Mage Knight Board Game: Dual Color Cards Expansion
Mage Knight Board Game: Dual Color Cards Expansion Rulebook
Table of Contents
Table of Contents
Explosive Bolt
[Red and white colour symbol]
Take a Wound. Gain a white and a red crystal to your Inventory.
Ranged Attack 3. For each enemy defeated by this attack, another enemy gets Armor -1 (to a minimum of 1).
Chilling Stare
[Blue and white colour symbol]
Influence 3, or a chosen enemy attack loses all attack abilities (but not its color).
Influence 5, or a chosen enemy does not attack this turn.
Rush of Adrenaline
[Red and green colour symbol]
For each of the first three Wounds you take to your hand this turn, draw a card.
After taking the first Wound to your hand this turn, throw it away and draw a card. For each of the next three Wounds you take, draw a card.
Power of Crystals
[Green and blue colour symbol]
Gain a crystal to your Inventory of a basic color you do not already own.
Move 4, or Heal 2, or draw two cards. For each set of four different color crystals in your Inventory: Move 2, or Heal 1, or draw a card.
Mysterious Box
[Artifact; no colour symbol]
Remove and reveal the top card of the Artifacts deck. This turn, you may use Mysterious Box as if it was that Artifact. If you do then Fame +1.
At the end of the turn: put the revealed Artifact on the bottom of the Artifacts deck; if you did not use Mysterious Box then put it back in your hand; if you placed it on a Unit as a banner then discard it.