Mage Knight

Turn guide · First Reconnaissance
Source 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.

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.