Mint Knight Fan-Made Rulebook

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Mint Knight

Fan-Made Rulebook
v 1.08

Mint Knight is an immersive solo card game where players forge their own
epic adventure. Explore diverse lands, recruit a formidable army, slay
fearsome creatures, and conquer castles as you strategically manage your
hand of cards in a compact and portable experience.

This fan-made rulebook for Mint Knight aims to provide clear and explicit instructions,
independent of prior knowledge of either Mint Knight or its predecessor, Mage Knight,
ensuring that all players can easily grasp the rules and fully enjoy the thrilling experience
this game offers.

This fan-made rulebook for Mint Knight has been crafted with the assistance of AI
technology, which has helped in generating the structure, content, and providing
valuable insights to ensure a comprehensive and engaging gaming experience.

Mint Knight is a copyrighted game developed by Scott's Games. This fan-made rulebook
is not officially associated with or endorsed by the author or publisher of Mint Knight.
This rulebook is a fan creation intended to enhance the gaming experience and provide
additional guidance for players.

1
Components 4
Setup 4
Gameplay Overview and Objective 6
Variants 6
Hard Mode 6
Easy Mode 6
Action cards 7
Basic Actions 7
Exhausting a Card 7
Open Information 8
Move Action 8
Moving onto hexes with roaming enemies 9
Moving onto hexes with location enemies 9
Moving onto hexes with towns 10
Corner Hex 10
Half Hex 10
Explore Action 11
Attack and Block Actions 12
Roaming Enemies 12
Provoking Roaming Enemies 12
Location Enemies 12
Guiding Cubes and Enemies 12
Abilities 13
Combat 13
Ranged Phase 13
Blocking Phase 14
Attempting to Block 14
Efficient and Inefficient Blocks 14
Taking Damage 14
Attack Phase 15
Immunity & Efficient and Inefficient Attacks 16
Using Units in Combat 16
Units with Physical Immunity 16
End of Combat 17
XP 18
Rewards 18
Artifacts 18
Spells 18
Keeping Track of Defeated Enemies 19
Influence Action & Units 19
Using Units Outside of Combat 20

2
Mana 21
Gold Mana 21
Black Mana 21
Heal Action 21
Healing a Hero 21
Healing Units 22
Leveling Up 22
Defense Value and Hand Size 22
Skills 22
End of Turn 23
End of Round 23
APPENDIX - Mint Knight Enemy Guide 1
Orcs 1
Red Orcs 2
Dragons 3
Ruins 4
Keeps 5
Mage Towers 6
1st Castle 7
2nd Castle 8

3
Components
1 Mint Tin 4 Skills Cards
18 Mint Tin Cards 3 Level Cards
3 Rules Cards 1 Unit Token Card
1 Enemy Reference Card 11 Units Cards
1 Rounds and Experience Card 3 Black Cubes
8 Action Cards 3 Green Cubes
5 Terrain Cards 3 Red Cubes
32 Mini Cards 3 White Cubes
7 Spells Cards 2 Gold Cubes
6 Artifacts Cards 1 Hero Miniature

Setup

1. Place two gold cubes on the XP and Rounds tracking card. Set your starting XP
to 0 and the round tracker to 1. Place this card on the table to your left.

2. Shuffle the Units deck and flip over the top three cards to create a 3-card "market
row" with face-up units. This forms the Units Offering.

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3. Place the remaining Units cards in a deck, face down, to the left of the Units
Offering.

4. Shuffle the Spells deck and flip over the top three cards to create a 3-card "market
row" with face-up spells. This forms the Spells Offering. Place the Spells Offering
below the Units Offering.

5. Place the remaining Spells cards in a deck, face down, to the left of the Spells
Offering.

6. Shuffle the Artifacts deck and place it face down to the right of the Units Offering.

7. Arrange your Level deck by placing the 1-2 level card on top and then the others
in order underneath, so that the pile has, starting from the top: 1-2, 3-4, 5-6. You
will remove these as you level up at certain points in the game. Place your Level
deck to the right of the Spells Offering.

8. Shuffle the Skills deck and place it face down to the right of the Spells Offering.

9. Place your Unit Token card below your Level deck. Unit tokens represent available
spots for units to join you. When you start a game, you have one Unit Token card,
and thus have one available spot to recruit units.

10. Prepare your Action deck. Each card has a Basic and an Advanced side. Ensure
all the cards are on their Basic side, with the Starting yellow rectangle on the
upper part of the card. Shuffle this deck and draw 5 cards. This will be your
starting hand. Place your starting hand in a row in front of you on the table,
starting with the right-most card. Note that, in Mint Knight, the order of the cards
in your playing hand is important!

11. Put the remaining Action cards, Basic side up with the Starting yellow rectangle
on the upper part of the card, in a deck to the left of your playing hand.

12. Prepare your Terrain deck. Identify the three terrain cards that feature the
following castle symbol (depicted as a castle icon):

Shuffle these three castle cards and randomly select two. Place the third castle
card back in the tin box as it won't be needed for this game. Combine the two
castle terrain cards with the remaining two terrain cards to form your terrain
deck. Just like the Action cards, each terrain card has a Basic and an Advanced
side. The Advanced side is identified by a yellow star. Ensure all the cards are on
their Basic side. Shuffle the terrain deck and draw one card. This will be your
starting terrain card. Place your starting terrain card on the table above your

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starting hand. This will serve as your play area. Position the hero miniature on the
bottom left space of that card.

13. Assemble all the red, white, and green cubes and place them in the tin box. These
cubes constitute your guiding cube reserve. Place the remaining black cubes
next to the tin box. Note that the black cubes are not part of the guiding cube
reserve; they will be used to keep track of defeated enemies on the terrain card.
Randomly draw one colored cube from the guiding cube reserve and place it in
the top left space of your starting terrain card.

You have successfully completed the setup for Mint Knight. With all components in
place, you are now ready to embark on your epic adventure and start your Mint Knight
game!

Gameplay Overview and Objective


Mint Knight is played over a series of four Rounds, representing both day and night.
Each Round consists of multiple Turns, and the first Round always begins during the
day. A Round concludes once all your Action Cards have been discarded.

You can take six possible actions in Mint Knight: Move, Explore, Block, Attack, Heal,
Influence. Utilize these actions strategically as you embark on your quest to locate and
defeat the two castles before the conclusion of the 4th Round.

Variants
Hard Mode
In Hard Mode, your goal will be to locate and defeat the three (instead of two) castles
before the conclusion of the 4th Round. To play in Hard Mode, follow the normal rules,
but during the setup, create the Terrain Deck using all three terrain cards that feature a
castle and one randomly chosen non-castle terrain card. When battling the third castle,
use the 2nd Castle enemy stats.

Easy Mode
To play in Easy Mode, adhere to the standard rules with a slight modification during
setup. Create the Terrain Deck using all three terrain cards that feature a castle and one
randomly chosen non-castle terrain card. In Easy Mode, your objective is to locate and

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defeat two of the three castles before the conclusion of the 4th Round. While the
number of castles to defeat (2) remains consistent with the normal mode, the Terrain
Deck's composition is designed to expedite castle discovery, offering a slightly easier
experience for beginners or those seeking a more relaxed gameplay.

Action cards
The Action cards in your hand represent the available actions at your disposal. Each
card features a basic and a stronger action. The top-half of the card describes the basic
action, which can be used without expending any mana. The bottom-half of the card
details the stronger action, requiring you to spend mana from the source. The mana
icon in the middle of the card (not the leftmost or rightmost icons) indicates the color of
mana needed for the stronger action. Additionally, the background color of the
bottom-half of the card corresponds to the required mana color for that action.

Basic Actions
In addition to the action printed on the Action Card itself, each card may be used as
either Move 1 ,Block 1, Attack 1, or Influence 1.

Exhausting a Card
Once you have utilized an action from an Action Card in your hand, the card becomes
exhausted. This means that, unless specified otherwise, this side of the card cannot be
used again during the game. To indicate that a card has been exhausted from your

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hand, slightly slide it up on the table.

Open Information
In Mint Knight, the game primarily revolves around puzzle-solving and strategic
decision-making rather than relying heavily on luck. As a result, the Action deck is
considered open information, allowing you to freely examine the order of the cards at
any time. This openness is designed to assist you in planning your turn effectively or
managing exhausted cards. It's important to note that this practice is not considered
cheating in Mint Knight, but rather encouraged and possibly necessary for achieving
success in the game.

Move Action
Moving your Hero is accomplished by playing Move Action cards at the start of your
turn. Each terrain type has a specific movement cost, and you must pay the required
amount to move. Combine movement points from action cards, units, or skill cards
used. Here's an example to illustrate:

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In the example above, the total movement points needed to move to the swamp is 6: 2
points to move one hex to the right onto the grass hex, and 4 points to move onto the
swamp hex.

You can move your Hero as many hexes as your movement points allow. The movement
costs for different terrains are as follows:

Grass

Hills

Forest

Desert

Swamp

Castle

It's important to note that walking on mountains is not permitted. However, there may be
spells available that allow you to walk on water. Otherwise, you can only move on terrain
types that have their movement cost described above.

Moving onto hexes with roaming enemies


Hexes that contain roaming enemies, such as Orcs, Red Orcs, and Dragons, cannot be
moved onto while the enemy is still alive. Once the roaming enemy is defeated, these
hexes become normal hexes, and the regular terrain type rules apply. For more
information on roaming enemies in Mint Knight, please refer to the Combat section of
this rulebook.

Moving onto hexes with location enemies


Hexes that contain location enemies, such as Ruins, Keeps, Mage Towers, and Castles,
can be moved onto following the normal terrain type rules. However, when you enter a
hex with a location enemy, you must be able to successfully defeat the enemy. If you are
unable to defeat the enemy, you cannot enter that location. For more information on
combat mechanics in Mint Knight, please refer to the Combat section of this rulebook.

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Moving onto hexes with towns
Towns do not have enemies, allowing you to move onto them freely while following the
normal terrain type rules. When your Hero visits a Town, you have the option to recruit a
unit (if available), but this action is not mandatory when visiting a town.

Corner Hex
Terrain corners can connect with other terrain corner cards to form a complete
hexagon. This connection can result in the corner hex having different terrain types,
such as grass, hills, and more. When moving onto a corner hex that has multiple terrain
types, like Grass and Hills, you determine the movement cost based on the terrain type
indicated on the card your Hero is moving from. Once you are on a corner hex, any
additional revealed cards connected to that corner do not require separate
movements. All corners connected in this way are considered as one hex.

Half Hex
Unlike corners, these are separate hex spaces. Diagonal movement is allowed to other
half hexes. Consider the following example:

The arrows show legal moves from the half-hex keep. Moving to the corner hex, for
example, would cost 3 movement points. This is because, when moving onto a corner
hex that has multiple terrain types, like Grass and Hills, you determine the movement
cost based on the terrain type indicated on the card your Hero is moving from.

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Explore Action
If your Hero is situated at the edge of a terrain card, you can spend 2 movement points
to perform an Explore Action. When you explore, draw a Terrain card from the bottom of
the Terrain deck and add it to the play area, with the basic side up (i.e., the side without
a star), along the edge that your Hero is on. Placing terrain follows the specific step
pattern outlined below:

Once you have added the new terrain card to the play area, randomly draw one colored
cube from the guiding cube reserve and place it in the top left space of the newly added
terrain card.

If the terrain deck is empty, take the top card in the leftmost column of the played terrain
cards in your play area and flip it to its advanced side. You can then place this new card
following the procedure described earlier.

During your turn, it is possible to perform more than one Explore Action. Keep in mind
that corner hexes can be shared with up to four cards, including the diagonal space.
This means that if you find yourself in the top-right hex of your card, you can perform the
Explore Action up to three times. This can be a powerful strategy for efficiently
progressing through the terrain deck.

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Attack and Block Actions
There are two categories of enemies in Mint Knight: Roaming Enemies and Location
Enemies.

Roaming Enemies
Roaming Enemies include Orcs, Red Orcs, and Dragons. Hexes containing roaming
enemies cannot be moved onto while the enemy is still alive. Therefore, Roaming
Enemies can only be attacked from an adjacent hex. If your Hero is adjacent to a
Roaming Enemy, you have the option to initiate combat.

Provoking Roaming Enemies


Roaming Enemies will be provoked if your Hero visits two tiles that are adjacent to the
same enemy within a single turn, or if your Hero starts their turn on a hex tile adjacent to
a Roaming Enemy and then moves onto another hex tile that is also adjacent to the
same enemy.

Once a roaming enemy is provoked, all movement stops, and you must engage in
combat.

Location Enemies
Location Enemies consist of Ruins, Keeps, Mage Towers, and Castles. These enemies
are not provoked by your Hero moving onto adjacent tiles. To attack Location Enemies,
you must move onto their hex tile, following the normal terrain type rules. Once you
enter a hex tile that contains a Location Enemy, combat with that enemy begins
immediately. If you are unable to defeat the enemy within a single turn, you cannot enter
that location.

Guiding Cubes and Enemies


Both Roaming Enemies and Location Enemies have three variations: Red Cube, White
Cube, and Green Cube. Each enemy variation has specific characteristics detailed in the
Mint Knight Enemy Guide section of this document. The colored Guiding Cube placed on
the top-left hex of a terrain card determines the enemy variation present on that hex. All
enemies on a terrain card are of the same color variation.

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Abilities
Enemies may have specific Abilities, such as Swiftness, Deadly, and Stun.

● Swiftness: To successfully block an attack from an enemy with the


Swiftness ability, you need twice as many block points. Note that the
enemy’s attack itself is not doubled, simply the number of block points
needed.
● Deadly: The attack value of an enemy with the Deadly ability is doubled if you
fail to block it. However, to block this attack, you only need to base (non-doubled)
amount of block points.
● Stun: Attacks from enemies with the Stun ability MUST be blocked. If you
do not have what it takes to block this attack, you may not engage in
combat with that enemy.

For more details about abilities and how they affect specific enemies, please refer to the
Mint Knight Enemy Guide section of this document.

Combat
Combat consists of three phases:

● Ranged Phase
● Blocking Phase
● Attack Phase

These phases are not repeated. Combat must be resolved at the end of the attack
phase (or earlier). Furthermore, combat is always resolved by the hero defeating the
enemy. You either can win or you might have to try and discard cards to have a better
hand to win. Or you have to bypass your location altogether. These are the decisions
that make the game.

If a hero cannot survive combat, you must "undo" or "redo" your turn in a way that
allows you to survive (even if it means not engaging in combat this turn).

Ranged Phase
The ranged phase allows you to kill an enemy before having to fully engage in combat.
To kill an enemy during the range phase, you must deal damage equal to or greater than
the defense of the enemy you’re facing. Only “Range Attack” or “Range Magic Attack”

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can be used during this phase. Enemies may be immune to either physical or magic
attacks. Please refer to the Immunity & Efficient and Inefficient Attacks section of this
rulebook for more details.

Blocking Phase
Attempting to Block
To block an attack, the total of your block effects must be equal to or exceed the
enemy’s attack. Blocking is all or nothing. Either you use block effects to block all of the
enemy attacks, or it all comes through and now you must take all of it as damage. So, if
between unit effects and your own cards/skills you can't block all of it, then all damage
goes through. Then, you get to decide how to distribute the damage. You can take
some, your units can take some, whatever works; a unit can take part and then you can
pass the rest onto your cards in hand.

Efficient and Inefficient Blocks


Attacks are either physical or magical. When blocking an enemy attack, block actions
that do not match the attack type are said to be inefficient. Inefficient blocks are half as
effective, meaning that they require twice as many points to perform the same effect as
efficient blocks. Here’s an example:

An enemy is attacking with magic with 5. You may block it with 5 magic block points, 10
(physical) block points, or a combination of both (e.g. 3 magic block points + 4 physical
block points).

Taking Damage
If you can’t block all of the enemy’s attacks, you must take damage, following this
procedure:

1. When taking damage, you must start by exhausting a card in your hand. This is
called “taking a wound”.
2. After taking a wound, subtract your defense value (left icon on level card) from
the enemy’s attack.
a. If the total is less than or equal to zero, the blocking phase is over.
b. If the total is greater than 0, repeat steps 1 and 2, using the difference
from the previous equation as the enemy’s new attack value.

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Example:

A monster is inflicting 7 damage and my unit has a defense of 2.

1. Exhaust a card from your hand to take a wound.


2. Subtract your defense value (2) from the enemy’s attack (7).

7-2=5. Since 5 is greater than 0…

… Repeat steps 1 and 2, using the difference from the previous


equation as the enemy’s new attack value.

3. Exhaust a card from your hand to take a wound.


4. Subtract your defense value (2) from the enemy’s new attack value (5).

5-2=3. Since 3 is greater than 0…

… Repeat steps 1 and 2, using the difference from the previous


equation as the enemy’s new attack value.

5. Exhaust a card from your hand to take a wound.


6. Subtract your defense value (2) from the enemy’s new attack value (3).

3-2=3. Since 1 is greater than 0…

… Repeat steps 1 and 2, using the difference from the previous


equation as the enemy’s new attack value.

7. Exhaust a card from your hand to take a wound.


8. Subtract your defense value (2) from the enemy’s new attack value (1).

1-2=-1. Since -1 is less than or equal to 0……

… The blocking phase is over. You exhausted 4 cards to take 4


wounds.

Attack Phase
Both ranged and normal attacks can be played during this phase. You must play
enough attack-valued cards to equal or exceed the enemy’s defense to defeat it.

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Immunity & Efficient and Inefficient Attacks
Certain enemies are said to be immune to either physical or magical attacks. When
attacking an enemy, attack actions matching the enemy’s immunity are said to be
inefficient. Inefficient attacks are half as effective, meaning that they require twice as
many points to perform the same effect as efficient attacks. Here’s an example:

An enemy has a defense of 4 and is immune to physical attacks. To defeat this enemy,
you will need 8 attack points, or 4 magic attack points, or a combination of both (e.g. 3
magic attack points + 2 attack points).

Using Units in Combat


You may use any action on a Unit card as if it was a card in your hand. After playing a
unit’s action, rotate the unit’s card to indicate that the unit was activated. Each unit can
only activate once per combat.

Unwounded units can also take wounds instead of you. This is true of ready units and
exhausted units, but not wounded units. If you choose to have your unit take a wound,
start by rotating the unit’s card upside down to show that the card is wounded. Then
subtract your unit’s defense value from the enemy’s attack. If the result is less than or
equal to zero, the blocking phase ends. If the result is greater than zero, repeat the
process, this time having another unit or your hero take the wound.

Wounded units stay wounded after the combat and cannot be activated until healed.
Play 2 heal points to heal a wounded unit. Wounded units will NOT heal automatically at
the end of the round.

Units with Physical Immunity


Some units, like the Paladin and the Wizard, have physical immunity. This is indicated by

a sword symbol next to their defense value: . This immunity means that, when
fighting an enemy that does physical attack, if you have a Paladin or a Wizard unit in
your ranks, you can ignore the first wound.

You can effectively abuse this immunity during the "take wounds" portion of the block
phase. If you can't block (or don't want to block) the first wound, you can assign it to a
unit with physical immunity, who will simply ignore it at no cost. This means that you

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can, and should, assign the first wound to these units so that the amount of wounds you
need to take is reduced, without causing injury to the unit.

Here are some examples:

Example 1:

Orc with 3 attack (physical)

You don't block. A paladin ignores the first wound, and has defense 3, so the attack is
now 0 and can move into the attack phase. Paladin is not injured/wounded.

Example 2:

Orc with 5 attack (physical)

You don't block. A paladin ignores the first wound, and has defense 3 so the attack is
now 2. The wizard ignores the second wound, so the attack is now 0. Both the units
remain unwounded. This is a bit different than how immunity works in Mage Knight. In
Mage Knight, once you assign a unit to block, it absorbs the first wound and then the
next wound MUST go to the unit. In Mint Knight that is not the case. So if you have 2
units with physical immunity, you can stop 6 attacks worth of physical damage without
ever having to take a wound because of the 6 physical immunity on different units.

Example 3:

Orc with 6 attack (physical)

You don't block. A paladin ignores the first wound, and has defense 3 so attack is now 3.
Paladin takes the second wound and becomes injured/wounded and attack is now 0.

As you can see, physical immunity can really be powerful.

End of Combat
As mentioned above, combat is always resolved by the hero defeating the enemy. You
either can win or you might have to try and discard cards to have a better hand to win.
Or you have to bypass your location altogether. You may never put yourself in a situation
where you cannot defeat an enemy.

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Once you finish a combat encounter, your turn comes to an end. No other actions can be
taken during that turn after combat concludes. Any unspent movement points will be
lost.

XP
In Mint Knight, you earn XP for defeating enemies. After each combat encounter, refer to
the Mint Knight Enemy Guide section in this document to determine the amount of XP
you have gained. Adjust your XP tracker accordingly to reflect your new total.

Your Hero will level up when reaching specific XP thresholds: 3, 8, 15, 24, and 34. For
detailed information on the benefits and advancements associated with leveling up,
please consult the Leveling Up section of this rulebook.

Rewards
Defeating certain Location Enemies, such as Ruins and Mage Towers, can grant you
rewards. For more detailed information about the rewards provided by each enemy type,
please refer to the Mint Knight Enemy Guide section of this document.

Artifacts
When rewarded with an artifact, draw the top two cards from the Artifact Deck, select
the one you prefer, and discard the other. Place the chosen artifact near your playing
hand on the table.

Artifact cards feature both a basic action and a stronger action. The basic action is
located on the top part of the card, while the stronger action is found on the bottom
part. To use an artifact, you must first exhaust a card from your hand. If you choose to
play the basic action of an artifact, exhaust the artifact card, indicating that it is no
longer available for the remainder of the round.

If you decide to use the stronger action of an artifact card, remove the artifact card from
the game entirely after its use.

Spells
Similar to artifact cards, spell cards also have a basic and a stronger action. However,
unlike artifacts, you are not required to discard a spell card after using its stronger
action. After playing either the basic or stronger version of a spell, exhaust the spell
card, indicating that it cannot be used for the rest of the round.

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To play a spell card, you must first exhaust a card from your hand. You also need to
use the necessary mana specified to the left of the spell description. It's important to
note that, unless stated otherwise, black mana cannot be used during the day.
Consequently, spells that require black mana cannot be utilized during the day, unless a
specific card (such as Mana Mastery) allows for it.

When selecting a card from the Spells Offering, slide the remaining cards to the right,
and then draw a new Spell card to fill the leftmost available position in the Spell
Offering.

Keeping Track of Defeated Enemies


Once you’ve defeated an enemy, the hex tile where that enemy was located becomes a
normal terrain tile, following the normal terrain rules. Put a black cube on a defeated
enemy to keep track of enemies that are defeated vs the ones that are still active.

Influence Action & Units


Units in Mint Knight are additional heroes that can be recruited at specific locations. The
units available for recruitment are found in the Unit Offering. To recruit a new unit, you
must fulfill the following conditions:

1) Have an available spot for the unit: Spots are represented by the unit tokens on
the table and are obtained as level rewards. At the start of the game, you have
one unit token and thus one available spot for a new unit. If you want to recruit a
unit but have no available spot, you can replace an existing unit with the new one.
Discard the old unit and place the newly recruited unit on the unit token.
2) Be at the right location: Each unit has a list of specific locations where they can
be recruited. Your hero must be on a hex of that particular location to recruit the
unit. Here is a list of locations where units can be recruited, along with their icon
equivalent.

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3) Have enough Influence points: You must be able to spend a number of Influence
points equal to the Influence cost of the unit you wish to recruit.

Units can be thought of as additional cards in your hand, and they can provide
assistance in combat situations. However, if a unit becomes wounded, their abilities
cannot be used. Therefore, it is advisable to keep your units available for challenging
battles against dragons or castles. For further information on using units in combat,
please refer to the combat section of this rulebook.

When recruiting a unit card from the Units Offering, slide the remaining cards to the
right, and then draw a new Unit card to fill the leftmost available position in the Unit
Offering.

Using Units Outside of Combat


You can utilize any action on a unit card as if it were a card in your hand. After playing a
unit's action, exhaust the card by rotating it to indicate that the unit has been activated.
Exhausted units cannot be used for any purpose. To use this unit again, you must wait
until the end of the round for the unit to automatically become ready.

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Mana
Mana is not Magic. Mana in Mint Knight represents energy rather than magic and is
required to perform stronger effects on your cards and cast spells. At the start of each
turn, you get to freely use one mana from the source. The source consists of the left
icons on the three leftmost cards in your hand. While there is no limit to the amount of
mana you can use in a single turn, you only receive one free mana from the source each
turn. Certain cards, such as Mana Mastery, can provide additional mana. It is important
to keep track of the mana you use during the turn, and any extra cubes from the box can
assist in managing complex situations. Remember that all mana is lost at the end of the
turn and cannot be stored or carried over.

Gold Mana
During the day, gold mana can be used as a substitute for any other type of mana,
except black mana. However, during the night phase, gold mana cannot be utilized at all.

Black Mana
Black mana is a rare type of mana exclusively available during the night phase. It is
primarily used for casting stronger spells. It is important to note that black mana should
not be considered the night equivalent of gold mana, as it cannot substitute for other
colors of mana.

Heal Action
Unlike in most dungeon-crawling games, in Mint Knight, your Hero doesn’t have Health
points. Instead, Heal Actions are used as a way to reuse some cards, giving you more
options.

Heal Actions can only be performed outside of combat, NOT during combat.

Healing a Hero
You may spend 1 Heal point to do one of the following action:

● Move a waning card from the discard deck to the bottom of your Action deck.

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● Rotate any non-exhausted card (either in your playing hand or in your Action
deck) to its Starting side.

Healing Units
Units can never die. They get wounded and can be healed. A unit cannot do anything
when wounded.

Wounded units do not heal automatically at the end of the round. You must spend 2 heal
points to heal a unit. Healing a unit also unexhausts (i.e. readies) this unit.

You may not spend heal points to ready an exhausted but unwounded unit. However,
remember that exhausted but unwounded units can still be used to take a wound during
combat. For more details about using units in combat, please refer to the Using Units in
Combat section of this document.

Leveling Up
There are two types of level-ups.

Upon reaching XP 3 (Level 2), 15 (Level 4), and 34 (Level 6): Draw a skill card and
upgrade one of your basic cards in the 3 left most spots in your hand by flipping the
card to its advanced side. Upgraded cards remain on their starting/waning side.

Upon reaching XP 8 (Level 3) and 24 (Level 5): Flip over the top card of the level deck to
increase in level (more armor or bigger hand size) and gain a new unit slot.

Defense Value and Hand Size


Your level card contains two crucial pieces of information: your defense value, used
during the block phase of combat, and the maximum hand size. Note that, if during
combat, you want a unit to take the wound instead of your hero, you will use that unit’s
defense when calculating damages. For more information, please refer to the Using
Units in Combat section of this document.

Skills
Skills cards are gained when reaching Levels 2, 4, and 6. Each skill may be used once
per round. After using a skill, exhaust the card by flipping it face down to show that it is
not available for the rest of the round.

22
End of Turn
Turns in Mint Knight can be ended at your discretion, as long as you have played at least
one action card. Typically, you will choose to end your turn when you feel the need to
draw more cards or refresh the mana pool.

At the end of your turn, follow these steps:

1. Clean up all exhausted cards by rotating any played or wounded cards from their
starting side to their waning side. Place these cards on the bottom of the Action
deck in any order. If the played or wounded cards are already on the waning side,
move them to a discard pile.
2. If there are any cards remaining in your playing hand after the clean-up process,
slide them to the right while maintaining their original order. Then, draw new
cards up to the hand size specified on your level card. The new cards should be
added to the left of the leftmost card already in your playing hand.
3. If you do not have enough cards to fill your hand, you still have the option to
attempt a turn with the cards you have. Alternatively, you may decide to end your
round.

End of Round

A round ends whenever you like, at the end of a turn. Complete the current turn, then:

● Gather your Action cards (discard pile, deck, and hand) and set all cards to their
starting orientation.
● Shuffle the cards to form the new deck.
● Draw playing hand as usual.
● Move the round marker. Remember, gold mana can only be used during the day,
and black mana can only be used during the night).
● Unexhaust spells, artifacts, skills, and exhausted units. However, do NOT
unexhaust wounded units, as these need to be healed.
● Discard the rightmost card from both the Spells and Unit Offerings, slide the
remaining cards to the right, and draw a new card for both the Spells and Unit
Offerings. Place the newly drawn cards to the left of the existing ones.

23
Remember, if you reach the end of Round 4 without successfully conquering all castles,
it results in a loss.

24
APPENDIX - Mint Knight Enemy Guide
Orcs
Red-Cube Cook
Cube Color Red

Attack 4

Defense 3

Ability –

XP 2

Reward –

White-Cube Scout
Cube Color White

Attack 3

Defense 3. Ranged phase is skipped.

Ability –

XP 2

Reward –

Green-Cube Raider
Cube Color Green

Attack 3

Defense 4

Ability Swiftness. Requires 6 to block.

XP 3

Reward –

1
Red Orcs
Red-Cube Shaman
Cube Color Red

Attack 3

Defense 5

Ability Deadly. Attack value is 6 if you fail to block.

XP 3

Reward –

White-Cube Chief
Cube Color White

Attack 4

Defense 3. Physical attacks are inefficient.

Ability Deadly. Attack value is 8 if you fail to block.

XP 4

Reward –

Green-Cube Warrior
Cube Color Green

Attack 6

Defense 4

Ability –

XP 4

Reward –

2
Dragons
Red-Cube Elemental
Cube Color Red

Attack 6. Attacks with magic.

Defense 9. Magic attacks are inefficient.

Ability Deadly. Attack value is 12 if you fail to block.

XP 9

Reward –

White-Cube Shadow
Cube Color White

Attack 5. Attacks with magic.

Defense 6. Physical attacks are inefficient.

Ability Stun. You must block the attack or else you fail.

XP 8

Reward –

Green-Cube Bone
Cube Color Green

Attack 9. Attacks with magic.

Defense 6. Physical attacks are inefficient.

Ability –

XP 8

Reward –

3
Ruins
Red-Cube Drake
Cube Color Red

Attack 5

Defense 5

Ability Swiftness. Requires 10 to block.

XP 4

Reward Draw 2 artifact cards. Pick 1 and discard the other.

White-Cube Skeleton
Cube Color White

Attack 6

Defense 6. Ranged phase is skipped.

Ability –

XP 5

Reward Draw 2 artifact cards. Pick 1 and discard the other.

Green-Cube Wraith
Cube Color Green

Attack 4

Defense 4

Ability Deadly. Attack value is 8 if you fail to block.

XP 4

Reward Draw 2 artifact cards. Pick 1 and discard the other.

4
Keeps
Red-Cube Archer
Cube Color Red

Attack 4

Defense 4. Ranged phase is skipped.

Ability Swiftness. Requires 8 to block.

XP 4

Reward –

White-Cube Knight
Cube Color White

Attack 3

Defense 7. Ranged phase is skipped.

Ability –

XP 4

Reward –

Green-Cube Lord
Cube Color Green

Attack 6

Defense 5. Ranged phase is skipped.

Ability –

XP 5

Reward –

5
Mage Towers
Red-Cube Wizard
Cube Color Red

Attack 5. Attacks with magic.

Defense 6. Magic attacks are inefficient

Ability –

XP 5

Reward Gain 1 spell from the spell offering.

White-Cube Sorcerer
Cube Color White

Attack 3. Attacks with magic.

Defense 3. Magic and physical attacks are inefficient.

Ability Deadly. Attack value is 6 if you fail to block.

XP 4

Reward Gain 1 spell from the spell offering.

Green-Cube Witch
Cube Color Green

Attack 5

Defense 5

Ability –

XP 4

Reward Gain 1 spell from the spell offering.

6
1st Castle
Red-Cube Defender
Cube Color Red

Attack 6

Defense 5. Ranged phase is skipped.


Physical attacks are inefficient.

Ability Deadly. Attack value is 12 if you fail to block.

XP 7

Reward –

White-Cube Guardian
Cube Color White

Attack 4. Attacks with magic.

Defense 4. Ranged phase is skipped.


Magic and physical attacks are inefficient.

Ability Deadly. Attack value is 8 if you fail to block.

XP 7

Reward –

Green-Cube Magi
Cube Color Green

Attack 3. Attacks with magic.

Defense 5. Ranged phase is skipped.


Magic attacks are inefficient.

Ability Swiftness. Requires 6 to block.


Stun. You must block the attack or else you fail.

XP 8

Reward –

7
2nd Castle
Red-Cube Defender
Cube Color Red

Attack 9

Defense 9. Ranged phase is skipped.


Physical attacks are inefficient.

Ability Deadly. Attack value is 18 if you fail to block.

XP 9

Reward –

White-Cube Guardian
Cube Color White

Attack 6. Attacks with magic.

Defense 7. Ranged phase is skipped.


Magic and physical attacks are inefficient.

Ability Deadly. Attack value is 12 if you fail to block.

XP 9

Reward –

Green-Cube Magi
Cube Color Green

Attack 5. Attacks with magic.

Defense 8. Ranged phase is skipped.


Magic attacks are inefficient.

Ability Swiftness. Requires 10 to block.


Stun. You must block the attack or else you fail.

XP 9

Reward –

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