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Mage Knight Board Game: Dual Color Cards Expansion thumbnail

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
  • Chilling Stare
  • Rush of Adrenaline
  • Power of Crystals
  • Mysterious Box

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.