Rules at a glance
When its deck starts empty
The dummy announces the end of the round. You receive one final turn.
Tactics
For First Reconnaissance solo and Solo Conquest, choose your Tactic first. Give the dummy one random remaining Tactic. Its text has no effect; its number only sets turn order.
New round
Add the departing lowest Advanced Action to its deck and shuffle. Put the departing lowest Spell under its deck and give the dummy a crystal matching that Spell’s colour. The dummy may hold more than three of a colour.
When you gain a Skill
Reveal one dummy Skill into the Common Skills area. Remove and replace its Competitive Interactive Skill if it appears.
The dummy is a variable round timer. It does not move, fight, use its cards, or spend its crystals.