OK
Delete ?
Warning: Adult Content
The content you were about to view is not suitable for minors.
The page that you are trying to access contains adult content, which may not be suited for minors. Please verify that you are aware of this, and are within legal age limit to access this content. Note that we take no responsibility for any content if you decide to proceed to this page as a minor.
Leave this page
I am an adult, continue
Map MecaKnights
Published 4 months ago
Drag & Drop

*.jpg or *.png
or browser file
Images posted in this section must comply with the Mecabricks rules. Please read carefully the rules before publishing.

by

No renderings uploaded yet
378
20
About
Inventory
Share
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.
Download model inventory: CSV | Bricklink XML
2296 pieces
Part
Image
Quantity
Name of the part
Direct Link
Embed Viewer
100 comments
Post comment
Login to comment
LegoMaster707_2187
4 months ago
Amazing! We should DEFINITELY build the map like this. We could do like resource tiles as well.
JCFRK
4 months ago
nice
LegoMaster707_2187
4 months ago
Could I mess around a bit with it? Try to make some addons and stuff?
General_Veers
4 months ago
Thanks guys!
I used black to sort of match with Fireblade's Dragon Knights, but no particular intention.

But it's a good idea to include some resistance, meaning villages where people are hostile and you have to beat them before taking control, maybe?

I also thought about how we could include Mercenaries, maybe for users who would want to play only for a short period... they would be hired for a few battles, they could also change side of course
LegoMaster707_2187
4 months ago
This is gonna be INSANE! I can’t wait to figure it all out.
General_Veers
4 months ago
Maybe I should remove the white poles for neutral lands?
Because there are really too many of them, right

Also, we should design custom flags!
General_Veers
4 months ago
Also, I designed a basic "kingdom capital" but when we start this, I think that it can be great if each player designs his/her own little capital.
For Elves it could be a giant tree (yeah I know it's 'cliché'...), for Gladiators it could be a kind of Coliseum, etc. I would make our kingdoms more unique.
JCFRK
4 months ago
good stuff
LegoMaster707_2187
4 months ago
Could we have clipping or should we keep it professional?
Fireblade28
4 months ago
Dang this looks EPIC, I'm getting goose bumps thinking about it
Fireblade28
4 months ago
I'll get to work on a capital
Fireblade28
4 months ago
should we only have 1 action we can do for our kingdom a day?
like:
1. build stronghold,
2. mass army
3. train cavalry
4. wage war
5. offer truce

maybe something along those lines?
If you wage war with another kingdom depending upon that kingdom's amount of soldiers/army/cavalry you could win their land or you could call a truce with them so that if one of you were in danger from an opposing team the teams you have truces with would come to your aid, War takes aprox 3 days?
LegoMaster707_2187
4 months ago
I like that idea. Maybe we should get two movements each? Idk.
Fireblade28
4 months ago
at least for the first few weeks
Fireblade28
4 months ago
@GV, quick question, for the capital is clipping allowed?
JCFRK
4 months ago
nice but we need battering rams
JCFRK
4 months ago
lets say -archers can shoot from two spaces but they are weak
-one heavy infantry is equivalent to 2 infantry
-catapults need at least one infantry to control it the catapult can only destroy cities, walls, Calvary from 3 spaces away but infantry are immune and cannot die of a catapult
- one horse is equal to 2 infantry but they can get around a lot quicker
JCFRK
4 months ago
food+gold can be traded in for men, food feds your army if you don't have enough food you lose men.
wood builds weak walls, catapults, bridges ,villages
iron upgrades infantry to heavy infantry it can make the strongest walls and bridges
stone builds the 2nd best walls, and castles, and monuments
General_Veers
4 months ago
Yes, clipping is definitely allowed, it's for fun

I have to expand the map and include enough "capitals", not too close from one another...

Nice new ideas, definitely 1 action would not be enough, I guess...
JCFRK
4 months ago
is the new map 20 times bigger or is it smaller
General_Veers
4 months ago
I think that it will be around 3 times bigger...
The current map has 2 capitals, and we would need 6 if I am not mistaken (LM707, jcfrk, Fireblade28, Ninjacatz, Custom_Parts, Veers).

The next question is: do we consider that our "world" is surrounded by seas, and we cannot go beyond, or do we discover new lands as we move to the border ones, so that it is a kind of endless map?

We could also add "special lands" (which should remain very limited) with particular effects, such as a volcano, an ancient temple, etc.
JCFRK
4 months ago
lets make the map unending, but that complicates the game
LegoMaster707_2187
4 months ago
I like the idea of special lands. I also think that to an extent we can explore but then after a little while it either stop0s or sends us to the other side of the board. Idk.
OldNCATZ
4 months ago
Commenting so i get notifications from this
LegoMaster707_2187
4 months ago
You can join it NJ! You can find the model via my profile.
BricksAndBones
4 months ago
collect taxes ?
*devious laugh intensifies*
MUAHAHAHHAHAHAHHAHAHAHAHAHA
General_Veers
4 months ago
Map updated, we now have 4 kingdoms displayed! (orange, blue, red, white). Still 2 more to go.

Surprise, there is also a large river!!
No bridge to cross it, but some villages will have a harbor to go to the nearest harbor (upstream or downstream). What do you think?
JCFRK
4 months ago
nice!
General_Veers
4 months ago
thanks

maybe it's difficult to see the bridges, right?
JCFRK
4 months ago
yeah
General_Veers
4 months ago
Added rules for camps, reinforcements, bridges and boats


I still have to update the map with more visible bridges, “wave marks” for navigation, and the last 2 kingdoms with surrounding lands!!
JCFRK
4 months ago
nice
LegoMaster707_2187
4 months ago
Click on my name and you’ll see a model titled ‘Join the Knights’ Click on it and read the description.
justyouraveragebuilder
4 months ago
so IF I understand correctly, only team leaders can join the game as kingdoms?
JCFRK
4 months ago
no you can join teams and become nobles if you want you could join the gladiators
LegoMaster707_2187
4 months ago
@JCFRK- Justy’s a dragon.
@Justy- I think you soldiers will get to move your own piece. Idk though.
JCFRK
4 months ago
the map is amazing
General_Veers
4 months ago
Thanks

Now I think that we should all make a custom Capital city, right? (to replace the standard castle)
Fireblade already has one
JCFRK
3 months ago
I will take centuria
LegoMaster707_2187
3 months ago
I only have 3 followers. And one of them can’t do Forums or PM’s sooooo. I think that people should start with at least a set number of troops, such as 5 troops. If they have more than 5 troops then they get that number of troops, but that way we all at least have an army.
JCFRK
3 months ago
I have gulp um 0 people on team gladiator
LegoMaster707_2187
3 months ago
Really. Ok, you could just do it without followers or you could join someone else’s team. That sucks, because, now we’ll only have 3 leaders. What if . . . We get some of the people on the Dragons team to join you and make their own team.
Fireblade28
3 months ago
@Jcfrk, I think that GV had it that the Black was the Dragons...
LegoMaster707_2187
3 months ago
I think it was just an example. I think he said to choose the capitals. Idk though
General_Veers
3 months ago
Well yes I just selected a few colors for the map, but I think that it's better if we choose from where we start, don't you think?
General_Veers
3 months ago
What would be your capital, Fireblade?
And how would you name it?
Fireblade28
3 months ago
Sorry I had something around the lines of 105 notifs that day. Hmm.... what name should I call it... Cave of Scales
General_Veers
3 months ago
@Fireblade: no problem!

Which of the existing Capitals do you want to choose?
LM already took "Falcon’s Nest"
Fireblade28
3 months ago
@GV, is there anything that member's of our Kingdoms can do? for instance, can I upgrade someone to a general and that person can move around his army?
General_Veers
3 months ago
Map updated!
"Mordor" and "Cave of Scales" are now visible...

@Fireblade: good question, I would tend to agree! If your members are ready to "play" it would be great that they decide for their army

@jcfrk: which Capital would you choose and how would you name it?

@LM: as Ninjacatz left and Custom never showed up (I think?), will be begin with the 4 of us?
LegoMaster707_2187
3 months ago
The HumanBean replaced NC and I was just talking to Customs, I don’t think he wants to. But I was wondering if maybe we could ask one of the dragons to make their own team? That’s up to you FB.
LegoMaster707_2187
3 months ago
@Justy- Would you like to commit mutiny and create your own team?
General_Veers
3 months ago
@JUJsty: well spotted!
One of these answers should be correct:
1) I wanted to see if anybody would notice
2) I just did not pay attention
3) I intentionally decided that some lands should have no resource at all, which may or may not be a great idea
4) "juj" means "barren" in uruk-hai tongue and this is why this land cannot produce anything
JCFRK
3 months ago
my capital name is kombucha
JCFRK
3 months ago
oh can I be on valion and can we have a rule where we start with 6 soldiers because the armies without much users need a chance
justyouraveragebuilder
3 months ago
@Monsieur Pringles if I make a team, everything would be spread too thin.
LegoMaster707_2187
3 months ago
Should it be three PLUS however many troops you have or just at least three?
LegoMaster707_2187
3 months ago
So, the first thing everyone needs to do is make a model that says what to do? Er, well, where to put their units.
LegoMaster707_2187
3 months ago
But I guess it depends on if we’re doing three PLUS our troops or just at least three.
LegoMaster707_2187
3 months ago
What are the rules about placing troops at the beginning?
General_Veers
3 months ago
JC suggested that we should control all the lands around our capital at the beginning. I think it's a good idea, it will allow to have some resources quite early.
So, if we say that we start with 3 armies each (1 army = 1 infantry unit), we can decide on which of these lands we want to deploy them.
Except for Fireblade who will have 6 armies.
Reminder: we can have more than 1 mary on a given land


Would it be OK for everyone?

Also, I think that it's a good idea if we each make a model to start the game. Not mandatory, but it will help to "feel in the mood"
General_Veers
3 months ago
Also, we have this rule 3.b. related to seasons, that says that turns 1 to 3 correspond to winter, and only 1 army can move. Then 2 during spring, 3 during summer and 2 during autumn.
Do we agree to keep that?
It may be quite limited... there will not be lots of things happening, don't you think?

It is nice to simulate various seasons, but maybe we should think of another way to represent that in the game...
JCFRK
3 months ago
we should make it less limited
Fireblade28
3 months ago
cool, where do I put my first turn?
LegoMaster707_2187
3 months ago
@Veers- I was actually thinking that we should pm the GM our plans instead of model? That way another army can’t view our plans and then change their’s accordingly.
General_Veers
3 months ago
OK so unlimited number or armies moving?
We can forget about seasons for now, until we find another way to do it.

@LM: totally agree, we should DM our instructions for initial deployment and then for each turn. Like: "army in DIB moves to XAL" (like in Diplomacy!)
cbear
3 months ago
woah
General_Veers
3 months ago
Our flags are now on each land around our Capital !
And... My 3 armies are in place

Who's next?
LegoMaster707_2187
3 months ago
I’ll pm you for me and JC’s. He’s out of town but told me to cover for him.
TheClipper
1 month ago
Is there a way I can join this?
General_Veers
1 month ago
Well maybe, LM707 is the boss for this

But we're quite at a stop here...maybe we went too far with all our rules and ideas

Players are:
- LM707: troops deployed
- jcfrk: troops deployed but not seen him around for quite some time...
- Fireblade: troops not deployed
- me: troops deployed
There are still 2 capitals available on the map, namely Wolf Town and High Castle, so I guess it would be possible to have you on board, if everyone is still willing to play...
JCFRK
1 month ago
what did you say about me?
Fireblade28
1 month ago
where/how do I deploy my troops? (sorry I thought I sent the message ages ago but it must not have sent)
129 models | 19.8k views
Suggested Models