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SimpleBlockWar:

A simple war game to be played with plastic building bricks.


Rule 1: No rulers. These rules do use distance to measure things. However, the u
se of a ruler is forbidden; all distances are to be eyeballed. Anyone attempting
to use a ruler should be hit with it until they get the idea. When in doubt, as
sume objects are within range.
Rule 2: If the players disagree about one of the rules, choose someone randomly;
that player is right.
Building an Army:
To build an army, the players must choose how many minifigs they want to build t
o. Once this choice is made, each player grabs and equips that many minifigs. Th
ere is no restriction as to which weapons and gear you can equip a minifig with;
however, each minifig can only carry 2 hands worth of weapons. Once each player
has equipped their minifigs, each needs to choose a starting area. Put all of y
our minifigs in your starting area. The youngest player chooses who goes first;
play proceeds clockwise from there.
Steps in a Turn:
Each player's turn consists of a Move Phase and a Battle Phase.
During each players Move Phase, they can move each of their minifigs 6 inches. T
his speed can include jumping, walking, climbing, swimming; anything that moves
the minifig on their own.
During each players Battle Phase, they can have each of their minifigs attack wi
th a weapon they are holding. Melee attacks can hit any minifig within an inch;
ranged attacks can target any minifig within 12 inches that the attacker has unb
locked line of sight to.
To resolve an attack, roll a six-sided die. Each weapon has a Hits stat listed.
If the number rolled is listed with that stat, the attack hits and kills the tar
get. Knock the minifig over.
Alternatively, a minifig can build instead of attacking. A minifig that builds c
an use any building pieces within 3 inches and build any structure they can out
of those pieces.
Weapons:
Minifigs are idiots. As a result, they often call a range of things all the same
name. Luckly, this often makes them act the same; this makes equipping them ver
y simple.
Sword:
The "Sword" weapon represents any one-handed melee weapon, such as a sword or a
police baton.
Range: Melee
Hands: 1
Hits: 1236
Double Sword:
The "Double Sword" weapon represents any two-handed melee weapon, such as a batt
le axe; it also represents any pair one-handed melee weapons being dual wielded,
like a pair of swords.
Range: Melee
Hands: 2
Hits: 12346
Special: If a minifig holding a Double Sword moves 2 inches or less, they may at

tack twice; if they do, the Hits of those attacks are 1236.
Bow:
The "Bow" weapon represents any normal ranged weapon, such as a bow or gun. Due
to minifig physics, all Bows are 1 handed and ammunition does not need to be tra
cked.
Range: Ranged
Hands: 1
Hits: 126
Bomb:
The "Bomb" weapon represents any limited use blasting weapon, from grenades to a
magic fire wand.
Range: Ranged
Hands: 1
Hits: 1236
Special: All minifigs within 2 inches of the target are also attacked (roll one
die for the entire attack). If a 5 is rolled on the attack, the Bomb has run out
; remove it from play.
Non-weapons:
While Weapons are the most effective way to destroy your foes, but sometimes you
need something other than a weapon.
Shield:
The "Shield" represents any handheld object used to protect the holder, be that
a shield or a force field generator.
Hands: 1
Effect: Attacks don't hit the holder on rolls of 6.
Jetpack:
The "Jetpack" is any method to move around in the air, this could be a jet pack
or it could be magic wings.
Hands: 1
Effect: The holder can move and hover in the air. Due to an oddity of minifig ph
ysics, the holder can't fly further than 3 inches from the closest object; the g
round counts as an object.
Flag:
The "Flag" is any item used to inspire and support allies, from a battle flag to
a rocking guitar. When equiping a minifig with a Flag, stick 3 "woot" pips on t
he Flag.
Hands: 1
Effect: When a minifig within 6 inches makes an attack, the holder can force the
die to be re-rolled. If the rerolled die rolls a 1, the Flag has run out; remov
e it from play.
Medgun:
The "Medgun" is any item that can be used to heal allies, from a set of health p
otions to a first aid kit.
Hands: 2
Effect: Instead of attacking, the minifig can try and un-kill ally within 3 inch
es. Roll a six-sided die. If the result is a 1, 2 or 3, stand the minifig back u
p; if not, remove the minifig from play.
Units:
While most of your army will likely be minifigs, sometimes you want something el
se. These units count as minifigs in your army.
Horse:

A "Horse" is any single rider mount or vehicle, from a horse to a motorcycle.


Minifigs: 1
Stats:
Move Speed: 12 inches
Hands: 0
Special: A horse can hold 1 rider at a time and can't move without a rider. To g
et onto a horse, a minifig simply moves onto the horse; they get off by moving o
ff. While riding, the minifig is moved with the horse; they can attack while rid
ing. A minifig can not ride a horse from another army.
Hero:
A "Hero" is any powerful unit in your army, from a brave leader to an angry trol
l.
Minifigs: 2
Stats:
Move Speed: 6 inches
Hands: 3 (stick the third item on somehow)
Special: Heroes are too awesome to go down in one hit. The first time in a battl
e a Hero would die, they don't.

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