One of the best games that Jace & Falcon have ever created. Gives the chaotic and yet formal allowance to blast (in a literal sense) every red pip from your armies of minifigs!
About this creation
For more than a decade, Jace & Falcon have worked tirelessly to intertwine Lego® with a formal battle sequence (dice, statistics, etc.), attempting to design a game that offered fast and simple play. We believe we have finally achieved this, and are proud to announce one of the most successful games that Jace and Falcon have ever created: Xterra!
We will be posting instructions and statistics for the game so that all may enjoy this. Here are a few shots just to show off what some of the battling minifigs we use look like. Most of the weapons shown are available for use in the game.
History of Lego® Xterra
This game is actually the third generation of one of Jace & Falcon’s ideas. The first game in the line was called Urban Warfare and involved Little Green Blobs representing soldiers, tanks, helicopters, etc., wandering about a board much like the current game, but with hexagonal field divisions. Each unit in Urban Warfare fell into one of several categories, including Troopahs, Zookers, Hummies, Tankishes, and Flopters. (Cute, eh?) Each unit of one type possessed identical abilities. Armies were customized by buying different numbers of each type of unit. Ex-Terra
The next evolution, Ex-Terra, used square grids with a new feature, the weapons locker, which allowed units to pick up extra weapons to boost their base attacks. Though a good idea, no game of Ex-Terra was actually played with the weapons lockers because we were too lazy to make cards for the weapons. In fact, less than five games of Ex-Terra were played to completion, mostly because the game’s highly customized units caused confusion and slowed down play. Though relatively unsuccessful, Ex-Terra donated other aspects to the current generation. Regenerating units and Capture-The-Flag strategy kept the action continuous and offered a simple objective.
Lego® Xterra rules
Before play begins, each player adds their customized weapon cards to a communal stack, which is shuffled and kept face down. There should be an actual Lego® weapon on hand for every card in the stack. Also amass a pile of marker pieces, such as red pips.
Each player starts in their own corner of the board. They each place their flag in the center Start Space and 3 unarmed minifigs on the surrounding Start Spaces. A minifig may never move his team’s own flag. Gameplay
Players roll a die to see who goes first. Play proceeds clockwise from the highest roller. During their turn, a player can use any one of his minifigs. Players may use only one minifig per turn.
All minifigs start with these basic abilities:
12 life points, 5 base move, 4 attack damage, 1 range, 2 hands
A minifig can normally perform one base move and one attack per turn, in any order. When a minifig moves, he may move in any direction, through spaces directly adjacent to his own (that is, not diagonally). A minifig moves at most five squares and must travel around the board’s obstacles, unless an item he possesses allows him to act otherwise. A minifig need not have an opponent in range in order to attack. Attacking
When a minifig attacks, the attack travels only in a straight or square diagonal vector. Also, attacks do not pass through or over obstacles, including minifigs, except with special weapons. Projectiles, upon encountering an obstacle which is integral to the board, detonate directly in front of the obstruction. With a temporary obstacle, such as a minifig, the payload and its damage are deposited on top of the obstacle, wherein the damage is subtracted from the corresponding minifig’s remaining life points.
Attacking without a weapon, a minifig must be next to his target to deal his damage (referred to as his melee attack , which can be a headbutt, left hook, roundhouse kick, or whatever else tickles your sadistic fancy.)
Minifigs can use as many weapons per turn as they can hold. Even in cases where all his hands are filled, he can still use his basic melee attack as a last resort. Death of a Minifig
If a minifig has no remaining life points, it is immediately transported back to one of its owner’s start spaces, where it regains all of its life. Any items the minifig was holding which have a limited number of uses (ammo or energy) are dropped on the board and are available to any minifig. Items the minifig possessed which do not have a limited number of uses (armor or tools) are removed from the board and their cards are placed at the bottom of the weapons card stack.
Weapons cards contain up to four statistics:
Attack damage, Range, Shots, and Hands.
When a minifig passes a space adjacent to a weapons locker, its controller may pick a card from the top of the weapons stack. If a weapon or tool is drawn, and the minifig has enough free hands to meet the weapon’s “hands” requirement, the minifig may take possession of that weapon. Give the minifig a Lego weapon to represent the item. Collect a number of markers (such as red pips or canisters) equal to the weapon’s “shots” number. Place these on top of the card to remind you of how much ammo is left.
Whenever the minifig discharges his weapon, remove a marker from the card. With typical weapons, a projectile may be landed anywhere within the weapon’s range, which is counted adjacently, never diagonally. This can be very useful with some plasma/napalm weapons with permanent effects (a flaming square remains on the board and deals damage to anyone who passes over it). Weapons can typically be fired in any diagonal direction, though range is still counted vertically-horizontally.
Minifigs may only fire up to two hand’s worth of weapons per turn, but other weapons and equipment may be stored in backpacks and accessed at any time. Tools
A tool is generally defined as any other special item in the game that is not a weapon. Walkie-talkies, Band-Aids, Samurai armor and jetpacks (to name a few) all fall under this category. Tools are acquired in the same manner as weapons, and will generally have specific directions as to their use. Some will have limited uses, but far more frequently tools will have infinite stamina. This means that they are usually removed from the board when their wielder dies.
Typically Xterra is played with a capture-the-flag objective. To be declared the victor of an Xterra match, simply retrieve an enemy’s flag from the center of their Start Spaces and bring it back to one of your own. Flags are held by minifigs like an ordinary tool; they take one hand to carry, but remain where they are dropped when the minifig holding it dies. A minifig may never, ever move his own team’s flag. To vary gameplay, in a multiplayer match, simply eliminate a player if his team’s flag is moved to an enemy start space. To win, be the last team on the field.
A view of the game board. The minifigs move between the obstacles and cannot attack through or over them. Note: For more interesting looks, bricks, or even duplos may be used to give a more 3D look to the board. This may be done by using the bricks/duplos to give dimension to the obstacles.
The red circles on the board represent the weapons lockers, where a minifig may walk by and collect items to facilitate the devastation of opponents.
Yes, this board is too cramped! It's from the previous evolution of this game. Current boards have more open space to allow for more fighting room.