One of my favorite historical/fantasy miniatures systems has always been Knights and Magick from long defunct Heritage USA. There was just something about the rules which were easy enough yet had extra flavor to the make battles unique and interesting. Add to this a pretty robust campaign system – which wasn’t impossible to implement – and I can certainly say Elliott, our high school friends, and I had one hell of a time playing! Unfortunately, Heritage went the way of the dodo around twenty five years ago and the Knights and Magick rules hadn’t seen print since they originally came out in 1980. Thankfully you can still get many of the old Heritage miniatures through Classic Miniatures and our pals at Reaper but you just couldn’t score a copy of K&M without heading to the secondary market and paying top dollar. For the most part you’d be getting a bit of a dog eared copy and when I would see the game available online nearly always the indication was the set wasn’t complete; for some reason most people had lost the fifth volume to the rules, a half sized book for magic.
Now I’m happy to say you can get your hands on the complete classic rule set right here at TGG! Although we’re talking about the classic edition of K&M the digital rule book PDFs are bookmarked and completely searchable, making them perfect to bring along on the go with a laptop or tablet. Of course, you can put them on your phone too but I think you’d have some issues with the screen size…
Check out a quick sneak peek here.
That’s not all though! In late 2017/early 2018 we’ll bring an all new edition of Knights and Magick to the public. This will be a full color rulebook which reimagines all the best of K&M, improving and streamlining the rules while bringing you more adventures, campaigns, monsters, magicks, as well as more armies and heroes. Or, in other words, a focus on adding to what makes Knights and Magick a ton of fun! We’re talking loads of goodies including lots of photography of minis from some of your favorite companies like Reaper, Warlord Games, and the aforementioned Classic! There’ll even be a full color guide to get started painting!
I have quite a lot planned for the new system and will be releasing attractive (and attractively priced) supplements.
All that’s in the future though, so let’s focus on the present and that means classic Knights and Magick!
Speaking of the classic rules they include:
Volume I: Game Rules and Systems – Forty five pages of basic and advanced rules to get you started including Jousts, Tournaments, Fortresses, and Sieges.
Volume II: Recruiting and Preparing Armies – Forty five pages devoted to not only painting and basing your minis but also an extensive section of heraldry as well as fantasy and historical army lists. Want to put an army of undead and demons up against an historic army from the period of feudal Poland? Yep! You can do that!
Volume III: Adventures, Scenarios, and Campaigns –I always felt one of the strongest aspects of Knights and Magic is the campaign system; as in it’s one which is actually playable! Here you’ll find forty one pages of adventures (both small and large), campaign rules including a sample well worth playing, and designer notes.
Volume IV: Monster Index – It can’t be a fantasy game without monsters! Twenty eight pages of beasties to bring to the gaming table including many tried and true creatures of the genre. Personally, I’ve always thought this was a bit on the skimpy side but that will be remedied by upcoming supplements.
Volume V: Magick Index – Another area which I thought was a bit lacking with K&M, back in the day, but will be addressed in supplements. Still, there’s good stuff to be found in the fourteen pages of spells both for battles and for use in campaigns.
So help support The Gaming Gang with your purchase as well as give us a hand in launching the next generation of Knights and Magick!
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