||Q.1.1 Rolling Dice
||Q.1.2 Wasting Time
Nega-Bloktrix, patron saint of QuikWars.
|"A good plan violently
executed now is better than a perfect plan executed
|- George S. Patton
For players without the time, energy, or attention
span to take advantage of the full scope of the BrikWars rulebook,
we offer this low-calorie substitute. QuikWars is not compatible with
the BrikWars system, but is offered as a simpler introductory alternative.
Q.1: Overview of Play
QuikWars is a wargame in which players with construction-brick
armies send them onto a construction-brick battlefield to engage in
vicious construction-brick combat. Players set up their battlefield
and armies however they like. Players interested in fairness may choose
to field identical armies in two different colors, but random and
wildly mismatched armies will work just as well. As long as minifigs
get brutally and hilariously slaughtered, everybody goes home happy.
Rolling dice to determine order of play, the players take turns orchestrating
manuevers and assaults until only one army is left standing.
Each player's turn consists of a Movement Phase and an Attack
Phase. In the Movement Phase, a player may move all of his units
that are able to do so, and the units may also pick up or drop objects
they come across. During the Attack Phase, no further movement is
allowed, but all units with weapons may now make an attack against
whatever targets are within their range. If they are carrying bricks,
they may also choose to build them into constructions during the Attack
Q.1.1 Rolling Dice
In QuikWars, any time dice are rolled, any die that comes up
'6' means you may add another die to the roll, increasing your sum.
If that die comes up '6,' add another die on top of that. You can
repeat this process for as long as you keep getting such lucky rolls.
Q.1.2 Wasting Time
Do not waste time. Dilly-dallying may be punished by severe beatings
at any time, at the discretion of the other players.
In QuikWars, all Minifigs (miniature figures, or "little
people") have the same attributes.
5" per turn
The Movement stat describes how far a unit can move during
a single Movement Phase - in this case, five inches. The Minifig can
run across five inches of level ground, climb five inches' worth of
stairs or ladders, or leap over five inches of chasm. The only limitations
to the 5" rule are these: a Minifig can't jump higher than 2"
at a time, and can never swim more than 2" in a single Movement
Phase (it may still use the remaining 3" for regular movement
on land before or after swimming).
Minifigs may pick up or drop any number of objects within reach during
a Movement Phase. Lifted objects cannot be larger than a standard
2x4 brick unless multiple Minifigs are working in cooperation.
The Armor stat tells how much damage a Minifig can absorb in
a single attack. When a Minifig takes damage, roll 2 dice; if the
Armor roll is at least equal to the amount of Damage, the Minifig
lives. If not, it dies - knock the Minifig over and, if appropriate,
detach a couple of its body parts.
Each army should have one specially-decorated Minifig to be its Hero.
Heroes have the same stats as regular Minifigs, but they get two attacks
per turn (which can be combined for a single double-damage attack),
and they may attempt one Stupendous Feat each turn.
Stupendous Feats are all the stunts that action-movie heroes are able
to pull off that could never happen in real life - lifting up cars,
running up walls, catching arrows in flight, dodging thousands of
bullets, reviving a fallen comrade, seducing impossible numbers of
Minifig women, etc. If Xena, Jet Li, James Bond, Jackie Chan, or Arnold
Schwarzenegger can do it, then the Hero is free to try.
To attempt a Stupendous Feat, a player declares the Feat his Hero
is attempting to accomplish, and then rolls a Stupendous die. One
of his opponents rolls an opposing die to prevent the Feat from succeeding.
If the Stupendous roll is equal to or higher than the opposing roll,
then the Feat succeeds. If the opposing roll is higher, then the Feat
fails, and the Hero suffers whatever effects would logically result
from failing such an attempt. It's up to the players to decide on
the most appropriate consequences for failure. In general, the more
Stupendous the Feat attempted, the worse the consequences if it fails;
and in all cases, the sillier the better.
Each Minifig may choose one of its Weapons during its Attack
Phase, and use it to do the Weapon's Damage to a single target
within the Weapon's Range. If the Damage is higher than the
target's Armor, then the target is destroyed. If several Minifigs
are in position to attack the same target, they may all combine their
attacks together, adding all their Damage into a single massive roll.
|| 2 dice
|| 1 die
|| +1 Armor die
|| 1 die
|| 2 dice
There is no unarmed combat in QuikWars. A Minifig without a weapon
must use his bare hands to pick one up.
A Minifig with a Hand Weapon (e.g. a sword, axe, spear, etc.) may
attack any unit or object that it can touch with the weapon, doing
2 dice of Damage.
A Minifig with a Ranged Weapon (e.g. a bow, pistol, laser rifle, etc.)
may attack any unit or object within 10", as long as the Minifig
has a clear line of sight to some part of the target, however small.
The attack does 1 die of Damage.
Shield / Armor
A Minifig gains an additional +1 die of Armor for holding a Shield
or wearing a piece of Armor.
A Minifig may carry around loose bricks in one or both hands for whatever
reason. In desperate situations, the unit can swing or hurl the brick
at an enemy for 1d6 Damage. He may also attach the brick to any appropriate
surface, in order to build fortifications or repair vehicles or whatever;
this counts as the unit's one attack for the turn.
A Siege Weapon is any weapon large enough that it must be mounted
on a vehicle, on a building, or on the ground in order to fire. A
Minifig may attack with a Siege Weapon if he is standing next to the
appropriate controls. A Siege Weapon must be able to point directly
at its target, and may only be fired once in a single Player's turn.
More powerful Super Siege Weapons are possible, but require more Minifigs
to operate them. For each additional +1 die of damage and +5"
of range, the Super Siege Weapon requires one additional Minifig with
access to an appropriate set of controls for the weapon.
Vehicles constructed out of several bricks are counted as Constructions,
described in the next section. Vehicles made from one piece, such
as horses, motorcycles, or alligators, are called Steeds.
10" per turn
If a mounted Minifig is killed or abandons his Steed, then any Minifig
from any team may hop onto the abandoned Steed and ride off.
built out of multiple bricks counts as a Construction, whether
it's a base, a vehicle, a wall, or part of the landscaping. All Constructions
are handled in the same way.
In order to damage a Construction, players focus attacks on one of
its component bricks. If an attack's Damage exceeds the number of
studs connecting the brick to the main model, then the brick is separated
from the model and knocked off in whichever direction seems appropriate.
If the Damage is especially massive, you may keep separating more
bricks until the Damage is used up.
Constructions can be easily repaired or rebuilt by simply directing
a Minifig to pick up a brick and re-attach it. Attaching a brick counts
as the Minifig's one attack for that turn.
If a Construction has weapons, propulsion systems, or other devices,
it will have to have Controls for the Minifigs to operate them.
Controls must be represented by a steering wheel, a computer console,
levers and buttons, or some other appropriate element.
Any Controls stuck onto a Construction instantly gain access to all
of the Construction's weapons and devices. If more than one player
has control of a Construction, they may each do whatever they want
with the Construction and its devices during their own turn.
A Construction can be made into a Vehicle with the simple addition
of one or more Propulsion Units. A Propulsion Unit is only
useful when the Vehicle is on or in the appropriate terrain for that
|1 pair wheels / treads
|1 sail / 2 oars
|1 copter rotor
|1 pair jets / thrusters
Vehicles can carry one Minifig and move 5" per turn for each
Propulsion Unit in use, up to a maximum of 15" per turn. If additional
Minifigs climb aboard, the Vehicle is overloaded and must stop (or
land, if it's flying).
A Vehicle may turn at any angle at the beginning of its Movement Phase.
It may then travel any distance up to its maximum Movement for the
turn, but it must move in a straight line. If a Vehicle's pilot is
killed or if its controls are destroyed while in motion, the Vehicle
continues moving in the same direction at the same speed every turn
until control can be restored.
When a Vehicle crashes into an object, both the Vehicle and the object
take 1 die of damage for each Propulsion Unit the Vehicle is using
at the time.
Victory occurs when all opposing units have been wiped out and humiliated.
What did you expect?