Mage Knight

Dummy player

Round tracker

Current roundDay 1Round 1 of 6
The dummy deck is still running. You may call End of Round yourself whenever your Deed deck is empty.

Dummy state

Choose an unused character. Its three printed dots set the dummy's starting crystals automatically. Everything below is saved in this browser.

Crystals in its Inventory

Take a dummy turn

If the deck is not empty, physically flip up to three cards. Then choose the colour of the last card flipped.

Ready. Choose the dummy character or enter its current state.

Prepare the next round

Use these after finishing the current round. For the complete player, offer, Unit and Source reset, open the Round Guide.

1Add the Advanced Action

Put the departing lowest Advanced Action into the dummy's Deed deck, then shuffle its entire deck. Set cards remaining to the new deck size.

2Add the Spell crystal

Put the departing lowest Spell under the Spells deck. Give the dummy one crystal matching that Spell's colour.

The dummy may hold more than three crystals of one colour.

Rules at a glance

When its deck starts empty

The dummy announces the end of the round. You receive one final turn.

Tactics

For First Reconnaissance solo and Solo Conquest, choose your Tactic first. Give the dummy one random remaining Tactic. Its text has no effect; its number only sets turn order.

When you gain a Skill

Reveal one dummy Skill into the Common Skills area. Remove and replace its Competitive Interactive Skill if it appears.

The dummy is a variable round timer. It does not move, fight, use its cards, or spend its crystals.