Mage Knight 2.0 Domains

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Mage Knight 2.0

D-001   Smoke and Fog - Weather

All figures with a range value greater than 8 have a range value of 8 instead. No figure can use the precision proficiency.

Smoke and Fog is canceled by the Erratic Winds weather domain or the Twister catastrophe domain.

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D-002   Darkness - Weather

All figures with a range value greater than 6 have a range value of 6 instead. No figure can use the double-time proficiency.

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D-003   Rain and Mud - Weather (precipitation)

All figures with a speed value greater than 8 have a speed value of 8 instead. No figure can use the surge proficiency. Rain and Mud is canceled by the Blasted Lands terrain domain.

D-004   Downpour - Weather (precipitation)

All figures with a speed value greater than 6 have a speed value of 6 instead. No figure can use the soaring proficiency. Downpour is canceled by the Heat Wave weather domain.

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D-005   Erratic Winds - Weather

If a Bombardment attack drifts, double the drift distance.

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D-006   Storm Gale - Weather

Figures cannot be given ranged combat actions. Constructed terrain features get –1 to their structural point values. Storm Gale is canceled by the Smoke and Fog weather domain.

D-007   Heat Wave - Weather

During each player's end phase, eliminate any figures with Demoralized. Heat Wave is canceled by the Cold Snap weather domain.

D-008   Cold Snap - Weather

All water terrain becomes clear terrain. If a weather (precipitation) domain is in play, all figures with a range value greater than 6 have a range value of 6 instead. Cold Snap is canceled by the Blasted Lands terrain domain or the Inferno catastrophe domain.

D-009   Magestone Storm - Weather

Each player rolls one six-sided die at the beginning of his or her command phase. On a result of 1, deal 1 damage to every figure in base contact with another figure. Figures with the (magic immunity) defense type do not take this damage. Magestone Storm is canceled by the Magestone Strip Mine or Wylden Forest terrain domain or the Ley Burn catastrophe domain.

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D-010   Clear Skies - Weather

Cancel all other weather domains in play. Clear Skies cannot cancel a weather domain if more than one copy of that weather domain is in play.

D-011   Border Town - Terrain

Constructed terrain features get +1 to their structural point values. Border Town is canceled by the Magestone Strip Mine terrain domain or the Earthquake catastrophe domain.

D-012   Fen Swamp - Terrain

All clear terrain becomes shallow water terrain. Any figure with the (aquatic) speed type in shallow water terrain gets +1 to its defense value. Fen Swamp is canceled by the Mountain Pass terrain domain.

Errata: Replace the last sentence of the rules text with: Fen Swamp is cancelled by the Grasslands or Mountain Pass terrain domains, or the Cold Snap weather domain.

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D-013   Blasted Lands - Terrain

Remove all terrain from play. When a figure is deployed or reanimated, deal 1 damage to it. Blasted Lands is canceled by the Fen Swamp, River Valley, or Wylden Forest terrain domain.

D-014   Grasslands - Terrain

All clear terrain becomes concealing terrain. Grasslands is canceled by the Blasted Lands terrain domain or the Inferno catastrophe domain.

Errata: Replace the last sentence of the rules text with: Grasslands is cancelled by the Blasted Lands or Wylden Forest terrain domains or the Inferno catastrophe domain.

D-015   Wylden Forest - Terrain

All clear terrain becomes hindering terrain. No figure can use the double-time proficiency. Wylden Forest is canceled by the River Valley terrain domain.

Errata: Replace the last sentence of the rules text with: Wylden Forest is cancelled by the River Valley or Fen Swamp terrain domains.

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D-016   River Valley - Terrain

All clear terrain becomes shallow water terrain. Figures with the Wave speed type can use the double-time proficiency when they both begin and end their movement in any water terrain. River Valley is canceled by the Mountain Pass terrain domain or the Wave of Water catastrophe domain.

Errata: Replace the last sentence of the rules text with: River Valley is canceled by the Cold Snap weather domain, the Mountain Pass terrain domain, or the Wave of Water catastrophe domain.

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D-017   Mountain Pass - Terrain

Figures with the (horseshoe) speed type fail to break away on die results of 1-3. Reduce the unmodified speed value of warriors with the (horseshoe) or (chariot) speed type by one-half, rounded up. No figure can use the double-time or surge proficiency. Mountain Pass is canceled by the Blasted Lands terrain domain.

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D-018   Haunted Graveyard - Terrain

At the beginning of each player’s command phase, that player must eliminate one of his or her figures with an unmodified defense value of 10 or less unless he or she has a figure with Command or Leadership on the battlefield. Haunted Graveyard is canceled by the Border Town terrain domain.

D-019   Magestone Strip Mine - Terrain

When a figure succeeds at a WAND ranged combat attack, roll one six-sided die. On a result of 1-3, the attack is unsuccessful instead. Magestone Strip Mine is canceled by the Wylden Forest or Border Town terrain domain.

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D-020   Open Terrain - Terrain

Cancel all other terrain domains in play. Open Terrain cannot cancel a terrain domain if more than one copy of that terrain domain is in play.

Dark Riders

D-021   Earthquake - Catastrophe

At the beginning of each player's command phase, that player rolls two six-sided dice. If the result is a 2, every warrior without the WING speed type is dealt 2 pushing damage, and all constructed terrain features are removed from the game; remove this Earthquake from the game.

Earthquake is canceled by any faith domain.

D-022   Wave of Water - Catastrophe

At the beginning of each player's command phase, that player rolls two six-sided dice. If the result is a 2, every warrior without the WAVE speed type not in base contact with an objective token is dealt 2 pushing damage, and all constructed terrain features are removed from the game; remove this Wave of Water from the game.

Wave of Water is canceled by any faith domain.

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D-023   Inferno - Catastrophe

All warriors with a range value more than 6 have a range value of 6 instead.

At the beginning of each player's command phase, each warrior occupying concealing, constructed, or hindering terrain is dealt 1 pushing damage. Also, the player whose turn it is rolls one six-sided die; each constructed terrain feature is dealt damage equal to the result.

Inferno cancels the Smoke and Fog weather domain, and it is canceled by any faith domain.

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D-024   Ley Burn - Catastrophe

At the beginning of each player's command phase, that player rolls one six-sided die. If the result is a 1 or 2, roll one six-sided die; each warrior that makes a WAND ranged combat attack this turn is dealt damage equal to the second result.

Ley Burn is canceled by any faith domain.

D-025   Twister - Catastrophe

At the beginning of each player's command phase, that player rolls one six-sided die. If the result is a 1, the player to that player's left chooses one warrior in play; that warrior and every warrior in base contact with it is dealt 2 pushing damage. That player then moves that warrior or warriors one at a time, at least 6" but not more than 10", to any other part of the battlefield they could occupy at the level they were at when they were moved; they cannot be moved into base contact with another warrior.

Twister is canceled by any faith domain.

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D-026   Pestilence - Catastrophe

Remove all concealing and hindering terrain features from the game. At the beginning of each player's command phase, that player can choose up to three target opposing warriors; Pestilence deals 1 damage to each of those targets. At the beginning of each player's end phase, eliminate all warriors with the Demoralized special ability.

Pestilence cancels the Grasslands and Wylden Forest terrain domains, and it is canceled by the Lords of Apocalypse faith domain.

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D-027   Famine - Catastrophe

When deploying your army, deal 1 pushing damage to your warriors after turning their combat dials to the starting marker. Warriors cannot be healed of damage.

Famine cancels the Blasted Lands terrain domain, and it is canceled by the Lords of Apocalypse faith domain.

Errata: Replace the first sentence of the rules text with: When each figure is deployed, deal 1 pushing damage to it after turning its combat dial to the starting marker.

D-028   Death - Catastrophe

At the beginning of each player's command phase, that player rolls one six-sided die. If the result is a 1, eliminate the warrior with the lowest point value on the battlefield. If two or more warriors have the lowest point value, eliminate those warriors.

Death is canceled by the Lords of Apocalypse faith domain.

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D-029   War - Catastrophe

Warriors cannot create formations. Warriors with out an attack bonus gain an attack bonus of +1. Each warrior's bonus applies to all attacks made by that warrior.

War is canceled by the Lords of Apocalypse faith domain.

D-030   Eye of the Storm - Catastrophe

Cancel all other catastrophe domains in play. Eye of the Storm cannot cancel a catastrophe domain if more than one copy of that catastrophe domain is in play.

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D-031   Tezla's Avatar - Faith

All ATLANTEAN EMPIRE warriors friendly to the player who put this Tezla's Avatar into play get +1 to their damage and ranged damage values and a -1 to their defense values.

Tezla's Avatar is canceled by the Death, Famine, Pestilence, or War Catastrophe domain.

D-032   Tezla's Spirit - Faith

ELEMENTAL FREEHOLDS warriors friendly to the player who put this Tezla's Spirit into play gain the Counterattack special ability when in base contact with an objective token.

Tezla's Spirit is canceled by the Death, Famine, Pestilence, or War catastrophe domain.

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D-033   Dark Tezla - Faith

At the beginning of the command phase of each player friendly to the player who put this Dark Tezla into play, that player can give a target DARK CRUSADERS captor a special action; eliminate the target's captive.

Dark Tezla is canceled by the Death, Famine, Pestilence, or War catastrophe domain.

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D-034   Tezla's Shade - Faith

At the beginning of each player's end phase, if the player who put this Tezla's Shade into play does not control a SOLONAVI warrior, remove this domain from the game.

If, at the beginning of his or her command phase, the player who put this Tezla's Shade into play does not control a warrior that began the game in an opposing player's army, he or she rolls one six-sided die. If the result is a 6, that player chooses an opposing target warrior with the lowest point value that an opponent controls; the target is now friendly to the player who put this Tezla's Shade into play.

Tezla's Shade is canceled by the Death, Famine, Pestilence, or War catastrophe domain.

D-035   Cause of Freedom - Faith

When Cause of Freedom is put into play, the player who put it into play chooses one of these factions: Atlantean Empire, Dark Crusaders, or Elven Lords. All BLACK POWDER REV warriors friendly to that player get +1 to their damage and ranged damage values against opposing warriors from the chosen faction.

Cause of Freedom is canceled by the Death, Famine, Pestilence, or War catastrophe domain.

D-036   Code of the Raiders - Faith

The ORC KHANS warrior with the highest point value in play gains the Terrify special ability. All ORC KHANS warriors friendly to that warrior get +1 to their attack values, and they cannot capture other warriors.

Code of the Raiders is canceled by the Death, Famine, Pestilence, or War catastrophe domain.

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D-037   Dragon Gods - Faith

The player who puts this Dragon Gods into play, and all players friendly to that player, can win the game only if there are no able opposing warriors on the battlefield when the game ends. All warriors friendly to the player who put this Dragon Gods into play cannot control objectives, though they can still contest objectives, if able.

DRACONUM warriors friendly to the player who put this Dragon Gods into play are not given action tokens after they resolve close combat attacks if they begin their turns in base contact with their targets.

Dragon Gods is canceled by the Death, Famine, Pestilence, or War catastrophe domain.

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D-038   Heirraman Gods - Domain

At the beginning of the game, the player who put this Heirraman Gods into play chooses one of these factions: Atlantean Empire, Black Powder Revolutionaries, or Orc Khans. ELVEN LORDS warriors friendly to that player get +1 to their damage and ranged damage values against opposing warriors from the chosen faction.

Heirraman Gods is canceled by the Death, Famine, Pestilence, or War catastrophe domain.

D-039   Lords of Apocalypse - Faith

All warriors friendly to the player who put this Lords of Apocalypse into play gain the APOCALYPSE faction symbol instead of their faction symbols, and they can create formations of from three to ten members. They ignore all subfaction symbols printed on their bases.

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D-040   Conviction - Faith

Cancel all other faith domains in play. Conviction cannot cancel a faith domain if more than one copy of that faith domain is in play.

Sorcery and Omens (LE for Sorcery)

D-041   Citadel of Rokos - Terrain (Location)

At the beginning of the game, the player who put this Citadel of Rokos into play chooses a target objective token.

Non-Solonavi warriors with the wing speed type cannot move into base contact with the target. Solonavi warriors with ranges values higher then 0 that are in base contact with the target get +4 to their range values.

Citadel of Rokos is canceled by any other location domain.

D-042   The Fist - Terrain (Location)

All clear terrain becomes concealing terrain. Any Orc Khans warrior within 6" of an opposing warrior gains Stealth.

The Fist cancels the Fen Swamp, River Valley, and Wylden Forest terrain domains and the Pestilence catastrophe domain, and it is canceled by any other location domain.

D-043   Kuttar Depths - Terrain (Location)

All Black Powder Revolutionaries warriors gain Stealth and get +2 to their defense values against ranged combat attacks.

Kuttar Depths is canceled by any other location domain.

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D-044   City of Fairhaven - Terrain (Location)

When a Atlantean Empire warrior makes a close combat attack against a target with a higher point value, it gets +1 to its attack and damage values for that attack. All Atlantean Empire warriors with the wand attack type gain the surge proficiency.

City of Fairhaven is canceled by any other location domain.

D-045   Vurgra Divide - Terrain (Location)

All Dark Crusader warriors with the wing speed type gain the double-time proficiency and are not dealt 1 pushing damage for using double-time.

Vurgra Divide is canceled by any other location domain.

Errata: The name of the domain is Vurgra Divide.

D-046   Dragon's Gate - Terrain (Location)

All Draconum warriors gain Frenzy, Terrify, Vampirism and get +2 to their attack values.

Dragon's Gate is canceled by any other location domain.

D-047   Wylden Deeps - Terrain (Location)

All Elemental Freeholds warriors gain Pathfinder. All clear terrain becomes hindering terrain.

Wylden Deeps cancels the Fen Swamp, River Valley, and Wylden Forest terrain domains and the Pestilence catastrophe domain, and it is canceled by any other location domains.

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D-048   Stonekeep - Terrain (Location)

All Elven Lords warriors friendly to the player who put this Stonekeep into play gain Infiltrate; warriors friendly to this player who put this Stonekeep into play ignore Demoralized.

Stone Keep is canceled by any other location domain.

Omens (see also Sorcery)

D-049   Ley Drain - Prophecy

All relics are ignored.

Ley Drain is canceled when any opposing player controls two objectives.

D-050   Time of Mists - Prophecy

All other domains are ignored.

Time of Mists is canceled when an opposing player eliminates the warrior with the highest point value that is friendly to you.

D-051   Clouded Mind - Prophecy

(Optional) At the beginning of each of your command phases, give an action token to the opposing figure with the highest point value if that figure has zero action tokens.

Clouded Mind is canceled when opposing warriors make three close combat attacks in the same turn.

D-052   Spell Stasis - Prophecy

Spells may not be cast.

Spell Stasis is canceled when an opposing sorcerer in base contact with a controlled objective is given a special action to remove a spell in its spellbook from the game.

Apocalypse

D-053   Blackstone Prison - Terrain (Location)

Eliminated figures are removed from the game.

Blackstone Prison is cancelled by any other location domain.

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