Tuesday, May 14, 2013

Mage Knight Lost Legion Expansion Board Game

Mage Knight Lost Legion Expansion Board Game

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Price: $37.42 $29.99   Updated Price for Mage Knight Lost Legion Expansion Board Game now
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Product Feature

  • The first expansion to Mage Knight
  • Not a standalone game
  • Adds depth and complexity to the base game
  • Supports up to 5 players

Product Description

The first expansion set to the Mage Knight board game (sold separately)! Continue your adventures in the world of the Atlantean Empire. The expansion can support up to 5 players! An army travels the lands of the Atlantean Empire led by the mysterious General Volkare. What is his purpose for being here?... And how did he survive The Breaking? Have the Mage Knights found a foe who rivals their power? Find out, with this exciting Mage Knight The Lost Legion Expansion Set Board Game! Containing a large array of updated features to enhance the Mage Knight Board Game (sold seperately), this expansion set is a must-have if you'd like to continue exploring the world of the Atlantean Empire and Mage Knight.

Mage Knight Lost Legion Expansion Board Game Review

To me, Mage Knight is one of the most incredible games to come down the pipe in a long time. It perfectly melds some of my favorite board game genres: deck-building, miniatures combat, world-building, hex-based strategy, resource management...Lesser games would buckle under that weight, but MK delivers a fun package on all fronts.

My expectations were, therefore, very high for the first expansion (the one the creator claimed will finally "complete" the main game). So, how does it stack up? I've tried out almost every new aspect, and here are my thoughts, bad news first:

THE BAD:

- The price. The absolute cheapest I've been able to find this is $35 at C--- S----. Others - including Amazon - have it at between $45-$50. To me, that is unacceptable for an expansion that cannot be played by itself. I only payed about 25% more for the base game! Yes, there are a lot of components, but nothing major enough to justify them charging this much. Even the box is really small.

- Speaking of the box, get ready to finally throw out the horrible inner-box trays from the main game, because there's no way all of the new stuff will fit in there with it. This is more of a complaint about the main game, actually: the trays were AWFUL, despite looking good at first glance. Throw it out, get plastic baggies, deck sleeves, and rubber bands, and get to work.

- Poor solo support. There's really only two new main scenarios in the expansion rules, and while they can be played solo, they really are meant for multi-player. Given how popular the solo format is for MK, I would have appreciated more focused scenarios for that purpose.

THE GOOD:

- General Volkare. Awesome mini, awesome rules, just AWESOME. A new roving threat, complete with his own army, ready to smack down any sassy mage knight who gets in his grill.

- Wolfhawk. Stupid name, yes. But just having the capability of adding a fifth player is fantastic, as is her cool mini. And hey, it's a girl. Kudos.

- New monsters, map tiles, spells, advanced action cards, deed cards and locations. No critical thinking necessary, just pop them right into the existing stack, and voila: more variety, more options, more everything.

- New unique basic cards. Each knight gets a new unique basic action card, that replaces one of the generic ones in each starter deck (including Wolfhawk).

- Rules errata, clarifications, and fixes: Replacement cards and tokens for those from the main game that were deemed either too powerful, not powerful enough, or needed clarification.

- First printing fixes: For those with the first printing of the main game, replacement cards and tokens for misprinted ones are provided.

- Extra components: More dice, crystals, and wounds, to make sure you never run out in a five player game.

PHEW! Yes, that is a lot of stuff. Once you add it all together and start playing, nothing feels dramatically different except Volkare, which is major (and quite honestly, if you're new, you may want to avoid his scenarios until you have a decent amount of experience under your belt). Instead, the whole game now runs like it had a major tune-up under the hood. Cards work better; the mage knights are more unique; you have many more options to diversify your experience. In short: yes, this does complete the main game, and it's a great thing.

If you are willing to shell out the money, and you know that you LOVE Mage Knight, then the Lost Legion is absolutely worth it. It expands and fixes the main game in wonderful ways. Other expansions? Take note. This is how it's done.

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