Rules under construction for MecaKnights (
https://www.mecabricks.com/en/models/PkaJMwbxvxM)
***DEFINITIONS***
**LANDS**
Lands are the various parts of the map (different colors are used to show the borders of each land).
- Control: each land has a pole on it. If there is no flag on this pole, the land is uncontrolled. If there is a flag on it, it is controlled by the Leader represented by this flag.
- Inhabitants: a land that has no city on it is not inhabited. A land that has either a hamlet, a village or a town is inhabited. Inhabitants are mandatory to collect taxes and resources from a land.
**ARMIES**
Armies are made of 1 to 4 units, grouped on a 2x2 round tile.
The basic unit corresponds to infantry and is represented by a Lego nanofigure.
There can be several armies of the same player on a land.
**TURN OVERVIEW**
The game is divided into turns where every player acts one after another. Each Leader goes trough these steps:
1. Collect taxes and resources
2. Build cities/defenses and train units
3. Organize and move armies / fight
***TURN PHASES***
1. COLLECT TAXES AND RESOURCES
Leaders collect taxes and resources from the inhabited lands that they control:
- Land with a hamlet: 1 gold piece (GP) + 1 resource displayed near the pole
- Land with a village: 2 GP + 2 resources displayed near the pole
- Land with a town: 3 GP + 3 resources displayed near the pole
- 1 GP (gold piece) per hamlet, 2 per village, 3 per town (capital does not count)
The Game Master (GM) oversees counting taxes and resources for all Leaders and updates the tracking table.
2. BUILD AND TRAIN
2.a. Build
Cities
On each land that he controls, the Leader can build the following:
- Hamlet: a hamlet can be built on an empty land. Cost: 4 woods + 1 stone + 1 GP
- Village: a village can be built on an land with a hamlet. Cost: 3 woods + 2 stone + 2 GP
- Town: a town can be built on an land with a village. Cost: 2 woods + 3 stone + 3 GP
Camps
The Leader can build camps where he will be able to train new units. Remark: we consider that the capital already has its own camp, so new units can always be deployed there.
A camp can be built in any land controlled by the Leader. Cost: 2 GP + 2 foods + 1 wood.
Defenses
The Leader can also build defenses around a hamlet/village/town:
- Wood wall. Cost: 3 woods + 3 GP. Effect: the army in this hamlet/village/town is protected against archery units; their special ability cannot be used.
- Stone wall. Cost: 5 stones + 5 GP. Effect: the army in this hamlet/village/town is protected against archery units; their special ability cannot be used. Also, each unit counts as double in a battle. For example, an army with 2 infantry units + 1 archery unit would normally correspond to 2 units (the archer does not count) but this number would increase to 4.
Bridges
If the land is close to a small river (1 stud wide), and there is an army on it, the Leader can build a bridge to cross the river. Cost: 2 GP + 2 foods + 1 wood. Cost: 1 GP + 2 foods + 4 woods.
During this phase, the Leader can also decide to destroy a bridge on a land where he has an army, if there is no enemy army on it.
Boats
If the land is close to a large river (more than 1 stud wide), and there is an army on it, the Leader can build a boat to navigate on the river. Cost: 2 GP + 2 foods + 2 irons + 4 woods.
During this phase, the Leader can also decide to destroy a boat on a land where he has an army, if there is no enemy army on it.
2.b. Train
Leaders can spend their money and resources to train new units. The new unit is placed in any camp controlled by the player (or in the capital), either as a new army or in addition to an army in this land (only possible if this army has less than 4 units).
- Infantry: 1 food + 2 GP. Infantry is the generic unit; they have no special ability. An infantry can be upgraded to heavy infantry for 3 irons.
- Heavy infantry: 1 food + 3 GP + 3 irons. Special rule: in a battle where the result is a draw (and only in this situation), heavy infantry counts double. For example, if army “A” has 1 infantry and 1 heavy infantry, and fights against an army “B” with 2 infantries, then army “A” wins, and army “B” is removed from the game.
- Archery unit: 1 food + 3 GP + 3 woods. There can be only 1 archery unit per army. Special rule: when an army with an archery unit fights, the archery unit shots first and you can remove a nanofigure from the other army (chosen by its Leader). This unit can be infantry, archery or cavalry, bur heavy infantry and catapult are immune to this. Archers do not count as a unit during close combat. Example: you have an army of 2 infantries + 1 archery and the opponent as an army of 3 infantries. The archer will first allow you to remove one unit from the enemy (chosen by its Leader), and the battle will be between 2 infantries on each side, which will result in a draw: each player will remove 1 unit.
- Catapult: 3 woods + 1 stone + 5 GP. There can be only 1 catapult per army and there must be an infantry or heavy infantry unit to operate it. A catapult that is “alone” in an army remains inactive until an infantry joins, and would automatically lose a battle. Special rule: instead of moving the army, you can fire with the catapult. Choose an adjacent land with an enemy army on it; this army loses 1 unit (chosen by its Leader). Catapults do not count as a unit during close combat (so if you have an army of 2 infantries + 1 catapult, and you fight against an army of 3 infantries, you lose).
- Cavalry unit: 3 foods + 5 GP. Special rule: when an army is fully composed of Cavalry units, it can move by 2 lands instead of 1.
3. ORGANIZE AND MOVE ARMIES
3.a. Organize units within armies
Each Leader can re-organize its units between armies that are on the same land. For example, if he has an army of 2 units and an army of 1 unit, he can switch to 3 armies of 1 unit, or 1 army of 3 units.
But Leaders should always keep in mind the limitations of certain units: only 1 archery unit per army, only 1 catapult per army, and at least 1 infantry (or heavy infantry) to operate a catapult.
3.b. Move armies and fight
The number of armies that a Leader can move depends on the season:
- Turns 1 to 3: winter. Only 1 army can move
- Turns 4 to 6: spring. 2 armies can move
- Turns 7 to 9: summer. 3 armies can move
- Turns 10 to 12: autumn. 2 armies can move
An army can move from one land to another adjacent land (exception for armies made up of cavalry units only: 2 lands)
> if the land of arrival is neutral, you now control it (put your flag on the land), unless you decide to plunder (see after)
> if the land of arrival is controlled by another Leader, but this Leader has no army on it, decide status between Leaders:
>> peace: the army just stays on this land but it remains under control of the other Leader.
>> war: you can either plunder (see below), or decide to take control; if so, remove its flag. On the next turn, if the army remains in this land, you will take control of it (put your flag on the land)
> if the land of arrival is controlled by another Leader, and this Leader has at least one army on it, decide status between Leaders:
>> peace: the army just stays on this land but there is no battle.
>> war: both Leaders fight. The player with the largest army (in number of units) wins. The winner removes one nanofigure from his army, and the loser removes his entire army. If it is a draw (same size of armies), remove one nanofigure from each army. The battle will continue (or end) on the next turn.
Plunder
An army moving to a land where there is no enemy army can decide to plunder. By doing so, the Leader of this army takes all the resources that were on this land.
Forced walk
When moving an army, the Leader can decide to have it move by one additional land. To do so, he must spend 1 food per unit in this army. For example, an army with 2 infantry units and 1 archery unit can make a forced walk by spending 3 foods. This special move is only possible once per army (2 armies can do a forced walk during the same turn, but a single army cannot do 2 forced walks).
Reinforcement
When an ennemy army is moving and attacking one of its armies, the Leader can move another army from an adjacent land to the land where the battle takes place. This support move has the same cost as a force walk, i.e. one food per unit composing this army.
Navigation
If an army is on a land with a boat, this army can board and navigate on the river. A move of 1 allows the boat to go either from a shore to the nearest opposite shore, or from a shore to the nearest “wave mark” (1x1 sloping brick in the middle of the river), or from a wave mark to the next wave mark, or from a wave mark to the nearest shore on each side or the river. If the boat docks on a land, the army is automatically placed on this land.
4. BONUS GOLD PIECES
At this stage, each player can make a model in Mecabricks, displaying anything that happened during this turn. By doing so, he earns 2 additional GP.
*****
End of current rules!
What I have not included: ability of catapults to destroy walls... what would be the rules to keep it not too powerful?
We also have to write specific instructions for the GM (Game Master) who will have to keep track of lots of things
This role can pass from one Leader to another every season (3 turns) or every year (12 turns), for example...
Let's talk here about the rules and I will update them accordingly.