





Mage Knight: Emergence – The Portal to Power
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After the game, you find yourself staring at the board: each tile tells a story of a choice, each card in your pile is a hard-won achievement. And you understand why Mage Knight is unforgettable.
ABOUT THIS GAME
A Strategic Epic Where Every Victory is Earned
Mage Knight: Emergence is the new standalone game by Vlaada Chvátil and Phil Pettifer, compatible with the entire existing Mage Knight universe. It introduces two new heroes linked to the mysterious Council of the Void: Darraz Firerock, resilient and direct, and Evinya Freegrove, a master of precision and mobility. It's a perfect entry point for those discovering Mage Knight for the first time and a substantial expansion for veterans.
At the table, you explore unknown lands, build your deck by acquiring spells and followers, and face monsters and enemy fortresses. Every turn is a puzzle: cards have multiple values depending on how you use them (movement, combat, influence), dice modify actions, and day and night change the rules of the game. Three guided scenarios accompany new players, while five complete scenarios challenge experts.
What the international critics say
"Mage Knight remains one of the deepest, most rewarding solo experiences in board gaming."
Mage Knight remains one of the deepest, most rewarding solo experiences in board gaming.
— Shut Up & Sit Down
"Every turn is a puzzle. Every victory is earned."
Every turn is a puzzle. Every victory is earned.
— The Dice Tower
Mage Knight: Emergence – The Portal to Power
Designed from the outset as a complete solo experience. The solo scenarios offer balanced challenges, and the enemy card system simulates credible opponents. The absence of downtime and the freedom to plan make solo play the preferred mode for many veterans.
Your Arsenal
What you build during the game
Darraz Firerock
Resilient and calculated hero, perfect for those who love controlled brute force. His abilities reward direct choices and devastating blows.
Evinya Freegrove
Master of stealth and archery. Extreme mobility, surgical strikes, perfect timing. For those who think three moves ahead.
Action Deck
Multipurpose cards you use to move, fight, influence. Each card has multiple values: choose which one to activate each turn. The heart of the game.
Territory Tiles
Modular board that you discover as you explore. Villages, dungeons, enemy strongholds. Every game a different map, every exploration a calculated risk.
When you finish a game of Mage Knight, you know exactly why you won or lost. And that's what keeps you coming back.
A game in five moments
What happens at the table
Not the rules. The experience.
The first hex
Reveal the first territory tile. Read the scenario, choose your hero, take your starting deck. The board is still empty, the possibilities endless. Decide: explore or prepare? Every choice here echoes until the very end.
The first encounter
You encounter an enemy. You must combine the right cards, manage mana dice, choose whether to attack by day or wait until night (when the rules change). You win, but you understand how deep the system is. Each combat is a different puzzle.
Building the engine
You have conquered villages, recruited units, gained spells. Your deck grows, your actions multiply. You start to see combos you hadn't planned. The game opens up.
The siege
You attack a fortress. Defended walls, elite enemies, tight timer. You use everything you've learned: movement, combat, resource management. This is the moment you've been playing for. The tension is palpable.
The tally
End of scenario. You count fame points, check objectives. In a two-player game, one wins. In solo, you compare your score to the difficulty scale. But the result matters less than the journey: you remember every choice, good or bad.
How to play
The flow of each round
Mage Knight alternates between phases of cerebral planning and tactical resolution. Each round follows this structure.
You look at your hand, evaluate options. Each card has multiple uses: basic movement, advanced movement, attack, influence. You decide which to activate, in what order, with what modifiers.
Move, fight, interact. Roll mana dice to power up cards. Each action is resolved sequentially. The board is revealed as you explore.
Activated enemies, triggered events, day/night modifiers. The game responds to your choices. Some consequences are immediate, others follow you for rounds.
Discard, refresh, advance the round marker. If it's evening, transition to night (different rules). Prepare for the next turn. The scenario timer ticks.
Why it's different from others
Six mechanics that make the difference
Deep multi-use cards
Each card has four possible uses (basic, powered up with mana, by day, by night). It's not random draw: it's choice draw. You have to decide which value to activate, when to hold it for later, when to discard it for a better effect. It's deck-building elevated to an art form.
Day/night cycle
Mana changes color, cards change effect, enemies become more dangerous. It's not just flavor: you plan assaults based on the time of day. Attacking a city at night gives you bonuses, but makes everything more unpredictable.
Mana dice as tactical resource
You roll the dice at the beginning of the round. They're not pure luck: you choose when to use them, on which cards, whether to save them for emergencies. They transform variability into decision. A gold die can turn a mediocre turn into an epic breakthrough.
Exploration with consequences
Each tile you discover introduces enemies, locations, resources. But also movement cost, lost time, risks. Exploring too much leaves you weak. Exploring too little cuts you off from objectives. The balance is a fine line.
Interlocking combat
Blocks, attacks, resistances, special effects. Each enemy has unique defensive patterns. You don't win with strong cards. You win with the right sequence. A dragon requires setup, a brutal orc timing. Each encounter is a mini-game.
Guided and complete scenarios
Three introductory scenarios guide you step by step. Five complete scenarios offer asymmetrical challenges: conquest, exploration, siege, survival. Longevity is massive. And this is just the base game: it's compatible with all of Mage Knight.
How it ends
How to win and how to lose
Each scenario has specific objectives and a timer. The player who accumulates the most fame while meeting the conditions wins.
Victory
- Complete the scenario objective (conquer cities, explore territories, defeat bosses)
- Accumulate fame through combat, conquests, completed adventures
- Manage resources and exploration within the allotted round limit
Defeat
- The timer runs out and you haven't achieved the main objective
- Run out of wound cards (rare situation, requires repeated errors)
- In competitive mode: the opponent accumulates more fame and completes first
Mage Knight: Emergence is an investment. In time, in concentration, in effort. But it returns pure strategic satisfaction, game after game, hard-won victory after hard-won victory.
Frequently asked questions
FAQ about Mage Knight: Emergence – The Portal to Power
Can I start with Emergence if I've never played Mage Knight?
Yes, it's designed precisely for that. The three guided scenarios take you step by step, gradually introducing the mechanics. It's standalone: nothing else is needed to play. If you then become passionate, you can add existing expansions to play with 3-4 players and new content.
How difficult is it to learn the rules?
The first game requires dedication. Dense rulebook, layered mechanics, indispensable reference card. Expect 2-3 hours for the first session (including setup). From the second game onwards, the flow becomes natural. It's not a gateway game: if you're new to complex games, consider having someone teach you or watch video tutorials first.
Is it better to play solo or with two players?
Both modes work, but many veterans prefer solo. It eliminates downtime (which can be long with two players), lets you plan without pressure, and the scenarios are perfectly calibrated. In a two-player game, there's indirect competition for resources and objectives, but little direct interaction. It depends on whether you prefer a pure puzzle or a parallel race.
How long does a full game last?
The guided scenarios are 60-90 minutes once you know the rules. Full scenarios are 90-150 minutes per player. In solo mode, you can easily pause and resume. With two players, block out the evening. It's a game that requires time, but it rewards it with strategic depth.
Is the edition in English or Italian?
This edition is in English. It includes the rulebook, cards, scenarios, and components all in the original language. Language dependence is high: cards with ability texts, descriptive scenarios, detailed references. Requires a good understanding of written English or willingness to use fan translations (if available).
Mage Knight: Emergence – The Portal to Power is a strategy and deck-building game for 1-2 players aged 14 and up, with games lasting 60 minutes and more. Designed by Vlaada Chvátil and Phil Pettifer, published by WizKids, it introduces two new heroes (Darraz Firerock and Evinya Freegrove) to the Mage Knight universe. It combines exploration on a modular board, advanced hand management, tactical combat resolved with multi-use cards and mana dice. Includes three guided scenarios for new players and five complete scenarios for deep strategic challenges. Compatible with all existing Mage Knight expansions. Available on FroGames.it.

Mage Knight: Emergence – The Portal to Power
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