Rating: (9.20)
Total Votes: 5
Total Votes: 5
Description
The classic rules include:– Publisher's website
- Volume I: Game Rules and Systems
- 45 pages of basic and advanced rules to get you started, including Jousts, Tournaments, Fortresses, and Sieges.
- Volume II: Recruiting and Preparing Armies
- 45 pages devoted to not only painting and basing your minis but also an extensive section of heraldry as well as fantasy and historical army lists. Want to put an army of undead and demons up against an historic army from the period of feudal Poland? Yep! You can do that!
- Volume III: Adventures, Scenarios, and Campaigns
- I always felt one of the strongest aspects of Knights and Magic is the campaign system; as in it’s one which is actually playable! Here you’ll find 41 pages of adventures (both small and large), campaign rules including a sample well worth playing, and designer notes.
- Volume IV: Monster Index
- It can't be a fantasy game without monsters! 28 pages of beasties to bring to the gaming table including many tried and true creatures of the genre. Personally, I’ve always thought this was a bit on the skimpy side but that will be remedied by upcoming supplements.
- Volume V: Magick Index
- Another area which I thought was a bit lacking with K&M, back in the day, but will be addressed in supplements. Still, there’s good stuff to be found in the fourteen pages of spells both for battles and for use in campaigns.
Editions
Originally published by Heritage. The first edition boxed set included three 48-page books and a 32-page book, a digest-sized 16-page pamphlet, and a reference sheet.
Republished 2013 by The Gaming Gang.