The Mighty Minifig
A minifig is a cute and friendly-looking fellow, but don't be fooled. Behind that lovable exterior is a remorseless killer. A minifig will hack a Human's heart right out of their chest if he thinks he can get away with it - his minifig village could live for months off the meat. Failing that, hes happy to go on massive fratricidal rampages in hopes of gaining favor with his Human overlords.
2.1 Minifig Stats
Despite his shocking misanthropy, a minifig is a simple creature, defined by three attributes: Action, Move, and Armor. (In later chapters, some advanced minifigs will also have a Specialty that gives them extra abilities.)
These attributes are the minifig's stats, and they're described on a minifig stat card like the one above. Players fielding a large number of different kinds of minifigs can print or photocopy their cards for easy reference during battle. In the Core Rules, however, most minifigs are exactly the same, distinguished only by their choice of weapons and equipment.
Action:- see 4.2: Action
A minifigs power to take Action is granted by his Action die, which players roll to determine the minifig's successes and failures. The die represents a composite measurement of natural aptitude, training, and luck.
Element shown: 1d6
The minifig's Action die of means he rolls one six-sided die each time he makes an Action Roll (4.2: Action), most commonly to whack another minifig across the skull with a convenient object.
Move: 5"- see 4.1: Movement
The Move statistic describes the distance a minifig can move in a single turn under normal conditions. A standard minifig moves five inches per turn.
Armor: 4- see Chapter 3: Minifig Weapons
A minifigs Armor statistic tells how much Damage he can withstand from a single attack in this case, four points. If hes hit by an attack that does fewer than four points of Damage, the blow glances harmlessly away and the minifig can continue fighting. If an attack does more than four points of Damage, hes killed instantly; knock the minifig over and sever a couple of body parts as appropriate. And if an attack does exactly four points of Damage, then the minifig's player gets to choose Something Bad to happen to him (5.1: Making Attacks).
Minifigs don't have "hit points" like Humans might have come to expect from other games. In BrikWars, an attack either kills a minifig or it doesn't. In battles that might involve dozens or even hundreds of minifigs at once, a system of individually-tracked hit points is too burdensome to manage from turn to turn.
While the LEGO® MINIFIGURE™ is the seminal example of the minifig species, minifigs are now available from a large number of manufacturers in nearly-limitless variety.
Minifigs shown: LEGO, Mega Bloks, Best-Lock, PLAYMOBIL
2.2 Minifig Armies
Like the rest of BrikWars, how players handle army composition and team balance is more a matter of personal taste than any one system set in stone.
Serious builders can spend hours crafting polished infantry, vehicles, and scenarios. Dedicated tacticians can put special thought and care into balancing the distribution of minifigs and equipment, guided by a misconception that battles should be fair or conflicts should make sense. More commonly, BrikWars armies are mustered through the time-tested military strategy of dumping bins out onto a table and grabbing whichever units come most immediately to hand.
Preemptive attack is the recommended and most popular army balancing system among minifigs and BrikWars players alike, allowing players to avoid accounting overhead through a simple and innovative technique. Once the armies and battlefield are assembled, players immediately begin the game and attack before any of their opponents have time to worry about balance.
Enemy balancism can't always be prevented. Some adversaries might try to thwart the preemptive attack system by running army calculations in advance before even showing up to the battlefield. In cases like these, the solution is to ask them a simple question about their army numbers, wait for them to start talking, and then immediately attack.
In the Core Rules, all units are minifig-based, and minifig budgeting is simple. Regardless of weapon loadout, a minifig is worth one minifig. A Horse (Chapter H: The Horse) is also worth one minifig. A Hero (Chapter 6: Minifig Heroes) is worth one Hero, which is a different thing altogether. But if every player has the same number of minifigs and Horses together, and all players have the same number of Heroes, then their armies are equal. If not, then they have an opportunity to decide whether equality is something they care about to begin with.
The Military Draft
For impromptu battles, players don't have to bother with preparing armies in advance. Instead, they put all factions' combined forces and equipment in a pile between them and take turns choosing assets for their teams in a military draft.
Players can divide up the draft options however they like. It can be as granular as picking out individual minifigs, weapons, and vehicle parts one at a time, or as chunky as choosing between pre-equipped minifig squads, fully-loaded warships, and ready-built military bunkers. There's no need to worry about whether the options are equal or balanced, since all players are all choosing from the same supply, but in order to maintain the illusion of fairness, the player who divides up the pile for everyone to pick from should take the last spot in the draft rotation.