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Mage Knight tournaments are designed to be fast and fun, to play quickly
and keep all players in the action. Tournament rules are designed to build on the
existing body of Mage Knight rules.
Registration
Anyone can play in a sanctioned Mage Knight tournament.
Registered players will earn Battle Points for their victories, which are
tracked on the Mage Knight website at www.mageknight.com. Registered players
should report their login name to the judge when they arrive so their Victory
Points can be properly credited.
Tournament Format
Campaign tournaments will be organized in a Swiss, or round-robin,
format for the opening rounds, with a number of final rounds based on the
number of players. All players participate in the entire tournament.
Players will be matched according to their victories as closely as possible
for each round. Players are guaranteed a certain number of rounds depending on
the number of participants. Warlords will announce the number of final rounds
before the first round of play. The number of players to advance to the final
rounds will also be determined by the number of players. Each round, including
finals, must be completed in 50 minutes. When time is called, the game ends as
soon as the current action is resolved.
Swiss rounds are used to seed players for the finals. The final rounds (if
more than one) are single elimination.
Variations
Warlords may choose to run the following Campaign tournament variation.
Faction Campaign: Use the Campaign tournament rules, except each
player must select at least 250 points worth of figures from a single faction in the
original 500-point army.
Tournament Rules
1. Tournaments use all Mage Knight rules and the abilities listed on the Special
Abilities Card (SAC) unless otherwise noted here. The latest edition of the
Mage Knight rules and SAC are considered the legal standard for the
tournament.
2. Rules questions will be decided based on the Frequently Asked Questions
(FAQ) posted on the Mage Knight website at www.mageknight.com. The
Warlord’s ruling is final for all questions. Players are encouraged to resolve
disputes themselves using the Mage Knight Etiquette suggestions on page 11
of the rulebook.
3. Captives must be returned to a player’s Starting Area in order to count toward
final Victory Points.
4. If a figure is discovered to be illegal during the course of the game, the player
using the illegal figure loses the current round and is disqualified from the
tournament.
Victory
Victory in each game is determined by each player’s accumulated Victory
Points. When 50 minutes elapses or all figures on one side are eliminated,
demoralized and/or captured, the game ends. At the end of the game, total your
The sum of this calculation results in the Victory Point Total. If the Victory
Point Totals end in a tie, use the following tiebreakers, in the order presented.
1. Player who built his army with the fewest points wins (i.e., a 198-point
army wins against a 200-point army).
2. Player with the highest cumulative point value of non-demoralized figures
on the map at the end of the game wins.
3. Both players roll two dice. High result wins.