The Nefarious Nega-BlokTrix
The earliest CLOan Negafigs appeared in the 1,991st BrikVersal Reconstruktion as the Negaverse's inverse, anti-awesome reaction to the Deadly SpaceMen of BrikVerse 1,977. Luckily, their CLOan War invasion forces sucked badly and were easily crushed by the defending paladins of the purist Legit-eye Knights.

Lacking credible opponents, many Legitis abandoned the cause over subsequent Reconstruktions, and were caught unprepared when the Nega-BlokTrix arrived in BR 2,003 at the head of an unstoppable Poop Dragon armada.

(BrikWiki entry: The Nega-Bloktrix)
QuikWars
The Nefarious Nega-Bloktrix
Following the Gray Shift, the quick and dirty tactics of the nefarious Nega-BlokTrix in the successful Poop Invasion in BR 2,003 made her the patron saint of QuikWars.

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 an introductory alternative. Corresponding chapters in the full BrikWars rules system are shown in the sidebar for each section.



Q.1: Overview of Play
Gameplay and The Player Turn
Esprit de Core The BrikThulhian Troika
Where QuikWars is kept deliberately simplified, a full overview of BrikWars' gameplay is presented in Chapter One: Gameplay. Individual turns are covered in Chapter Four: The Player Turn.
"A good plan violently executed now is better than a perfect plan executed next week."
- George S. Patton

QuikWars is a skirmish 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 may choose to field similar armies in coordinated colors, but mismatched mishmash armies work just as well. As long as minifigs get brutally and hilariously slaughtered, everybody goes home happy.

After rolling dice to determine the order of play, players take turns orchestrating manuevers and assaults until only one army is left standing.

On each player's turn, each of his or her units can move any distance up to its Move rating, and pick up or drop any objects it comes across (assuming it has hands free to do so). Before, during, or after its movement, the unit has the option to either make one Attack or build any bricks it's carrying into new or existing constructions.


Rolling Dice
In QuikWars, all dice are standard six-sided cube-shaped dice. Any time a player rolls dice, any die that comes up '6' means they can add another die to the roll, increasing the sum. If that die also comes up '6,' they can add another die on top of that, repeating the process for as long as they keep getting sixes.



Q.2: Armies
The Mighty Minifig and Armies
The Mighty Minifig Buy Now!
Minifigs in BrikWars are similar to those in QuikWars, with an added Skill rating and Specialist variations. BrikWars minifigs are spotlighted in Chapter Two: The Mighty Minifig. The full range of minifig Specialists are presented in Chapter Eleven: Armies.
Minifigs
In QuikWars, all minifigs (miniature figures, or "little people") have the same attributes.

Move Move: 5"
The Move 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 1" in a single jump, 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.

Armor Armor: 4
The Armor stat tells how much damage a minifig can absorb in a single attack. When a minifig takes damage, if the damage is 4 points or less, the minifig lives. If the minifig takes 5 or more points of Damage in a single or combined attack, it dies - knock the minifig over and, if appropriate, detach a couple of its body parts.


Minifig Heroes
The Minifig Hero BrikWars Heroes, their Heroic Egos, and Heroic Weapons get a chapter all to themselves in Chapter Six: Minifig Heroes.
Heroes
Each QuikWars 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, 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 minifigs of whichever gender, 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 the opposing players rolls an opposing die to prevent the Feat from succeeding. If the Hero's 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.


Minifig Weapons and Weaponry
The Skully Grail Zug zug
BrikWars offers a much wider variety of weapon choices than QuikWars. Troop-level weapons are catalogued in Chapter Three: Minifig Weapons. Siege and custom weapons rules are in Chapter Eight: Weaponry.
QuikWars Weapons
Weapon Damage Range
Bare Hands None -
Hand Weapon 2 dice touch
Ranged Weapon 1 die 10"
Body Armor +1 die to Armor
Shield -1 die to enemy Hand Weapons
Brick 1 die 5"
Siege Weapon 2 dice 10"
Weapons
Each Minifig may attack with 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.

Bare Hands
There is no unarmed combat in QuikWars. A Minifig without a weapon must use its bare hands to pick one up.

Hand Weapon
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.

Ranged Weapon
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.

Body Armor
A Minifig gains an additional +1 die of Armor for wearing a piece of Body Armor.

Shield
A Minifig holding a Shield takes only 1 die of Damage from enemy Hand Weapons, rather than 2.

Brick
A Minifig may carry around loose bricks in one or both hands for whatever reason. In desperate situations, it can swing or hurl the brick at an enemy for 1 die of Damage. A Minifig can also attach loose bricks within reach to any appropriate surface, in order to build fortifications or repair vehicles or whatever other purpose. This counts as the Minifig's one attack for the turn.

Siege Weapon
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 it's 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.


The Horse
A Prancing Destrier BrikWars' rules for Horses and mounted combat can be found in Chapter H: The Horse.
Steeds
Move Move: 10" Armor Armor: 8
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.

If a mounted Minifig is killed or abandons its Steed, then any Minifig from any team may hop onto the abandoned Steed and ride off.



Q.3: Constructions
Structures and Vehicles
Ray the Mechanik Pilot Error
BrikWars' rules for building, damaging, and repairing large constructions are in Chapter Seven: Structures. Rules for handling large Vehicles are in Chapter Nine: Vehicles.
Construction Damage
Anything 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.


Controls
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.


Propulsion
Propulsion Unit Moves on
1 pair wheels / treads / legs solid ground
1 sail / 2 oars open water
1 helicopter rotor flying
1 pair thrusters any
Vehicles
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 Unit.

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).

Vehicles are not as maneuverable as Minifigs and Steeds. 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.



Q.4: Victory
Victory occurs when all opposing units have been wiped out and humiliated. What did you expect?