Lego® Wars:
The simple version
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 therefore is to have fun. While anal retention
has it's place (such as carefully sorting all one's bricks by color and
piece type), it is not appreciated in a game. Thus these rules are very
casual. The primary purpose of these rules, and of Lego® wars in general
is to get together with a bunch of similarly minded Lego® maniacs,
and build our toys, and then play with them. The object is only vaguely
to win.
Introduction:
I recently got back from Holland, where
Lego® is everywhere, and much cheaper than Canada. This served to re-addict
me to Lego® - needless to say, I exceeded my duty-free allowance with
it!
Anyway, Lego® appears to be chain reaction
thing, because within a week of my getting back and showing things to my
friends, they all 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 were
horribly complicated. Where were the simple rules (mostly made up on the
spot) from my childhood? If I wanted complicated, I'd play Warhammer®
with minifigs.
So, we needed rules, and having spent hours
attempting to make things easier by finding someone else's rules, we gave
up and made our own in about 10 minutes. Those rules, slightly modified,
are what you find below.
Rules
Just a quick note: the abbreviation 'CM' stands for 'Convenient Measure'
which is my
way of saying use what you want. We used the 'outstretched
pinky to outstretched
thumb' method, and it worked just fine.
Period: We're all medieval freaks,
so we play mostly with castle and pirate stuff. We use cannons too, but
that's just cause they're fun. (fun, of course, being the whole point)
People: Minifigs, parrots, dragons,
alligators, they're all the same to us. We do try and distinguish between
decoration and actual units that can move and fight.
Heroes: Everybody gets 12 'hero points'
(or 5, or 10, or 17.2, or however many you like, really). You can distribute
them how you feel like (five 1 point heroes, a 2 and a 5 point hero, or
whatever). Each Hero point a minifig has adds + 1 to all combat rolls,
and 1 extra 'hit'. (hits are explained later)
Weird things: Some of us also have
a tendency to build weird monsters and cool-looking things. Creativity
being the whole point, we reward this with 'cool points'. Neat things get
1 cool point, and really neat things get two (or more). Cool points act
just like hero points.
Movement: Minifigs can move two CM's.
Horses and flying things can move four. Most vehicles move at the same
speed as whatever is pulling it (slave drawn siege towers are popular with
our group), or one less CM if it looks really big and slow. Other things
move about as fast as you think they should. (alligators, for example,
moved 2 CM's on land, and 4 CM's in water) For flying things, a good way
of keeping track of where they are is to stack a number of blocks beside
them to indicate how many CM's they are up. Everything goes through rough
terrain (incl. forests) at half rate.
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 (a palpable hit). You roll seperately for
attack and defense unless two minifigs are attacking each other in melee,
in which case it's an attack roll on each side. Each defender rolls only
once, even against multiple attackers.
Modifers:
Armor: any piece of external armor (i.e.
not painted on the minifig) means the fig is armored and adds +1 to all combat
rolls. Note: a minifig with a helmet and breastplate is at +2. Note: Armor does
not add to attack rolls in ranged combat.
Shield: this adds +1 to defense rolls.
Weapon: Each weapon a minifig is holding
adds +1 to attack rolls. Exceptions: The big polearm-axes are +1 to the
roll, but do two 'hits', and longbows are +2. Both of these weapons need
two hands.
Mounted/Flying/Height: Any minifig 'above'
another one adds +1 to combat rolls. This counts mounted figures, flying
things, and people on castle walls.
Cover: If a minifig is partly behind cover,
(from the attacking minifig's viewpoint) it gets +1 to combat rolls. If
it is completely behind cover (ducked behind a wall,shooting through a
window, etc) it can't be hit.
Charging: Mounted minifigs with lances get
an extra +1 to attack if they move at least two CM's before attacking.
Lances are otherwise useless in melee combat (making a sword attached to
that saddle clip a REALLY good idea)
Use common sense when applying the combat
modifiers. 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 rolls (armed,
armored, 'cool' and height advantage), +3 on defense (armored, sheilded and 'cool')
and able to take 2 hits, which seemed about right.
Ranged Combat: Minifigs with crossbows
can attack three CM's away, and minifigs with longbows can attack five.
Things that have breath weapons have a range of one CM.
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. Some very ingenious designs
have been done that are scarily accurate, and will, given repeated hits,
reduce walls to rubble. One person had to reduce the tension on his 'wall-smasher'
because it was breaking bricks. Not walls, bricks. Oh, and the missile
of choice around here is the heads from maxifigs (a.k.a. giants)
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. One of our local maniacs
designed a falling floor trap that would drop several minifigs to their
death on a pit of spikes.
Cannons: References to cannons in
these rules mean the cool ones that fire, not the wussy ones they give
you in North America. (grumble grumble bitch) We decided that cannons kill
a minifig that they hit, either directly, or on the first bounce. Yes,
that means that every once in a while, a cannonball will kill two minifigs.
(I've only seen it happen once) Cannons are different from other tossing
things because the cannonballs don't usually have enough velocity to knock
over a minifig (our usual measure for if a trap or tossing things weapon
works) Cannons take two minifigs to operate them.
Dying: Your people die if:
a) they take more hits than they have. Most can take 1 hit, modified by
Hero and cool points.
b) hit by a cannon ball
c) knocked over, squashed down, sent flying, or otherwise abused by a trap.
d) knocked over, squashed down, sent flying, or otherwise abused by giant,
uncontrollable monsters. One of our maniacs owns cats, and another has
a two year old. It is considered bad form to bribe the giant monsters,
or to drag string through other peoples armies.
Hazards:We think that the wilderness
should be a dangerous place for the unwary. Therefore, we usually have
natural hazards out and about. The most common ones that we use are the
remote shrine and the monorail dragon. Usually we give natural hazards
enough 'cool' points that it's easier to just avoid them, but they can
be killed if necessary. The shrine was just something that shouldn't be
messed with, as it summoned a very nasty balrog, who stomped on whoever
was dumb enough to mess with it's shrine. In the case of the monorail dragon,
it was considered armed, armored and higher than everyone, as well as shielded.
This gave it a basic +4 in combat. We then gave it 5 'cool points', making
it a very nasty + 9, and able to take 6 hits.
Hard-to-kill Things: We noticed that
some things on the field (like the monorail dragon, for example) were pretty
much impossible to kill. So we added a rule for multiple people 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 minifigs can swarm on big
nasty things, and eventually kill them (after incurring heavy losses, usually)
Winning: Who cares? We had fun!
Optional Rules: Why? Because there's always options!
Hero points: The only optional
rule that we use much was letting people use their hero points for things
other than +1 combat and +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:We decided (shortly
after someone let the Balrog loose) that a minifig could go twice as fast
(4 CM's) by dropping its weapons, turning tail and running
Lego® is a registered trademark of the Lego® Group, and Warhammer® is a registered trademark of Games Workshop.
This document is another Just This Side of Arrogence(tm) production, and is copyright James Brown. Inquiries can be directed to galliard@shades-of-night.com. If I see this elsewhere not credited to me, I will sulk and whine. If you make money off it, I will want some.