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LEGO WAR GAME . Deisgned with YOU in mind. Simple, Strategic, Bases, Battlefields, Soldiers, Monsters, Tanks, Guns, Swords, and Fun . My own strategy, turn-based, "lego war game" that's played with soldiers, monsters, tanks, turrets, and much more over a wide battlefield. This game is STRATEGIC and USER FRIENDLY and has been play tested with my little brothers and I, so lets get down to the nitty-gritty. THE ONE PAGE YOU NEED This single sheet has all the numbers you need to play, All character, vehicle, and weapon details. It is most usefull, and you will see it again, let's continue... (This picture is an example, and not the official numbers) CHARACTERS / SOLDIERS What makes a soldier differen't from the rest is the amount of armor he's wearing. A minifig's body has 5 health, give him a helmet and it adds 2 health, add armor to give him 5 more health for a possible total of 12 health points. (Health of the characters in order from left to right: 12, 10, 7, 5) Creatures and Robots are different in that they can't wear armor or helmets, but they can hold weapons. A creature has 7 health, and a robot has 5. All the official stats are listed neatly at the bottom. Special Creatures are usually technic titans, but can also be dragons, dinosaus, rock monsters, orcs, etc. There's a larger Sr. class and a smaller Jr. class. Since they can't hold weapons they have their own attacks and ranges as listed on the ONE PAGE. WEAPONS, TANKS, & TURRETS There are 6 different kinds of weapons: Fist, Light, Medium, Heavy, Melle, and Sniper. This picture shows a general idea of each weapaon. A fist is a minifig with no weapon, a Light is small (handgun), a Medium is bigger (rifle), a Heavy is biggest (over-the-shoulder), a Melle is handheld (lightsaber, sword, hammer), and a Sniper is a sniper rifle. All stats are on the ONE PAGE. All wepaons have unlimited ammo, (the usage of ammo counts confused gameplay and seemed pointless) Vehicles come in Large, Medium, and Light. These can runover another character doing an automatic 2 damage to that character. Each can have mounted armament of some kind, but they have to be facing their target in order to not miss. The blast diameter at impact is 2 inches (roughly the diameter of the bottom of a soda can) Very usefull. All stats are on the ONE PAGE. Turrets offer firepower and range, but are stationary, Very usefull too if used right. Stats on the ONE PAGE. SLOW YOUR ROLL THERE PILGRIM HOW FAR ARE YOU GOING? When a character or special monster moves, it's travel is determined by the roll of one 6-sided dice. The number is how many spaces the character can move. But what is a space? A space is 1 and 1/4ths an inch - (the same as the length of four studs) Along with regular movements there is the Jump 3 Spaces move. A character can either jump horizontally or vertically to suit their need. There is also a Squad move where 3 characters move simutaneously. ATTACK! A character's attack is determined by line of sight. All character and creatures can see 360 degrees around them and 90 degrees upwards. Since Rowsdower can not be seen by the black ninja he can not be hit. (But since the ninja's sword only has a range of 1 space the ninja is too far away anyways) The range of a weapon starts at the attacking character's feet. I'm holding a Medium weapon with a range of 5 which puts the other character in easy range of me. For vehicles, their turrets must be facing what they are attacking, but the range measurement starts at it's wheels, and since this Heavy Landmaster has a range of 7 that monster is toast. However unlike Characters, Vehicles can not see upwards (but if the turret were built to point upwards then this would have been a kill) For the sake of things, all space below the cannon can still be hit unless a character is hiding behind something (line of sight), and in general ALL SURROUNDINGS are INDUSTRUCTABLE. Unless you decide otherwise. When a vehicle or character is attacked, the damage it receives is deducted from it's total health until its health reaches 0, at which point the vehcile or character is destroyed or killed. BEWARE! - Attacking ends your turn automatically! DEATH A character dies only if it looses all its health, when it is inside a vehicle or turret that gets destoryed, or if it falls from a height over 6 spaces. When it dies, its body is removed from the field, but its weapon(s) stay(s) on the field. Tips, rules, and other Game Types A character can only hold one weapon at a time like Rowsdower on the left, but if a character has a weapon holder on it's back like the middle character it can hold more than one (usually a Melle and Medium weapon combo) at the loss of not being able to wear an armor piece, but a character like the White Elite Soldier has an armor pack that includes Armor, Helmet, and Weapon holder, giving it the max 12 health and a weapon holder. The usual gameplay is kill everyone, but You can play capture the flag. The flag will be treated exactly like a melle weapon, just bring it to your home base. You can play to capture an enemie's base or to kill the oponnet's VIP character. All game types easily support more than 2 players. A special ceature can be combined with a vehicle to give it the ability to transport characters. If the creature dies so does the riding character. THE RULES THAT ARE PRINTED ON THE ONE PAGE RE-TYPED & Hints 7 MOVE POINT RULE As seen on the ONE PAGE, everything you do costs something, and each turn you get 7 move points worth of something to do. Use your points wisely. These points do not rollover to the next turn if you didn't use all of them. -1 (move a weapon 1 space) -1 (switch a weapon) -1 (pick a weapon up/put one down) -1 (climb a ladder) -1 (open a door) -2 (move a character or special creature) -2 (enter/exit a vehicle or turret) -2 (turn a moving vehicle's gun turret) -2 (jump 3 spaces) -3 (attack/fire) -3 (move a Light vehicle) -4 (move a Large or Medium vehicle) -4 (move 3 characters [not special creatures] up to 4 spaces in the same direction) CHARACTERS Minifig Body = 5 health Add Helmet = +2 health Add Armor = +5 health Robot = 5 health Creature = 7 health WEAPONS (Type - Damage / Range) Hand - 1/1 Light - 2/4 Medium - 3/5 Heavy - 4/4 Melle - 6/1 Sniper - 3/9 VEHICLES (Type - Health / Turret Damage / Run Over Damage / Turret Range / Max. Travel Distance) Large - 20/6/2/7/5 Medium - 15/4/2/7/7 Light - 10/3/2/4/7 Stationary Turret - 6/5/none/5/none SPECIAL CREATURES (Type - Health/Attack Power/Attack Range) Special Sr. Size - 15/7/4 Special Jr. Size - 10/5/3 RULES Decide the turn order any which way you want. A character can only hold one weapon unless it has a weapon holder on it's back A character can switch a weapon with another weapon that a character on the same team is holding if they are within 2 spaces of each other. A character dies if it's in a destroyed vehicle or turret, runs out of health, or falls from a height of 6 spaces. A character who kills 2 other characters gets an automatic 6 max movement without having to roll a dice and recharged/full 12 health, and everytime that character kills another 2 characters its health recharges to 12 again. A vehicle or turret must have a character inside it to operate it. To enter a vehicle, a character must be within a reasonable distance of the vehicle, and the player must have the move points neccessary to enter the vehicle. Sacrifice 2 turns to repair a vehicle which will return with: Large - 15 health, Medium - 10 health, Light - 7 health. Can only be done once per vehicle. All ranges start at the feet or the Vehicle's body. The Blast diameter from Vehicle's cannon is 2 inches. Attacking ends your turn. Your turn also ends when you run out of Move Points. You can end your turn whenever you want even if you haven't used up all of your Move Points for that turn yet. *HINTS: *Copy and paste the stats and key important rules onto a word document page and print it out to use during gameplay. Draw your own ruler on the edge of the page too ;) *Constructing an engaging battlefield is up to you! Try multiple bases, corridores, open areas, turret positions, doors, ladders, rivers, mountains, anything! *If on the run, try to close doors/gates or climb up ladders. They will drain your enemy's move points, hopefully preventing them from having enough left to attack you. *If a vehicle can hold more than one character use it to transport more characters faster. *Moving a weapon that you own (you built it, it belonged to a character of yours that died) on the field is useful if it's just laying a few spaces away to bring it within pick-up range of a character. It might use less Move Points than actually moving the character. *The only way to get more health is to kill another character! Be aggressive! *All number limitations of characters, vehicles, and monsters are up to you! and whoever you're playing with. CHECK OUT THE FIRST DOCUMENTED WAR USING THIS SYSTEM! - The Wig vs. Andrew

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