BrikWars is a game with a long history of misconduct and malfeasance, and its continued existence would not have been possible without the begrudging tolerance of a long series of gaming and construction-toy communities who really should have known better.
image rights: Kommander Ken, signed 7/23
BrikWars has existed in some form or another since our grade-school graphite-on-notebook-paper "Rules for Lego Warfare*" in 1989, but became much less unplayable over the intervening decades thanks to inspiration from several other games and designers.
Much of BrikWars' early philosophy and mechanics were inspired by R. Todd Ogrin and Eric O'Dell's LegoWars* and LegoWars II*, released to online bulletin boards and the Internet from 1991-1995 before being struck down by implacable agents of The LEGO Company who didn't approve in even the tiniest degree of these unauthorized uses of their LEGO® trademark.
||LEGO® is a trademark of the LEGO Group of companies which does not sponsor, authorize, or endorse any of the games mentioned here.
LEGO® should always be capitalized and never made part of another word or title as seen here. LEGO® is the name of the brand, not the toy, even if logic and common usage dictate otherwise.
BrikWars' ill-advised attempts at satire were inspired by Vincent Baker and Lumpley Games' kill puppies for satan (2001). As a brutal deconstruction of the tabletop gaming ethos in 2001, the satirical thrusts of kill puppies for satan are uncompromising and surgically targeted, and thus much more successful than BrikWars' tone-deaf mishmash of incoherent swipes at whatever subject comes first to mind.
BrikWars' dice fetishism was greatly inspired by Lumpley Games' Mechaton (2006), later reworked as Mobile Frame Zero 001: Rapid Attack (2012) by Joshua A.C. Newman at the glyphpress. The Mobile Frame Zero community is morally and ethically superior to the BrikWars community, and their periodic callouts over the years when our satire misses the mark (or worse, hits marks it shouldn't have been aiming at in the first place) have been a source of unending mortification. They rightly approve of nothing we do here.
BrikWars' willingness to turn gonzo anything-goes broken game mechanics into a core asset were inspired by Palladium Books' Rifts RPG - 1st Edition (1990). Special tanks to Quinn Murphy of Thoughtcrime Games for his writing on this subject, and for years of foundational game design insight; his Rights of Play (2016) in particular were transformational for the BrikWars community.
Our love of sidebar text and our abject surrender to metastatic scope creep were inspired by Steve Jackson Games' GURPS Third Edition (1986).
Our opposition to our own rules was inspired by the misleading tagline for Mayfair Games' license of Cosmic Encounter (1991), even though "the game that breaks its own rules" turned out to be more of a game that offers a limited selection of minor self-modifications. It was a huge inspiration for us later when Brian Tivol (later of Pair-of-Dice Games) explored the premise for real in Nomopoly (1997).
My Poor Family
image rights: Dilanski, signed 1/10/21
Special tanks to my family, who've somehow tolerated the past decade of late nights and disrupted sleep as I tried to stay one step ahead of the unrelenting madness of the BrikWars community. They've served as both playtesters and sounding boards for my half-baked ideas, and suffered through years of terrible jokes over the dinner table as I worked to make them even more terrible in order to meet the rulebook's bottomless standards.
Special tanks to Manda for web design and back end support, and for processing hundreds of pages of online text for print. Special tanks to Skylar and Tabi for their work keeping the newsfeed updated, and for keeping us mindful of how real kids play with real bricks in the age of the Internet. Special thanks to Max for being a crazy baby and reminding us how great it is to stack things up just to smash them down again.
Our Generous Patrons
Finally, special tanks to our Patreon backers who kept the project afloat through a couple rough years of pestilence, famine, and literal plague. Your generosity kept the servers running and made it possible to maintain forward momentum as the whole world came crashing down like so many knockoff-brand construction bricks.
Keith G Bennett