Caput Caprae has reminded me of a game we used to play with my brothers when I was about twelve years old, which could be considered an extremely rudimentary kind of wargame. Maybe. We have built many a fortress from LEGO and wanted to have a nice siege, but knew nothing about wargames. So we made our own. These are the rules reimagined from what I remember, because of course there were no written rules.
You only need LEGO blocks to play this game. I will refer to the block names from here.
Units:
- Soldier (1x1 Brick or 1x1 Brick, Round) is the basic unit.
- Rider is a soldier on a horse (1×2 Plate). They are better in melee.
- Hero is a soldier with a coloured cap (1×1 Plate, Round). They get superpowers.
- Catapult (1x2 Brick) allows you to use the Missile action.
- Siege tower (2+ stacked 1x2 Bricks) allows soldiers to move over bulwarks.
- Dragon (2×2 Brick) is a bit overpowered.
The rest of the blocks should be used to build forts and fortifications.
Setup:
Prepare your terrain. We usually had a carpet as the dry land, with the floor around standing for the sea. Books and boxes and whatever else you have at hand can make for nice cliffs and mountains. And of course, don't forget to prepare your LEGO castle.
Decide how many units of which kind each player will get. There were no unit prices in our game, we made up a scenario and each player would take whatever units seemed appropriate. The Last Stand actually refers to a popular scenario of ours - one player gets the castle, the other player gets a much bigger army besieging it.
On the other hand, the number of caps for heroes and mages should be about the same for all players. If you don't have enough caps for everyone to have the same choice of hero powers, then the player who will go last in turn order picks one cap, then go in reverse turn order until the desired number of caps is chosen.
The players then deploy their units at will. Once again, in a pre-made scenario, this didn't matter that much. Units cannot be attached to the bulwarks they stand on - either cover the walls in smooth tiles or put the units across the pins. We want not-so-stable, free-standing units for the Missile action.
Turns:
Determine who goes first, then players alternate turns. On your turn, take one action chosen from the following types:
- Missile
- Move & Melee
- Magic
- Each soldier causes one kill.
- Each rider kills two and takes two hits to kill. One hit alone does not cause them lasting harm.
- Heroes cause [1 + number of caps] kills and take the same number of simultaneous hits to kill. This can be further modified by their powers.
- Dragons are a bit of a special case, see below.
- Catapults and siege towers cannot attack in melee, and get "killed" in a single hit.
Magic
- Berserk: The hero's group deals double damage until the end of your next turn.
- Protection: The hero's group cannot be harmed until the start of your next turn. If the units are knocked down by a missile, they must be restored to their original positions.
- Curse: Choose a player to curse. If the cursed player wants to use a Missile action on their next turn, they have to do so blind.
- Brambles: Choose a player; their units cannot Move & Melee on their next turn.
- Fear: Move an enemy group of units.
- Construct: Build and place a new structure somewhere near the hero. For example, a ramp to the castle walls.
- Shatter: Remove (a part of) a structure.
- Summon: Deploy a new group of units. The group is placed around the hero. You may not add more units than you had at the start of the game, so either you have kept some in reserve, or you are summoning the reanimated bodies of your dead soldiers.
Heroes:
Heroes get superpowers (in addition to the Magic action), denoted by the colour or shape of their cap.
- Might: Counts as a catapult and may destroy structures by attacking them.
- Shield: Cannot be killed by missiles or magic. If the unit is knocked down by a missile, it must be restored to its original position.
- Immortal: When killed, remove one of their caps and re-deploy them at the end of your next turn.
- Assassin: Can scale walls and terrain, so can Move pretty much anywhere on the table.
By the way, you can put a hero on horseback for that extra bit of power.
You can also make fun hero combination like an immortal assassin - move them behind enemy lines to kill a valuable unit in melee, and though as a lone unit they will be killed, they will just come back for another assassination.
Dragons:
Dragons are like heroes on magical steroids. They can fly (as Assassin) and use fire breath (as Might). They also kill 10 units in melee and have to be hit by 10 units simultaneously to die*. They can also be ridden by a hero.
*) I think. I don't remember the exact number, but it was something like this.
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| The Square Kingdom of South America prepares for battle... |







