Lego Castle War

Rules for Lego Castle War provided by 'Castle Only' at Bricklink.com


Items required:

Lego Castle War

- A whole lot of base plates and Lego(R) bricks to generate scenery.

- 10 minifigs per player, separated into armies. This can be done easily by just giving them different colored pants, or matching all of their vests into four categories, such as:
{forestmen with green legs, crusaders with black legs, eagle knights with blue legs, dragon knights with red legs}
or any such arrangement. I prefer to use the one mentioned in the example when playing with four players.

- 7 flags per player. These should be color-coded, one color per player.
Such as: {green for forestmen, white for crusaders, blue for eagles, red for dragon knights}

- A huge pile of:
Horses, swords, bows, spears, axes, crossbows, massive axes, saddles, beards, and treasure chests.
If you don't have enough, there is then a limit on the number that can be purchased, or you may substitute homemade items.

- Lots of gold pieces or doubloons.
Each of these Lego pieces will represent "TEN UNITS" of gold.
So, if you have 3 gold chips, it equals 30 gold.

- Finally, you need a deck of 52 cards and a couple dice.

Weapons

Here are the cost of the items and their power.

Offensive (Attack) Weapons:
sword:
10 gold
+1 attack, range 1

bow: 30 gold
+2 attack, range 3

spear: 30 gold
+2 attack, range 2

axe: 20 gold
+2 attack, range 1

crossbow: 20 gold
+1 attack, range 3

massive axe: 30 gold
+3 attack, range 1

Defensive Items:
shield: 20 gold
+2 defense

armor: 20 gold
+2 defense

helmet: 10 gold
+1 defense

Special Items:
horse: 50 gold
+2 speed
+1 defense
+1 attack

saddle: 10 gold
+2 holders
requires horse

treasure chest: 10 gold
allows bearer to carry as much gold as they want

beard (old and wise): 30 gold 
+1 attack
+1 defense
Cannot be worn with armor.

Battle Area

Now, create a huge landscape out of Lego base plates, trees, etc.
Divide it into approximately NINE spaces per 32x32 plate.
You can use fences, plants, or bricks to separate the spaces.
You can even make some dead ends or barricades... the land can look however you want.
Just make sure there are separately marked, clear "spaces" large enough to hold a couple Lego guys (approx 10x10 pegs.)

Next, convert approximately 5 percent of the spaces into "Castles" by adding a wall of TWO-THREE bricks high around them.
It shouldn't be so high that you can't see the ground, though!
Make some entrances into the castle, but probably not one on each side!
Generally, 2 to 3 is a good number.
Place a flag pole (black pole) on each castle, but no flag.
Choose certain castles to be "starting points" depending on the number of players.
Players' starting castles should be as far away from one another as possible. Here is an example of such a landscape:

legowar

Once you have mastered the game, you can play an advanced version using actual lego castle sets/creations as long as you have built them in such a way that it is easy to maneuver through them with lego knights.

Beginning of the Game

Place one of your characters in your starting (HOME) castle.
Roll dice to see who goes first.

On your Turn

Choose a card from the deck of 52 cards.
IF you choose a 9, 10, J, Q, K, or A, then place one of your characters in ANY castle you own! (Unless all are placed).
(Alternatively, instead of a deck of cards, you may roll a six-sided die and generate a new knight if you roll a 4, 5, or 6.)

Place 10 gold in each castle you own.

Move any TWO of your people at most 2 squares, orthogonally or along desinated stairways. People may go through the doors but not through walls. If they are on a horse, they may move 4 squares.
You may not move onto or through a square occupied by a person of another army. 
Each person may carry TWO items (offensive weapon, shield, treasure chest, or single gold piece) with them.  They may additionally wear one helmet, one breastplate or beard (not both), and ride at most one horse.
Once all movement is completed, each one of your people may then attack a neighboring square, providing it is within range of their weapon(s). All units may attack, even if they did not move. Even if you have no weapon, you may attack with range of 1 (adjacent square).
If you are carrying weapons with varied ranges, each weapon capable of reaching the target square may be used in the attack.
They may attack only once per person.

Battle

Attacker and Defender each roll a die.
Then use the following formula to calculate their total power:
Attacker: [Base Attack Power of 1 plus any bonus attack for weapons carried (that are in range of the target)] multiplied by the die roll.
Defender: [Base Defense Power of 1 plus any bonus defense for items carried, plus 1 if defending a castle] multiplied by the die roll.

If the attacker wins, the defender is removed from the board, as well as any defensive items (shield, armor, beard, or helmet) they are wearing. If the defender had a horse/saddle, it is removed.
The defender's offensive weapons, treasure chests, and gold remain on the board.  The attacker then gets a "FREE" move and can move into the square that was attacked IF the square was adjacent to them and IF there are no defenders left on the square.

If the defender wins, nothing happens.

Examples:
# 1
Attacker: attack skill (ex: 3 if holding one axe) * dice roll (ex: 4) = 12
Defender: defense skill (ex: 4 if defender has a helmet and shield) * dice roll (ex: 4) = 16
- Defender wins by 4; nothing happens

# 2
Attacker: attack skill (ex: 3) * dice roll (ex: 4) = 12
Defender: defense skill (ex: 4) * dice roll (ex: 3) = 9
- Attacker wins by 3.
defender dies: weapons lie on square, shield/helmet/armor removed from board

Bonus:
If the defender rolls a six, the attacker loses one attack weapon, regardless of who won the fight. 
The weapon is returned to out of play.

Castles

Upon entering an undefended castle, you may place a flag of your color on the pole, claiming it as your own (remove any existing flag).
The castle will generate 10 gold per turn.
Also, if a person in a castle is attacked, they get +1 defense skill. 

You may not own more than seven castles, nor may you own more than 10 people.
If you acquire an eighth castle you cannot put a flag on it unless you take a flag off another castle.
If you acquire an 11th person, you cannot take it at all.

Winning the Game

The game is won when only one player remains.
Players can resign at any time.
If a player loses all of their castles, they automatically lose the game and must resign.