Mage Knight
Turn guide · First Reconnaissance1 · Start of your turn
2 · Choose your turn
3 · Plan movement
Tap each space you intend to enter, in order. The cost changes automatically for Forest and Desert at night.
- No movement entered.
For “reduce each terrain cost by 1, to a minimum of 2”, choose Reduce by 1 and Minimum 2. Exploring a tile is a separate Move 2 cost, so it is not changed.
4 · Destination and action
After movement, take no more than one action. Unspent Move and Influence vanish when the action begins.
Rest
You may still use special and healing effects during the turn. Resting discards Wounds; it does not heal them away.
Announce end of round
Follow the scenario and dummy-player instructions for finishing the round. Do not use this option merely because your current hand is awkward.
5 · End your turn
Tick these in order. Progress is saved on this device until you reset the guide. Spent units remain spent until the end of the round.
This guide covers the normal First Reconnaissance flow. Site cards and card text take priority. Ultimate Edition rulebook.