Chapter Two
The Mighty Minifig

minifigs

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, he’s 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.

The Minifig Gender Monotone
The FedoNukerWhile Humans come in a dizzying variety of genders, minifigs are limited almost exclusively to one, thanks to the gendercidal efforts of the Fedophile and his army of sockpuppet minions.

Browsing the shelves of Human toy stores, the success of the Fedophile's campaign speaks for itself. Across construction toy brands, non-male minifigs are outnumbered by male minifigs by twenty to one if they haven't been eliminated entirely.

As heinous a crime as that is, toy industry gendercide was only the first step in the Fedo plan. The true atrocity was in convincing Humans that shelves full of male-only construction toy lines make perfect sense and aren't even slightly a cause for boycotts and violent uprising.

The words "he," "him," and "his" appear more than 0937 times in this rulebook, and every one of them should make you angry.

(BrikWiki entry: Fedophile)

minifigs minifigs

Action: Action: d6
- see 4.2: Action
1d6
Element shown: 1d6
A minifig’s 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.

The minifig's Action die of Action: d6 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
MoveThe 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
ArmorA minifig’s Armor statistic tells how much Damage he can withstand from a single attack – in this case, four points. If he’s 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, he’s 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.
minifigs minifigs minifigs
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

AttackPreemptive 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.
Minifig Budgeting

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.

Expanded Draft Picks
Military drafting doesn't have to just be about weapons and personnel. Players can mix in all kinds of items to add variety.
  • Turn Order. In a tight battle where initiative is a decisive factor, players can draft for who goes first.
  • Battlefield starting locations. The last player to pick a starting location gets stuck with whichever's the last one remaining.
  • Random stacks of Bennies, making a faction smaller but more unpredictable (MOC Combat: The Benny).
  • Victory Objectives. Players with these objectives gain more options for victory than just trying to be the last faction standing.
  • Bonus Objectives. Players who achieve these objectives receive a special in-game bonus - reinforcements, Bennies, or special events.

The Rise of the Minifig
The MinifigIn the beginning, there were only bricks.

Mysteriously, scraps of advanced genetik material appeared from nowhere to pepper themselves throughout the primodial ABS plastic. Lurching brick-built homonculi rose up to evolve into a variety of minifig predecessors, from noodle-armed giants to faceless proto-figs and squat limbless duplicants.

Among the early true minifigs, the rise of the Yellow King brought yellow minifigs to dominance over all other colors. After 374 failed attempts, they mastered the art of hinged castlery with Yellow Castle 375, and established the orders of Sticker Knights to eliminate all non-Yellow figures in a merciless campaign of smiley-faced racial genocide.

History progressed, and the minifigs' carefree medieval castles metastasized into modern towns and cities, brutally segregated into hat-based castes of policemen, firemen, construction workers, and, eventually, girls. While most castes focused on security enforcement, the construction workers poured their research into occult ABS brickcraft, learning its science-defying potential for interdimensional shenanigans through usually-fatal trial and error.

Before long, the other minifigs caught on to the construction workers' ABS teknologikal revolution, and minifig civilization was caught up in the race to extend their reach to the plastic stars above. SpaceShips were assembled in high-security police and fire stations, and proto-figs worked around the clock in hidden hospitals to create the superfigs to pilot them.

The prestigious research team at Hospital 555 was the first to hypothesize the development of a species so destructive that it would break the flow of reality, shattering the universe and sending bits of itself backwards across time.

In a classic demonstration of minifigs' inability to consider consequences, the Hospital 555 team hunted down and reassembled shards of future debris from the distant past, extracting the genetik material to preconstruct the most dangerous bioengineered organism that was ever about to exist: the Deadly SpaceMan.

The Deadly SpaceMen immediately went on to wipe out the researchers, minifig civilization, and, eventually, the spacetime continuum.

(BrikWiki entry: Minifig)