AmmoMan wrote:Whoah. That is an intimidating amount of weapons.
IVhorseman wrote:AmmoMan wrote:Whoah. That is an intimidating amount of weapons.
They're all the weapons from the 2001 rules. Go ahead and use them, but take note that 2001 weapons are NOT balanced for use against 2005 armor values for different guys. It's okay to use them, but you'll get some really weird results.
penguins wrote:Wohhh thanks a lot everyone. I had no Idea it would be so well received.
Shaeph: humm, it works for me. What browser are you on? did it not work for anybody else?
Do people use the 2005 rules more than the 2001, It would be simple to create a second app just for them.
Glad you enjoy everyone. Thanks for the input.
the 2001 rulebook wrote:0.1.1 Rules
"Any fool can make a rule, and any fool will mind it."
- Henry David Thoreau
There are an awful lot of rules in this manual. Many players feel that this runs contrary to the spirit of playing with plastic building bricks. This is not actually the case. This opinion stems from a mistaken belief about the nature of rules.
Almost any person involved with the creation and enforcement of rules will try and convince you that you are obligated to respect and obey them - whether they are the rules to a typical board game, the local traffic laws, the Ten Commandments, the laws of physics, your national tax code, or the Geneva Convention. This is simply not the case; rules have no inherent authority and human beings have no inherent obligation to respect them. Which rules you choose to follow, and to what degree, are entirely a matter of personal choice (although most people choose to remain blissfully ignorant of this fact). The consequences of breaking rules may be quite severe (which is why, for example, most people elect to continually abide by some form of the Laws of Gravity), but in many cases the crime is more than worth the punishment. The only danger when breaking a rule in BrikWars is the possibility of angering the other players; as long as you can keep them happy then you're encouraged to break and ignore as many rules as you like.
When you go to a restaraunt, do you order one of every item on the menu? Unless your name is Russel Agdern, the answer is no! You make a selection of items based on taste, budget, appetite, and whatever fad diet you currently follow. When you crack open a phonebook or dictionary, do you try and memorize every page? Of course not! You go straight to a specific entry, put it to whatever use is required, and more likely than not, forget all about it within a few minutes. If you're going to play BrikWars, you have to treat the rules like your collection of plastic bricks. Get a feeling for which pieces are available, choose the ones that best suit the model you are trying to build, and go. The pieces you're not using are best left in the box, but keep the box handy in case you need to make modifications later.
When you were a small child creating plastic-brick cities and castles, you didn't need any rules at all; your natural imagination was enough to keep things running. This is the aesthetic height to which BrikWars aspires. Unfortunately, as life progresses our minds are subjected to a steady bludgeoning from such things as public "education," gainful employment, bureaucracy, legal disclaimers, and tax forms. Our brains atrophy and we become dependent on the rules and regulations that are imposed on us. This is the only reason this rulebook is provided at all; it is a set of mental training wheels. The less you need to use it, the prouder you should be.
We've designed the system so that you can (and should!) safely ignore ninety-nine percent of the rules ninety-nine percent of the time. This is especially important for first-time players, for whom the rules in the later chapters of this book are simply too intensive to be appropriate. A group's first few battles should be simple and straightforward, in order to give players the chance to decide which of the Optional Rules they enjoy and which are a waste of time, and to establish the group's gaming style. Players that try to take all of BrikWars in one bite tend not to play a second time.
The majority of the rules are included to resolve arguments that may arise in unusual situations. If you can find quick and easy ways through less-conventional situations without heated debate, then you can avoid having to deal with these rules. Only the most foolhardy player will try to use all the rules, all the time; it will quickly become apparent which rules are essential, which will be reserved for occasional use, and which are never likely to be used at all. In BrikWars, only one rule is absolute:
THE RULE OF FUDGE
Fudge everything your opponents will let you get away with.
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