Mage Knight

Dummy player

Dummy state

Saved automatically in this browser. You can visit another helper—or open this page in another tab—and return without losing the dummy’s position.

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. Enter its current deck and crystals.

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.

New round

Add the departing lowest Advanced Action to its deck and shuffle. Put the departing lowest Spell under its deck and give the dummy a crystal matching that Spell’s colour. The dummy may hold more than three of a colour.

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.