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Home > Collectible Miniatures Games > Mage Knight > Mage Knight Boosters, Starters & Sealed Cases

 

Sinister Booster Pack Mage Knight
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Sinister Booster Pack Mage Knight
 
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List Price $5.95
Factory Sealed Booster $5.99  0 in stock  Sold Out  (E-mail me when this product is back in stock
Shipping weight: 0.17 pounds

Mage Knight Sinister is the newest expansion to the Mage Knight collectable miniatures game and introduces two new special types of characters. The first are the powerful, and mysterious Solonavi; a new race with power on par with the Draconum. The second group are eight cross-Faction figures that can be used with two Factions equally and combine abilities usually not seen together. Mage Knight Sinister also includes the Four Horsemen promotion. The Four Horsemen are a special set of limited edition figures based on the classic four horsemen of the apocalypse; War, Death, Famine, and Pestilence. The first four people (18 and older) to get one of each figure together in the same place will win a free trip to GenCon 2002 courtesy of WizKids. Sinister uses the same fast and fun rules so the figures are fully compatible with every other Mage Knight figure. Each of the 100 different characters is on a combat dial that includes all its powers and abilities—no more looking in long rulebooks or referring to charts! These pre-painted and fully assembled figures are part of a complete game that is easy for new players to grasp, but allows for sophisticated strategies. The Mage Knight Unlimited Starter Set is required to play. Contents
  • 4 randomly inserted, painted, plastic figures on a combat-dial base
  • 4 I.D. stickers
 

 


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NECROMANCY
(optional) Give this warrior a special action. It cannot be in base contact with an opposing figure. Reanimate one of your eliminated figures (except a multiple-dial or titan figure), and turn its combat dial to the starting marker. Roll one six-sided die. On a result of 1-3, turn the reanimated figure's combat dial clockwise a number of times equal to the result. If three skulls are not showing in its stat slot, place it in base contact with this warrior. On a result of 4-6, remove it from the game. Do not turn the combat dial clockwise for reanimated figures with the words Zombie or Skeleton in their names; they always return to the battlefield with their combat dials at their starting markers.
SUMMON
(optional) Give this warrior a special action when it is not in base contact with an opposing figure. Reanimate one of your eliminated Mage Spawn figures with a point value no greater than this warrior's point value, turn its combat dial to the starting marker, and place it in base contact with this warrior.
TERRIFY
(optional) When an opposing player moves a non-Hero figure so that it would come into base contact with this warrior, that player rolls one six-sided die. On a result of l or 2, the figure cannot move into base contact with this warrior this turn. This warrior is not affected by another figure's Terrify.
GHOSTFORM
This warrior cannot be the target of ranged combat attacks. This warrior's base does not block line of fire. This warrior fails to break away only on a die roll result of 1.
HEX
(optional) Give this warrior a special action and a Hex token. Once until the beginning of your next command phase, you can choose a target friendly or opposing figure that has made an attack roll within 18inches of this warrior. The target must reroll the attack. Use the rerolled result instead of the initial result. Remove the Hex token when the target rerolls the attack or at the beginning of your next command phase.
LIFE DRAIN
(optional) When this warrior succeeds at a ranged combat attack against a target figure and deals at least l damage, it is healed of l damage.
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