Check out our store for more great vintage, new, and used items!

FOR SALE:
Four massive siege weapons, ladders, markers, and tokens
2002 WIZKIDS MAGE KNIGHT CONQUEST SIEGE PACK

DETAILS:
Lead your faction to victory! Dominate the battlefield!
Step up your gaming experience with the 2002 WizKids Mage Knight Conquest Siege Pack! This pack is a treasure trove of strategic options and powerful tools, making it a must-have for any Mage Knight enthusiast looking to expand their tactical options on the battlefield.

Included in this pack are four powerful siege engines that will give you the upper hand in your conquests. These machines of destruction were crafted by faction leaders to break through enemy fortifications, but savvy warlords quickly learned that they were just as effective on the open battlefield, where they could wreak havoc on enemy forces with ease.

In addition to the siege engines, you'll also receive two ladders specifically designed for use with the Mage Knight Castle, allowing you to launch daring assaults on your opponent's stronghold. To aid in your strategic maneuvers, the pack also includes 15 large formation movement markers and 30 individual unit movement tokens, ensuring that you have all the tools you need to outmaneuver your foes and emerge victorious.

But that's not all - the pack also comes with a rules sheet to help you master the new mechanics introduced by these powerful new additions to the Mage Knight universe. Whether you're a seasoned veteran or a newcomer to the world of Mage Knight, this pack will add a whole new layer of depth and excitement to your gameplay experience.

Answer the call to arms and arm yourself with the Mage Knight Conquest Siege Pack today. Your foes won't know what hit them!

What's Included:

Four Siege Engines (Stonethrower, Living Ballista, Cannon, Mortar)
Two Ladders
15 Large Formation Movement Markers
30 Individual Unit Movement Tokens
Rules Sheet


CONDITION:
New in package. The items in this pack are new and sealed in the package, the packaging itself has acquired age and storage wear, including heavy discoloration and cracks of the plastic bubble. Please see photos.
To ensure safe delivery all items are carefully packaged before shipping out.

THANK YOU FOR LOOKING. QUESTIONS? JUST ASK.
*ALL PHOTOS AND TEXT ARE INTELLECTUAL PROPERTY OF SIDEWAYS STAIRS CO. ALL RIGHTS RESERVED.*




















"Miniature wargaming is a form of wargaming in which military units are represented by miniature physical models on a model battlefield. The use of physical models to represent military units is in contrast to other tabletop wargames that use abstract pieces such as counters or blocks, or computer wargames which use virtual models. The primary benefit of using models is aesthetics, though in certain wargames the size and shape of the models can have practical consequences on how the match plays out.

Miniature wargaming is typically a recreational form of wargaming because issues concerning scale can compromise realism too much for most serious military applications. A historical exception to this is naval wargaming before the advent of computers.
Overview

A miniature wargame is played with miniature models of soldiers, artillery, and vehicles on a model of a battlefield. The benefit of using models as opposed to abstract pieces is primarily an aesthetic one. Models offer a visually-pleasing way of identifying the units on the battlefield. In most miniature wargame systems, the model itself may be irrelevant as far as the rules are concerned; what really matters is the dimensions of the base that the model is mounted on. Distances between infantry units are measured from the base of the model.[1] The exception to this trend may be models of vehicles such as tanks, which do not require a base to be stable and have naturally rectangular shapes; in such cases, the distances between units may be measured from the edge of the model itself. Some miniature wargames use the dimensions of the model to determine whether a target behind cover is within line-of-fire of an attacker.

Most miniature wargames are turn-based. Players take turns to move their model warriors across the model battlefield and declare attacks on the opponent. In most miniature wargames, the outcomes of fights between units are resolved through simple arithmetic, usually combined with dice rolls or playing cards.

All historical wargames have a setting that is based on some historical era of warfare. The setting determines what kind of units the players can deploy in their match. For instance, a wargame set in the Napoleonic Wars should use models of Napoleonic-era soldiers, wielding muskets and cannons, and not spears or automatic rifles. A fantasy wargame has a fictional setting and may thus feature fictional or anachronistic armaments, but the setting should be similar enough to some real historical era of warfare so as to preserve a reasonable degree of realism.[2] For instance, Warhammer Age of Sigmar is mostly based on medieval warfare, but includes supernatural elements such as wizards and dragons. The most popular historical settings are World War 2, the Napoleonic Wars, and the American Civil War (in that order).[3] The most popular fantasy setting is Warhammer 40,000.[4][5]

Miniature wargames are played either at the skirmish level or the tactical level. At the skirmish level, the player controls the warriors individually, whereas in a tactical level game he or she controls groups of warriors—typically the model warriors are mounted in groups on the same base. Miniature wargames are not played at the strategic or operational level because at that scale the models would become imperceptibly tiny.

Miniature wargames are generally played for recreation, as the physical limitations of the medium prevents it from representing modern warfare accurately enough for use in military instruction and research (see the section below on abstract scaling for one reason).
Models

Historically, these models were commonly made of tin or lead, but nowadays they are usually made of polystyrene or resin. Plastic models are cheaper to mass-produce but require a larger investment because they require expensive steel molds. Lead and tin models, by contrast, can be cast in cheap rubber molds. Larger firms such as Games Workshop prefer to produce plastic models, whereas smaller firms with less money prefer metal models.[6]

Wargaming figurines often come with unrealistic body proportions. Their hands may be oversized, or their rifles excessively thick. One reason for this is to make the models more robust: thicker parts are less likely to bend or break. Another reason is that manufacturing methods often stipulate a minimum thickness for casting because molten plastic has difficulty flowing through thin channels in the mold. Finally, odd proportions may actually make the model look better for its size by accentuating certain features that the human eye focuses on.
Assembly and painting
See also: Figure painting (hobby)

Wargaming models are often sold in parts. In the case of plastic models, they're often sold still affixed to their sprues. The player is expected to cut out the parts and glue them together. This is the norm because, depending on the design of the model, it may not be possible to mold it whole, and selling the parts un-assembled saves on labor costs. After assembling the model, the player should then paint it to make it more presentable and easier to identify on the game table. Understandably, the time and skill involved in assembling and painting models deters many people from miniature wargaming. Some firms have tried to address this by selling pre-assembled and pre-painted models, but these are rare because, with current technologies, it is hard to mass-produce ready-to-play miniatures that are both cheap and match the beauty of hand-painted models.[8] The other options for players are to buy finished models second-hand or hire a professional painter.
Proprietary models vs generic models
Generic models of American GIs, for use in any World War 2 game

Historical miniature wargames are typically designed to use generic models. It is generally not possible to copyright the look of a historical soldier. Anyone, for instance, may freely produce miniature models of Napoleonic infantrymen. A player of a Napoleonic-era wargame could thus obtain his models from any manufacturer who produces Napoleonic models at the requisite scale. Consequently, it is difficult if not impossible for a historical wargame designer to oblige players to buy models from a certain manufacturer. By contrast, fantasy wargames feature fictional warriors, and fictional characters can be copyrighted. By incorporating original characters into their wargame, a wargame designer can oblige the player to purchase their models from a specific manufacturer who is licensed to produce the requisite models. An example of this is Warhammer 40,000 which features many original characters who have a distinctive aesthetic, and Games Workshop and its subsidiaries reserve the exclusive right to manufacture models of these characters. Games Workshop models tend to be expensive because competing manufacturers are not allowed to offer cheaper copies of official Warhammer 40,000 models. While there's nothing to stop players using foreign wargaming models (generics or proprietary models from other wargames), doing so could spoil the aesthetic and cause confusion.
Playing field
Different gaming table surfaces
1: Gaming board with artificial grass
2: Modelled gaming plate
3: Plastic mat with printed grass
4: Mousepad mat with printed gras

A miniature wargame is played on a model of a battlefield. The model battlefield is usually mounted on a table. As far as size goes, every part of the battlefield should be within arm's reach of the players; a width of four feet is recommended.[9][10][11]

Most miniature wargames are played on custom-made battlefields made using modular terrain models.

Historical wargamers sometimes re-enact historical battles, but this is relatively rare. Players more often prefer to design their own scenarios. The first advantage is that they can design a scenario that fits the resources they have at hand, whereas reconstructing a historical battle may require them to purchase additional models and rulebooks, and perhaps a larger game table. The second advantage is that a fictional scenario can be designed such that either player has a fair chance of winning.[12]

Miniature wargames are rarely set in urban environments. The first reason is that it is harder to reach models when there are many buildings in the way. Another reason is that the buildings may highlight the abstract scale at which the wargame operates. For instance, in the 28 mm wargame Bolt Action, a rifle's range is 24 inches, which is barely the length of a few houses at 28 mm scale. If placed in an urban environment, a rifleman would not be able to hit a target at the far end of a small street, which shatters the illusion of realism.[13]
Scale
Model size
2mm wargaming models.

The scale of a model vehicle can be expressed as a scale ratio. A scale ratio of 1:100 means that 1 cm represents 100 cm; at this scale, if a model car is 4.5 cm long, then it represents a real car that is 4.5 m long.

When it comes to figurines of humans, the preferred method of expressing scale is the height of a figurine in millimeters. There is no standardized system of measuring figurine size in the wargaming hobby. Some manufacturers measure the height of a figurine up to the crown of the head, whereas others may measure it up to the eyes (the latter is more sensible if the figurine is wearing a hat).[14] Furthermore, the advertised scale of a model may not reflect its actual scale. In order to make their products stand out against their competitors, some manufacturers make their models a little oversized, e.g. a model from a certain manufacturer that is advertised as suitable for 28mm wargames could actually be 30mm tall in practice. This makes the model look more imposing, and allows for more detail.[15]

Manufacturers of generic wargaming models are generally obliged to build their models to some standard scale so as to ensure compatibility with third-party wargames. Manufacturers who make proprietary models designed exclusively for use in a specific wargame do not have this concern. For instance, Warhammer 40,000 officially does not have a scale. It doesn't need to conform to a standard scale, because Games Workshop is the exclusive manufacturer of official Warhammer 40,000 models, said models are intended exclusively for use in Warhammer 40,000, and Games Workshop doesn't want players using foreign models from other manufacturers.
 Figurine sizes and roughly equivalent scale ratios[a] mm     90     54     45     28     25.4(1")     25     20     15     6     2
scale     1:20     1:32     1:40     1:64     1:72     1:73     1:89     1:120     1:300     1:890
Abstract scaling

Most miniature wargames do not have an absolute scale, i.e. where the figurines, terrain, movement and firing ranges all conform to single scale ratio. This is largely because of the need to compress the battle into the confined space of a table surface. Instead, miniature wargames prefer to use abstract scaling.

For example, a 28 mm model rifleman realistically ought to be able to hit a target from 20 feet away,[b] but this is larger than most tables. A miniature wargame would not be much fun if the models could shoot each other from opposite ends of the table, and thus not have to maneuver around the battlefield. The 28 mm wargame Bolt Action solves this problem by compressing the range of a rifle to just 24 inches;[10] likewise, a sub-machine gun's range is 12 inches and a pistol's range is 6 inches.[16] These ranges may not be realistic, but at least their proportions do make intuitive sense, giving an illusion of realism.

Abstract scaling may also be applied to figures and terrain features, e.g. model houses and trees may be a little undersized compared the scale so as to make more room on the table for the warriors. Like wise model figures will often be oversize for the scale, for example many games use 25 mm figures appropriate to a 1:60 scale when the game is played at a larger scale such as 1:360.
Time

Most miniature wargames do not have a fixed time scale (i.e. how many seconds a turn represents). Most wargame rulebooks instead prefer to define how far a unit can move in a turn, and this movement range is proportioned to the size of a typical game table. For example, Bolt Action sets a movement range of six inches in a turn for most units.
Rules
Main article: List of miniature wargames

There are many miniature wargaming rules, not all of which are currently in print, including some which are available free on the internet; many gamers also write their own, creating so-called "house rules" or "club sets". Most rules are intended for a specific historical period or fictional genre. Rules also vary in the model scale they use: one infantry figure may represent one man, one squad, or much larger numbers of actual troops.

Wargaming in general owes its origins to military simulations, most famously to the Prussian staff training system Kriegsspiel. Consequently, rules designers struggle with the perceived obligation to actually 'simulate' something, and with the seldom compatible necessity to make an enjoyable 'game'. Historical battles were seldom fair or even, and the potential detail that can be brought to bear to represent this in a set of rules always comes at the cost of pace of the game and enjoyment. In Osprey Publishing's book about the Battle of Crécy, from its series on historical campaigns, there is included a detailed section on wargaming the battle, in which Stuart Asquith writes:

    When refighting a particular battle, it is important to adhere as closely as possible to the original historical engagement. The counter-argument is that the wargamer(s) know who is going to win. Fair comment, but knowing the outcome of any battle does not usually prevent one from reading about that action, so why should such knowledge debar a refight?[17]

He adds that unless at least the initial moves are recreated, "then an interesting medieval battle may well take place, but it will not be a re-creation of Crécy."[17] Still, rules aimed at the non-professional hobby market therefore inevitably contain abstractions. It is generally in the area of the abstraction liberties taken by the designers that the differences between rules can be found. Most follow tried and true conventions to the extent that a chess player would recognize wargaming merely as a different scaled version of his or her own game.
Role-playing games
Main article: Role-playing game

During the 1960s and 1970s, two new trends in wargaming emerged: First were small-unit rules sets which allowed individual players to portray small units down to even a single figure. These rules expanded the abilities of the smaller units accordingly, to magnify their effect on the overall battle.

Second was an interest in fantasy miniatures wargaming. J.R.R. Tolkien's novel The Hobbit and his epic cycle The Lord of the Rings were gaining strong interest in the United States, and as a result, rules were quickly developed to play medieval and Roman-era wargames, where these eras had previously been largely ignored in favor of Napoleonic and American Civil War gaming.

The two converged in the early 1970s. The first known occurrence, from 1970, is a set of rules by Len Patt[18][19] published in The New England Wargames Association's bulletin, The Courier. In 1971 a set of miniatures medieval miniatures rules entitled Chainmail, published by a tiny company called Guidon Games, headquartered in Belfast, Maine[20] included a fantasy supplement detailing rules for battle involving fantastic creatures. Later, in 1974, TSR designer E. Gary Gygax wrote a set of rules for individual characters under Chainmail, and entitled it Dungeons & Dragons. Further developments ensued, and the role-playing game hobby quickly became distinct from the wargaming hobby which preceded it.
Naval wargames
Main article: Naval wargaming

Although generally less popular than wargames set on land, naval wargaming nevertheless enjoys a degree of support around the world. Model ships have long been used for wargaming, but it was the introduction of elaborate rules in the early 20th century that made the hobby more popular. Small miniature ships, often in 1:1200 scale and 1:1250 scale, were maneuvered on large playing surfaces to recreate historical battles. Prior to World War II, firms such as Bassett-Lowke in England and the German company Wiking marketed these to the public.[21][22] After World War II, several manufacturers started business in Germany, which remains the center of production to this day,[23] while other companies started in England and the United States.

Rules can vary greatly between game systems; both in complexity and era. Historical rulesets range from the ancient and medieval ships to the fleets of the Age of Sail and the modern era. Often the hobbyists have to provide their own models of ships. The 1972 game, Don't Give Up The Ship!, called for pencil and paper, six-sided dice, rulers and protractors, and model ships, ideally of 1:1200 scale. The elaborate rules cover morale, sinking, fires, broken masts, and boarding. Dice determined wind speed and direction, and hence the ship's speed and the use of its cannon by measuring angles with the protractor.[24]

In naval wargaming of the modern period, General Quarters, primarily (though not exclusively) using six-sided dice, has established itself as one of the leading sets of World War I and II era rules.[25]

Some land-based miniature wargames have also been adapted to naval wargaming. All at Sea, for example, is an adaptation of The Lord of the Rings Strategy Battle Game rules for naval conflicts. The game's mechanics centered around boarding parties, with options for ramming actions and siege engines.[26] As such, the ship's scale ratio corresponds to the 25 mm scale miniatures used by The Lord of the Rings. Model ships are built by hobbyists, just as normal miniature terrain, such as "great ships" of Pelargir, cogs of Dol Amroth and Corsair galleys.[27]
Air wargames
Wings of War, which simulates World War 1 aerial combat.
Main article: Air wargaming

Air wargaming, like naval wargaming, is a smaller niche within the larger hobby of miniatures wargaming. Aerial combat has developed over a relatively short time compared with naval or land warfare. As such, air wargaming tends to break down into three broad periods:

    World War I – from the earliest days of air combat to the 1920s
    World War II – 1930s to the early 1950s
    "Modern" – the missile age

In addition there are science fiction and "alternative history" games such as Aeronefs and those in the Crimson Skies universe....Community and culture
A miniature wargaming convention (Games Day Budapest 2015).

Players of miniature wargames tend to be more extroverted than players of board wargames and computer wargames.[35][36] Players of miniature wargames are obliged to meet in person and play in the same room around a table, whereas board wargames can be played via correspondence and computer wargames can be played online; therefore miniature wargaming places a premium on sociability. (This has changed somewhat with the onset of the COVID-19 pandemic. Wargamers (miniature and board) have become quite creative in devising ways to play games while maintaining social distancing.)[37]

Consequently, conventions and clubs are important to the wargaming community. Some conventions have become very large affairs, such as Gen-Con, Origins and Historical Miniatures Gaming Society's Historicon, called the "mother of all wargaming conventions".[36] Players also tend to be middle-aged or older. One reason is that the hobby is expensive and older people tend to be wealthier." (wikipedia.org)

"Collectible miniatures games (CMGs) are a form of miniatures game that is also similar to collectible card games (CCGs) — the primary difference being that while CCGs are card-based games, CMGs feature miniature figures.

A popular theme for CMGs are strategy wargames, since games of that genre typically feature miniatures such as: soldiers, vehicles, etc. Miniature wargames have been around for a long time, but the idea of a collectible miniature wargame is recent. In a conventional miniature game, players purchase the miniatures they want and generally invest time in assembling, painting, and often customizing the figures to their liking. CMGs were designed to appeal to those who would enjoy the game aspect but not necessarily the hobby aspect of miniature gaming.

CMGs tend to cover a more diverse range of topics than traditional wargames (which generally are fantasy, sci-fi, or historical in theme), and certain games, such as Dreamblade are even somewhat abstract in nature.

Due to the random distribution of figures when purchasing CMG products, a large secondary market has sprung up selling single miniatures, as well as websites that allow players to trade spare figures.

Perhaps the most popular and well-known CMG to date is HeroClix, which allows players to create battles between characters from the Marvel and DC Comics comic book universes, as well as certain smaller publishers. Other popular CMGs include Dungeons & Dragons Miniatures Game, Halo ActionClix, HorrorClix, Monsterpocalypse, Pokémon Trading Figure Game, and Star Wars Miniatures." (wikipedia.org)









 "NECA/WizKids, LLC (commonly known as simply WizKids) is an American company based in New Jersey that produces tabletop games. WizKids is best known for its collectible miniatures games (CMGs) Mage Knight, HeroClix, MechWarrior, and HorrorClix, all of which make use of the company's Clix system, in which the changing combat statistics and abilities of each figure were indicated by a turnable dial inside the base underneath the figure. The company was founded in 2000 by Jordan Weisman, a veteran of the game company FASA.[2] It was purchased by sports-card manufacturer Topps, Inc. in 2003.[3]

WizKids was acquired by NECA in September 2009.[4]
History
Former WizKids logo

WizKids was founded in 2000 by Jordan Weisman, previously of FASA, to publish Mage Knight. Mage Knight was the first collectible miniatures game. Early employees joining Jordan in this endeavor were his wife Dawne, who led the company's graphic design; his father Mort, who ran international sales; his brother-in-law Ray Wehrs, who ran domestic sales; and Jenny (Trisko) Berg, previously of Bungie, who was in charge of marketing.

In 2001 the company went from being "virtual" to having its own office in Bellevue, Washington. Employees had previously been spread through Washington, Illinois, and Missouri. Mage Knight was selling as fast as it could be made, and the company moved into the hobby's list of 10 largest publishers. The employee count went up to over 30, including Don Gorski, COO; Tom Virgin, CFO; Martin A. Stever, Executive V.P; and Marc Sachnoff, President of WizKids Licensing and Media, who made the innovative deals bringing together the Marvel and DC comics character universes into the HeroClix line.

Though they proved less successful, WizKids also produced the short-lived CMGs Crimson Skies, Shadowrun Duels, and Creepy Freaks, as well as a baseball-themed CMG called MLB SportsClix. A CMG called ToonClix was announced in March 2006, but canceled before it was released.

In July 2004, WizKids created a new product category with the release of their first constructible strategy game (or CSG), Pirates of the Spanish Main, featuring miniature ships assembled from pieces punched out of styrene cards. Their next CSG was a science fiction game called Rocketmen, released in the summer of 2005, followed by a NASCAR CSG called RaceDay later that year, though these last two games were discontinued shortly after. By 2007, WizKids was also calling some of their releases involving CSG elements "PocketModel" games, beginning with the Star Wars PocketModel game.

In 2005, WizKids released their first collectible card game, High Stakes Drifter, which was discontinued after its initial set. In May 2006, they released their second CCG, a licensed game based on the reimagined Battlestar Galactica TV series.

WizKids entered the board game market with a board game called Tsuro in 2005, followed in 2006 by Oshi and Pirates: Quest For Davy Jones' Gold, a board game based on the Pirates constructible strategy game.

The company also owned the rights to the role-playing games Shadowrun and Classic Battletech, which they licensed to FanPro in 2001.[5] A game created by the company called Zypods, with a physical structure similar to Matryoshka dolls, had a limited release, but was never distributed nationwide.

The Topps Company announced on November 10, 2008, that it intended to close WizKids and discontinue product lines including HeroClix. In the statement announcing the close of WizKids, Topps also indicated that it was pursuing alternatives to discontinuing brands so that brands such as HeroClix could continue on without any noticeable disruption in future product offerings.
Sale to NECA

At the July 2009 San Diego Comic-Con, National Entertainment Collectibles Association (NECA) displayed a Thor figure for Heroclix, indicating that they might be the new parent company for WizKids. On September 14, 2009, NECA announced that they had purchased the assets of WizKids from The Topps Company and will continue the HeroClix family of games under the WizKids brand. The WizKids assets sold did not include Shadowrun and Battletech, which were retained by Topps Inc.

The "Buy It By the Brick" retail promotion returned with the Marvel HeroClix: Hammer of Thor set. Unlike previous offerings, the promotional figure (Ragnarok Surtur) was available with the 10-pack brick purchase at retail locations, rather than through mail-in redemption.[6] With the following set DC HeroClix: Brave and the Bold the promotional figure (a Batman and Catwoman duo-figure) returned to redemption through WizKids/NECA, though this time done online.
Spider-Man swinging through the air, attached to a black base.
Spider-Man on a HeroClix base.
Storyline Organized Play

Beginning with The Infinity Gauntlet in 2012, WizKids began to implement Storyline Organized Play programs. These programs would let gamers go to their local store once a month to play in an event that built up to a grand finale. Players are typically rewarded for attending multiple events before the finale. Storyline Organized Play themes have included No Man's Land for DC, Fear Itself for Marvel, The Dominion War for Star Trek, and others. WizKids continues to implement tweaks to their Storyline Organized Play programs.
Production

WizKids produces both licensed and first-party games. Many of the games WizKids utilize include patented elements like the Combat Dial System. WizKids produces both physical items, like HeroClix, as well as digital transliterations, like Quarriors! for IOS.[7]
Games and products
Board Games

    Justice League
    Freddy Vs Jason Forest of Fear
    Gremlins
    The Hobbit: An Unexpected Journey
    Mage Knight Board Game
    Oshi
    Pirates: Quest For Davy Jones' Gold
    Sidereal Confluence: Trading and Negotiation in the Elysian Quadrant
    Star Trek: Expeditions
    Star Trek: Frontiers
    Star Trek: Fleet Captains
    Trains and Stations
    Tsuro* (2004)
    Mage Knight Board Game
    Dungeons & Dragons Onslaught
    Dungeons & Dragons Trials of Tempus

Books

    MechWarrior: Dark Age (Novels)
    Mage Knight (Novels and collectors' guides)

Collectible Card Games

    Battlestar Galactica
    High Stakes Drifter

Dice Building Games

    Quarriors!
    The Lord of the Rings Dice Building Game
    Dice Masters
        Marvel Dice Masters
            Avengers vs X-Men
            Uncanny X-Men
            Age of Ultron
            The Amazing Spider-Man
            Civil War
            Doctor Strange Team Pack
            Deadpool
            Iron Man and War Machine
            Defenders Team Pack
            Guardians of the Galaxy
            Spider-man Maximum Carnage
            X-Men First Class
            The Mighty Thor
            Kree Invasion
            Avengers Infinity
            Justice Like Lightning
            X-Men Forever
            Uncanny X-Force
        DC Comics Dice Masters
            Justice League
            War of Light
            World's Finest (originally Superman/Batman)
            Green Arrow and The Flash
            Batman
            Superman and Wonder Woman
            Harley Quinn Team Pack
        Yu-Gi-Oh! Dice Masters
            Series 1
        Dungeons & Dragons Dice Masters
            Battle for Faerûn
            Faerun Under Siege
            Tomb of Annihilation
            Trouble in Waterdeep Campaign Box
            Adventures in Waterdeep Team Pack
            The Zhentarim Team Pack
        Teenage Mutant Ninja Turtles
            Teenage Mutant Ninja Turtles Dice Masters
            TMNT Dice Masters: Heroes in a Half Shell
        WWE Dice Masters
            WWE Dice Masters: Campaign Box
            WWE Dice Masters: Bitter Rivals Team Pack
            WWE Dice Masters: Tag Teams Team Pack

Collectible miniatures games

    Clix games
        Creepy Freaks
        Crimson Skies
        Halo ActionClix
        HeroClix
            DC HeroClix
            Marvel HeroClix
            Indy HeroClix
                The BPRD and Hellboy HeroClix
                City of Heroes HeroClix
                City of Villains HeroClix
                Invincible HeroClix
            Gears of War HeroClix
            Iron Maiden HeroClix
            The Lord of the Rings HeroClix
            Street Fighter HeroClix
            Star Trek HeroClix
            Teenage Mutant Ninja Turtles HeroClix
            Yu-Gi-Oh! HeroClix
        HorrorClix
        Mage Knight
            Mage Knight: Dungeons
        MechWarrior
            MechWarrior: Dark Age
            MechWarrior: Age of Destruction
        Shadowrun Duels
        SportsClix
        Star Trek: Attack Wing
        MLB SportsClix
    Zypods

Constructible Strategy Games

    Pirates Constructible Strategy Game
    Rocketmen
    NASCAR Race Day
    The Lord of the Rings CSG [8] (Unreleased)

Pocketmodel Games

    Star Wars PocketModel Trading Card Game
    Pirates of the Caribbean PocketModels

Awards
Board Game Geek

    2012 Golden Geek Best Thematic Game: Mage Knight Board Game[9]

Diamond Comic Distributors Gem Award

    2010 Game Product of the Year for DC HeroClix Blackest Night Starter Set

Origins Awards

    2010 Best Miniature Figure or Line of Miniature Figures of the Year for Marvel HeroClix Hammer of Thor Expansion
    2011 Best Miniatures Game Rules of the Year for DC HeroClix Blackest Night Starter Game
    2013 Best Miniature Figure Line of the Year for Marvel HeroClix: Galactic Guardians
    2013 Best Family, Party, or Children’s Game of the Year for Quarriors! Dice Building Game
    2013 Best Miniature Rules of the Year for The Hobbit: An Unexpected Journey – Campaign Starter Set
    2016 Best Collectible Game for DC Comics Dice Masters: War of Light by Mike Elliot and Eric M. Lang" (wikipedia.org)

"A cannon is a large-caliber gun classified as a type of artillery, which usually launches a projectile using explosive chemical propellant. Gunpowder ("black powder") was the primary propellant before the invention of smokeless powder during the late 19th century. Cannons vary in gauge, effective range, mobility, rate of fire, angle of fire and firepower; different forms of cannon combine and balance these attributes in varying degrees, depending on their intended use on the battlefield. A cannon is a type of heavy artillery weapon.

The word cannon is derived from several languages, in which the original definition can usually be translated as tube, cane, or reed...
Etymology and terminology

The word cannon is derived from the Old Italian word cannone, meaning "large tube", which came from the Latin canna, in turn originating from the Greek κάννα (kanna), "reed",[16] and then generalised to mean any hollow tube-like object; cognate with the Akkadian qanu(m)[17] and the Hebrew qāneh, "tube, reed".[18][19][20] The word has been used to refer to a gun since 1326 in Italy, and 1418 in England. Both of the plural forms cannons and cannon are correct....In popular culture

Cannon sounds have sometimes been used in classical pieces with a military theme. One of the best known examples is Pyotr Ilyich Tchaikovsky's 1812 Overture.[208] The overture is to be performed using an artillery section together with the orchestra, resulting in noise levels high enough that musicians are required to wear ear protection.[209] The cannon fire simulates Russian artillery bombardments of the Battle of Borodino, a critical battle in Napoleon's invasion of Russia, whose defeat the piece celebrates.[209] When the overture was first performed, the cannon were fired by an electric current triggered by the conductor.[210] However, the overture was not recorded with real cannon fire until Mercury Records and conductor Antal Doráti's 1958 recording of the Minnesota Orchestra.[211] Cannon fire is also frequently used in presentations of the 1812 on the American Independence Day, a tradition started by Arthur Fiedler of the Boston Pops in 1974.[209][212]

The hard rock band AC/DC used cannon in their song "For Those About to Rock (We Salute You)",[213] and in live shows replica Napoleonic cannon and pyrotechnics were used to perform the piece.[213] A recording of that song has accompanied the firing of an authentic reproduction of a M1857 12-pounder Napoleon during Columbus Blue Jackets goal celebrations at Nationwide Arena since opening night of the 2007–08 season. The cannon is the focal point of the team's alternate logo on its third jerseys.[214][215][216]

Cannons have been fired in touchdown celebrations by several American football teams including the San Diego Chargers.[217] The Pittsburgh Steelers used one only during the 1962 campaign but discontinued it after Buddy Dial was startled by inadvertently running face-first into the cannon's smoky discharge in a 42–27 loss to the Dallas Cowboys." (wikipedia.org)

"A siege engine is a device that is designed to break or circumvent heavy castle doors, thick city walls and other fortifications in siege warfare. Some are immobile, constructed in place to attack enemy fortifications from a distance, while others have wheels to enable advancing up to the enemy fortification. There are many distinct types, such as siege towers that allow foot soldiers to scale walls and attack the defenders, battering rams that damage walls or gates, and large ranged weapons (such as ballistas, catapults/trebuchets and other similar constructions) that attack from a distance by launching projectiles. Some complex siege engines were combinations of these types.

Siege engines are fairly large constructions – from the size of a small house to a large building. From antiquity up to the development of gunpowder, they were made largely of wood, using rope or leather to help bind them, possibly with a few pieces of metal at key stress points. They could launch simple projectiles using natural materials to build up force by tension, torsion, or, in the case of trebuchets, human power or counterweights coupled with mechanical advantage. With the development of gunpowder and improved metallurgy, bombards and later heavy artillery became the primary siege engines.

Collectively, siege engines or artillery together with the necessary soldiers, sappers, ammunition, and transport vehicles to conduct a siege are referred to as a siege train." (wikipedia.org)

"A Roman siege tower or breaching tower (or in the Middle Ages, a belfry[1]) is a specialized siege engine, constructed to protect assailants and ladders while approaching the defensive walls of a fortification. The tower was often rectangular with four wheels with its height roughly equal to that of the wall or sometimes higher to allow archers or crossbowmen to stand on top of the tower and shoot arrows or quarrels into the fortification. Because the towers were wooden and thus flammable, they had to have some non-flammable covering of iron or fresh animal skins.[1]

Evidence for use of siege towers in Ancient Egypt and Anatolia dates to the Bronze Age. They were used extensively in warfare of the ancient Near East after the Late Bronze Age collapse, and in Egypt by Kushites from Sudan who founded the 25th dynasty. During classical antiquity they were common among Hellenistic Greek armies of the 4th century BC and later Roman armies of Europe and the Mediterranean, while also seeing use in ancient China during the Warring States Period and Han dynasty. Siege towers were of unwieldy dimensions and, like trebuchets, were therefore mostly constructed on site of the siege. Taking considerable time to construct, siege towers were mainly built if the defense of the opposing fortification could not be overcome by ladder assault ("escalade"), by mining, or by breaking walls or gates with tools such as battering rams.

The siege tower sometimes housed spearmen, pikemen, and swordsmen or archers and crossbowmen, who shot arrows and quarrels at the defenders. Because of the size of the tower it would often be the first target of large stone catapults, but it had its own projectiles with which to retaliate.[1]

Siege towers were used to get troops over an enemy curtain wall. When a siege tower was near a wall, it would drop a gangplank between it and the wall. Troops could then rush onto the walls and into the castle or city. Some siege towers also had battering rams with which they used to bash down the defensive walls around a city or a castle gate." (wikipedia.org)

"The ballista (Latin, from Greek βαλλίστρα ballistra[1] and that from βάλλω ballō, "throw"),[2] plural ballistae, sometimes called bolt thrower, was an ancient missile weapon that launched either bolts or stones at a distant target.

Developed from earlier Greek weapons, it relied upon different mechanics, using two levers with torsion springs instead of a tension prod (the bow part of a modern crossbow). The springs consisted of several loops of twisted skeins. Early versions projected heavy darts or spherical stone projectiles of various sizes for siege warfare. It developed into a smaller precision weapon, the scorpio,[3] and possibly the polybolos.
Greek weapon
Main article: Greek and Roman artillery

The early ballistae in Ancient Greece were developed from two weapons called oxybeles and gastraphetes. The gastraphetes ('belly-bow') was a handheld crossbow. It had a composite prod and was spanned by bracing the front end of the weapon against the ground while placing the end of a slider mechanism against the stomach. The operator would then walk forward to arm the weapon while a ratchet prevented it from shooting during loading. This produced a weapon that, it was claimed, could be operated by a person of average strength but which had a power that allowed it to be successfully used against armored troops. The oxybeles were a bigger and heavier construction employing a winch and were mounted on a tripod. It had a lower rate of fire and was used as a siege engine.

With the invention of torsion spring bundle technology, the first ballistae were built. The advantage of this new technology was the fast relaxation time of this system. Thus it was possible to shoot lighter projectiles with higher velocities over a longer distance. By contrast, the comparatively slow relaxation time of a tension machine such as the oxybeles meant that much less energy could be transferred to light projectiles, limiting the effective range of the weapon.

The earliest form of the ballista is thought to have been developed for Dionysius of Syracuse, c. 400 BC.

The Greek ballista was a siege weapon. All components that were not made of wood were transported in the baggage train. It would be assembled with local wood, if necessary. Some were positioned inside large, armored, mobile siege towers or even on the edge of a battlefield. For all of the tactical advantages offered, it was only under Philip II of Macedon, and even more so under his son Alexander, that the ballista began to develop and gain recognition as both a siege engine and field artillery. Historical accounts, for instance, cited that Philip II employed a group of engineers within his army to design and build catapults for his military campaigns.[4][5] There is even a claim that it was Philip II with his team of engineers who invented the ballista after improving Dionysius's device, which was merely an oversized slingshot.[6] It was further perfected by Alexander, whose own team of engineers introduced innovations such as the idea of using springs made from tightly strung coils of rope instead of a bow to achieve more energy and power when throwing projectiles.[6] Polybius reported about the usage of smaller, more portable ballistae, called scorpions, during the Second Punic War.

Ballistae could be easily modified to shoot both spherical and shaft projectiles, allowing their crews to adapt quickly to prevailing battlefield situations in real time.

As the role of battlefield artillery became more sophisticated, a universal joint (which was invented just for this function) was integrated into the ballista's stand, allowing the operators to alter the trajectory and firing direction of the ballista as required without a lengthy disassembly of the machine." (wikipedia.org)

"A mortar is usually a simple, lightweight, man-portable, muzzle-loaded weapon, consisting of a smooth-bore (although some models use a rifled barrel) metal tube fixed to a base plate (to spread out the recoil) with a lightweight bipod mount and a sight. Mortars launch explosive shells (technically called bombs)[1] in high-arching ballistic trajectories. Mortars are typically used as indirect fire weapons for close fire support with a variety of ammunition....History

Mortars have been used for hundreds of years. The earliest mortars were used in Korea in a 1413 naval battle when Korean gunsmiths developed the wan'gu (gourd-shaped mortar) (완구, 碗口).[2] The earliest version of the wan'gu dates back to 1407.[3] Choi Hae-san (최해산, 崔海山) (1380–1443), the son of Choe Mu-seon (최무선, 崔茂宣) (1325–1395), is generally credited with inventing the wan'gu.[4] In the Ming dynasty, general Qi Jiguang recorded the use of a mini cannon called the hu dun pao that was similar to the mortar.[5]

The first use in siege warfare was at the 1453 siege of Constantinople by Mehmed the Conqueror. An Italian account of the 1456 siege of Belgrade by Giovanni da Tagliacozzo states that the Ottoman Turks used seven mortars that fired "stone shots one Italian mile high".[6] The time of flight of these was apparently long enough that casualties could be avoided by posting observers to give warning of their trajectories.

Early mortars, such as the Pumhart von Steyr, were large and heavy and could not be easily transported. Simply made, these weapons were no more than iron bowls reminiscent of the kitchen and apothecary mortars whence they drew their name. An early transportable mortar was invented by Baron Menno van Coehoorn in 1701.[8][9] This mortar fired an exploding shell, which had a fuse that was lit by the hot gases when fired. The Coehorn mortar gained quick popularity, necessitating a new form of naval ship, the bomb vessel. Mortars played a significant role in the Venetian conquest of Morea, and in the course of this campaign an ammunition depot in the Parthenon was blown up. An early use of these more mobile mortars as field artillery (rather than siege artillery) was by British forces in the suppression of the Jacobite rising of 1719 at the Battle of Glen Shiel. High angle trajectory mortars held a great advantage over standard field guns in the rough terrain of the West Highlands of Scotland.

The mortar had fallen out of general use in Europe by the Napoleonic era, although Manby Mortars were widely used on the coast to launch lines to ships in distress, and interest in their use as a weapon was not revived until the beginning of the 20th century. Mortars were heavily used by both sides during the American Civil War. At the Siege of Vicksburg, General Ulysses S. Grant reported making mortars "by taking logs of the toughest wood that could be found, boring them out for 6 or 12 lb (2.7 or 5.4 kg) shells and binding them with strong iron bands. These answered as Coehorns, and shells were successfully thrown from them into the trenches of the enemy".[10]

During the Russo-Japanese War, Lieutenant General Leonid Gobyato of the Imperial Russian Army applied the principles of indirect fire from closed firing positions in the field; and with the collaboration of General Roman Kondratenko, he designed the first mortar that fired navy shells.

The German Army studied the Siege of Port Arthur, where heavy artillery had been unable to destroy defensive structures like barbed wire and bunkers. Consequently they developed a short-barrelled rifled muzzle-loading mortar called the Minenwerfer. Heavily used during World War I, they were made in three sizes: 7.58 cm (2.98 in), 17 cm (6.7 in), and 25 cm (9.8 in)." (wikipedia.org)

"A wargame is a strategy game in which two or more players command opposing armed forces in a simulation of some military operation.[1] Wargaming may be played for recreation, to train military officers in the art of strategic thinking, or to study the nature of potential conflicts. Many wargames re-create specific historic battles, and can cover either whole wars, or any campaigns, battles, or lower-level engagements within them. Many simulate land combat, but there are wargames for naval and air combat, as well.

Generally, activities where the participants actually perform mock combat actions (e.g. friendly warships firing dummy rounds at each other) are not considered wargames. Some writers may refer to a military's field training exercises as "live wargames", but certain institutions such as the US Navy do not accept this.[2] Likewise, activities like capture the flag and paintball are classified as physical sports. Wargaming is a mind sport.

Modern wargaming was invented in Prussia in the early 19th-century, and eventually the Prussian military adopted wargaming as a tool for training their officers and developing doctrine. After Prussia defeated France in the Franco-Prussian War, wargaming was widely adopted by military officers in other countries. Civilian enthusiasts also played wargames for fun, but this was a niche hobby until the development of consumer electronic wargames in the 1990s....Professional vs recreational
Main articles: Professional wargaming and Recreational wargaming

A professional wargame is a wargame that is used by a military as a serious tool for training or research. A recreational wargame is one played for fun, often in a competitive context.

Recreational wargames can cover a wide variety of subjects, from pre-historic to modern – even fantasy or sci-fi combat. Games which do not include modern armaments and tactics are of limited interest to the military, though wargames covering famous historical battles can interest military historians. As professional wargames are used to prepare officers for actual warfare, there is naturally a strong emphasis on realism and current events.

Military organizations are typically secretive about their current wargames, and this makes designing a professional wargame a challenge. The data the designers require, such as the performance characteristics of weapons or the locations of military bases, are often classified, which makes it difficult for the designers to verify that their models are accurate. Secrecy also makes it harder to disseminate corrections if the wargame has already been delivered to the clients. Then there is the small player base. Whereas a commercial wargame might have thousands or even millions of players, professional wargames tend to have small player bases, which makes it harder for the designers to acquire feedback. Consequently, errors in professional wargame models tend to persist.[3][4]

Although commercial wargame designers study consumer trends and listen to player feedback, their products are usually designed and sold with a take-it-or-leave-it approach. Professional wargames, by contrast, are typically commissioned by the military that plans to use them. If a wargame is commissioned by several clients, then the designer will have to juggle their competing demands. This can lead to great complexity, high development costs, and a compromised product that satisfies nobody.[5]

Commercial wargames are under more pressure to deliver an enjoyable experience for the players, who expect a user-friendly interface, a reasonable learning curve, exciting gameplay, and so forth. By contrast, military organizations tend to see wargaming as a tool and a chore, and players are often bluntly obliged to use whatever is provided to them.[6]

Professional wargames that are arbitrated by an umpire or the players themselves (manual wargames) tend to have simple models and computations compared to recreational wargames. Umpires may even be allowed to make arbitrary decisions using their own expertise. One reason for this is to keep the learning curve small. Recreational wargamers tend to have a lot of wargaming experience (it is usually considered a hardcore hobby), so learning a complicated new wargame is easy if it is similar enough to ones they've already played. By contrast, military officers typically have little or no wargaming experience. A second reason is that the technical data required to design an accurate and precise model, such as the performance characteristics of a fighter jet, is often classified.
Overview

The exact definition of "wargame" varies from one writer to the next and one organization to the next. To prevent confusion, this section will establish the general definition employed by this article.

    A wargame simulates an armed conflict, be it a battle, a campaign, or an entire war. Business wargames do not simulate armed conflict and thus fall outside the scope of this article.
    A wargame is adversarial. There must be two opposing sides whose players react intelligently to each other's decisions.[7]
    A wargame does not involve the use of actual troops and armaments. This definition is used by the US Naval War College.[2] Some writers use the term "live wargames" to refer to games that use actual troops in the field, but this article shall instead refer to these as field exercises.
Complexity

Whereas the rules of chess are relatively simple, and those of Go even simpler, with the complexity of these games an emergent property of the evolving strategic state of the board, wargames contrarily tend to have very sophisticated rules as a matter of their commitment to representing the concrete realities of (various kinds of) warfare. Generally speaking, the more realistic a wargame seeks to be, the more complicated its rules are.[15]

For example, chess pieces only have a few rules determining their behaviour, such as how and when they are allowed to move or capture based on their type and board location, providing a highly abstracted model of warfare which represents troop composition and positioning. Stones in Go have no properties, behaviours, or state on their own, and only potentially represent, relative to other stones, elements of a larger board position, providing an extremely abstract strategic model in which the determinant of victory is a generalisation of territorial control and influence projection. Contrarily, in wargames counters typically represent decidedly more concrete and internally quite complex entities (companies, battalions, etc.), with detailed interior state (stat blocks and tables of troop numbers, equipment, operational readiness, artillery charts, etc.), often with convoluted rules governing how they operate and interact, and furthermore the global state of the game is often governed by extensive non-local rules representing exigencies like seasonal weather or supply lines.

This makes wargames difficult to learn, as it can be difficult to simply begin playing without already understanding a great deal about how to do so. Even experienced wargamers usually play with their rulebook on hand, because the rules for most wargames are too complex to fully memorize. For many people, the complexity also makes wargames difficult to enjoy, but some players enjoy high realism, so finding a balance between realism and simplicity is tricky when it comes to recreational wargames.

One way to solve the problem of complexity is to use a referee who has the discretion to arbitrate events, using whatever tools and knowledge they deem fit. This solution is popular with military instructors because it allows them to apply their own expertise when they use wargames to instruct students. The drawback of this approach is that the referee must be very knowledgeable in warfare and impartial, else they may issue unrealistic or unfair rulings.[16]

Another way to address complexity is to use a computer to automate some or all of the routine procedures. Video games can be both sophisticated and easy to learn, which is why computer wargames are more popular than tabletop wargames.
Scale

Every wargame must have a sense of scale, so that it may realistically simulate how topography, distance, and time affect warfare. Scale is usually expressed as a ratio, e.g. a scale of 1:1000 indicates that 1 cm on the game map represents 10 m (1,000 cm). In miniature wargaming, scale is more often expressed as the height of a model of a human measured from the base of its feet up to the eyes or top of the head (e.g. 28mm).

Military wargames typically aim to model time and space as realistically as is feasible, so everything in the simulation conforms to a single scale. Recreational wargame designers, by contrast, tend to use abstract scaling techniques to make their wargames easier to learn and play. Tabletop miniature wargames, for instance, cannot realistically model the range of modern firearms, because miniature wargaming models are typically built to a scale between 1:64 and 1:120.[a] At those scales, riflemen should be able to shoot each other from several meters away,[b] which is longer than most game tables. If model soldiers could shoot each other from opposite ends of the table, without the need to maneuver, the game would not be much fun. For example, the miniature wargame Bolt Action solves this problem by reducing a rifle's range to 24 inches, a sub-machine gun's range to 12 inches, and a pistol's range to 6 inches. Even if these ranges are not realistic, their proportions make intuitive sense (a rifle's range ought to be longer than a sub-machine gun) and thus preserve some verisimilitude, all the while compressing the battle to fit the confines of the table. Additionally, the ranges are multiples of 6, which makes them easier to remember.
Types
Miniature
Main article: Miniature wargaming

Miniature wargaming is a form of wargaming where units on the battlefield are represented by miniature models, as opposed to abstract pieces such as wooden blocks or plastic counters. Likewise, the battlefield itself is represented by model terrain, as opposed to a flat board or map; naval wargames are often played on a floor because they tend to require more space than a tabletop. Most miniature wargaming is recreational because issues of scale get in the way of realism.

Miniature wargaming can be more expensive and time-consuming than other forms of wargaming.[19] Furthermore, most manufacturers do not sell ready-to-play models, they sell boxes of model parts, which the players are expected to assemble and paint themselves. This requires skill, time, and money, but many players like the opportunity to show off their artistic skills. Miniature wargaming is often as much about artistry as it is about play.
Board
Main article: Board wargame

A board wargame is played on a board that has a more-or-less fixed layout and is supplied by the game's manufacturer. This is in contrast to customizable playing fields made with modular components, such as in miniature wargaming.
Block
Main article: Block wargame

In block wargaming, the Fog of War is built into the game by representing units with upright wooden blocks that are marked on only one face, which is oriented towards the player who owns the block. The opponent cannot see the markings from his position. The first such block wargame was Quebec 1759 by Columbia Games (previously named Gamma Two Games), depicting the campaign surrounding the Battle of the Plains of Abraham.
Card

Because of their nature, cards are well suited for abstract games, as opposed to the simulation aspects of wargames. Traditional card games are not considered wargames even when nominally about the same subject (such as the game War).

An early card wargame was Nuclear War, a 'tongue-in-cheek game of the end of the world', first published in 1966 and still published today by Flying Buffalo. It does not simulate how any actual nuclear exchange would happen, but it is still structured unlike most card games because of the way it deals with its subject.

In the late 1970s Battleline Publications (a board wargame company) produced two card games, Naval War and Armor Supremacy. The first was fairly popular in wargaming circles, and is a light system of naval combat, though again not depicting any 'real' situation (players may operate ships from opposing navies side-by-side). Armor Supremacy was not as successful, but is a look at the constant design and development of new types of tanks during World War II.

The most successful card wargame (as a card game and as a wargame) would almost certainly be Up Front, a card game about tactical combat in World War II published by Avalon Hill in 1983. The abstractness is harnessed in the game by having the deck produce random terrain, and chances to fire, and the like, simulating uncertainty as to the local conditions (nature of the terrain, etc.).

Dan Verssen Games is a specialist designer and publisher of card games for several genres, including air combat and World War II and modern land combat.

Also, card driven games (CDGs), first introduced in 1993, use a deck of (custom) cards to drive most elements of the game, such as unit movement (activation) and random events. These are, however, distinctly board games, the deck is merely one of the most important elements of the game." (wikipedia.org)

"In miniature wargaming, players enact simulated battles using scale models called miniature models, which can be anywhere from 2 to 54 mm in height, to represent warriors, vehicles, artillery, buildings, and terrain. These models are colloquially referred to as miniatures or minis.

Miniature models are commonly made of metal, plastic, or paper. They are used to augment the visual aspects of a game and track position, facing, and line of sight of characters. Miniatures are typically painted and can be artfully sculpted, making them collectible in their own right. Pre-painted plastic figures, such as Clix miniatures produced by WizKids and unpainted plastic figures for Warhammer by Games Workshop, have become popular. The hobby of painting, collecting, and playing with miniatures originated with toy soldiers, though the latter were generally sold pre-painted.
Materials

Miniature models are derived from toy soldiers which were constructed of a variety of materials,[1] These toy figures came to be mass produced from tin in late 1700s Germany, where they were called Zinnsoldaten (lit. "tin soldiers"). These early figures were flat models commonly called "flats", and became quite common in western Europe. By the mid 1800s manufactures in several countries were producing 3d miniatures of tin and lead alloys, common called white metal. In the 20th century miniatures would also be manufactured from plastic and composite materials.[citation needed]

In 1993, the New York legislature introduced a bill outlawing lead in miniatures, citing public health concerns. Many miniature manufacturers, anticipating that other states would also impose bans, began making figures with lead-free alloys, often at increased prices.[2] After months of debate and protests by miniature manufacturers and enthusiasts, New York Governor Mario Cuomo signed a bill which exempted miniatures from the state's public health law.[3] Despite this, most American manufacturers continued to use non-lead alloys.[4]

Some wargames use "box miniatures", consisting of card stock folded into simple cuboids with representative art printed on the outside. Other games use 2d cardboard miniatures that are either held in a base or folded into a triangular tent.
Scales
  
This section does not cite any sources. Please help improve this section by adding citations to reliable sources. Unsourced material may be challenged and removed.
Find sources: "Miniature model" gaming – news · newspapers · books · scholar · JSTOR (September 2021) (Learn how and when to remove this template message)

Historically the size of miniatures was described in various different systems of measurement, most commonly in metric and English units. The most common miniatures were the 54 mm European miniatures and the 2 1/4" English models which are commonly considered to be 1:32 scale.[5] Early wargames such as H.G Wells Little Wars used these commonly available miniatures. With metrication in the United Kingdom, United States manufacturers began to use the metric system to describe miniatures, as opposed to the previously popular customary units, so that their table-top wargaming models would be compatible.

The scale of a figure is often described in millimeters, for example one of the most common scales is 28 mm. While a model may be described as 28 mm the actual height of the model may be different. This is because of a number of factors such as manufacturer, model proportion, method of measuring the model, the model's pose, and what sort of man the model is meant to represent. A manufacturer might advertise its figures as 28 mm, but their products may be over 30 mm tall. Manufacturer's use of scale is not uniform and can deviate by as much as 30%.[citation needed] Some manufacturers measure figure height from the feet to the eyes rather than the top of the head; therefore, a figure that is 30mm to the top of its head could be considered to be a 28mm miniature.

A further complication is differing interpretations of body proportions. Many gaming figures are unrealistically bulky for their height, with oversized feet, heads, hands, wrists, and weapons. Figurines with these exaggerated features are often referred to as "heroic scale". Some of these exaggerations began as concessions to the limitations of primitive mold-making and sculpting techniques, but they have evolved into stylistic conventions.

Figures are commonly used with a variety of scales. In 28 mm scale, short characters such as dwarves, hobbits, and goblins might be represented by figures in the 15 to 20 mm range while taller characters like ogres, trolls and dragons would use 30 mm or larger figures. It is not uncommon for there to be a mismatch between the game scale and miniature size. Chainmail used a scale of 1:360,[6] appropriate to 5 mm miniatures, but was played with 30 mm miniatures,[7] and the conceit that each figure represented 20 men.
Scale height of figures in 1:60 and 1:72 scale

In many games there is a definite scale specified for the square grid that the game is played upon. One of the most common is 1 inch represents 5 feet. This specifies an exact scale of 1:60. That implies that a 28 mm tall figurine represents a 1.68 m (5 ft 6 in) person – which is a reasonable number for a modern 50th percentile male (See: Human height). Another popular scale is 1/72 or 1 inch equals 6 foot which uses 20 mm, to 25 mm miniatures. It is mostly used for historical gaming in part due to a wide selection of 1/72 scale models.

Figures of 15 mm, 20 mm, 25 mm, 28 mm, 30 mm, 32 mm, and 35 mm are the most common for role-playing and table-top games. Smaller figures of 2 mm, 6 mm, 10 mm, 15 mm, and 20 mm are used for mass-combat wargames. Large sizes such as 40 mm and 54 mm were popular with wargamers in the past and are still used by painters and collectors. While the large miniatures have become popular again since the late 20th century, they are not as popular as the smaller sizes....Miniature figure scale chart
The following chart provides a numerical relationship between model scale and multiple figurine scales based on the platonic idea of the height of a human being (humanoid). The meaning of 15 mm (for example) is therefore dependent on a defined reference height. Thus 15 mm in the context of a dwarven world where the reference humanoid is 60 inches tall, is not equivalent to 15 mm in the context an NBA model where the reference humanoid is 2 meter s tall. Both models can be described as 15 mm, but the real world sizes depend on the size of the reference humanoid. In practice, the reference humanoid is generally assumed to be the idea of the average height of the human male, within a 6-inch interval between 5.5 feet and 6.0 feet, unless otherwise indicated by the designer. [8][9] Average human height is heavily dependent on the population measured within a geographical region and historical era." (wikipedia.org)

"Collectible miniatures games (CMGs) are a form of miniatures game that is also similar to collectible card games (CCGs) — the primary difference being that while CCGs are card-based games, CMGs feature miniature figures.

A popular theme for CMGs are strategy wargames, since games of that genre typically feature miniatures such as: soldiers, vehicles, etc. Miniature wargames have been around for a long time, but the idea of a collectible miniature wargame is recent. In a conventional miniature game, players purchase the miniatures they want and generally invest time in assembling, painting, and often customizing the figures to their liking. CMGs were designed to appeal to those who would enjoy the game aspect but not necessarily the hobby aspect of miniature gaming.

CMGs tend to cover a more diverse range of topics than traditional wargames (which generally are fantasy, sci-fi, or historical in theme), and certain games, such as Dreamblade are even somewhat abstract in nature.

Due to the random distribution of figures when purchasing CMG products, a large secondary market has sprung up selling single miniatures, as well as websites that allow players to trade spare figures.

Perhaps the most popular and well-known CMG to date is HeroClix, which allows players to create battles between characters from the Marvel and DC Comics comic book universes, as well as certain smaller publishers. Other popular CMGs include Dungeons & Dragons Miniatures Game, Halo ActionClix, HorrorClix, Monsterpocalypse, Pokémon Trading Figure Game, and Star Wars Miniatures." (wikipedia.org)

"Mage Knight is a miniatures wargame using collectible figures, created by WizKids, Inc, and is the earliest example of what is now known as a collectible miniatures game (or CMG). The game was designed by founder Jordan Weisman along with Kevin Barrett. The game is the first to use WizKids' Clix system, combining roleplaying and wargaming elements with aspects of collectible card games.[1] Mage Knight achieved success after it was introduced in 2000.

In October 2010 Wizkids relaunched the Mage Knight brand with Mage Knight Board Game, a cooperative board game designed by Vlaada Chvátil.[2] In February 2013, WizKids announced that it would release Mage Knight: Resurrection, which utilizes its SwitchClix bases to be compatible with both Mage Knight 2.0 and HeroClix rules. The release date was Fall 2013.[3]
Design

Unlike many other miniatures war-games, Mage Knight eliminates the need for reference to rule books and tables by integrating a dial into each figure that contains its current combat statistics - movement rate, attack and defense values, combat damage, and special abilities. While this system lacks the versatility of other miniatures games, mainly because players cannot customize their figures, it makes up for this by facilitating rapid gameplay and by having a large number of distinctive figures. The system, called the combat dial, has proved to be highly popular and is used in WizKids's other games, including HeroClix and MechWarrior. The dial allows a figure's displayed statistics to change as it takes damage.

All miniatures, called warriors, come pre-painted and are pre-assigned point costs based on their abilities. These costs range from 3 points (only the limited edition goblin volunteer Podo has achieved a point value this low) to over 500 points (for the tanks and the Apocalypse Dragon). To play a game, players will generally agree upon a point cost total, and then design their armies to maximize their strategic capabilities within the specified point cost total. Each player is allowed to take a number of actions per turn equal to the point cost total divided by 100. These actions include movement, combat, or the use of special abilities such as Regeneration and Necromancy. Game play is typically rapid, but often highly strategic, both in terms of traditional maneuvering and combat common to miniatures games and because of the unusual combinations of unit special abilities that make every army unique.

Each Mage Knight figure belongs to a specific faction. The factions in the initial release included the Atlantis Guild, the Elemental League, the Black Powder Rebels, the Draconum, The Knights Immortal, the Orc Raiders, and the Necropolis Sect. Other factions were added later. Each faction had its own strengths and weaknesses; for example the Atlantis Guild had many figures with powerful ranged attacks, but it lacked healers. A player could combine figures of different factions in their army at will, but only figures of the same faction could move in a formation together. Using formation rules, a player could move three to five adjacent figures while using only one action. A formation combat action could also be taken, in which multiple adjacent figures of the same faction attack and increase the chances of successfully hitting the target. Since the limited number of actions per turn is one of the most important strategic considerations in the game, a player making his army would have to balance the advantages of formation movement and formation combat against the desire to have the versatility of figures from different factions.
Awards
Origins Awards
Year     Award
2005     Hall of Fame - Mage Knight[4]
2004     Best Game Aid or Accessory - Mage Knight 3D Dungeon Tiles[5]
2002     Best Game-Related Fiction, Short Form - Enemy Healer (from The Official Mage Knight Collectors' Guide 1& 2)[6]
2002     Best Graphic Presentation Of A Board Game Product - Mage Knight Dungeons[7]
2001     Best Science Fiction or Fantasy Miniature - Mage Knight Great Fire Dragon[8]
2001     Best Vehicular Miniature - Mage Knight Atlantis War Machine: The Fist of Tezla[9]
2000     Best Science-Fiction or Fantasy Miniatures Rules - Mage Knight: Rebellion[10]
Hobby Outlook Awards
Year     Award
2004     Best Game of 2004 - Mage Knight[11]
2003     Best Game of 2003 – Mage Knight[12]
2000     Games Award of Merit 2000 – Mage Knight: Rebellion
GEM Awards
Year     Award
2000     Best Game Product - Mage Knight: Rebellion
Inquest Gamer Fan Awards
Year     Award
2004     Best Miniatures Product - Mage Knight Lancers
Distribution

Mage Knight figures were sold in Starter Packs (which historically contained eight or nine figures along with rules and dice) and Booster Packs (four or five figures). Figures were sold in base sets, as well as expansion sets, and distributed with seven rarity levels. Levels 1 through 5 were assigned to the standard "infantry" figures, each of which was available in 3 power levels: Weak, Standard and Tough. Low power and cost figure were of 1-2-3 rarity, middle range figures were 2-3-4, and stronger army figures were 3-4-5. Level 6 figures were Uniques, which carried the stipulation that only one of any individual Unique could appear in a player's army. In addition, WizKids gave away limited edition, Unique versions of the non-Unique figures in the sets as prizes for tournaments in comic and game shops. These figures are not generally available for retail sale, and have different statistics and point costs than the regular figures. This novel prize policy was in part responsible for Mage Knight's success. Some expansions had ultra-rare "chase" figures, listed as rarity level 7, which were produced in limited quantities and found randomly in boosters, such as the Apocalypse Horsemen in Sinister or the glow-in-the-dark variants from Minions. Finally, Wiz Kids also sold larger figures individually. The figures, which included dragons, chariots, war machines and giants, had multiple combat dials that applied to each side of the figure to make them harder to kill and allow them multiple attacks. Some of these larger, individual figures cost so many points that they could be utilized only in large armies.

In 2002, the Dungeons expansion was released in starters and boosters, which featured a new type of gameplay more akin to traditional RPG "dungeon-crawl" adventures. Instead of players each amassing armies to go head-to-head, Dungeons had players select a team of Hero characters, and enter a dungeon map filled with wandering monsters and treasure chests. During each player's turn, the opponent controlled any monsters encountered, and the goal was to defeat the monsters and escape with the most gold from the treasure chests. Adventures could be played individually or as a collective campaign, with the Hero figures having 5 "levels" that were attained with experience from adventuring. All figures (Heroes and Mage Spawn monsters) were still fully compatible with regular Mage Knight rules. The Dungeons format featured two expansions of its own, Pyramid and Dragon's Gate, and two fixed 5-figure sets with special characters, maps and scenarios titled Heroic Quests. In addition, WizKids released 3-dimensional plastic floor tiles, walls, doors, and objects which could purchased to build a full scale dungeon.

In November 2003, WizKids released a new "base" set (their third, after Rebellion and Unlimited), colloquially referred to as "Mage Knight 2.0," with many rules overhauled or expanded, which introduced new strategic possibilities to the game, including capabilities to customize Unique warriors and battles via styrene cards called Items, Domains, and Constructed Terrain. Later expansions introduced more options via Spellbooks, Spells, and Adventuring Companies. The two "versions" can be distinguished by their logos; the original Mage Knight sets feature a straight short sword through the logo while "2.0" and its subsequent expansions have a curved scimitar. This change also made all original series character redundant as they were no longer tournament legal, this meant that loyal followers abandon the game and sales and popularity plummeted. As a matter of interest the current owners of the D&D franchise also own Mage Knights and current proposed changes to D&D by these owners seems to show they learnt nothing from the disastrous Mage Knight 2.0 experience.

Mage Knight saw a total of 14 expansions in booster packs, as well as prepackaged sets of figures in the Heroic Quests, Conquest, and Titans supplements, and special holiday-themed figures ("Santa Claus" and "Frosty the Snow-Minion") released in 2001 and 2003. The Conquest version had a number of large castle wall and fortification pieces, including 2 unique figures. Several Army Packs were released, with one random figure and 8 fixed figures from a specific faction. In addition, the Unlimited set released a special "Painter's Edition" which featured miniatures which were unpainted and removed from the bases for customizing purposes.
Expansions

The expansions are (in order of release):

    Rebellion - The original Mage Knight release from November, 2000.
    Lancers - Released in May 2001, this first expansion introduced cavalry figures, with double the base size of regular figures and unique rules regarding their use. The expansion also introduced the first figures using the 'charge' and 'bound' special abilities which allowed figures to move and attack in the same action.
    Whirlwind - Released in October 2001, the 2nd Mage Knight expansion introduced the Shyft, a faction that allows the Mage Spawn (monster) faction to use formations and new figures with special abilities such as 'venom' and 'ram', which allows the infliction of automatic damage if one moved into contact with an opposing figure.
    Dungeons - Released in 2002, Mage Knight Dungeons is a complete, stand alone game as opposed to being a mere expansion to the Mage Knight system. Players take on the role of heroes fighting monsters in a dungeon and collecting treasure. Dungeons starter sets included a map, as well as two heroes, six mage spawn (monsters), and two chests, while boosters contained half as many of each. Dungeon kits with new maps and terrain were also available as part of the release. Though many of the Dungeons rules differ from Mage Knight rules, all Mage Knight Dungeons figures are fully compatible with regular Mage Knight.
    Unlimited - This 2002 expansion was actually the re-release of a base (introductory) set. Unlimited took 160 figures from Rebellion and Lancers, some of which featured new sculpts.
    Conquest - Released in June 2002, Mage Knight Conquest was not a true expansion but a rules set for large scale, high point-total Mage Knight battles to be played in a reasonable period of time. Conquest came with a 96-page rulebook, 3 unique figures, and several pieces of new siege equipment. Also, several connectable castle fortifications were released, including a castle keep and gatehouse which each came with a unique figure, a round tower, and 2 sets of walls.
    Sinister - This expansion, released in 2002, featured a new faction, the Solonavi, that featured powerful, high point cost figures with unique clear plastic sculpts. The expansion also featured 'dual faction' figures, figures that count as being members of two different factions. This set also featured the four ultra-rare Riders of the Apocalypse as chase figures, randomly inserted in boosters.
    Minions - Released in September 2002, Minions featured more Solonavi and Draconum figures, including the first non-unique Solonavi figures and the first dual faction Draconum unique figures. In addition, the Tough versions of the first 10 figures in the set were made in limited edition glow-in-the-dark plastic variants, randomly inserted in boosters.
    Heroic Quests - Also released in September 2002. Another supplement for Dungeons, Heroic Quests consisted of 2 fixed 5-figure scenario-based boxed sets, Magestone Mines and The Citadel, each of which included 4 unique Heroes, a powerful Master Adversary figure, a unique double-sided map, and special scenario rules and monster tokens.
    Pyramid - Released in January 2003, Pyramid was not a true expansion but a new starter set for the Mage Knight Dungeons game. Like Dungeons, all figures are compatible with regular Mage Knight play.
    Uprising - Released in April 2003, Uprising was a relatively small expansion, with 96 figures released.
    Dragon's Gate - This expansion was another addition to the Mage Knight Dungeons game, with all figures again being compatible with standard Mage Knight rules.
    Mage Knight - Commonly known as "Mage Knight 2.0", this Base Set was released in November 2003 and represented a major revision to the Mage Knight ruleset. Figures from prior sets remained compatible with this ruleset. Figures from the prior sets were phased out from tournament play. Figures released with Mage Knight 2.0 and later also included more features that enabled them to be more versatile and customizable on the battlefield, such as a wider variety of special abilities, subfactions giving units a more "permanent" ability, and proficiencies which gave warriors abilities based on their combat value types. One of the major enhancements with Mage Knight 2.0 was the introduction of styrene cards which influenced gameplay in various ways.
    Dark Riders - Released in April 2004, Dark Riders introduces the "mount" and "rider" units. Certain warriors are removable from their bases, and can be placed in slots on the front of larger "mount" units to create a "cavalry" unit, and gain significant benefits from doing so. Certain relics are only equipable by riders. Dark Riders also introduces Faith and Catastrophe Domain cards, new Item cards, the Dark Riders and Wylden Host subfactions, and four ultra-rare "chase" figures: the Avatars of Apocalypse (whose subfaction the set is named after).
    Sorcery - Released in September 2004, Sorcery introduced a new rules mechanic for spellcasting and a new proficiency for blocking spells cast by opposing players. Associated with this new ruleset were two new types of styrene cards - Spellbooks and Spells. Sorcery also was the first 2.0 expansion to have non-unique warriors with Item slots, allowing for even greater versatility in army building. Although no new factions were introduced with Sorcery, 10 new subfactions were introduced to give even more variety to the types of armies players could build.
    Omens - Released in April 2005, Omens introduced two new rules mechanics: Adventuring Companies, which allowed an army to have a universal ability, and could be made cheaper by choosing specific characters; and Champions, figures with a removable base that allowed the player to choose from a set of 5 increasingly powerful combat dials, depending on the number of points the player wished to spend on it. Also reintroduced with the Omens expansion was the Shyft faction, as well as the first 2.0 non-unique Mage Spawn figures. Associated with the release, though not part of the release itself, was the introduction of a convention-exclusive figure known as the Apocalypse Dragon.
    Nexus - Released on August 24, 2005, and featured previously released figures from the Unlimited, Sinister, Minions, Uprising, Pyramid, and Dragon's Gate sets. These figures use the same sculpts as the original figures, but are painted to 2.0 standards, and have combat dials and stats updated to reflect gameplay in the Mage Knight 2.0 ruleset. The set is unique in that unlike other sets, where "common" units had three levels of relative power (Weak, Standard, and Tough), Nexus had only Unique and Standard figures; no Weak or Tough versions were included in the set. Presumably this was to give a greater variety of figure sculpts, while keeping the amount of distinct figures on par with other Mage Knight expansion sets. On June 30, 2005, Wizkids announced the Nexus expansion would be the last in the current series and that after November 2005 all tournament support would cease. Neither Wizkids or Topps gave any official reason. However, WizKids was acquired in 2009 by NECA, and in February 2013 announced a new expansion appropriately titled Resurrection.[13]
    Resurrection - Was released in Fall 2013 and utilizes WizKids' SwitchClix dials. SwitchClix allows the player to remove the figure from one base and attach it to another, so the same figure can be used on two different types of dials.[14] Each of the 25 miniatures in the line will include two dials: one for Mage Knight 2.0 rules, and one that's compatible with the main HeroClix line. The figures will be available through starter sets and booster packs.[15] There is no word as to whether the company will support possible Mage Knight tournaments as it had in the past.

Other products
Video games

Mage Knight: Apocalypse

    A full PC game title, Mage Knight: Apocalypse was published in September 2006 by Namco Bandai Games America and developed by Interserv International. A handful of new figurines, now amongst the rarest, were released as tie-ins to help promote the PC game.[16]

Mage Knight: Destiny's Soldier

    A title for the Nintendo DS, Mage Knight: Destiny's Soldier was released in the same month as Mage Knight: Apocalypse.

Novels

There are five novels listed by Del Rey/Ballantine books. However, there are only evidence of the publication of the first two books. Books 3 to 5 have never been made available to the public in either physical or eBook format. [17] [18] [19]

    Mage Knight 1: Rebel Thunder by Bill McCay[20]
    Mage Knight 2: Dark Debt by Doranna Durgin[21]
    Mage Knight 3: Stolen Prophecy by Christopher Stasheff[22]
    Mage Knight 4: The Black Thorn Gambit by Josepha Sherman[23]
    Mage Knight 5: Khamsin's Heir by Doranna Durgin[24]


Comic book series

Published by IDW beginning in 2002, the Mage Knight comic book series was written by Todd Dezago based on a story by Jordan Weisman. The covers were illustrated by J. Scott Campbell and Alex Garner (Danger Girl) and the interiors were illustrated by Dave Cabrera. Issue #1, released in October 2002, came with a certificate that could be redeemed for an exclusive figure of Maren'Kar, one of the characters in the comic book.[25]
Board game

The Mage Knight Board Game was designed by Vlaada Chvátil and released in December 2011.[26] There were also three distinct expansions and one collection released for Mage Knight Board Game.[27][28][29][30]
Factions

The land of Mage Knight is split among several factions. Several of these factions split from Tezla's original empire, and others have organized and grown since Tezla's death. Based on the outcomes of various official storyline tournaments held at comics and gaming shops and major gaming conventions, when 2.0 was released most of the major factions were renamed, and also further divided into one or more subfactions, each of which possesses its own unique ability.

    Atlantis Guild/Atlantean Empire - This is the core remains of Tezla's original empire. Upon his death, the Atlantis Guild leaders focused mostly on Technomantic magic, and their armies often consist of mixes between mages, troops, and magically-infused golems. Nujarek later further organized the Guild into the Atlantean Empire in an effort to regain the former glory of Atlantis. Their 2.0 subfactions are the Imperial Legion, Golemkore and Delphana.
    Apocalypse - First introduced in the Sinister set as the four ultra-rare Riders of the Apocalypse, this cult, also known as the Tur'aj, was dormant for many years. As chaos grew in the land, the Apocalypse gained power. At first, the heralds of the Apocalypse rode forth in the Land, and later several Avatars were created to build up the cult again. They sought to sow discord and death in the land, and brought about the rebirth of the terrible Apocalypse Dragon. They have one 2.0 subfaction, the Minions of the Apocalypse.
    Black Powder Rebels/Black Powder Revolutionaries - This faction began as a rag-tag group of dissidents to the Atlantis Guild who saw the injustice that the Guild inflicted upon many of the denizens of the land. This was especially due to the treatment of the Dwarves, who, due to their strong resistance to Magestone (a major source of magical power, used heavily in Technomancy), were conscripted into working in the various Magestone mines, often until they were worked to death. The Rebels became a major player after the assassination of Karrudan, and later grew in strength to become the Black Powder Revolutionaries. Their 2.0 subfactions are the Bloody Thorns, Northlanders and Forgemasters.
    Draconum - Not particularly allied with any faction, though opposed to the Apocalypse and tried to prevent the Apocalypse from claiming the egg of the Apocalypse Dragon. Mostly, however, they act as pseudo-mercenaries, who have a common quest to better themselves, as they continue to evolve into higher and more potent forms of Draconum. They have one 2.0 subfaction, the Dragon Mystics.
    Elemental League/Elemental Freeholds - A splinter faction from Tezla's original empire, the Elemental League focuses mostly on Elemental magic, or magic of life. Opposed primarily to the Necropolis Sect/Dark Crusaders, they lost much ground and many troops to the latter faction. Eventually, they came to be more scattered, and fought to keep from being wiped out completely. As 2.0's story begins, they retreated to an Elven castle in the forest and became the Elemental Freeholds. Distantly related to the Elven Lords, they are neither strong allies nor bitter enemies with them. Their 2.0 subfactions are the Wylden Host and Storm Druids.
    Heroes - Introduced primarily for Dungeons-style games, this faction represents individuals who seek glory in the Land. Many of the Hero faction are dual-aligned with another faction, though some are not. They are not in any 2.0 sets and have no subfactions.
    Knights Immortal/Elven Lords - An ancient race of elves that live in the Rivvenheim Mountains in the easternmost regions of the known Land. Their overarching goal is to eliminate chaos from the land, and often do so without mercy to those they consider unworthy. Allied with the Atlantis Guild for a time against the Orcs, they were eventually betrayed and left to fend for themselves, and have since sworn vengeance as the Elven Lords. Their 2.0 subfactions are the Free Armies, Temple Masters and Order of Sorcery.
    Mage Spawn - Not truly an organized "faction", but in the game are figures without any faction. In the early sets, these represented various creatures, often twisted through magic (hence their name) that were of various levels of intelligence, but not organized into any formal faction. In later 2.0 sets, some mercenary-type figures were also included, and their subfaction, Order of the Ninth Circle, had a gameplay ability that let them bond more fully to any faction by assuming the faction of any and all figures in the army they are with.
    Necropolis Sect/Dark Crusaders. A split-off faction from Tezla's empire, the Necropolis sect focused on Necromantic magic, or magic of death. Primarily opposed to the Elementals, they took much of their territory and did much damage. Later, they began the Dark Crusade to continue taking over the Land and convert all to the worship of the Dark Tezla. Their 2.0 subfactions are the Deathspeakers, the Order of Vladd and the Blood Cultists.
    Orc Raiders/Orc Khans - The Orc Raiders were a semi-organized group of nomadic raiders from the north, in a land called The Fist. They attacked and plundered, but eventually became hungrier for more spoils, and became more organized. The lowly goblin Podo stole a powerful Elven shield relic, and rose to a tenuous position of power among his larger cousins. As the various Orc Khans united, they became an even greater force in the land to reckon with. Their 2.0 subfactions are the Broken Tusk, the Shadow Khans and the Chaos Shamans.
    Shyft - Introduced in the Whirlwind expansion, these strange reptilian creatures seemed to have a strange psychic bond with the various Mage Spawn found in the Land. Originally relatively weak, they relied on this bond with more powerful Mage Spawn to help fight. Eventually, they withdrew from the Land, and were largely unknown. In the Omens set, they reemerged in a new, more powerful warrior form. While they maintained their affinity with the Mage Spawn, they became powerful warriors in their own right. They seem to have somewhat of an alliance with the Apocalypse faction, though the full connection between the two is unknown. They have a single 2.0 subfaction, the Darkmarch, and have the faction ability to grant Mage Spawn the Shyft faction for formation purposes.
    Solonavi - Originally introduced in the Sinister expansion as extremely powerful figures, they remain a fairly enigmatic race of energy creatures. They offer favors to various groups and individuals, in exchange for favors in return to be named later. At the beginning of the Mage Knight 2.0 timeline, they revealed themselves more fully as being aligned with the Oracles of Rokos, and offered their services to the Atlantis Guild to become the most powerful empire in the land. When the offer was refused, they were outraged, and began claiming their own territory in the land. Consisting of beings of light and various "oathsworn" servants, they seem to be strongly dedicated to protecting the Land against the rise of the Apocalypse. However, it is strongly hinted they might have ulterior motives, and many still do not trust them. They cast a spell which reawakened many dormant magics in the Land. Their single 2.0 subfaction is the Oracle of Rokos." (wikipedia.org)