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MageKnight 2.0

And this is where it all began - the second coming of Jordan Wiesman. Sure - we'd all like to claim credit for spotting a winner when we saw one, but our first glimpse of MageKnight back at UK GenCON 2000 left retailers seriously underwhelmed. The clix base was a great idea, but the figure quality left quite a lot to be desired. After all, where was the benefit in pre-painted figures if you had to repaint them before you could bear to look at them. But with each successive set, sculpt and paint quality came on in leaps, bounds and Solonavi - clear plastic spirits that MK collectors love.

Mechanics: MK2.0 left the essential clix mechanics untouched but revamped the rules, making for a much faster and deadlier game. New for 2 was the ability nexus on the dial, the ability to customise figures by adding equipment and terrain cards played to influence the battlefield.

How You Win: Control more of the three battlefield objective markers than your opponent. While tactically more demanding than either original MK or HeroClix, it's intentionally still much simplier than the Victory Condition fest that is MechWarrior.

Organised Play: We run a MageKnight event every Tuesday at Fan Boy Three; many of these are faction specific storyline events that feed into WizKids own global event registration system, allowing your Dark Crusaders army to influence the flow of battle on a grand scale. Every event has exclusive limited edition figure prizes up for grabs with variant paint jobs and abilities.

Level of Investment: Low. A starter and a couple of boosters will get you started. If you're thinking of taking on the more serious national level players you'll need to shell out a bit more MK moolah.

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