BrikWars

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BrikWars
Building Brick Combat System
No. of Players 2+
Session Time A few hours
Authors Mike Rayhawk
First Publication 1995
Essential Books Main Rulebook, 2005 Edition

But just because the rules are playable this time, don't feel obligated to follow them.
-- Mike Rayhawk

BrikWars is a tabletop wargame for "plastic construction bricks" (though of course that almost always means LEGO bricks). Its stated purpose is "to provide a safe and comfortable setting in which groups of cute and friendly minifigs can mutilate and slaughter one another." In particular, the game is meant to be rules-light and fast-paced, with an emphasis on being able to build and fight with anything and having a good time destroying things.

Philosophy

Unlike most wargames, BrikWars is heavily focused on the players building (heh) a narrative as they go. While dice and stat cards may dictate a particular outcome, players are free (and expected) to massage the outcome if it makes things more fun. It takes a rather laid-back attitude towards the rules even as it presents them, and pokes fun at the usual wargaming tendency to cling to the rules. This is exemplified in "The Rule of Fudge", which reads "Fudge everything your opponents will let you get away with," and "What I Say Goes," in which players with conflicting views of how things "really" went state their positions and roll off to see who is right. People who would abuse the looseness of the system to "win" at the expense of everyone else are probably the wrong people to play BrikWars with (see: That Guy).

System

The basic system of BrikWars is intentionally simple and flexible. Each player's units move and make actions during a turn. During this time, enemy units with actions left over from the previous turn may respond (if they haven't already). Appropriate amounts and types of dice are rolled for the particular action being attempted -- a single d6 for one minifig stabbing another with a knife, or 3d10 for a massive mine detonating under a tank, for example.

The major strength of the system is that it provides a framework for players to craft rules for personal creations. For BrikWarriors interested in roughly balancing forces, it also generates point costs.

History

BrikWars began as a wargame made in 1995 called "Lego Wars" and "Lego Wars II". When The LEGO Company objected to the use of "LEGO" in a product not made by them, BrikWars 1995 was born. It was actually completed and formally "published" in 1997, starting a tend of the year in the name lagging behind the year of release.

In 1998, the rules were slightly revised and converted from a flat text document into HTML. It incorporated new rules for technology levels (with the perspective of who can use what weapons) and campaigning.

More revisions came in 2000, which actually had 2 releases -- the first as a document in the spring, and the second (revised but incomplete) as a set of web pages in the summer.

BrikWars 2001 was created in 2001 but released somewhat later (and received errata in 2004). It was much more complicated than the editions that came before, and remains the most complicated edition to ever released, incorporating rules for magic, communication delays between sending and receiving orders, and vehicle movement based on physics and vector math. It was an attempt to make a wargame so complicated that even the most rules-dedicated gamer could only hope to play the game by not following all of the rules (in line with the philosophy).

Mike underestimated the power of a neckbeard's dedication to the rules, so he gave up and made the next editions easier. After making the super-rules-light (as in, the entire ruleset fits on two pages) QuikWars in 2004, the present 2005 edition of BrikWars was created and released (in 2006). No technology levels or vector math in this beast. It's undergone a few revisions since, most notably the inclusion of a new chapter for horses and horse-like things (e.g. motorcycles, dinosaurs, and dragons) in 2008.

Rumors abound of the existence of a 2010 edition based on the 2005 rules, still a work-in-progress, and accessible to those who know the art of Uniform Resource Locators. It is said to include rules for more advanced weapons like machine guns and flamethrowers, a (simpler than 2001) magic system, rules for field hazards like minefields, and a few more common animals and units pre-generated from the unit creation system.

See Also

External Links