Articles Reviews A Very Great Adventure - Mage Knight Review
 

A Very Great Adventure - Mage Knight Review A Very Great Adventure - Mage Knight Review Hot

mageknightAt some point in the last 50 years, "fantasy" came to denote a certain image: elves, dwarves, and wizards who embark on a quest and have lots of big adventures. There's a certain epic sweep to fantasy, but at its core it tends to be pulpy. That basic silliness must be overcome or cast aside for a fantasy novel to really shine. The exception to goofy nature is what most people would consider the first true modern fantasy novel, The Lord of the Rings. Tolkien's classic may have many similar trappings, but its attitude is entirely different. Instead of action there are journeys. The tone is lyrical and elegiac, rather than fast-paced. As such, some modern readers find The Lord of the Rings to be curiously slow. It's not a book that is meant to be burned through. It demands something from the reader.

Many gamers will feel that way about Mage Knight, the new game based on the miniatures game from several years ago. Modern fantasy games tend to be filled with random events, fast-paced gameplay, and flavor text. That isn’t necessarily bad, but Mage Knight pushes fantasy games forward from what they have been, and towards what they could be. In place of the unexpected, Mage Knight exists in the realm of the challenge. There aren't surprises so much as there are insurmountable obstacles. It's up to you to decide how you overcome them.

Even as I write those words, I see that I don't really do the game justice. Indeed, Mage Knight is a difficult game to grasp on several levels. First of all, its sheer complexity is overwhelming. Upon opening the box, the player is greeted with not one, but two rulebooks, both formatted with a tiny font in three columns. There are piles of tokens and cards that need to be sorted and figured out before you get started. Then after you've dug into the game it begins to reveal new aspects that you never even thought about. After 7-8 games, I am just now beginning to see that I am a mere apprentice to what Mage Knight has to offer. And rather than discouraging me from learning it, the game keeps giving me just enough to keep me coming back. It has dug its talons into my brain, and I love it.

Each player takes the role of a Mage Knight who travels through the countryside, conquering strongholds, defeating monsters, and recruiting an army of followers to accomplish these goals. It's a bit like what most people would call an "adventure game," but there are some key differences. The biggest one is that very little of the game comes down to a random resolution. When you lay out new terrain, you see everything that is out there. The exact nature of what you will have to conquer may be unknown, but with a little experience you can gauge what kind of fight you will be in for. Everything the player does is through a deck of cards. These cards allow you to move, attack, block damage, or influence NPCs. Each card also has a second effect that can be utilized if you spend some mana of the appropriate color. So the bulk of the game is figuring out how best to play your cards to take maximum advantage of the different abilities on your cards. If you spend this card one way, then spend the other cards a certain way, you might be able to forge forward and defeat some orcs. But if you rearrange the order in which you play, you might be able to do something more worthwhile with your hand. New skills and spells can be added to your deck, in a rather ingenious usage of deck-building to level up your character. Behind all of this is a day/night cycle, which changes some details of the game and how your cards work depending on what time of the day it is. Most scenarios are over after a certain number of cycles, usually two or three.

The turn-by-turn challenge of how to utilize your hand is where most of the meat is, and there's a lot of it. It's a rather large task to figure out how to budget your mana and cards, and I suspect that many people who normally love fantasy adventure games won't enjoy this part. It requires some mental gymnastics that I'm still not always up to, and even then some people just won’t enjoy it. The ordeal gets tougher when combat comes into play, because then you need to take yourself through the four-step combat process, all while keeping track of what your cards are doing. Note that the actual process of keeping this straight is actually pretty simple. The difficulty comes from figuring out how to do it most effectively. It's been called "puzzle-like" and that’s no lie.

That tendency might ruin a lesser game, but Mage Knight overcomes it admirably. That's because it gives the players an extraordinary range of actions to perform, and it's wide-open as to what actions you take at any given time. Right out of the gate, a player could choose to attack some orcs, recruit in the local village, conquer a mage tower or a keep, or visit the local monastery. And when you visit the monastery, you have the option to burn it down to get a valuable item. And that doesn't even touch on the monster pits, ruins, and dungeons where you can get other good stuff. Not everything will be possible every turn, but you are largely left to your own devices as to how you want to accomplish something. This has the side-effect of bolstering the narrative of the game. Events in the story happen because you chose to do them, not because a card told you to go there and do something. The result is a surprisingly engaging game, one that not only gives you a strong dose of setting and story, but that also gives you a constant challenge as to how you want to accomplish those things.

If you can't tell by now, Mage Knight is not a simple game. Remember those two rulebooks? You'll want to read them both. Fortunately, the first is a introductory walkthrough. I'm not normally one to advocate a learning game, but in this case I’ll make an exception. This learning rulebook is very effective. It's designed as something that you can crack open with some friends and power through before any of you have played. And that would take a while, but it actually works. The other rule-book is the full version of the rules, filling in the little details that you learned in that first scenario. Perhaps the biggest miracle of Mage Knight is that its complexity doesn't feel forced. The basic structure is surprisingly straightforward, and the vast ruleset is very well-integrated with the rest of the experience. Nothing sticks out or feels out of place.

The downside is that the game can feel a lot longer than it actually is, especially if your group has a tendency to take turns slowly. Every round has the potential to take a while, since every move invites analysis. This will be a deal-breaker for some. But Mage Knight has a terrific solution for those of you with slow opponents: a solo version. The solitaire game has all of the crunchy parts without a lot of the downtime, and it's very satisfying. And if you do have other players you can probably find a way to play that will fit you perfectly. The scenarios range from the cutthroat to the cooperative, from the multi-player to the solitaire versions.

Mage Knight was designed by Vlaada Chvatil, the designer of Galaxy Trucker and Space Alert. For the third time, Chvatil has made a game that is a true original. It’s a brutal system that keeps pushing you to improve the way you play, and like Tolkien, it demands a certain level of commitment. But the payoff is a wonderfully rich experience that keeps displaying new facets. My first game was one of discovery. My second game was one where the experience threatened to overwhelm me. Every game since then has been a new lesson in how little I know, and how much I want to learn.


 

Nate Owens is a weekly columnist for Fortress: Ameritrash. He drinks too much coffee and likes the Star Wars prequels. You can read more of his mental illness at The Rumpus Room.

 

 

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Comments (26)
  • avatardragonstout

    Interesting review; I'm not sure that I agree with everything, but I need to play it a few more times. It's just so insanely long that that's a hard thing to do; how many of those 7-8 games you've played were solo? I couldn't stand playing it solo, I started to and had to really wonder why the hell I wasn't reading a book, spending time with my wife, or seriously just masturbating instead, which felt like it would be a more productive use of my time.

    This might be the first game that drives me to write a full review.

  • avatarJonJacob

    That was a great review Nate. Mage Knight is a fascinating game and like Space Alert and Galaxy Trucker defies classification. What I like about Vlaada in full form is that his games rarely step on the toes of other games. As in, I could own five different adventure games and know that if I buy this one it will be different then all of those previous 5 and those previous 5 will probably all be closer, meachanically at least, to one another then to his product. That's an amazing acheivment and while it won't reccomend people to his games neccessarily it does at least say something positive about him as a designer and give us a chance to see what else this hobby can do. It's people like him, for better or worse, that move the hobby forward.

    That alone is an accomplishment and if you enjoy playing his games too, all the better.

  • avatarSan Il Defanso

    The only issue I have with playing solo is that I sometimes feel like there will be an insurmountable thing in my way. A level-five city? Not in this game. So I tend to lose interest when I can't really accomplish the "win" condition. Having said that, I think that the scoring works to the game's benefit here. I know a lot of people here don't like it, but it's good to have a way to measure progress.

    The question of "could I be doing something better" is there with any solo game. I think Mage Knight overcomes it as well as anything else, but you are still playing a board game by yourself. If that idea doesn't fundamentally appeal to you then this might not change your mind. I would agree that it's the best and most fulfilling solo game out there, but that might be damning it with faint praise.

    There may be an article there, justifying the existence of the solo gaming experience.

  • avatarSpace Ghost

    I have to make my obligatory comparison to Magic Realm - although I won't go into too much detail as I covered it in the blog. I have played Mage Knight numerous times, and almost on any direct comparison it pales in comparison to the Magic Realm predecessor. While some (like Barnes) argue that it doesn't try to do the same thing, and others have never had a chance to play Magic Realm, it is easy to just talk about the points where Mage Knigh seems to come up short.

    1. The manner in which all the information is provided. There are very few outcomes that cannot be mapped out from the beginning of a turn. The nature of the game actually encourages a slower analyzed type of play.

    2. The player characters are nearly identical. There is some differential strategy in how the to evolve the character; however, that degree isn't strong enough to put one in a mindset that these are the considerations when I play this character.

    3. The Mage Knight world -- the monsters and locations -- really isn't that rich. Most of the encounters are just switching out different attributes that are tested for the encounter. The encounters themselves don't have a unique feel to them.

    I do love the deck-building and card management.

  • avatarTevin
    Quote:
    There may be an article there, justifying the existence of the solo gaming experience.***

    ***This article was inspired by the brilliant and handsome Tevin. All the good parts are directly credited to him. Please see his Kickstart Project, "Fund My Moon Base" and donate generously.***

  • avatarSan Il Defanso  - re:
    Tevin wrote:
    Quote:
    There may be an article there, justifying the existence of the solo gaming experience.***


    ***This article was inspired by the brilliant and handsome Tevin. All the good parts are directly credited to him. Please see his Kickstart Project, "Fund My Moon Base" and donate generously.***

    This is true. Moonbase 2018.

    I considered drawing the comparisons to Magic Realm, but since I've never played I thought it would be disingenuous to actually act like I had. It's probably at the top of my "out-of-print-please-teach-me" games though.

  • avatarBearn

    Nicely written article about a solid game.

    Unfortunately i was exposed to Magic Realm by this game and i have never looked back at MK since i got a copy of MR. I'm not enitrely sure why i prefer MR more as it takes a whole lot more time to learn and can have some grey areas in the rules. I love V's games and Through the Ages is one of my absolute favorites but this one just didn't click for me as much as MR does.

  • avatarDukeofChutney

    I've finally pulled the trigger on this. Will see if it lives up to the rep. I hope Magic Realm does get reprinted as i'd like to have a crack at that too.

  • avatarSaMoKo

    I'm hoping the differentiation between the characters is something that an expansion might mix up. It's one of the two things that I loved in Magic Realm that Mage Knight doesn't touch. There's a bit of a difference with the character skills, but it's not even remotely in the same league.

    The other difference is personal quests, which was far more than setting objectives at the beginning of a game. In Mage Knight I'm kind of doing the same thing as everyone else, which is great for creating competition. In Magic Realm, one character might be diving into ruins for treasure, another causing a rebellion with a group of natives, while a third could be climbing mountains to hunt dragon. Every character had a unique place in the world not only through their abilities, but by the nature of the gameplay. As a side bonus, you could have characters working together or hunting each other because of these differing goals. Less competitive, but more emergent. This is definitely what makes Magic Realm's world feel more rich and alive.

    I don't think the comparisons are entirely fair, as Mage Knight has really settled into it's style. Rather than exploring a dangerous and uncaring kingdom the players are dangerous and uncaring conquerors. But the comparisons are definitely made for a reason. I'm not sure if future expansions will make the game more or less similar to Magic Realm, but I'll sure as hell pay to find out what Vlaada has up his sleeve.

  • avatarSuperflyTNT

    JUST GET REALM SPEAK

    http://realmspeak.dewkid.com/

    No need for a reprint.

  • avatarSaMoKo

    Reprint would be awesome as long as they somehow shorten up the setup of the game. Usually I don't give a damn about setup, but DAMN.

    But yeah, realm speak owns. Use it, it's better than the table top version, but maybe a bit more difficult to learn with. Eh, maybe not because most people probably learn it that way I guess.

  • avatarBearn

    At this point with everyone using Kickstarter to get anything and everything made they should put MR up and see what kind of response they get. If it does half as good as SJ's OGRE did it should be reprinted in a year. :)

  • avatarmads b.

    I like this game. I've only soloed it, but that works like a charm. It's a very good game, but I'm not sure it's a good adventure game.

    First of all I think your comparison to LotR is way off. Yes, Tolkien can be a chore and very lengthy at times, but it delivers interesting characters and an intriguing story in a rich world, MK does neither, but with all the length and feel of working rather than playing. (Remember I said I like the game). The story in Mage Knight is just so strange. Why is it the cities have to be razed for instance? And how come all the cities are placed in difficult to reach areas rather than on open plains? Oh, I can see how it's absolutely awesome that you can burn down a monastery, or that you can be liked by the people by clearing out monsters and such. But the thing is that every monster you encounter feels the same: like a math exercise.

    And then there's the rules. For me they take the last bit of story out of the game by simply being too complex. I'm good at rules. Very good. But still I don't think I've played MK a single time without forgetting a specific resistance, a bonus from a city, a card that couldn't be used because of something, and so on. And since the game is all about optimizing and getting the most out of your hand of cards, even a tiny thing can have huuge impact. And it's a bit of a downer when you realise that the only reason you had that card which just allowed you to win the game is because you didn't play it in that battle two turns ago where you actually should have since that third card only counted half.

    I like the game - I really do - and I would like to play it with someone since that will most likely be more fun. But I don't think it's a very good or interesting adventure game.

  • avatarrepoman

    I will say this Mads, I played it a bunch of times solo which was ok. I then played it with another player, one I did not have to teach, and it was so much more fun. Like a totally new game.

  • avatarmads b.

    I bet it is. But the thing is I think it's just the game that gets better - I'm not sure neither the story nor the adventure feel will.

  • avatarwice

    I don't think it's fair to compare Mage Knight to Magic Realm. Yes, I see that there are some superficial similarities (modular terrain, complexity, scope), but they are completely different games in every other regard. MK, despite the fantasy setting and adventure theme, is a Eurogame at heart. It's all about the enjoyment of solving puzzles, and its complexity is solely for making the puzzles harder to solve and less repetitive. On the other hand, MR is an insane fucking adventure simulator. Its designer threw everything in it that he assumed a player would like to do while going on an adventure. I couldn't make through the rules, but I'm pretty sure that somewhere in there there is a rule that allows the player to buy some drink to the locals, sing a song, then fuck the innkeeper's daughter/son/donkey.

    So, saying that Magic Realm is better, because it has more adventure feel to it, is like comparing a melon and a soccer ball based on their shape, then saying "I prefer melon, it tastes better".

  • avatarSpace Ghost

    You might be right, Wice. But then, perhaps the descriptor "Adventure Game" just doesn't apply to Mage Knight. If everyone calls a soccer ball fruit, it is likely to draw comparison to a melon.

  • avatarwice

    No, I think "Adventure Game" still applies to MK, but it depends on how you define it, of course. To me there is still plenty of things here that you only find in adventure games (you control a single hero, you level up, etc., and there is some kind of narrative going on as well), it's just that it's not a typical adventure game (similarly to Tales of the Arabian Nights or Android), because the focus is on a different place than in Talisman or Runebound. It's a puzzle solving adventure game, MR is an adventure simulator, TotAN is random story generator adventure game, Android is, I don't know, a collective/competitive story creating adventure game, and so on. They may have "adventure" in common, but almost nothing else.

  • avatarmads b.

    But the thing is that adventure games are all about experiencing a story - something that's emphasised by the fact that you control a single protagonist each. But for me MK fails in this department because everything is reduced to puzzles. Just the whole idea that you can go back and forth, take back cards, calculate, and stuff during combat, and the fact that the rules actually encourages you to backtrack is way off. but all that could be helped if only the overall story was compelling and fascinating, but it really isn't.

  • avatarSan Il Defanso

    I guess that for me puzzles and narrative aren't at odds with each other. I find myself engaged by the choices I make in large part because I feel they connect to a larger story very well. Combat's a little more abstracted, but it fits well enough in the larger context that I don't think it's a problem.

    Part of my response is no doubt from my own hobby background, which is largely from Eurogames. I'm not the guy who grew up with all sorts of adventure games, I'm the guy who was figuring out how to ship the most corn. So the puzzle aspect really does appeal to my roots. I don't think it fights against the story or theme any more than it does in Galaxy Trucker or Space Alert, both of which have a very strong puzzle element as well. They also have a real-time element though, so maybe that's a bad comparison...

  • avatarMattLoter

    I thought it was already announced that MR was getting reprinted?

    Do I know secret insider knowledge? Or maybe I was really drunk when someone said they WANT to reprint it or are working on it... I'll have to check the records on that.

    I don't really care either way, so that would explain my possibly fuzzy memory on it, might as well have been talking about a Hansa reprint for all I cared.

  • avatardragonstout

    Stronghold has all but officially said they're reprinting it. I mean, they're reprinting it. It's obvious. But they have yet to announce it, just a lot of winking.

    I feel 0 narrative playing Mage Knight, least of all during the combat. Even the people who feel like it's narrative: c'mon, during combat, you can't tell me you feel any narrative. You're solving systems of equations.

  • avatarJonJacob

    I actually feel like the narrative of MK is helped by the puzzles because they do away with the need for flavour text... which I am starting to hate. Flavour text reduces and limits your imagination to what the text says. The puzzles in MK are vague enough with just enough specific info that I can easily draw narrative from them. Even the combat. Just little touches like the fire and ice attacks or range attacks, fire and ice defense etc... they allow me to compile a rough story of what has happened based on an icon or two rather then hand feeding me the story with flaour text.

    I like that he respect my brain enough to believe I am capable of putting the pieces together on my own and the puzzle is the only reason this can happen.

  • avatardragonstout

    I'm not someone who thinks flavor text is necessary for narrative. I think the most narrative-feeling games I've played have been Last Night on Earth games, and while flavor text is there we pretty much ignore it: the card titles are really all that are necessary, and most of the narrative is created through our own actions. But the actions are kept simple enough that it's insanely clear what someone is doing at any given time, and the drama contributes to the investment in the narrative; there is not a lot of drama in Mage Knight. Even when you don't know what exact monster you'll fight (which is much more frequent than its detractors claim), you can still fairly easily calculate (and are encouraged to calculate, by the very nature and focus of the game) the probability of you facing a monster that you *can* defeat. Any drama is also killed by the lengthy process of figuring out whether you can kill him; this might actually be the biggest problem, it's like watching the days-long process of filming a 5-second action scene in a movie instead of just watching the action scene. Whatever, I feel like I'm getting increasingly garbled, I need to just hold off on writing about Mage Knight until I have a fully-formed review.

    Looking forward to Barnestorming going up, as the latest Cracked LCD is to me very connected to the work/fun divide in Mage Knight (though I think it backs too far away from taking on the important challenge of being able to talk about "fun-first" games in an academic manner).

  • avatarMichael Barnes

    Flavor text is one of the worst things to have happened to game narrative. The FFG style, which more or less copied the concept from the bits of evocative fluff on Magic cards, is that the copious flavor text masks games that are every bit as abstract and mechanical as any Eurogame. Arkham Horror is a prime example. That game could describe any kind of adventure narrative, there is nothing mechanically specific to Lovecraft or an action/pulp interpretation of Lovecraft. But there's MOUNTAINS of flavor text, because it's essentially a paragraph game.

    I think Mage Knight is very narrative. The puzzles, choices, and outcomes in the game most definitely tell a story, even if only at a high level. The actual _action_ of playing the game is the precis, with the player invited to imagine the detail. This is much smarter and more progressive than a card that gives a +1 sword with a bunch of flavor text explaining why it's a +1 sword.

  • avatardragonstout
    Quote:
    with the player invited to imagine the detail

    When do they get that invitation? Unless you want the game lasting 6 hours instead of 4, you're spending all your time focusing on the mechanics and puzzling out your turn that there is no breathing space to reflect on your narrative; this feels similar to Race for the Galaxy, which by having everything be simultaneous and no downtime eliminates the possibility of talking with each other. I'll grant that after the game is over, if you want to you can come up with a narrative for what happened, but *during* the game?

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