Mage Knight
Dummy playerRound tracker
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.
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.