Rules
In one round, Minifigs can perform up to two actions:
- Move
- Move and fight hand-to-hand
- Move and pick up a weapon, tool etc
- Move, then dismount and pick up a weapon
- Mount a horse, then move
- Shoot a bow, crossbow, catapult.
- Reload.
Movement
Figure | Terrain / Action | Distance |
Infantry | Flat Terrain | 8″ |
“ | Pushing a wagon | 6″ |
Cavalry | Flat Terrain | 20″ (-5″ if the rider mounted the horse at the beginning of the movement phase) |
“ | Pulling Carts etc | 15″ |
Hunting Dog | Flat | 14″ |
Picking Up Weapons
Dropped weapons can be picked up at the end of a movement turn if within the foot figure’s movement range.
Horse or wagon riders take one turn to dismount, pick up a weapon (and remount).
Resolving Combat
Combat occurs when a figure is touching an enemy figure at the end of the movement phase.
Combat is resolved by throwing 2×2 Lego bricks of different colours for the attacker and defender, according to the values given in the chart below. Only the bricks that land on their sides are counted. Combat is resolved one-to-one. If the attacker’s score is higher, the defender is eliminated. If the defender’s score is higher, the defender survives. If there are multiple attackers against a single defender, each attack is handled separately.
Attacker | 2×2 Bricks | Defender | 2×2 Bricks |
Attack | 1 | Shield | 1 |
Weapon (sword, axe, spear, club) | 1 | Armour | 1 (plate +1) |
Soldier | 1 | Helmet | 1 |
Wall/Barricade | 2 | ||
Mounted | x 2 (above total only) | Mounted | 2 |
Downward attack | 1 | Higher position | 1 |
Rear attack | 1 | Behind a wall | 2 |
Unarmed peasant | 1 |
Experience
A soldier gains +1 experience every time he survives a whole battle. Add experience to that figure’s attack/defence score.
Base Colour | Experience Level |
Green | 0 |
Brown | 1 |
Yellow | 2 |
White | 3 |
Blue | 4 |
Red | 5 |
Grey | 6 |
Black | 7 |
Projectiles vs Figures
Projectile | Range | Method | Result |
Spear | 20″ | BB | 1. The figure is ELIMINATED if knocked over. 2. If the figure is hit but not knocked over, throw three 2×2 bricks. If one or more brick lands on its side, the figure is ELIMINATED. |
Bow / Crossbow | table-length | BB | As above. |
Small Catapult (shoots one 1×1 round brick) | table-length | Catapult | 1. If the projectile hits a figure, throw THREE 2×2 bricks. 2. If one or more brick lands on its side, the figure is ELIMINATED. 3. -1 2×2 brick if the projectile bounced before hitting the figure. 4. Do not throw 2×2 bricks if the projectile rolled against the figure. |
Big Catapult (shoots double 2×2 round brick) | table-length | Catapult | 1. If the projectile hits any figures, throw FIVE 2×2 bricks per figure. 2. If one or more brick lands on its side, the figure is ELIMINATED. 3. -1 2×2 brick if the projectile bounced before hitting the figure. 4. Do not throw 2×2 bricks if the projectile rolled against the figure. |
Big Catapult Besieging Walls | 1. If the projectile hits the wall, throw FIVE 2×2 bricks. 2. If one or more brick lands on its side, ONE brick/piece is removed from the wall where it was hit. 3. Do not throw 2×2 bricks if the projectile bounced before hitting the wall or rolled against it. |
Reloading
Crossbows and catapults take 1 turn to reload. Minifigs reloading do not move or attack. They can defend if attacked.
Campaign Rules and Procedures
Create a 9×9 grid to represent the unexplored territory over which the campaign is played out. (If the scenario leads the minifigs beyond the original 9×9 territory, simply add another 9×9 grid and so on…)
Each square of the grid = 92 miles. (Or, in the case of the shogi board that I am using, each square measures 3.6 miles long x 3.4 miles wide.)
Tarot of the Day
Use a modified Rider-Waite tarot deck, in which all the Upper Arcana cards except the Fool have been removed. Shuffle the 57 cards. Draw one card at the beginning of each new day. The card sets the theme or scenario for the day.
- If you draw the Fool, it will trigger the “initiatic journey” that will take over from the exoteric adventure that the rules on this page cover. (The guidelines for the initiative journey have yet to be written…) All the lower arcana cards will be returned to the deck. The Fool will be removed and the next upper arcana card (i.e. 1, Magician) will be shuffled into the deck and a new season of the campaign will begin, and so on until the questing knight has undergone the full initiatic journey, supposing, that is that he survives the exoteric adventure!
- If you draw a lower arcana card, use your imagination to create conditions for the day’s scenario as suggested by the picture on the card. (See for example the 5 of Rods scenario I played out on the first day of Sir Richard’s quest.)
Weather
The quest begins on a day of fine weather in the middle of April.
At the beginning of a new day, roll for a weather check: Even = no change, odd = change. If the weather has changed, roll again:
Roll | Spring | Summer | Autumn | Winter |
1 | Snow | Wet | Wet | Freezing Snow |
2 | Wet | Wet | Wet | Freezing Snow |
3 | Wet | Dry | Wet | Snow |
4 | Dry | Dry | Dry | Snow |
5 | Dry | Hot | Dry | Wet |
6 | Dry | Hot | Dry | Dry |
Terrain
Use a six sided die to discover the terrain of a square that minifigs are entering for the first time:
- 1 = water
- 2-4 = open land (heath, moorland etc)
- 5 = woods
- 6 = village.
If water, d6:
- 1-3 = pond
- 4 = lake
- 5-6 = river.
- In the case of a lake, roll for the number of squares it occupies:
- 1 = 3 squares
- 2 = 4
- 3 = 5
- 4 = 6
- 5 = 7
- 6 = 8
- Then ask “is the lake here?” for adjoining squares, rolling odd = “no,” even = “yes” to discover the shape of the lake on the board. Work round the sides of the first lake square first before extending its length beyond the second and third etc squares.
- In the case of a river, immediately determine on which side of the party it lies: odd = left, even = right.
- As the party moves into a new shogi square, use a ten-sided die to determine which way the river flows:
- 1-2 = left
- 3-8=straight
- 9-0 = right
Movement
- Walking / Horse drawn wagons across open ground = 2.4 mph
- Light horsemen / scouts = 4.5 mph
However, speeds can vary, so we need to roll to check the speed of progress when travelling:
- 1 = slow (1.8 mph / 3 mph)
- 2-5 = normal (2.4 mph / 4.5 mph)
- 6 = fast (3.6 mph / 7 mph)
Daily Weather
- Spring
- Summer
- Autumn
- Winter
Misadventures
During the morning, afternoon, and the four watches of the night, roll 2 x ten-sided dice. Any double = a “misadventure.”
- Morning = 6 am – 12 pm
- Afternoon = 12 – 6 pm
- First watch = 6 – 9 pm
- Second watch = 9 pm – 12 am
- Third watch = 12 – 3 am
- Fourth watch = 3 – 6 am