hopeso009 Posted May 28, 2009 Posted May 28, 2009 (edited) Micro Brick War is a board game invented by me. It allows 2 - 4 players to play Basic idea is : [1] use "farm" as building army resource [2] conquer the world by huge army built or capture the "Golden Goblet". Pls refer to my MOC page for more detail http://www.mocpages.com/moc.php/117397 RULES Micro Brick War is a game of strategy "Farm" is the resource for building army Thus faster the farm produced, faster and bigger the army built There are two objects in the game: [1] non-movable objects [2] movable objects (we can call these objects : " Units " ) Non-movable objects include: Capital City Farm Block (Block cannot be destroyed) Movable objects (we can call these objects : " Units " ) include: Infantry Cavalry Catapult Caravan (non-fighting unit) Every single unit occupies one entire space on chess board It is not allowed to have two or more units in one space (except troops staying inside "city" or "capital") game starts Every players has his/her own "Capital" cited on board as shown "Capital" or "City" can do either one of the following actions every turn: [1] Farming [2] Building one "unit" "Block" and "Golden Goblet" are located as shown as well "Block" is a blocking where unit cannot enter, stay, pass through or destroy. "Golden Goblet" is located at the [same distance] between all "capitals" In 2 players game, the 2nd player decides where the "Golden Goblet" exactly is but it must be more or less at the [same distance] between all "capitals" "Golden Goblet" is the treasure that any "fighting unit" (infantry,cavalry or catapult) can capture "Golden Goblet" doesn't move itself and has no special ability Only its owner is the "Winner" when the game ends. Farming Simply put the "farm" one by one each turn around the city Rule 1a: If there is a "unit", no "farm" can be put there. Rule 1b: If there is a "farm", no "unit" can enter Rule 2a: "unit" can pass through "farm" if that "farm" is ours. Rule 2b: "unit" cannot pass through "farm" if that "farm" is belonged to enemy. (I am very ..., I know... but these rules are very important...please be patient.) Building one "unit" Remove certain number of "farm" as paying resources charged for building army (no matter those "farms" were put there by whom but those "farms" charged for building army must be around that particular "city" or "capital" going to build the "unit") then build one "unit", the newly built "unit" appear in the "city" or "capital" And the newly built "unit" can move immediately in the same turn !!! e.g. remove 4 "farms" --> build a "cavalry" in the "capital", now the "cavalry" can move~ "unit" such as infantry, cavalry, and catapult are for fighting they move to the enemy's location and declare to fight then both players roll a six-sided dice add the modification number (see below) to the dice results The higher the number, win remove the lost "unit" if equal, the attack "unit" wins. e.g. a cavalry attacks an infantry attack side: roll 4 + modification number (cavalry's attack 4) = 8 defend side: roll 2 + modification number (infantry's defend 2) = 4 8 vs 4, cavalry wins, remove the infantry -----------------------------UNIT TABLE------------------------------------------ fighting units INFANTRY = 2 "farm" (modification number: Attack=1, Defend=2), speed=1 CAVALRY = 4 "farm" (modification number: Attack=4, Defend=1), speed=2 CATAPULT = 6 "farm" (modification number: Attack=8, Defend=1), speed=1 (catapult can only attack the enemy located 2 spaces away, and when catapult attacks, it stays where it is, no need to move to enemy's location.) non-fighting unit CARAVAN = 4 "farm" (modification number: Attack=0, Defend=0), speed=1 army building resource FARM = (modification number: Attack=0, Defend=0), speed=0 <--- farm can be destroyed if successfully attacked by "fighting unit" Extra Defend Bonus of "city" or "capital" "city" or "capital" provides extra defend bonus to any "unit" or "farm" inside or around it inside"city" or "capital" = +3 defend bonus around "city" or "capital" = +1 defend bonus ------------------------------------------------------------------------------------------ Attack "city" When enemy "city" (blue) has one "unit" inside (fig.1) Our (red) cavalry attacks the "city" and defeats the "infantry" (fig.2) e.g. attack side: roll 4 + modification number (cavalry's attack 4) = 8 defend side: roll 3 + modification number (infantry's defend 2) + extra defend bonus (+3) = 8 8 vs 8, attack side cavalry wins, remove the infantry, cavalry enter the "city" (fig.3) Then the enemy's "city" will be under our control as long as our troops are there which means if there is no more our troops, the control of that "city" will return to its original owner. If the enemy's "city" is empty at the beginning, our troops can simply move in and gain control of the "city". This situation, no need to roll any dice. Building a "city" by "caravan" "caravan" is obviously not a "fighting unit" It is used for building "city". e.g. "caravan" moves to an appropriate location (at least 2 spaces between "city" to "city" or "capitals", see: above at lower-right hand fig.) Next turn, it can transform to become a "city" and it can start to farm or build army (if possible) in the same turn instantly after it has transformed. "city" and "capital" have same function, the only difference in between is the maximum capacity of troops "capital" has 4x4 = 16 slots (e.g. max capacity = 16x infantry or 8x cavalry or 8x catapult) "city" has 2x2 = 4 slots (e.g. max capacity = 4x infantry or 2x cavalry or 2x catapult) As time goes by, more and more "cities" will be built But max. number of "cities" is fixed to be 5 Every player can have no more than 1 "capital" + 5 "cities" (see: above at lower-right hand fig.) To win this game, you have to fullfil either one of the following conditions: [1] conquer all enemy's "capital" (once an enemy's "capital" is conquered, all "units" of that particular enemy disappear) [2] at the end of the game, control the "Golden Goblet" (see: figure above, RED is the winner) NOTE: "Golden Goblet" must be held by "fighting unit" The "unit" holding "Golden Goblet" can drop the goblet and move in the same turn. Any "unit" move to the "Golden Goblet" location will automatically pick up the goblet. Starting status for 3 players "Golden Goblet" is located at the [same distance] between all "capitals" Starting status for 4 players "Golden Goblet" is located at the [same distance] between all "capitals" The player move last decide where the "Golden Goblet" exactly is but it must be more or less at the [same distance] between all "capitals" Thanks for your visit (and sorry for inconvenience of reviewing) Edited January 22, 2011 by hopeso009
Captain Blackmoor Posted May 28, 2009 Posted May 28, 2009 This looks like a very interesting game to try out with some friends. I think I can bring the pirate theme in it since that's my favorite theme after all. The rules are easy to understand and there's been well thought about it. I think this is quite a cool strategy game!
Joey Lock Posted May 28, 2009 Posted May 28, 2009 This will proberbly be moved the the long lost forum of LEGO Wargames and Mafia Games... I like the way anyone can play a game like this with a few bricks!
gogobig Posted May 28, 2009 Posted May 28, 2009 Very interesting concept, esspecially because it doesnt require minifigures, weapons and accesories. Not my personal preference, but definatelly creative and fun for collectors that dont have a lot of minifigures.
Sir Dillon Posted May 28, 2009 Posted May 28, 2009 This looks like an interesting game. As Joey pointed out though, this thread belongs in the games forum.
pesgores Posted May 29, 2009 Posted May 29, 2009 This is nothing new. Oh wait, it is in LEGO. Nice job I think the military battles could be done using BrikWars, with real armeis and such...
hopeso009 Posted May 31, 2009 Author Posted May 31, 2009 Thanks for all your replies And I have updated the GIF animation file to become a more presentable version which includes some pictures explaining how a battle being done. Enjoy
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