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Mage Light Game Setup Guide

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Frank Clarke
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0% found this document useful (0 votes)
22 views3 pages

Mage Light Game Setup Guide

Uploaded by

Frank Clarke
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

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MAGE LIGHT - BASE GAME 1 Action Cards Healing Spells & Artifacts
Each card is double sided and double halved. Healing is the opposite of taking wounds. For This card works similarly to the unit card.
Setup The cards have basic actions (colored borders) every point of healing, choose one of the When the card is on the table at setup, both
• Place your hero card (a) in front of you, on one side and advanced actions (gold following actions: the artifact and spell offers consist of the
oriented to Level 1. borders) on the other. Each half of the action • Rotate a card in your hand from Waning to top-right, bottomright, and top left artifact/spell.
• Shuffle the 4 map cards and place them in a card has two extra mana token symbols, one Starting. If playing with the main expansion, you can
stack with the Core Tile side face up(b). Draw on the left and the other on the right. • Move a card from your discard pile to the own both artifacts and spells (as they have
the bottom map card, flip it to the Countryside bottom of your deck, leaving it on Waning. unique cards); otherwise you are limited to a
side, and place it north of your hero card(c). Do not rearrange the cards in your hand. • If neither of those options are available, you single type of card, depending on which you
Put your hero marker (a coin or a token Only remove cards from your hand AFTER may rotate a Waning card in your deck to receive first in the game.
provided by the player) on the bottom-left your turn. Any cards you do not play or discard Starting.
partial hex. slide to the left in your hand, and new cards After you gain your first artifact/spell, the offer
• Set out the Fame card(d). Orient the you draw fill in from left to right. Units consists of the two artifacts/spells adjacent to
Reputation card (e) so the “0/+2” is on top. You Start with the Silver units face up. During ones you already own. The artifact/spell card,
start on 0 reputationon the yellow side. Have When playing action cards: setup, rotate the unit card randomly. When like the unit card, goes underneath your hero
the arrow point to Fame 0. • When you play a Starting card, rotate it to placed on the table, the initial unit offer card. Reveal only the artifacts/spells you own.
• Place the Enemy(f), Unit (g) and Artifact/Spell Waning and place it at the bottom of the deck. consists of the top-right, bottom-right, and Artifacts and spells can be used once per
(h)cards within reach. • When you play a Waning card, put it in your bottom-left units on the card. When you recruit round. As long as they have not already been
• Shuffle the action cards and put them in a discard pile. It stays on Waning. your first unit, put the unit card underneath used this round, they are always available to
stack to create your deed deck (i). The basic your hero card so that only your unit sticks out. be used, much like units. To play an artifact
actions should all be face up, oriented with the Slide cards upwards a bit when you play them. For the rest of the game, the unit offer consists or spell, you must discard any card of your
Starting half on top. After your turn, discard them. Remember; only of the two units adjacent to units you choice from your hand.
• Draw 5 cards from the top of your deed deck don’t remove cards from your hand until already have.
for your starting hand(j). after your turn is complete. You may only play the stronger effects of any
You may only use unit abilities once per round. artifacts you own, but remember that you must
Wounds When assigning damage to a unit, you must throw them away (cover them up) afterward. If
You take wounds by downgrading cards. You disband the unit unless you are able to heal it covering the artifact up would force you to
can take wounds into your hand or your deck, in the same or the next turn. You may only cover up another artifact you own, you still
but must prioritize cards in your hand. For assign damage to “edge” units, meaning units must do that. So be choosy about which
every wound you take, you must do one of the you could cover up with your hero card. The artifacts you do this with. Artifacts that have
following: been thrown away may be gained again later
• Rotate a Starting card in your hand to • Exception: You may assign damage to any in the game.
Waning. owned unit if you are able to heal it within the
• Move a Waning card in your hand to your same or the next turn. Fame & Reputation
discard pile. Track your Reputation by rotating the
• If neither of those options are available, you After revealing the first Core map card, Gold Reputation card so your current reputation is
must take the wounds into your deck. The units are available to recruit. When you recruit oriented on top. Note that some orientations
same options apply. your first Gold unit (flip the unit card), total up share values, so you’ll have to remember
Mini Blitz Scenario the Influence value of all silver units you which of the two values is current. When your
Goal is to defeat both cities before time runs You take wounds immediately, in the Assign currently have. Then add or subtract your reputation goes below the staring “0”, flip the
out. Recommended to play all scenarios with 4 Damage phase of combat. You cannot wound reputation. Take that total, plus any Influence card to be on the “0” on the negative reputation
countryside, 2 core, and 2 city tiles. If playing a card to pay for its own wounding [Link] you play this turn, and recruit any number of side (the red side).
with the portal tile, do not count it as one of may wound a card twice. In fact, you must do Gold units you can.
your countryside tiles. this before taking any wounds into your deck Track Fame by pointing the top arrow on the
rather than your hand. At least one of the Gold units you recruit must Reputation card to your current fame on the
Fame Bonus = # fame you gain immediately be recruitable at the type of site you are at. All track. Hero levels are marked on the track, as
after crossing a fame level which levels up When taking Poison damage, you must take the gold units you recruit must be adjacent to well as the type of upgrade (command token
your hero. damage equal to twice their attack value. You each other. Any leftover Influence can be used vs. advanced action/skill).
Casual Normal Hard may choose to take that extra damage into for other purposes this turn. You can always
Rounds 6 6 5 your deck, not prioritizing taking the wounds choose to go back to the Silver units side
Fame Bonus +2 +1 +1 into your hand as you normally are required to. following the same rules.
City Lvl 3&5 3&5 3&5 ------------
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MAGE LIGHT - BASE GAME 2 Enemies The Map Hero Token & Day/Night Tracking
Reference the left-hand mana symbol on the Map cards are double sided. The Core tile side In the base game, the player must provide a
Levelling Up furthest left card in your hand when has the asterisk icon in the top-left corner. coin or token to track your hero’s location on
In the base game, leveling up your hero means determining which enemy or ruins you are the map. I use a penny, and also track whether
simply rotating it to reflect the level up. You’ll facing at a given site. This mana symbol is Map Shape it is day or night with it. Heads is day, tails is
need to flip the card when you get that far. called the Guiding Symbol, for simple You start the game with one Countryside map night.
Look at any skills you’ve gained, any command reference later. On the enemy card, enemies card out. The map shape restriction is a ------------

tokens you’ve gained, and upgraded armor and ruins each are in a single column, with the modified staircase. From that starting map Monster Dens
and hand [Link] number of command tokens exception of Orcs, which have two columns. card, you can explore in a straight line straight Since there are no crystals in the base game,
you have is indicated by the small shield icons There are 3 rows of enemies. Next to each row east as far as you want to, but may never go monster den rewards work differently. Your
next to the larger command token. on the left-hand side of the card, there are two south of that reward for defeating a monster den is
mana symbols. One is slightly above and left of starting card. If, for example, you explore north whenever you are on or adjacent to a monster
The Source & Mana the other one. So each row has a Top-Left from that starting map card, you cannot den you have defeated, you get +1 mana in
Mana in the Source is determined by the cards symbol and a Bottom-Right symbol. explore further north (at least not in that the source, and can use +1 mana from the
in your hand. Reference the mana symbol on column of map cards). From that map card source each turn. When you add in the Crystal
the left-hand side of the three cards on the To check which enemy/ruin you are facing, first you’d have to explore east first, and then from Expansion you can track crystals, so go back
left-most side of your hand. If you want a look for the appropriate column on the enemy there could explore north, then east, then to playing monster dens normally.
Source with 3 mana in it, reference the first 3 card based on the enemy type you need. Then north, etc. like a staircase.
cards in your hand, etc. You do not remove consult your Guiding Symbol (left-most mana Scoring
cards from your hand during your turn, so the symbol in your hand) and find the Partial Hexes The point of the game is to defeat both cities,
Source remains the same throughout a turn. corresponding symbol on the enemy card. This Notice that in the 4 corners of each map card, but you can calculate your score to compare
tells you which row to use. Now you know there are hexes that are cut in half. These are performance from game to game. Total up the
The official rule is that if you are at the end of which enemy/ruin to face. called Partial Hexes. You may move into partial fame you get from the following to get your
your deck and only have, say, 1 or 2 cards in hexes if you want to. A partial hex is score:
your hand, it means the Source only contains 1 Since Orcs have two columns, choose the Left considered to border the two unexplored areas • Fame on the fame tracker card that you
or 2 mana respectively. However if you want it or the Right Orc column based on whether adjacent to it, so from a given partial hex you earned during the game
to be less restricting, feel free to play that if you your Guiding Symbol is the Top-Left or may be able to explore in two directions • + 5 Fame for each city defeated
need more mana to fill out the Source offering, Top-Right symbol on the enemy card. Note that (paying the move cost for each, of course). • + Fame = 2x the city level of each city
you can use the mana symbol(s) on the since your Guiding Symbol can change from When exploring east while in a partial hex, the defeated
right-hand side of whatever cards you have turn to turn, the enemy/ruin you would face in a map card you add completes the partial hex • + 16Fame for every full unplayed round
left. given site can change from turn to turn as well. you are currently on. This is now a full hex; you • + 1 Fame for every Waning card not
don’t have to spend move points to move to discarded, and +2 Fame for every Starting
There are no mana crystals in the base game; the other half of that hex. card
only mana tokens. No saving mana, in other Gaining Advanced Actions
words. Game effects that would have provided When you gain an advanced action, wait until Diagonal Movement
crystals have been modified or replaced with you have drawn up your cards for your next When moving from one map card to another
giving one or more mana tokens. turn to gain it. Look at the back sides of the that are North/South of each other, you must
three left-most basic actions in your hand. obey special rules. You can always move
Choose one to permanently flip to the orthogonally; that is, you may move straight
Advanced Action side. north or south from a hex on one map card to
the hex it is next to on an adjacent map card.
You may move diagonally as well if you’re
moving from one of the inner hexes on the
northern or southern border of a card to a hex
on an adjacent map card. In other words, you
can’t move diagonally when moving
north/south out of one of the partial hexes on
the corner of a card to another card.

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MAGE LIGHT - EXPANSIONS Dummy Player Spell & Artifacts Replacement Action & Skill Ref. Cards
Once you have the Main Expansion, you can There is a new spell card and new artifact The expansion includes a card that is the basic
Hero Cards play with a Dummy Player to push the pace of card. These replace the single card in the base version of Tovak’s special card. This is for any
The two hero cards provided in the expansion each round. Use Tovak’s Hero Card from the game. With the expansion, you are able to own future characters released. Swap in this card in
replace the hero card in the base game. Each base game as your dummy player. The base artifacts and spells at the same time, and place of Tovak’s card, and then swap in the
one tracks every-other level up. Use the Skill game hero card tracks character levels 1 aren’t forced to commit to one or the other. special card(s) provided with the expansion
Hero Card (the one with the skills on it) to track through 8, starting with the “1-2” command Randomly select which side of each card you’ll character.
when you have an Advanced Action/Skill level token level for level 1, and going through the play with in the game.
up, and use the Command Hero Card (the one “8” skill level. To use this card as the dummy Tovak’s skill reference card is included in the
with just the command player, start it on level 1. After every one of Enemy Cards main expansion.
token images) to track your command token your turns, rotate (or flip, if necessary) the There are 2 new enemy cards in the
level ups. The Command Hero Card is placed dummy card to start counting turns. For expansion. These replace the single card from The Crystal Expansion
in front of you, and covers your unit card, as in example, after your first turn, rotate the dummy the base game. The intent is to be able to have With the Crystal Expansion, you can play with
the base game. The Skill Hero Card is also player to level 2. When the dummy player all enemy types visible at once between the mana crystals rather than just mana tokens.
used to track your hero’s location on the map. I changes to level 7, it declares end of round, two cards. The same enemy types are on the Included in the expansion are 4 crystal tracking
did this to make it a true componentless game and your next turn is your final turn of the front and back of each card, but the Top-Left cards, one for each basic color. Start them at 0
(other than the cards). round. and Bottom-Right mana symbols on are and rotate to track when you gain or spend
flip-flopped. crystals.
The Skills Hero card offers a minor skill tree Use the pips under Tovak’s name (two blue
that gives you choices for which skills you and one red) to check if the dummy player will To choose the enemy you are facing when The Crystal Expansion also includes
choose when you level up. Start with the “0” move faster or not. After your turn, after playing with both enemy cards, follow these replacement cards for any in the base game
level pointing to the right. Your character starts drawing up your next hand, reference the two steps: that were changed to accommodate the lack of
at level 1, but you haven’t gotten a Skill right-hand mana symbol of the furthest-right • Reference the Guiding Symbol (the left-hand crystals. So you’ll want to swap these back in,
upgrade yet, so the Skill Hero card shows level card in your hand. If that mana symbol mana symbolon furthest left cardin your hand) replacing their crystal-less counterparts. Action
0 at game start (the Command hero card will matches Tovak’s pip colors, move the dummy to determine which of the two cards to use. cards from the Crystal Expansion have a small
show level 1 at game start). an EXTRA level this turn for every pip of the Use the card where your Guiding Symbols is white crystal in the upper right corner of each
matching color. For example, after your first the top-left of the two symbols in its row. card to help distinguish them from the base
Whenever you have a Skill level up, rotate or turn of the game, say the furthest-right mana • Then choose which enemy you’ll faceby game cards they replace.
flip your Skill Hero Card based on the choices symbol in your hand is red. You check the referencing the left-hand mana symbol of the
given to you by the white arrow or arrows. For dummy card and see it has 2 red pips under card that is second from the left. Character Expansions
example, when you reach character level 2, the name. So you rotate the dummy player 1 To play with a character from a character
you may choose to either rotate your card left level (from 1 to 2) because it is the end of the As always, if you don’t have enough cards in expansion, use their hero card(s)and swap in
or right, choosing between COLD turn, and then rotate it another 2 levels (from 2 your hand for all the enemies you’re facing, their special action card(s) for their base-game
SWORDSMANSHIP and SHIELD MASTERY to 4) because of the 2 red pips. use the right-side mana symbols of cards as counterpart. Also remember to swap in the
for your first skill upgrade of the game. From needed. Replacement Card from the Main Expansion
there, each of those paths gives you two For an easier experience, allow the dummy for Tovak’s special card. Characters’ special
choices once again for your next skill upgrade. player to go all the way to level 8 before Cover Cards action cards, including Tovak’s from the base
For example, if you had chosen COLD declaring end of round. Likewise, you can There are 4 cover cards provided in game, include the character’s icon in the upper
SWORDSMANSHIP, when you reach increase the challenge by having it declare end theMainExpansion. These are optional. right corner. Character expansions also include
character level 4, you would have the choice of round at level 6. • The Day/Night cover card tracks whether it is a skill reference card.
between rotating the card to gain SHIELD day or night, but also covers your Spell card.
MASTERY, or flipping the card (over the long Map Cards • The Roundcover card tracks which Dayit is, Character expansions will include a hero card
edge) to gain NIGHT SHARPSHOOTING. There are 8 new map cards in the Main but also covers your Artifact card. compatible with the base game, and two hero
Sometimes there is only one white arrow, not Expansion. One is the portal, and the rest have • The Deckcover card can be used to cover cards like Tovak’s hero cards from the Main
two, indicating you do not have a choice and a countryside and core tile side. Two of the your deed deck and keep that top card hidden. Expansion. If necessary, an optional Crystal
must follow the pre-determined upgrade path. core sides have the two remaining cities that • The Mapcover card covers your stack of map version of a character’s special action card will
were not in the base game, and another has cards to keep the top card hidden. be provided in case the player chooses to play
Volkare’s Camp. Add these in as you choose with the Crystal Expansion.
based on how many cities and map cards you
want in your game.

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