Gaming / James Brown / brickbattles |
Spirit: Just a quick note about the intent of these rules. Lego® is a toy (A brilliant, engaging, and challenging toy, but still a toy). The intent is to have fun, and thus these rules are very casual. The primary purpose of these rules is to get together with a bunch of similarly minded Lego® maniacs, build our toys, and then play with them. The object is only vaguely to win. Introduction In 1998, I returned from a trip to Holland addicted to Lego® (Its my wifes fault!) My initial obsession caused a chain reaction, and within a week of getting back and showing things to our friends, many of them dug their old Lego® out of dusty boxes and the backs of parental closets, and pretty soon we were set up for a war. However, when cruising the net trying to find rules, I only found one or two systems for Lego® wars, and they seemed horribly complicated. Where were the simple rules (mostly made up on the spot) from my childhood? So, we needed rules, and having spent hours attempting to make things easier by finding someone elses, we gave up and made our own in about 10 minutes. Those rules, slightly modified, are what you find below. Rules: The Basics:
Movement: You will see CM used various places to indicate a distance. The abbreviation CM stands for Convenient Measure, which is my way of saying use whatever you like. I use the outstretched pinky to outstretched thumb method, and it works just fine. A 1x10 brick is a good CM for a battle in a smaller area. Rate:
Rough Terrain: Everything goes through rough terrain at half rate. Rough terrain is defined as anything that looks like it. Thick forest, mountain slopes, etc. A good rule of thumb is if you cant line up your minifigs in neat rows, the terrain is rough. Combat: Combat is resolved by rolling 6-sided dice. Each combatant rolls a die, modified as below. If the attacker beats the defender, its a hit (see Dying). Attack and defense are figured seperately (from the same die roll), and each combatant rolls only once, even against multiple attackers. Each unit may only attack once. Modifers:
Creatures: Combat modifiers can also be used to describe creatures. For example, while dragons have neither armor, nor shield nor weapon, we considered them armed, armored and shielded for the purpose of the rules. They also got 1 cool point. This made them +4 on attack (armed, armored, cool and height advantage), +4 on defense (armored, shielded, cool and height advantage) and able to take 2 hits, which seemed about right. Ranged Combat: Units with crossbows can attack three CMs away, and units with longbows can attack five CMs away. Breath weapons have a range of one CM. Other Rules: Catapults (or, tossing things at other things): If you can build it, and it looks (even a little bit) like minfigs are operating it, then you can use it. Equipment needs to be manned by as many units as it looks like it takes. (at least 2) Traps (and other nasty bits): Anything goes. Keep in mind that cool and interesting is much preferable to nasty. (see Spirit) Although both is of course, better. Traps can be manned or unmanned. If theyre unmanned, decide ahead of time what triggers the trap. A manned trap can be triggered at any time, even during someone elses turn. Cannons: References to cannons in these rules are for the older style that actually fire. Cannons kill a unit that they hit, either directly, or on the first bounce. Optionally, treat a cannon as a 5 CM weapon that ignores armor. (no attack bonus, though) Dying: Your units die if:
Hard-to-kill Things: Some things on the field (like the monorail dragon, for example) may be pretty much impossible to kill. So Ive added a rule for multiple units attacking a single target. Each attacker that rolls a six on the die can choose to try and cause a hit themselves (which is normal), or to add +1 to the next attacker who gets a six. In this way, hordes of units can swarm on big nasty things, and eventually kill them (after incurring heavy losses, usually) Winning: Did you have fun? Then ya won! :) Optional Rules: Why? Because theres always options! Hero points: The only optional rule that I use much is letting people use their hero points for things other than +1 combat/+1 hit. These included being able to make an extra attack, super fast (which let a minifig go at horse speed), extra range (+1 CM per hero point), and anything else which was neat and not too powerful. One person used hero points to make his crocodiles fire-breathing, and another to let his monkey use all 4 limbs and balance on its tail. Flee Screaming: In our first war, our group decided (shortly after someone let the Balrog loose) that a unit could go twice as fast (4 CMs) by dropping its weapons (and shield), turning tail and running all the way home. Lego® is a registered trademark of the Lego® Group. This document is a Just This Side of Arrogance production, and is copyright James Brown. Inquiries can be directed to galliard@shades-of-night.com. It may be used, modified & distributed, so long as the original rules and all modifications are properly accredited. In providing this document to the public, I require that no profit be generated by the use or distribution of these rules. Last modified July 02, 2003 Other things I have on Lugnet |
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