Chapter 12: Campaigns
The Deadly Spaceman

Over the course of a friendly King of the Hill battle in BrikVerse #2,009, a series of perfectly reasonable countermeasures and Hill-wrecking nuclear armageddons resulted in a dimension of infinitely replicating Hill duplicates. With no way of identifying the one true Hill, the Dutch warrior (and suspected horse) Rody retired from the eternal battle to forge a mighty Hilltop tavern from indestructible Orange Transparent bricks.

The Hill Dimension's unique properties place it outside the cycle of universal destruction and Rekonstruktion, making the Four Rums the only location in the BrikVerse with both a consistent chronological spacetime and a hard-won license to serve the Immortal Empire's psychosis-inducing Maniac Beer. Minifigs and creatures from all Retkons and Rekonstruktions gather in this interdimensional social hub, free from their usual continuities, to share Orange-tinted views of the eternal campaign raging outside and to fondly monologue about their ongoing plans to exterminate each other.
Wiki entry: The Four Rums

An empire whose fate can be decided in a single battle is missing the whole point of being an empire. To get the most out of its delusions of grandeur, a proper empire should commit to a campaign of strategic twists and dramatic reversals to give a sense of purpose to the otherwise-meaningless military adventures it was already going to pursue in any case.

In a BrikWars campaign, actions on the battlefield take on lasting consequences beyond simple victory or loss. Armies adapt over time as they take casualties and receive reinforcements, and the spoils gained during battles are used for strategic improvements in between. These, in turn, become the physical features of subsequent battlefields, in the form of territory, production infrastructure, and resource caches for enemies to conquer, raid, or destroy.

Staging a campaign requires a greater ongoing commitment from players than staging individual battles, and they'll have to be comfortable making up stats on the fly and quickly agreeing on ad hoc rulings for all the random scenery details and dramatic twists that arise from emergent continuity and can't be predicted in advance. Players should make sure to have plenty of experience with regular BrikWars battles before trying to string them together into a satisfying campaign.

12.1 Campaign Overview
Campaign Glossary
Campaigning adds a new dramatic and strategic envelope to regular BrikWars battles, and introduces a number of new attributes and concepts.

  • A campaign round is a single turn at the strategic level of the campaign, focused on one Faction and its strategic offensive. (12.1: Campaign Overview)
  • A Faction is a group of minifigs pursing a violent agenda in the campaign, along with whatever military and production resources they've dedicated to it. (12.2: Factions)
  • An Army is the physical assembly of military units and equipment a Faction has committed to the campaign.
  • A Budget is a reserve stash of Unit Inches that a Faction can spend to maintain and develop its Army.
  • A Headquarters is a Location that houses a Faction's command structure and Budget reserves.
  • A Faction's Alert Alert level reflects its commitment to a campaign. The Alert level determines the number of Glory and Sacrifice bricks it can spend on strategic actions. (12.3: Glory and Sacrifice)
  • A Faction awards Glory Glory bricks to enemies who inflict casualties on them. Glory can be used to motivate offensive efforts and increase production.
  • A Faction earns Sacrifice Sacrifice bricks by losing units in battle. Sacrifice can be used to motivate defensive efforts and raise the Alert level.
  • A Location is a site of strategic interest to the campaign. (12.4: Locations)
  • Resources determine what kinds of Fortifications and Army units can be built by the Faction.
  • A Location can be Mobilization Mobilized to produce Resources for the Faction that controls it.
  • A Location can be Fortification Fortified to give it defensive structures against enemy attacks.
In a BrikWars campaign, each player takes control of a minifig Faction, directing and developing its Army and industrial Locations while staging military offensives to gain advantage against rival Factions. Victories and losses in battle translate into Glory and Sacrifice that fuel each Faction's ever-escalating commitment of Budget and Resources until all sides but one (or sometimes all) are destroyed in glorious mutual phyrric annihilation.

The Campaign Round
A BrikWars campaign takes place over a series of campaign rounds. A different player takes the strategic initiative in each round, in whatever order the players decide. When each surviving player has taken the initiative for a round, the cycle begins again, repeating until the campaign reaches a conclusion.

  • Taking the Initiative
    A campaign round begins with a player taking the initiative to direct the course of events for the campaign round. If their Faction has enough Sacrifice bricks, it can spend them to raise its Alert level by one.

    The player declares the Faction's offensive for the round - either an Assault on an enemy Location or a Heroic Escapade by one of its Heroes.

  • Staging the Battle
    Players construct the battlefield and select troops from their Army. If they're revisiting an earlier battle site or throwing together an environment out of ready-built elements, this can happen right away. If not, players will take a break at this stage to roll up their sleeves and build a setting worth fighting in.

    When the field is ready, players deploy their chosen units and stage the battle. This is the most important part of any BrikWars campaign; all the clever strategies and compelling dramas mean nothing if they don't result in awesome combat.

  • Collecting Spoils
    Once the battle is over, whether because one side achieved victory or because players declared the interesting part of the fight to be complete, the Factions claim their spoils. These can include immediate material goods like seized territory, captured Heroes, and stolen equipment and materials, but the most important spoils aren't physical. Factions gather Sacrifice for their casualties, and award Glory to their enemies for inflicting them, giving their leaders the propaganda material to whip the population into ever-greater commitments of blood and resources for the campaign.

    If multiple battles occur as part of the same campaign round offensive, players conduct combat and finish collecting spoils for all of them before engaging in development.

  • Development
    At the end of the campaign round, all players can spend their Factions' Budget, Glory, and Sacrifice to augment their strategic assets and abilities.

    Factions spend their Glory bricks to activate and mobilize strategic Resource-producing Locations in the campaign sphere, and Sacrifice bricks to strengthen Location defenses. Once built, Location improvements are permanently attached to their Locations, although they can be damaged or destroyed. When an enemy conquers a Location, it takes ownership of whatever improvements survive the battle.

    Factions can spend Unit Inches from their Budget to use available production Resources to recruit, repair, and retrofit units in their Armies.

    A Faction's unspent Budget, Glory, and Sacrifice are saved for later turns.

    When all Factions have finished their development, a new Faction takes the initiative and the next campaign round begins.

12.2 Factions
Creating a Faction
It can be tempting to make a noble Faction based on inspiring principles and glorious legacies, but neither minifig culture nor the Human history it apes has ever had room for good guys.

No sooner does a minifig Faction evidence the slightest virtue than it's amplified and twisted into its own pervese caricature. Minifigs turn benevolence into condescenscion, bravery into foolhardiness, productivity into rapaciousness, and purity into intolerance, almost as automatically as their Human masters. BrikWars Factions are easily created by taking any "normal" organization to its comedic extreme, treating its worst caricatures as canon, and abandoning all non-violent methods for achieving their goals.

More important than its moral and philosophical shortcomings, a Faction should have a consistent visual style to differentiate its constructions and units from those of other Factions on the battlefield. A Faction can distinguish itself by color (white versus blue versus red-and-black-and-gray), genre (pirate versus ninja versus robotic space cowboy), or even toy brand (construction bricks versus plastic army men versus stuffed dinosaurs). Whatever style players choose, it should leave no room for uncertainty about which Faction a unit belongs to.
Where battles are won or lost by minifigs, campaigning is the business of Factions.

Any group of minifigs with a shared agenda of violence is a Faction. Factions can be of any size and organized around any principle, whether galaxy-spanning star empires, continent-spanning medieval kingdoms, or street-corner-spanning rival hamburger chains.

Shadowhawk Castle
Shadowhawk Castle is the fortress home of the Shadowhawk clan, forced into exile by the schemes of their Lighthawk cousins. Calling on whichever men-at-arms are still loyal (Mobilization Mobilization 1) and protected by strong stone walls (Fortification Fortification 3), the Shadowhawks plan a violent reclaiming of their ancestral lands and titles.
The Faction Headquarters
At the beginning of a campaign, a Faction has one active Location: its Headquarters, which contains its command structure and Budget stockpile for the campaign. Depending on genre, the Headquarters might be a king's castle, a police station, a galactic empire's core system, or a teenage delinquent's thrift-shop couch in his mom's basement.

Campaign Headquarters
Intimate The Attic,
The Treehouse,
The Faculty Lounge
Mobilization 1:
Fortification 1
Local The Tavern,
The Guard Barracks,
The Graveyard Complex
Fortification 2
Regional The Outpost Fortress,
The Invasion Fleet,
The Wizards' Tower
Fortification 3
Multinational The Capital City,
The Mothership,
The Royal Palace
Fortification 4

Development Bricks
A Location's development is tracked by adding bricks to its Location card: Glory Glory bricks for Mobilization Mobilization, and Sacrifice Sacrifice bricks for Fortification Fortification (12.3: Glory and Sacrifice). A Headquarters starting with Mobilization 1 and Fortification 3 will have one Glory and three Sacrifice bricks attached to its Location card.

The Headquarters should match the scope of the campaign. A nation's capital city wouldn't be an appropriate Headquarters for a border trade dispute over maple syrup production, any more than the three-wheeled mobile syrup command center would be an appropriate Headquarters for existential warfare between nations.

Players don't need to build the physical model for their Headquarters until they're actively staging a battle there. (They can if they want, of course; a ready-built Headquarters is good for Factional scene-setting and dramatic vignettes even if it's not yet in the process of getting blown to bits.) Instead, they write the name of the Headquarters onto an index card or sticky note to serve as their first Location card. As the campaign progresses, players use cards like these to keep track of the types and development levels of Locations as they're added to the campaign.

Campaign Leadership
Depending on the campaign fiction, players can elect to replace the minifig recruitment Workers at their Headquarters with Command Specialists: either Officers, Leaders, Commanders, or Great Leaders, as appropriate to the story and campaign scope (11.7: Command Units).

These Specialists still function as regular Location Workers for the purposes of minifig production. They aren't sent out as part of the Army, and they aren't paid for out of the Budget. However, if they're killed or captured, they can't be replaced, and their loss may mean an automatic defeat in the campaign unless players agree on a battle scenario where they can be rescued somehow.
Losing a Headquarters
When a Faction loses its Headquarters, it loses the abiity to recruit new minifigs, and its Commanders lose the ability to coordinate Strategic Interventions.

Unless the Faction or its allies can regain the Headquarters, their campaign is likely doomed to end in defeat as their minifigs are killed off and can't be replaced. The players are then well set up for their next campaign to be the losing Faction's resistance campaign against their conquerors.
A Faction's Headquarters is Mobilized, giving it an active workforce and production ability. A Headquarters' Mobilization point gives it a Worker on-site with the ability to recruit any number of standard minifigs armed with standard minifig weapons (Chapter 3: Minifig Weapons). These are a Faction's first production Resource, and the player writes "minifigs" on the Location card to show that they're produced here (12.4: Strategic Locations).

If all of a Headquarters' minifig recruitment Workers are killed or captured in an attack, the Mobilization number is reduced to match, and the Headquarters loses the ability to recruit minifigs until a new Worker is Mobilized as a replacement. The player removes the associated Glory brick from the Location card and crosses out the "minifigs" Resource entry.

A Faction's Headquarters is Fortified, giving it defensive structures and garrisons. The Headquarters' starting degree of Fortification is based on the scope of the campaign, from level 1 for an intimate campaign within a single building or academic faculty department, to level 4 for a multinational campaign spanning continents or star systems.

Headquarters are protected by a defensive structure, either in a perimeter wall around the Location facilities (an army compound, a fortified village, a high-security prison) or reinforced walls for a single main building or room (a naval flagship, a fortified inn, an executive restroom suite). The Fortification number determines both the Weight class of the defensive structure and the Size of the largest units in the defensive garrison (7.1: Structure). (With Fortification level 2, a Wild West Fort can have a log palisade with Armor 2d10, and can garrison maximum Size 2" rough riders and light cannon in addition to 1" riflemen on foot.)

The Headquarters inherits its starting Fortifications from previous history and past campaigns, which aren't subject to the Resource restrictions that will hamper new Fortifications once the campaign is underway. A Fortification 3 Royal Castle Headquarters can start with mighty Armor 3d10 stone walls, even though the Faction hasn't yet Mobilized the necessary construction Resources at the beginning of a campaign .

Unit InchesThe Budget
Easily stealable containers
By the unanimous consensus of respectable minifig treasurologists, the only appropriate way to store valuables is in obvious and easily stealable containers.

A Faction manages its campaign Budget from its Headquarters. The Budget is the Faction's supply of Unit Inches that can be spent to repair and replace units lost in battle, or to build and recruit new ones. These represent whatever combination of cash, weapons, supplies, and miscellaneous other resources the Faction has at its disposal for the campaign.

The larger a Faction's Budget, the longer the campaign it can wage. Once its Budget is used up, the Faction loses the ability to buy or replace units, and its campaign is approaching a final defeat.

A Faction whose Budget is running low can stage a Heroic Escapade in search of alternate income, but enemy Heroes stand ever ready to thwart their efforts and steal the treasures for themselves.

If a Faction's Headquarters is attacked, a portion of its Budget stockpile always happens to be lying around in the form of extremely stealable 1" crates, chests, and miscellaneous treasure items. One of these treasures is placed inside the Fortified defensive structures for every brick of Mobilization and Fortification on the Headquarters' Location card. Apart from being behind the Fortifications, the treasures are out in the open; they are the portion of the Faction's Budget that isn't locked away in a vault or hidden in some other secure location when the attack takes place.

Each treasure successfully stolen subtracts one Unit Inch from the defender's Budget and adds it to the thief's, until the defender runs out of Budget.

The Faction Army
A Faction's Army is the physical collection of minifigs, vehicles, and other units assembled by the Faction's player for fighting in the campaign. When attacking or defending, the player selects some or all of the units from the Faction Army to take to battle. Depending on the campaign fiction, the Army can represent a unique group of units based in a specific Location, or a representative collection of the units available at any Location in the campaign sphere.

Regardless of the size or power of a Faction overall, the units that it's able to assign to any specific campaign always tend to be roughly equivalent to the threats they're opposing. By Koincidence, a Faction's other military assets are inevitably deployed elsewhere and committed to unrelated agendas.

At the beginning of a campaign, a Faction's Army is made up of veterans and survivors of previous campaigns and adventures. Players can spend up to half of their Faction's Budget building up this starting Army with whatever units they feel are appropriate, ignoring any limits for Alert level and available Resources.

Once the campaign is underway, however, unit production and maintenance are limited by the Faction's production abilities. An Army can include units that its Faction isn't currently able to produce (based on its Resources) or field (based on its Alert level), but if those units are damaged or destroyed, they can't be repaired or replaced until the Faction gains (or regains) the necessary production abilities. A starting Faction is limited to its Headquarters' ability to recruit armed minifigs. It will need to mobilize or conquer new Locations and develop new Resources to increase its unit production abilities.

The condition and composition of an Army will change over the course of a campaign as it takes damage and casualties, and as it recruits, builds, or captures new units and equipment.

12.3 Glory and Sacrifice
Glory and Sacrifice
More than lands or wealth or strength of arms, Glory and Sacrifice are the true rewards of battle. It's these that leaders can use to bamboozle gullible minifigs into fighting and dying for their latest schemes of self-aggrandizement.

Glory is amassed in whatever brightly-colored bricks players have most available, while Sacrifice bricks are dark and bloody. Both Glory and Sacrifice are necessary for well-rounded leadership and the vigilant prevention of peace and understanding in any form.

Strategic Action Costs
Strategic Action Cost Amount Spending Limit
Increasing Alert Levels (12.3: Glory and Sacrifice)
Increasing the Alert Alert level by one Sacrifice Sacrifice current Alert Alert level once per
Initiative taken
Engaging in Combat (12.5: Assaults and Escapades)
Assaulting a Location Glory Glory Size Size inches of largest unit sent current
Alert Alert level
Staging / Upstaging a Heroic Escapade
Defending a Location Sacrifice Sacrifice Size Size inches of largest unit sent
(Fortification Fortified garrison units are free)
Developing Locations (12.4: Strategic Locations)
Activating a new Location Glory Glory the number of Locations
the Faction already controls
Alert Alert level
Mobilization Mobilizing a Resource the new Mobilization Mobilization number
at the Location
Adding a level of Fortification Fortification Sacrifice Sacrifice the new Fortification Fortification number
at the Location
Army Maintenance (12.6: Strategic Development)
Adding a unit to the Army Unit Inches Budget Unit Inches value of unit added current
Alert Alert level
Repairing a unit in the Army Unit Inches value of Effective Size inches repaired
(max Effective Size after repairs:
current Alert Alert level)

At the strategic level, all actions have a cost, and those costs escalate as the campaign progresses. Wrangling large numbers of minifigs requires an ever greater expenditure of blood and violence to hold their attention.

Minifigs will jump into casual individual-level violence at the drop of a hat, but it takes special motivation to get them to work together in a large-scale strategic engagement. Budgets and Resources have their place, but the real currencies of a campaign are the Glory and Sacrifice that inspire minifigs to escalating levels of violence and commitment.
Dead Soldiers
A wise leader maintains a steady stream of sensationalized casualties to keep the population in the proper state of mind for exploitation.

Living soldiers are great for causing damage, but they're a liability in the long run, constantly demanding food, payment, and retirement options. Worse, they tend to be too well-armed for the leaders to ignore out of hand.

Dead soldiers, on the other hand, are a motivational treasure worth their weight in political grandstands. Effective minifig leaders deliberately set up embarrassing defeats and mass atrocities in order to milk the tragedies for Sacrifice afterwards, just like Human politicians do.
Glory Glory comes from killing enemies. Killing enemies fills minifigs with all kinds of overconfidence and ambitions, and they get ideas about the only thing they love more than killing enemies: killing even more enemies.

Glory gives minifigs the inspiration to work, mobilize, and strike out. Glory bricks are spent to mobilize assets, recruit units, stage adventures, and launch attacks. The more Glory a Faction wins in battle, the more offensive options it gains.
Sacrifice Sacrifice comes from getting killed by enemies. Getting killed by enemies serves as a subtle clue that the enemies might pose a threat.

Sacrifice gives minifigs the rare ability to take danger seriously. Sacrifice bricks are spent to bolster defenses, thwart enemy plans, and raise a Faction's Alert level. The more Sacrifice a Faction suffers in battle, the more defensive options it gains.
Glory and Sacrifice points are represented by piles of bricks. Glory bricks are traditionally bright and colorful, while Sacrifice bricks are muted and dour, but players can use whatever colors they have readily available as long as everyone at the table knows which is which.

Taking Sacrifice and Awarding Glory
Before every battle, each Faction tallies up the Unit Inch value of its Army units in the field. When the battle ends, it tallies up the value of its survivors, to see how many Unit Inches it lost. The number of lost Unit Inches are added to the Faction's Sacrifice bricks.

Only the units from the Faction's Army are counted; enemy units and equipment captured after the beginning of the battle are not included. Wounded and partially damaged units are counted as if they were at full strength.

Glory can only be given by enemy players. For every brick of Sacrifice a player's Faction takes, they must award a corresponding brick of Glory to one of their enemies in the battle. Glory can go to the enemy or enemies most responsible for the Faction's casualties, or to the enemies who comported themselves most Gloriously in the battle, as judged by the player. They're free to award all the Glory bricks to a single opponent or to divide it between multiple worthy foes.

The harder a Faction fights, the more Glory and Sacrifice it will receive, but the faster its Budget will be depleted.

AlertThe Alert Level
Alert Levels and Escalation
The depth and complexity of the early campaign rounds are dictated by the slow rise of the Factions' Alert levels. With some special exceptions, the following are all limited by Alert level:
  • The Size of the largest units and equipment the Faction can build, recruit, repair, and send into battle
  • The number of Locations the Faction can activate
  • The strength of material Resources the Faction can Mobilize for production
  • How many Resources the Faction can Mobilize for production in a single Location
  • The strength of the Fortifications the Faction can build

These limits only apply to the Faction's ability to develop and utilize assets once the campaign is underway. A Faction can start the campaign with assets that exceed these limits, and no limits apply to assets siezed from enemies through conquest or capture.

There are no toys more afraid of commitment than construction toys. No matter how magnificent a Creation they're built into, they're already looking ahead to how they'll next get blown up or torn to pieces and built into something else. Commitment brings to mind nightmares of model glue and the Dark Ages of years spent as a shelf display piece, never to be played with or smashed apart again.

A Faction's natural inclination is to resist committing too quickly to a campaign. Its leaders will deny that the campaign's a big deal, predict it'll be finished by the Saturnalia holiday season, and assure the minifigs that everything will blow over before any of them have the chance to enjoy any personal inconvenience or discomfort. Only piles of mounting casualties have the power to convince minifigs to take a campaign seriously, letting their leaders raise the Faction-wide Alert level to a point where they're willing to get their hands dirty.

Factions begin a campaign at Alert level 1, where only a scattering of Faction members might even acknowledge that a Campaign is underway at all. As the Alert level climbs, the Faction sets aside its other distractions and commits fully to the destruction of all enemies, regardless of the cost.

A Faction can only spend as many Glory or Sacrifice bricks on a single strategic action as its current Alert level. A Faction with Alert level 3 can take as many one, two, and three-Glory and three-Sacrifice actions as it can afford, but it can't take a single action costing four Glory or four Sacrifice until it reaches Alert level 4.

At the beginning of each campaign round, the Faction taking the Initiative can spend a number of Sacrifice points equal to its current Alert level to increase its Alert level by one. In addition, a Faction's Alert is automatically increased by one level whenever it loses a Location it controls.

12.4 Strategic Locations
Minifig campaigns are focused on activating, developing, and fighting over strategic Locations. These Locations are added as they become relevant to the campaign; an empire might span vast deserts and dark jungles, but until it's actively exploiting them for their Resources or using them as battlefields, whatever events may be transpiring in those areas are treated as having no significant effect on the main campaign.

A Faction's existing territories and resources aren't part of a campaign by default. Until they're activated, their energy and efforts are devoted to unrelated business and other agendas. A vast and powerful empire will have to spend just as much time and effort to activate its existing Locations as an upstart invader takes to conquer new ones.

Each Location is a single, complete battlefield, isolated from other Locations by strategically unimportant travel space. Unless players manage to crash one Location into another, a normal battle can't span multiple Locations. If players set up a campaign where Locations are necessarily physically adjacent (for instance, floors of an apartment building, or wings of a hospital), they agree that it's the kind of campaign where no one has access to the kinds of weapons or tactics that would spill over between the Locations.

Activating Locations
Locations enter the game as a Faction spends Glory to activate them. The number of Glory bricks it costs to activate a new Location is equal to the number of Locations the Faction already controls. If a Faction has three Locations (the Castle, the Stables, and the Forest) and wants to activate two more (the Lumber Mill and the Clown-Face Bologna Brothel), it spends three Glory for the Lumber Mill, and four Glory for the Brothel (since the addition of the Lumber Mill brought its total Locations up to four).

A Faction's ability to spend Glory to activate new Locations is limited by its Alert level. If a Faction has no Locations left, it can't activate new Locations. If a Faction already controls more Locations than its Alert level, or if it has no Locations of its own, it can only gain new Locations through conquest in battle.

Location cards
When a Faction creates a Location, the player writes the name of the Location on an adhesive note or index card and places it on the table. If they want, they can draw a little picture on it, or build a tiny effigy out of bricks. Eventually, if the Location is attacked by an enemy Faction, they'll need to build it out at battlefield-scale, but it's best not to finalize construction before it's needed - the facilities and Fortifications of a Location grow and change as the campaign progresses.

Whenever a player adds bricks of Glory or Sacrifice to a Location, the bricks are attached directly to the Location card. If the Location changes hands, the improvements pass on to the new owners. If the Location is destroyed, players tear up the card and set the pieces on fire.

Strategic Resources
Smelting Plant
The Steelworks' two bricks of Mobilization give it two machines for refining Steel as a Materials Resource: a blast furnace for smelting ore, and a drop forge to forge steel. With two Steel-producing machines, the Faction controlling this Location can use Steel of Weight 1 or 2 to build its units (as well as its Fortifications, if the players decide that Steel-built Fortifications are appropriate to their campaign fiction).

None of the players have any real idea about how furnaces, forges, or metallurgy work, but they all agree that giant ovens, gratuitous pulley buckets, and comedically oversized pots of molten metal justify any harm they might do to a realistic portrayal of the steel industry.
Production Facilities
In BrikWars, quality of combat trumps all strategic and narrative concerns. No Resource is valuable enough, no strategy is clever enough, and no drama is compelling enough to make up for a boring fight. Minifigs will abandon their clever top-shelf Faction immediately for a Faction with jankier Resources and dumber ideas if it means they get a better battle out of the deal.

The most important consideration when developing Resource production isn't the value or realism of specific Resources involved, but how egregiously unsafe the working environment will be for either production or combat. A simple mine entrance in a blank cliffside is a wasted opportunity. A twisting mineshaft with minecart jump ramps, unexplained lava pits, and rickety ceiling supports that constantly threaten cave-ins is a workplace that justifies putting up with annoying managers and insulting pay.

If a Faction tries to Mobilize a Location in a way that doesn't make it more fun as a battle site, the Mobilization is canceled. Minifigs have no attention span, and their workplace expectations are drawn entirely from half-remembered reruns of mid-1900s Tom and Jerry cartoons set to Raymond Scott's "Powerhouse." Minifig Workers must be constantly surrounded by the kind of safety violations that guarantee frequent and fatal workplace accidents, and by devices that are equally likely to either repel invaders or backfire on the Workers themselves.

Nobody cares if the Lumber Mill needs that many giant constantly-running circular table saws, or if the conveyor belts and robot welding arms in the Tank Factory serve any useful purpose, or if brakeless minecarts are really the best way to transport live bundles of mining explosives, or why the malfunctioning Insurance Office copier is set to eject printouts at machine-gun velocity. The important thing is that their presence in battle makes work-related injuries frequent, lethal, and hilarious.
All Locations can be Mobilized to produce Resources. When a Faction spends Glory bricks to activate a new Location, or to Mobilize a new Resource at an existing Location, the player attaches one of the spent Glory bricks to the Location card, increasing its Mobilization by 1. The Location gains a facility and Workers to produce one strategic Resource, making that Resource available for the Faction's campaign efforts.

Minifigs have more important things to do than tracking accounting spreadsheets of Resource quantities. A Faction either has a Resource in unlimited supply, or it has none at all; there are no amounts in between.

Each point of Mobilization at a Location adds a new production facility, new Workers to operate it, and additionals Workers at any other production facilities already present. These facilities and their Workers are built and physically present in any battle at the Location, and they take an active role in combat under the control of their Faction's player. If a facility is destroyed, or if all of its Workers are captured or killed, then the facility's point of Mobilization is removed. Its Resource is no longer available until the Workers and facilities are rescued, or replaced by spending Glory to re-Mobilize the Resource from scratch.

A larger number of Workers doesn't produce a larger amount of Resources, but it does make it harder to wipe them out in an attack.

The number of facilities at a Location, and the number of Workers at each facility, is equal to the site's Mobilization. A miners' outpost with Mobilization 2 might have two miners and two blacksmiths, while a forested harbor with Mobilization 4 might have four lumberjacks, four lumber mill workers, four carpenters, and four shipwrights.

Industrial Machinery
Depending on the type of Resource being produced, a production facility might take the form of a workshop, administrative space, training facility, or living quarters. For Material Resources and mechanical Units in particular, the best kind of facility is often a large industrial machine whose function (or malfunction) has the potential to affect the course of the battle. Giant cranes, bucket excavators, leaking nuclear reactors, and automobile assembly robots are all fine additions to the chaos of combat. All such machines are rigged to go haywire the second there isn't a minifig directly controlling them, controlled by Mob Rule with an Action die of Action:d4.

The campaign fiction and the whims of the players will determine the types of Resources that Factions will Mobilize. A medieval kingdom's military efforts might depend on wood, stone, horses, and magic crystals, while a modern democracy would focus on steel, factories, and illegal bioweapons. Literalist minifig Factions might mine toy-grade plastic directly from rainbow plasteroids. Esoteric Factions might build their armies out of emergent concepts, solidified madness, and an endless supply of quasi-religious fanatics.

Whatever strategic Resources players come up with, they each fall into one of three functional categories: Materials, Units, and Training.

Material Resources
Material Resource Examples
Material Location Industrial Machine Workers
Wood The Dark Forest Sawmill Lumberjacks
Metal The Mineshaft Bucket wheel excavator Miners
Junk The City Junkyard Magnet crane and compactor Crazed tinkers
Monstrous Flesh BrikThulhu's Corpse Lightning pylon altar Cultists
a pickaxe While not as versatile as military minifigs trained for battle, Material Workers usually carry the kinds of tools that are as good for harvesting skulls as they are for harvesting Resources. Picks, hatchets, chainsaws, and blowtorches are deadly weapons in the right hands, and the Workers' Job Training Action:d6 Specialty (11.3: Infantry) can make them as effective as military minifigs as long as they're weilding the tools of their trade.

The durability of a unit or construction is determined by the Material its Structure is built from, from an insubstantial Material like paper or clouds (Weight class 0, Armor 0) to a super-strong Material like god-forged metals and parental grounding (Weight class 5, Armor 5d10) (7.1: Structure).

Without Materials Resource production, a Faction is limited to building with whatever's lying around. Cobbled junk, stacked rocks, and minifig bodies are freely available, but have a maximum Weight class of ½. For anything heavier, they'll need to Mobilize sturdier Material Resources (or, in a pinch, steal some from an enemy who already did).

When a Faction Mobilizes production of a Material Resource, they gain the ability to build their units and Fortifications out of that Resource at Weight class 1 (Armor 1d10). For every additional Mobilized facility (usually an industrial machine) they control that produces the same Resource, the maximum Weight class they can build with increases by one, up to the Material's maximum strength (as agreed by the players). A Faction with two Stone facilities, for example, can build Stone creations up to Weight class 2; a Faction with four Space Alloy facilities can build Space Alloy creations up to Weight class 4.

When building units and Fortifications, only the main Structure requires Material Resources; weapons and devices are free. A fire truck unit only requires a Steel Resource for the chassis; it doesn't need a Rubber Resource for tires or a Canvas Resource for the fire hose or a Gasoline Resource for setting fires in the first place.

A Material's maximum developed Weight class depends on the specific Material in question, the technical sophistication of the Faction, and the limits of the campaign fiction. Most basic Materials have a maximum Weight class of 2 or 3. Weight 4 Materials are exotic and rare, and Weight 5 Materials are almost unheard of.

To gain the benefits of multiple facilities for the same Material Resource, the facilities can't be copies of each other. A Faction with a Logging Camp doesn't increase its Wood-crafting abilities by conquering an enemy's Logging Camp; it just produces twice as much of the Weight 1 Wood it already had an unlimited supply of. The faction must have different types of facilities for the same Resource in order to produce it in heavier Weights.

When a Material Resource producing Location is used for battle, some of the Materials are left lying around the facilities in stealable form (often simple two-by-four bricks in an appropriate color), just like stealable Budget treasures at the Headquarters (12.2: Factions). If an attacking enemy Faction steals some of these Materials and escapes the battlefield, that Faction gains the temporary ability to use that Material during the development phase of that campaign round only. If an enemy Faction or Factions manage to steal all of a facility's Materials, then that facility is temporarily deactivated for that round's development phase.

Unit Resources
Unit Resource Examples
Unit Category Location Facility Workers
Minifigs The Corporate Office
Cubicle maze Middle managers
Horses The Ranch Stables Cowboys
Ground Vehicles The Edge of Town Auto garage Auto mechaniks
Robots Secret Volcano Hangar Mech bay Mech engineers
Spaceships The Orbital Base Zero-G shipyard Space engineers
a wrench Unit-producing Workers aren't as likely to carry deadly implements as Materials Workers, but their Job Training can give them limited Specialty d6 versions of Specialty d8 Support Specialties (11.5: Support) as long as they're working with their category of Unit. Workers for living Units can act as limited Mediks, while Workers for manufactured Vehicles are often budding Mechaniks or Engineers.

Buildings, Fortifications, weapons, and devices don't require any special manufacturing facilities. As long as a Faction has the necessary Alert level, Materials, and Budget, its minifigs will find ways to assemble these items on their own without campaign oversight.

Creatures and Vehicles, on the other hand, are Unit Resources that require dedicated production and maintenance facilities.

The most basic Unit Resource in any campaign is the armed minifig, recruited by Workers at a Faction's campaign Headquarters. This single Unit Resource can be enough to carry a campaign all by itself, and battles without armed minifigs are all but pointless.

Construction plastic is a flexible medium, and Unit Resource facilities cover broad categories rather than a single Unit type. As long as a Faction has the necessary Materials and Alert level for construction, a racecar factory can be quickly refitted for building tanks, an arcane laboratory for animating stone golems can switch to animated furniture instead, and a dragon hatchery can go from training Size 1" hatchlings at the beginning of a campaign to Size 4" adults as the Alert level escalates.

The type of facilities used in Unit production depend on the campaign fiction and the types of combat environments the players find most appealing. A Faction defending its home territory might produce its fighter plane Units in an airplane factory Location, for example, while an invading Faction might base their air Units out of a forward airbase or aircraft carrier Location instead.

Unit Resources can act as a components for more advanced Units when it makes sense to do so. A wooden horse-drawn chariot requires a Horse Resource for the horse-drawing just as much as it requires the Wood Resource for the chariot. A team of Commandos require the Headquarters' minifig production along with the Commando Training Resource. If the Faction isn't producing the necessary Unit Resources from its Locations, it can pull the appropriate units out of its Army instead to be upgraded, retrofitted, or retrained.

Training Resources
Training Resource Examples
Specialist Training Location Facility Workers
Pilots The Airbase Hangar Flight instructors
Officers The Military Academy Combat sim center Military instructors
Cannon Fodder The Docks Tavern bar Press gang
Heavies The High Security Prison Weight room Physical trainers
an electric guitar Training-focused Workers will often have the same Specialty skill as the Specialists they're training, with the Specialty die (if any) replaced with a Specialty d6.

The final category of strategic Resources is the Training that turns regular minifigs into Specialists (Chapter 11: Minifig Armies).

As long as the recruitment Workers in the Faction's Headquarters are doing their jobs, the Faction will have all the minifigs it needs for Training. If not, or if the Faction wants to save its recruitment Budget, it can pull existing minifigs from its Army to send for career reeducation.

A minifig can only have the training and equipment for one career at a time. A Specialist pulled from the Army to train for a different Specialist role loses his original Specialty.

A Faction can Mobilize Training Resources for any Specialist role in the campaign fiction except for that of a Great Leader or Hero. The Great Leader is unique, and can only be introduced at the beginning of a campaign, either as part of the Faction's starting Army or as the starting Worker in the Faction Headquarters. Heroes aren't produced as part of a regular development process, but instead arise when needed for Heroic Escapades.

Fortified Defense
FortificationAll Locations can be Fortified to withstand attacks. When a Faction spends Sacrifice bricks to increase a Location's Fortification, the player attaches one of the spent Sacrifice bricks to the Location card, increasing its Fortification level by 1.

Fortification gives a Location two advantages: defensive structures and a garrison force.

Defensive Structures
A Fortified Location is protected by reinforced walls and an occasional supporting Field Hazard. These defensive structures might be built in a perimeter around the Location and its production facilities (a medieval town wall, a prison perimeter fence, a ring of fused asteroids) or a barrier blocking the approach to the Location (a walled mountain pass, razor wire and trenches, a street barricade of rubble and debris), or they might be incorporated into the facilities themselves (a concrete bunker, a zombie-proofed house, an armor-plated ice cream truck mobile command center).

A Location's defensive structures can have a Weight class up to the Location's Fortification level. A Faction can start with or capture a Location with walls built from any Material, but when building new walls or repairing damaged ones during development, the Faction is limited to its available Material Resources. Holes in a strong Stone wall might have to be patched with weaker Wood palisades, for instance, until the Faction can Mobilize the proper materials for full repairs.

If the Weight class of the Location's walls is less than the Fortification level, either because the Faction doesn't have strong enough Materials available or because it chose not to use them, each unused Fortification level can be turned into a Hazard Die for a defensive Field Hazard obstacle. Minefields, fast-flowing rivers, lava moats, and wooden spike emplacements are all attractive enhancements to a traditional wall defense. As a general rule, the number of inches to cross the Field Hazard shouldn't be more than the total Fortification level of the Location, but its overall size and shape are up to whatever the players feel is appropriate.

The Garrison
When an un-Fortified Location is attacked, the defending Faction must spend Sacrifice bricks to rush units to the site. A Fortified Location, by contrast, already has a garrison of defensive units in place. When selecting units for the battle, the defending player can select any units, vehicles, and weapon emplacements from their Faction's Army with Size inches (actual Size, not Effective Size or Unit Inch value) equal to the Fortification level or smaller (7.1: Structure), and place them on or inside the Fortification's defensive structures.

The defending Faction can still spend Sacrifice bricks to rush other units to the site, either because they're larger than the Fortification level or because the player wants them to enter from a map edge rather than starting in the garrison.

12.5 Assaults and Escapades
Under Construction

Conflicts of every scope and scale run rampant throughout a campaign's strategic arena, most of them beneath a Human's attention. In order to prevent their Humans from losing interest and wandering off, armies of minifig administrators work behind the curtains to sweep logistikal details, tactical quagmires, and mop-up operations under the rug. The attention of Human players is reserved for only the most entertaining battlefields, where the outcomes are uncertain and the stakes are high.

In each campaign round, the player taking the initiative decides the direction of their Faction's next offensive: either a conventional military Assault on a Location held by a rival Faction, or a Heroic Escapade to sabotage enemy efforts or gain valuable loot by less conventional means. The battles of the larger campaign sphere, if they're considered at all, proceed in whatever manner is necessary to reflect the players' successes and failures in these highlight offensives.

Early Assaults
At the beginning of a campaign, the only active Locations are enemy Headquarters, usually too well-Fortified to be threatened by early Assaults. In the first campaign round, it's often best for Factions to stick to Heroic Escapades instead, giving them a chance to establish their Heroes as characters and to give enemies time to develop Locations worth Assaulting.
Assaulting Locations
An attacking Faction can make a direct Assault on an enemy-held Location, staging a conventional military attack to conquer the Location, destroy infrastructure, steal war materiel, and/or engage in enemy slaughter for its own sake.

An attacking Faction conquers a Location when all enemy units are routed or destroyed, or by common agreement of the players involved (particularly when the main battle is already decided and players don't want to drag out mop-up operations). The conquering Faction takes control of the Location, along with all surviving production facilities and any unclaimed Resources, equipment, vehicles, livestock, or other loot left on the battlefield. The Alert level of the Location's previous owners is automatically increased by one level.

Depending on the campaign story and the players' mutual agreement, captured Workers may switch sides willingly, may become unwilling slaves (Half-Minded: Subjugated), or may be replaced by eager new Workers from the conquering Faction.

A Faction destroys infrastructure by attacking or removing a Resource's production facilities, industrial machinery, and Workers. Destroying infrastructure can be a good option for attackers who don't expect to conquer a Location, or defenders who don't expect to hold it. If a Mobilized Resource loses its facility, its industrial machine, or all of its Workers, the point of Mobilization and the Resource are lost. Once a Resource is de-Mobilized, it can't be re-Mobilized in the same campaign round. At the end of the next round following, if the defenders removed an industrial machine or Workers by successfully evacuating them off a friendly edge of the battlefield, they can return them and re-Mobilize at no cost; otherwise, the Location can only re-Mobilize the Resource by spending Glory as if it were a new Resource.

A Faction steals war materiel by either conquering the Location that holds it, or by seizing it and evacuating it off a friendly edge of the battlefield. Stolen Budget caches, Vehicles, and other items are are taken from the defender and become property of the new owner. Stolen Material Resource caches grant the new owner the temporary ability to build with that Resource during the development phase of that campaign round only. If all of a defending facility's processed Resource caches are stolen or destroyed, the facility is temporarily deactivated for the development phase of that campaign round, and returns to normal production afterwards.

Stolen or captured loot can't be converted into other Resources - stolen chunks of stone wall don't become a Stone Resource, kidnapped civilians can't be sold for Budget, and rustled Horses remain Horse units and don't act as a Horse Resource.

Heroic Escapades
- Heroic Escapades can have a number of goals: rescue a captured Hero or other important figure, steal Resources or Budget treasure, quest for valuable weapons or allies, advance plot points, etc.

- Heroic Escapades can target enemy Locations, or new and temporary sites the players agree on. If targeting an enemy Location, the Location receives free garrison troops based on the local Alert and Fortification levels.

- Heroic Escapade quests are the only way to gain Heroic Weapons or SuperNatural items. These cannot be bought by normal means.

- Heroic Escapades require Heroes. When taking part in an Escapade, a Faction without a Hero can always recruit a new one for 2U", regardless of their Locations or Resources.

- Heroic Escapades are about the Heroes, not the supporting troops. If a Hero is defeated, their Faction immediately enters a Fighting a Losing Battle Endgame.

- Heroic Escapades can often have multiple stages. If this is the case, players can send new Army forces and recruit new Heroes if necessary between stages. Development doesn't occur until all stages are complete.

Rather than engaging in a conventional Assault, an attacking Faction can stage a Heroic Escapade instead, sending in one of its Heroes to achieve a special objective and escape to tell the tale.

12.6 Staging Battles
Whether staging an Assault or a Heroic Escapade, the size, disposition, and preparedness of a Faction's forces are affected by its progress in the larger campaign.

Mobilizing Units
The types of units a Faction can send to a battle depend on how motivated it is. A mob of minifigs waving swords and pistols around requires a relatively small logistical effort to deploy compared to a similar-sized force of orbital battle cruisers with supporting triceratops cavalry.

Defenders in a Fortified garrison are mobilized by the Location's points of Fortification. For all other forces, Factions will need to spend bricks of Glory (for attackers) or Sacrifice (for defenders) in order to deploy their units to the battlefield.

Even if a defending Faction already has units in the garrison, they may wish to spend Sacrifice bricks to send additional non-garrison forces. These forces arrive from the edge of the battlefield rather than starting inside the Fortifications.
Actual Size and Deployment
SizeWhen determining whether a unit can participate in a battle, only its actual Size is considered - not its Effective Size or Unit Inch value. A player attacking with a single Glory point can send their 1" Hero, even though he's worth two Unit Inches, but can't send their 2" wounded Horse, even though its wound brings its Effective Size down to one inch.

The maximum Size inches of any unit sent to the battlefield is limited to the number of Glory or Sacrifice bricks the Faction spends to mobilize them. The maximum Size inches of units already garrisoned is limited to the Location's Fortification level. A Faction spending two Glory bricks on an attack, for instance, can send as many Size 1" minifigs and Size 2" cavalry as it wants, but it can't send a single Size 3" armored vehicle.

If a Faction doesn't have any of the needed Glory or Sacrifice bricks to spend, but still wants to send units to the battle, it's treated as if it had spent one brick. Even without Factional loyalty motivating them, minifigs stand eternally ready to jump on opportunities for violence.

Effective Size and Accounting
Unit InchesWhen counting up a force's Unit Inches before and after a battle, unrepaired damage can affect a unit's value. Each inch of Size Damage reduces a unit's value by one Unit Inch, to a minimum of 1Ű.
Attacking Factions
The Faction staging the offensive is the star of the campaign round, and the size and scale of the round's battle are based on how many Unit Inches worth of forces it deploys.

If there are other attacking Factions in the battle, whether allied Factions supporting the main offensive or rival Factions Koincidentally arriving at the same moment to pursue their own agendas, the maximum Unit Inch values of their forces are limited to that of the main attacking Faction.

Defending Factions
If the target of the offensive is controlled by another Faction, that Faction is the defending Faction. A defending Faction's units aren't limited by the attacking Faction's Unit Inch value. It can field as many or as few units from its Army as it can afford, but its decision will affect which side starts the battle with underdog Bennies.

Not every battle will have defending Factions, or any defenders at all. Heroic Escapades can result in all Factions attacking the same site for a particular prize or quest item.

If the defending Faction is supported by allied defenders, the maximum Unit Inch value of each ally's force is limited to that of the main defending Faction.

Comparing Unit Inches
Whether out of defiance, desperation, or respect for dramatic tradition, minifigs fight even harder once they find out they're outmatched. Underdog Factions go first in the turn order and start the battle with Bennies in proportion to their numerical disadvantage. While Bennies are no replacement for units on the ground, they give an underdog Faction extra flexibility to do more damage with fewer numbers.

When all Factions have selected their forces, the players write down their starting Unit Inch values - they'll need these at the end of the battle to assess the severity of their losses. In the meantime, these Unit Inches can be compared to determine which Faction or Factions are the underdogs in the fight.

Underdogs are more concerned with sides than with individual Factions. Whenever Factions are working together in battle, a Faction and all of its allies are treated as a single side. Otherwise, each Faction is a side by itself.

In a battle with a defending Faction, the side staging the offensive compares its deployed Unit Inches to those of the defending side. Factions not allied with either side are ignored. Whichever of the two sides has fewer total Unit Inches than the other is the underdog; it receives a number of Bennies equal to the difference.

In a battle with no defending Faction, each side with fewer Unit Inches deployed than the side staging the offensive is an underdog, and each receives their individual difference in Bennies.

No matter how large the imbalance of power, each side can only take as many underdog Bennies as its own Unit Inch value. If the side is made up of multiple Factions, then each Faction has equal access to the Bennies, and can unilaterally spend some or all of them at any time without consulting its allies.

Deploying Forces
By default, players assign the Factions' starting locations on the battlefield by whatever means satisfies the campaign fiction and their own consensus. Attacking and defending forces arrive from opposite edges of the battlefield, garrisoned forces start at their posts inside the Fortified perimeter, and non-aligned combatants enter from unoccupied edges.

A Faction's starting edge is its friendly edge; if its units want to escape the battlefield with captured loot or just their own cowardly lives, they have to leave over an edge that's friendly to themselves or one of their allies. At the beginning of the battle, each Faction places its units within one turn's standard movement of its friendly edge.

Positional Advantage
If a Faction would like to leverage its tactical expertise for a more favorable position, all Factions with a Command Specialist in the battle pick one of them to make an Action Roll (11.7: Command Units), increasing the die size by one if they have one or more Scouts in the battle as well. The Faction or Factions with the highest roll pick their friendly edges first, and all other Factions pick afterwards. (If a Faction critically fails this roll, it picks its friendly edge dead last.)

If a Faction's roll is at least twice as high as all of its enemies' rolls, then not only does it get to pick its friendly edge, but it can set up an Ambush. After all other Factions have set up their troops, the Ambushing Faction can place its units anywhere on the battlefield except for inside an enemy formation, Fortification, or facility.

Deployment Rush
The more motivated a force is, and the lighter its units, the faster it can mobilize. If a sent force's units are all smaller in Size inches than its Faction's Alert level, they can make a Rush, moving and acting before their heavier opponents are ready.

When one or more forces makes a Rush, an extra Rush turn takes place at the beginning of the battle. Players take their turns in regular turn order, skipping forces with units as large as their Alert level and forces in a garrison.

The Spoils of Battle
- Each Faction in the battle counts up their remaining Unit Inches to see how many they lost. These become Sacrifice bricks for the Faction, and the Faction must give an equal number of Glory bricks to one or more enemies.

- A Commander's Reinforcement units are counted separately.

- Any Resources seized in battle are available to the seizing Faction to use during Development in this round. If they seized all of one or more Resources at the Location, the defending Faction does not get to use those Resources during Development in this round.

- Any defeated Heroes must be accounted for. Heroes are never truly dead unless the Faction controlling them says so. In most cases they are either captured (requiring a rescue Escapade) or wounded (requiring 2U" repairs during Development).

- If a Location is conquered, the conquering Faction can either claim it for its own (keeping its existing Mobilization and Fortifications) or destroy it to spite the Faction owning it. In either case, the defenders' Alert level is automatically increased by one.

- After the battle, all surviving units are returned to the Faction's Army, including captured equipment or any units gained over the course of the battle.

12.7 Strategic Development
Under Construction

- Factions can spend Glory bricks to activate new Locations. The cost to activate a Location is equal to the number of Locations the Faction already controls. Factions can't spend more Glory bricks than their Alert level, so this limits the number of purchased Locations (not including the Headquarters) to the Alert level.

- Factions can spend Glory bricks to Mobilize Resource production and Sacrifice bricks to build Fortifications at a Location. The cost for Mobilizing a Resource at a Location is equal to the number of Resources already Mobilized at the Location. Fortifications are increased one level at a time; the cost for increasing Fortifications is equal to the new Fortification level being built.

- Partially damaged Mobilization and Fortification are repaired automatically (limited by Resources and Alert level - if an enemy punches holes in a 3d10 concrete wall and the Faction only has 2d10 wood available, those holes are patched with 2d10 wood palisades). Destroyed Mobilization and Fortification must be purchased again from scratch.

- New units can be bought, destroyed units can be replaced, and damaged units can be repaired by spending Unit Inches from the budget. The Faction can't buy a unit larger in Size than its Alert level, or repair a unit to a larger Effective Size than its Alert level, and the Faction can't build or repair units it doesn't have the Resources for. In a pinch, it can replace missing Material Resources with lesser ones, for instance replacing a section of 3d10 Metal hull plating with 1d10 Wood paneling. The Army can recycle its existing minifigs and other Creatures into more advanced units if it doesn't want to buy new ones.