Mage Knight
Turn guide · First ReconnaissanceSource rule: use at most one die from the Source this turn. Take it only when you spend its mana. At turn end, reroll it and return it first.
1 · Start of your turn
2 · Choose your turn
3 · Plan movement
Tap each space you intend to enter, in order. The cost changes automatically for Forest and Desert at night.
- No movement entered.
Movement needed: 0
Enter your Move points above.
Movement traps: an assault on an unconquered fortified site ends movement. Moving from one space adjacent to a rampaging enemy directly to another adjacent space provokes it and ends movement.
4 · Destination and action
After movement, take no more than one action. Unspent Move and Influence vanish when the action begins.
Rest
No movement or action: you cannot move, initiate combat or interact.
You may still use special and healing effects during the turn. Resting discards Wounds; it does not heal them away.
Announce end of round
Check at the start of your turn: your Deed deck must be empty. If your hand is also empty, you must announce it. If cards remain in your hand, you may either play a turn or announce the end.
Follow the scenario and dummy-player instructions for finishing the round. Do not use this option merely because your current hand is awkward.
5 · End your turn
Tick these in order. Progress is saved on this device until you reset the guide. Spent units remain spent until the end of the round.
This guide covers the normal First Reconnaissance flow. Site cards and card text take priority. Ultimate Edition rulebook.