Mage Knight Combat, Block & Wounds Explained

Mage Knight combat is easier to resolve when you treat it as an ordered sequence rather than one comparison of total attack numbers. Against ordinary enemies, the important stages are Ranged/Siege Attack, Block, Damage and Attack.

1. Ranged and Siege Attack

Before enemies attack, you may spend the appropriate Ranged or Siege Attack to defeat eligible enemies. Eliminating an enemy here prevents its attack completely.

Fortifications and enemy traits can restrict which attack type is effective, so check the site and enemy icons before spending cards.

2. Block

Each surviving enemy attacks. Generate enough valid Block to block that enemy’s attack under the normal element/resistance rules. A fully blocked enemy deals no damage.

Partial Block normally does not simply reduce damage point-for-point; blocking is governed by the full attack value and any relevant special rules.

3. Assign damage

If an attack is not blocked, assign its damage. Your hero’s Armor determines how that damage translates into Wounds, while Units can sometimes receive damage under their own Armor/resistance rules.

Wound cards enter your hand and reduce hand quality until healed or otherwise removed through legal effects.

4. Regular Attack

After enemy attacks are resolved, generate the required Attack to defeat surviving enemies. Attack types, elemental resistances and enemy abilities can change how much effective attack you need.

Why Armor is not a health total

Armor determines how damage is converted into Wounds; it is not a pool of hit points that simply counts down. Multiple or large attacks can therefore create more than one Wound depending on the assignment.

Why Units matter

Units can contribute Block/Attack and may absorb assigned damage when legal. Resistances can make some Units especially efficient against particular attack types, but taking a wound on a Unit can disable it until healed.

What do Wounds do?

Wounds occupy space in your hand and generally provide no normal action value. Accumulating them reduces the productive cards you draw, so combat damage has an economic cost beyond the immediate fight.

Healing

Healing effects remove Wounds according to their printed value and the rules for where those Wounds are located. Healing after every small fight can be inefficient; the best solution is often preventing wounds through elimination or Block.

Common combat mistakes

  • Combining all Attack and Block into one pool.
  • Using regular Attack during the pre-attack Ranged/Siege phase.
  • Assuming partial Block simply subtracts from damage.
  • Treating Armor as hit points.
  • Ignoring enemy resistances or fortification restrictions.

Related guides

For the full turn structure, read How to Play Mage Knight. For planning complete turns, see Mage Knight Strategy. The overview is Mage Knight: Ultimate Edition.

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