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"A [construction brick] gaming system for individual level combat originated by Mike Rayhawk. It's similar in intent to other individual level miniatures games, but with an emphasis on mayhem and humor. A wide selection of 'TekLevels' allows players to simulate combat in any combination of time periods and genres."

"Like many games offered free of charge on the internet, BrikWars is appealing in concept, but in practice nearly impossible to play. Rules that appear straightforward at first become perniciously more complex with each passing chapter, almost as if the author were using the rulebook as the medium for some long-running and obscure practical joke. It's a testament to the obstinate nature of AFOLs that they've managed to play as many battles as they have, despite the author's every attempt to thwart them."

Entry from the BrikWiki online encyclopedia as of September 2, 2005, which opens the foreword for the 2005 core rules
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You know how when you were a little kid, you would make all your action figures fight each other in hilarious, violent combat? Have you ever tried to play Warhammer with LEGO? Brikwars recognizes both of these matters, and is one of many proposed solutions.

A strategy game designed to be played with LEGO mini figures (though it can support any type of minifig), it acts as a way to try and play a wargame with minifigures while using something resembling rules.

It treats the matter of toy combat with all the irreverence it deserves, and the author claims that the entire thing is sort of a purposeful Take That! against "Stop Having Fun" Guys. The 2005 core rules are littered with quotes, jokes, Lampshade Hangingings, and a Take That! against anyone who deserves it. Even if you don't ever play it, the rules are an entertaining read.

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Even though Brikwars can be played with any combatants with any background, the author and fans have created a setting for the game, mostly known as the Brikwars Universe. The background of this universe is found at the Brikwiki.

Note: Brikwars is not officially affiliated with The Lego Group.


This game provides examples of:

  • Hard Light: Any ORANGE TRANSPARENT objects, from windows to armor plates to chainsaws, are made of self-repairing fragments of orange laser beams used to attempt destroying an impossibly cold planet.
  • Improvised Weapon: "If a minifig can't find a real weapon, Random Objects are better than nothing, although this is only because having nothing sucks to such an impressive degree."
  • Kleptomaniac Hero: As replacing spent budget points in campaigns require heroes to stage escapades to get loot, these will appear within the first few battles of any Campaign.
  • Loads and Loads of Rules: Invoked, under the assumption that making it up as you go along is more fun, and more appropriate for toy combat.
  • Magic Tool: The Mechanik's tools.
  • Plasticgrinder Surgery: Mediks don't heal wounded friendly units. They just brutally revive fallen ones, trying not to amputate too many limbs in the process.
  • Moment of Awesome: invoked Heroes have the "Heroic Feat" ability, which lets them have a rule-flaunting Crowning Moment Of Awesome if the player wins a dice roll against the opponent.
  • My Nayme Is: If something can be spelled with a K (i.e. Brick becomes Brik), it should.
  • Non-Entity General: The commanding player on any given side is usually not represented by a minifig in-game.
  • One-Hit Polykill: Overkill damage.
  • Pretext for War: Don't even need one.
  • Proud Warrior Race Guy: Everybody.
  • Putting on the Reich: Most of the Germanic faction.
  • Red Shirt: One of the specific abilities of hero units is they can make nearby regular units "Redshirt" to protect themselves
  • Ridiculously Fast Construction: The Mechanik's construction action. Allows for ridiculously fast deconstruction against enemy structures as well.
  • Rule of Fun: Rule Zero.
  • Rule of Funny
  • Rules Lawyer: The rules are complicated specifically to thwart such tactics.
  • Short-Range Shotgun: Blast Guns have 2 inches of range and a scaling 2 extra inches of range per weapon length, and lose 1 damage per inch. At 4-5 inches, an infantry-scale Blast Gun can only cause Something Bad to happen if the user is lucky and rolls an 8.
  • Shout-Out: All over the place.
  • Soft Water: "It's a generally accepted action-movie fact that pools of liquid such as water or quicksand, no matter how shallow, will cushion Crash impacts safely and completely."
    • Unless it's more funny to have them die horribly of course.
  • Splash Damage Abuse: Since the attack difficulty on launchers (catapults, artillery, , missile-launcher, railguns, etc) scales with size like any other weapon, you're not likely to accurately hit your target with a siege-level one. Fortunately for you, the damage and blast radius of any explosive launcher of that size allows you to lob at the other end of the battlefield making aiming a superfluous formality.
  • Take That!: Against anyone who takes themselves, rules, or games too seriously.
  • Talking Is a Free Action: Or, under these rules, a Quick Action. Other Quick Actions are free, but not all are.
  • Technology Levels: The ridiculously rules-heavy old versions of the game had Tek Levels, but later editions did away with the concept in the name of fun and quicker gameplay.
  • There Is No Kill Like Overkill: the game really goes out of its way to encourage ridiculously over-the-top mayhem that even Michael Bay might find to be a bit too much.
  • War for Fun and Profit: Well for fun, anyway.

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