Description
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Battle for Brickdom Core Rules
Battle for Brickdom is a Tabletop Wargame that is played using LEGO® or any other construction block
toys. Players create armies of minifigures and equip them with weapons and armor and equipment to help
them defeat the enemy. The game is played on a table top surface that is divided into sections.
In the world of Brickdom, many societies and nations settle their differences by competing within The
Array, a global virtual simulator that mimics any type of surface. As the different regions' technologies
change and advance, so does the world inside the Array. No matter what your army is created of, they have
a spot within the Array to become victorious, or suffer utter defeat! Will your forces prevail?
Table of Contents
General Rules................................................................................................................................................ 6
Tools ...................................................................................................................................................... 6
Armies ................................................................................................................................................... 6
Squads ................................................................................................................................................... 6
The Array............................................................................................................................................... 6
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Battle for Brickdom Core Rules
Line of Sight........................................................................................................................................... 6
Victor’s Choice ...................................................................................................................................... 6
Set Up ....................................................................................................................................................... 6
Terrain ................................................................................................................................................... 6
Battle Rounds ........................................................................................................................................... 6
Support Phase ....................................................................................................................................... 6
Magic Phase .......................................................................................................................................... 6
Movement Phase .................................................................................................................................. 7
Ranged Phase ........................................................................................................................................ 7
Melee Phase.......................................................................................................................................... 7
Gaia Phase............................................................................................................................................. 7
Attacking................................................................................................................................................... 8
Spells ............................................................................................................................................................. 9
Equipment Charts ....................................................................................................................................... 10
Weapons................................................................................................................................................. 10
Armor...................................................................................................................................................... 11
Clothes .................................................................................................................................................... 11
Equipment .............................................................................................................................................. 12
Vehicles................................................................................................................................................... 13
Mounts ................................................................................................................................................... 13
Machines .................................................................................................................................................... 14
Power Creator ........................................................................................................................................ 14
Movement (Air) ...................................................................................................................................... 14
Movement (Ground) .............................................................................................................................. 14
Armor...................................................................................................................................................... 14
Weapons................................................................................................................................................. 15
Ranged Weapons ........................................................................................................................... 15
Basic Heavy Weapons ....................................................................................................... 15
Plasma Weapons............................................................................................................... 15
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Battle for Brickdom Core Rules
Respawns ................................................................................................................................................ 21
Assets...................................................................................................................................................... 21
Assassinate ............................................................................................................................................. 21
Factions .................................................................................................................................................. 22
Squads .................................................................................................................................................... 22
Support ................................................................................................................................................... 22
Breakdown............................................................................................................................................. 23
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Battle for Brickdom Core Rules
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Battle for Brickdom Core Rules
the casting value for the spell to Ranged Phase Gaia Phase
be cast. Passive spells do not You may attack with any units While you and your opponent
require casting. At the start of that are equipped with a ranged are raging warfare within the
your magic phase, choose a weapon during this phase. To Array, the almighty being Gaia
totem that your magical unit make a ranged attack, the unit that controls the Array is
possesses. You may choose to you are attacking must be within constantly using her powers to
either perform the passive spell x inches of the unit you are change the Array around you.
or attempt to cast the active attacking it with (where x is the Some things will hurt you, some
spell. Spells last until the start of range of the weapon they are things will help you. Others will
your next magic phase. Spells using). Any weapon with a just change your surroundings
are defined in the spells section. range greater than 2” is and cause you to reevaluate your
considered a ranged weapon. location. During the Gaia Phase,
Movement Phase When ranged attacking from roll 1 d6 to designate which
You may move all of your units terrain, you may add x inches to battle space is getting affected.
during the movement phase. your weapon's range, where x Then roll another d6 to see what
Each unit will have a move equals the number of inches happens.
value. You may move a unit its higher your unit is than the unit 1 Nothing
move value in inches during the that is being attacked. (see
movement phase. To move a Attacking) 2 Nothing
squad, pick a point on the
3 Choose a terrain feature,
squad's base and measure its Melee Phase
move it to another random
move distance from there. That You may attack with any units
section.
part of the base can move to that are equipped with melee
where it was measured. After a weapons (to include bare hands) 4 Disassemble any terrain
unit has been move, you may during this phase. To make a features and rearrange them
rotate the unit in any direction. melee attack, your minifigure in a new order within that
A unit may move vertically in needs to have an enemy within section.
order to cross terrain. If a unit's its melee weapon's range. If you
movement will put it further are within 6” of an enemy, but 5 Heal 1 life to any wounded
from the closest enemy unit than outside of your melee range, you units within that section.
it was at the start of its turn, you may attempt a lunge. Roll 1d6.
6 Deal 1 damage to all units
must subtract 1” from its move You may move that many inches
within that section.
value for that turn. towards the enemy. If you
cannot move within range to
Sprinting a unit may be attack you enemy, the lunge
accomplished by declaring that a failed and no movement occurs.
unit is sprinting. Roll 1 d6 and (see Attacking)
add the result to the unit's move
value. A unit that sprints cannot
make a ranged or melee attack
this turn.
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Battle for Brickdom Core Rules
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Spells
A wizard or magical unit, is a unit that can perform magical spells during your magic phase. In order for a unit to be
a wizard, they must have a magic weapon (wand or staff). They also must carry a magic totem of a certain color to
perform a specific duo of active and passive spells. These totems are normally attached to a wizard's staff, but if that
is impossible, they may be attached to the unit's other hand or head or wherever it will securely attach. A magical
totem is just a 1x1 flat LEGO® piece. Refer to the spell book table below:
Points Color - Type Description CV
Spell
Warm Color Magic – Wounding & Damage
5 Red - Active Deal D3 Mortal Damage to an enemy within 10” of caster 6
Flame
Burst Passive -1 life to enemies within 8” of caster
5 Grey – Active Choose a battle space and apply the Gaia effect of your choice (from the Gaia 7
Natural Effect Chart)
Harmony
Passive +1 or -1 to the Gaia Effect Roll Value if affected battle space is occupied by
caster
5 Clear – Active -4” Range to ranged weapons of enemies attacking Ally within 12” 6
Spectral
Screen Passive -2” Range to ranged weapons of enemies attacking Allies within 8”
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Battle for Brickdom Core Rules
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Armor
Points Name Class Armor Special Abilities
Value
1 Wooden Half Shield Shield -1
2 Wooden Full Shield Shield -2 -1 to life
3 Wooden Half Shield w/ Spike Shield -1 +1 to a melee weapon's attacks
3 Metal Half Shield Shield -2 -1 to move value
2 Metal Full Shield Shield -2 -2 to move value; -1 to life
4 Metal Half Shield w/ Spike Shield -1 +1 to a melee weapon's attacks
1 Hat Helmet +1 to move value
2 Half Helmet Helmet -1
3 Full Helmet Helmet -2 -1 to life
4 Ornate Full Helmet (with frill or other Helmet -2 A unit wearing this is a leader in
attachment) the Array. Any unit within 3” of
this unit may subtract their
weapon's “To Hit” value by 1.
2 Wizard Hat Helmet +1 to casting rolls
2 Wooden Body Armor Body -1
3 Metal Body Armor Body -2 -1 to move value
1 Arm Guards (pair) Arms -1
1 Shoulder Guards (pair) Arms -1
2 Skirt Legs -1 -1 to move value
1 Greaves (pair) Legs -1 -1 to move value
2 Knee Pads Legs -1
4 Military Vest Body -2 -1 to life
Clothes
Points Name Class Special Abilities
3 Bandolier Body A unit wearing this may make +1 attacks with
a ranged weapon.
3 Cape Back A unit wearing this may deal D3 mortal
damage to a unit within 3” of it when it dies.
1 Bandana Neck A unit wearing this may add +1 to their move
if they are on a mount.
3 Doctor Coat Body Support Ability: a unit wearing this may heal
D3 life to a unit that is within 3” from it.
2 Wizard Beard Neck You may reroll 1 d6 once when making casting
rolls
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Battle for Brickdom Core Rules
Equipment
Points Name Class Special Abilities
3 Binoculars Hand +2” to ranged weapon range.
2 Radio Hand A unit with a radio may move 4” towards
another friendly unit with a radio once during
the combat phase.
3 Grenade/Dynamite Hand May be used once per game. Can be thrown 6”
for 1 mortal wound to each unit within a 3”
radius.
2 Quiver of Arrows Back +1 Attacks with a bow or crossbow.
4 Laptop (Airstrike) External Support Ability: Roll 1d6. On a 6, deal D6
mortal damage to an enemy unit within 6”.
3 Wrench Hand Support Ability: You may repair(discard 1
wound from) 1 machine within 3”
4 Handcuffs Hand Support Ability: You may put your handcuffs
on 1 unit within 3”. That unit may roll d6 once
during their support phase. On a 6 the
handcuffs are destroyed. A unit may not attack
or perform any abilities while the are
handcuffed.
3 Scroll Hand A unit holding a scroll may attempt to cast 2
spells during their magic phase.
3 Map Hand Support Ability: Roll 2d6. On a 5+ the unit
holding the map gets +4” to move during that
turn.
4 Holy Bone Hand Discard to perform an active magic spell from
a totem the unit holds without having to make a
casting roll. Only use on a magic unit.
4 Backpack Back A unit may have one piece of equipment in
reserve that can be swapped out by any other
piece of equipment that unit is carrying at any
time during the game. The additional piece of
equipment's point cost is not factored into the
initial points cost of the unit.
3 Chicken Leg (Food) Hand The wounded unit holding this piece of
equipment may discard it to recover up to 3
life.
2 Fish (Food) Hand The wounded unit holding this piece of
equipment may discard it to recover up to 2
life.
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Battle for Brickdom Core Rules
Vehicles
Points Name Class Special Abilities
4 Bicycle Vehicle +2 to move value
8 Quad Vehicle +6 to move value; +1 to life
8 Motorcycle Vehicle +7 to move value; +1 to armor value; +1 to life
10 Jet Bike Vehicle +7 to move value; +1 to life
10 Car Vehicle +9 to move value; -1 to armor value
15 Tank Vehicle +4 to move value; -2 to armor value
Mounts
Points Name Class Range Attack To To Damage Special Abilities
Hit Wound
6 Horse Melee 2” 4 4+ 3+ 1 +5 to move; +1 to life
12 Dragon Melee 2” 4 3+ 3+ 2 +7 to move; +7 to life; -1
AV
Ranged 8” 2 3+ 4+ 3
Dragon also uses Firebreath
during the ranged phase to
cook his enemies from a
distance.
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Battle for Brickdom Core Rules
Machines
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Battle for Brickdom Core Rules
Machines Cont.
Targeting a Machine
A machine itself may also be
targeted for attack. It battles just
as if it was its own minifigure,
with its AV and life taken into
effect.
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Battle for Brickdom Core Rules
Companions (Pets)
In Battle for Brickdom, each unit may have a companion (or pet) that supports that specific unit. Pets are attached to
each individual unit and may only work with their unit or “handler”. You may add a pet to the handler's unit sheet
for points and east reference. Pets may only move their “move value” away from their handler. When the handler
moves, the pet moves the same distance in the same direction, then makes its own move. They resolve any support
abilities during that player's support phase and may only attack during their handler's turn to attack (if they have an
attack). A unit may only have 1 pet per minifigure. The pet's life is added to the minifigure's life, but the pet itself
may be targeted for attack. If a pet is targeted for attack, it uses its own AV to evade attacks. If the pet dies, its life
(which was added to the unit's life) is then taken away from the unit's life. If the unit dies while the pet is still alive,
the pet has no handler and is either killed on the battlefield or runs off never to be seen again. Treat it as dead.
Name Move Life AV Support Ability Special Traits Points
Dog 5” 3 3+ Melee Attack: 5 Attacks, 2” 3
range, 3+ To Hit, 3+ To
Wound, 1 damage
Cat 5” 2 4+ Any unit in battle with a unit 3
with a cat gets +1 AV.
Bird 10” 2 3+ Support: If the bird and its Any enemy attempting to 4
handler are both within 5” attack a bird may only do so
of a piece of terrain, the with a ranged weapon, and
handler may move within 1” must make a detection roll.
of that piece of terrain. Roll 1d6. On a 4+ you may
make your attack, otherwise
you can't.
Owl 8” 3 3+ Support: Roll 1d6. On a 5+, An Owl's handler may +1 to 4
its handler may cast a their magic spell cast roll.
second spell during this Any enemy attempting to
turn’s magic phase. attack an owl may only do so
with a ranged weapon, and
must make a detection roll.
Roll 1d6. On a 4+ you may
make your attack, otherwise
you can't.
Bear 5” 7 3+ Melee Attack: 4 Attacks, 2” 5
range, 3+ To Hit, 2+ To
Wound, 3 damage.
Any enemy within 5” of bear
gets +1 to their weapon's To
Hit value.
Dragon (non mount) 10” 10 2+ Support: Roll 1d6. On a 5+ Melee Attack: 4 Attacks, 2” 8
you may perform a ranged range, 3+ To Hit, 3+ To
firebreath attack on an Wound, 2 damage.
enemy within 8” Firebreath Ranged Attack: 2
Attacks, 8” Range, 3+ To Hit,
4+ To Wound, 3 damage.
Mouse 8” 2 2+ Support: Choose an enemy Any enemy attempting to attack 4
within 6”. Roll 1d6, on a 3+ a mouse may only do so with a
move the mouse within 1” of melee weapon, and must make a
the enemy and that enemy gets detection roll. Roll 1d6. On a 4+
-1 life. You may perform this you may make your attack,
ability up to 3 times in 1 turn otherwise you can't.
on different enemies.
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Battle for Brickdom Core Rules
Unit Sheet
Below is a sheet you can use to plan out your units. Write down all the equipment and weapons you have and use it
to calculate the life, armor value, move and total point value of your unit.
Unit Name:
Life: Armor Value: Move: Total Points:
Weapons Class Range Attacks To Hit To Wound Damage Points
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Battle for Brickdom Core Rules
Machine Sheet
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Battle for Brickdom Core Rules
Aerial Drones
Aerial Drones are remotely be within 3” of it. You may not
piloted, intelligence gathering Spotting move then land, nor may you
aircraft that fly above and Drones provide a spot ability takeoff then move within the
support the troops on the that marks enemies that might same movement phase.
ground. They are comprised of be camouflaged or hidden
several parts and require a crew behind objects. This spot also Ground Station
to operate. adds to other attacks made by The ground station does not
friendly units. move after it has been placed.
Drone Composition The 2 minifigures within the
Drones are comprised of at least Drones perform their spot ground station may be attacked
the following things: support ability on all enemies individually like any other unit.
Engine - Used to create within 18” of them. Roll 1 d6 The attacker must have line of
propulsion. (2pts) per enemy, (rolling for all units sight. Therefore, if the operators
individually.) For enemies that are within a box, they will be
Airfoil - Used to create lift. (1pt) are larger than a standard more heavily guarded. But the
minifigure, +1 to their dice roll. units' stats will be dependent on
Prop - Rotating wing that moves For units underneath shelter or the armor they have equipped
the aircraft, attached to the outside of line of sight of the personally. If either of the 2
engine. (1pt) drone, -1 to their dice roll, for crew members are killed, the
units with camouflage, -1 to drone may no longer assign spot
their dice roll. For any 2+ markers.
Camera - Downward facing,
data gathering tool. (5pts) results, the attacker will place a
spot marker on the spotted unit. Aircraft
Now, any other unit that attacks The drone must be built so as to
Antenna -Signaling device that the spotted unit may reroll any convey all the parts of the
transmits data to the ground (To Hit) attack dice that do not aircraft that are mandatory (refer
station. (4pts) hit once. Attackers may not to Drone Composition). It
reroll any dice more than once. should make sense, and
The ground crew is comprised Spot markers go away at the shouldn't be too large so as to
of the following things: start of the Attackers next not take up unnecessary space
support phase. on the battlefield. Drones should
Ground Station - 2 computers be situated on some sort of stand
and 2 chairs with device to Location that raises the drone at least 6”
receive data. (7pts) Drones start out on top or next from the top of the play surface.
to their ground station. They are Measurements are taken from
Pilot - Minifigure in charge of considered to be “landed”. A the bottom of the actual aircraft,
flying the aircraft (5pts) drone does not have any abilities not from any point on the stand.
and cannot attack if it is landed.
Intel Gatherer - Minifigure in During the movement phase, an
charge of collecting the data and aircraft can “take off”. By
transferring it to other soldiers. declaring that it is taking off and
(5pts) setting it up on its stand. The
unit doesn't move but can now
(Optional Additions to crew and move next turn and can operate.
equipment)
Stats
Maintainer (on ground) Carries Drones have a movement of 12”
a wrench. Can fix aircraft upon and 5 life. Their Armor Value is
return. 2+. To be repaired by a
mechanic, the drone must be
“landed” and the mechanic must
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Battle for Brickdom Core Rules
Army Builder
Magic
Army building is integral to Squads Magic should be played with
creating a balanced game. The Do not underestimate the value caution. It can be very powerful
rules are really up to you. When of a squad. 5 attacks at once are and is recommended with a lot
you are getting ready to play, exponentially better than 1 of builds, just know that
you should first agree upon a attack 5 times. It is just how the magicians will become an easy
points value. This is the one dice work. Create like outfitted target once the enemy knows
aspect that works well and is units that can work together as what they can do. Offensive
integrated into the rules of the members of a squad. Normally magicians should be heavily
game. Each weapon, armor, squads are at least 5 minifigs. shielded and healers should stick
equipment, vehicle, etc has a (Less are allowed.) Squads to the rear to dodge enemy
point value associated with it, as should be your heavy attack volleys.
well as the individual minifig units. Create a good offensive
which has its own point value of minifig, then multiply it and Example: We will include a
5. You must create your army create a squad. couple of Astro Wizards. One
within the boundaries of a will be offensive and one will be
certain number of points. A Example: We will have a 5 man a healer with 2 totems a piece.
good sized army, while keeping clone trooper squad equipped They are also equipped with
gameplay around 1 hour is 150 with assault rifles. This will give assault rifles so that they are not
points. This will give you 10 dice each time this squad useless in combat.
several squads and a MVP and attacks.
will make a good starting point Ranged vs Melee
for an army build. Support Ranged weapons are much more
Support is vital to the success of powerful than melee weapons
For example, we are going to an army. Choose support units (normally). In turn, they are also
walk through building a 150 that will greatly affect the values more expensive. When you
point army. As we cover on the table. You want to lower build an army full of assault
different aspects of army your hit values and increase rifles, understand that you will
building, we will continuously enemy armor values. Rerolls are have a smaller minifig count
relate it to our army build. golden. Drones are expensive then someone taking
but worth it. They will grant you swordsmen. Advanced weapons
Factions an almost guaranteed hit reroll are powerful in the form of
Sometimes you will want to to units who are out in the open. additional attacks. They fire
create your army entirely of a If you are running mechanized repeatedly and do more damage
certain faction, or themed group. vehicles, always have at least which makes a huge difference
There are plenty of already one wrench somewhere on the in combat. One assault rifle is
established factions (pirates, field. Whether it is on the equivalent to 3 or 4 swords
clones, wizards, knights, vehicle (preferred) or you have a because of the 2 attacks and the
cowboys, etc) but there is mobile mechanic running higher damage.
always room to create your own around, you will benefit from
factions as well! One of the healing your busted machines. Example: All of our clones will
crazy factions that we have be outfitted with Assault Rifles.
come up with are Astro Wizards Example: Our example will These are arguably the best
who are astronauts but have come in the form of our platoon weapons in the game. They give
magic wands and can perform leader. We will have one unit the player 2 attacks per turn and
magic spells. that will lower the hit values of have a mild hit/wound
any unit attacking within 3” of probability. They also do 2
Example: We will stick with him. damage instead of 1 and have a
mostly clone troopers with this range of 12” We will also have a
build, but we will have stuff pair of clones with sniper rifles
from all over! to give us some added strength
and range in the array.
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Battle for Brickdom Core Rules
Breakdown
1 Squad of 5 clone troopers
Minifig(5) + Full Helmet(3) + Assault Rifle(4) = 12.
12x5= 60
60+13+48+29=150
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