To LUGNET HomepageTo LUGNET News HomepageTo LUGNET Guide Homepage
 Help on Searching
 
To LUGNET News Traffic PageSign In (Members)
 Dave Goeb / brickarena

BrickArena


(02/17/03):
Gallery

As with YALUGS I expect you will change many things to suit your own ideas and what LEGO you have to play/build with.
Have fun.



Views of an example Arena: Lord Scarphead’s Worm Pen
A popular spot for mayhem. On every thursday of every month Lord Scarphead holds a contest for all. Most of the local nobles and many more from the three schools of magic in nearby Northshire come rain or hail. Indeed, sport at Scarphead’s pleasure is of the finest. The High Necromancer will often bring his demonic gladiators and beasts to fight. The show piece of the eve is the final melee when the great Worm is allowed to reclaim her lair. No one passing the Far Hills, on the way to the Capital, should fail to visit. Three gold and two ninethings. Ale included. Pets, retinues and guard-beasts must be restrained. Arrive before sundown for best seats.



Full Size
   
Full Size 1280x960
   
Full Size
   
Full Size
 

Full Size
   
Full Size
   
Full Size
   
Full Size 1024x768
 

Full Size
   
Full Size
   
Full Size 832x624
   
Full Size 1200x300
 

Full Size 1024x768
   
Full Size
   
Full Size
   
Full Size



Rules and notes for playing inprog 02/09/03


i.0

   Fluff & Notes Rich nobles and merchants all compete for money, power and fame in the BrickArena.
The best Gladiators in the realm fight each other and even wild and mythical beasts for their owners.
Any rules are fine (see BrickQuest or Brickwars for more) or the rules presented here(YALUGS style).
If you are using another rule system you can skip to section 4.0.
Build new or re-use old rules, it’s up to you. Enjoy!

TOC
0-Time: Turns, Rounds and Scenarios. Notation of Numbers.
1-The Figure: Stats, Skills and Equipment.
2-Moving: Movement Limits, phases and actions
3-Resolving: Combat Results.
4-Modifiers: Adding and subtracting more complex rules and options.
5-Advancement: Victory points and other score keeping.
6-Scenarios: Some tables for generating random games and Stock Scenarios.

0.0

   Sequence Turn length. Movement and Actions. Numbers.

A game or scenario is made up of a number of rounds of combat.
These are a set of turns for each player to resolve a figures actions.

Time in the arena is a general guide rather than a clock. The actions the players figures make are an iconic view of the events rather than a detailed simulation. A game in short.
The order of resolution is based on the figure with the highest Swiftness attribute. Ties may be resolved with simple dice throw on each turn. A player must resolve the actions for the figure. However Counter Attack actions may interrupt a players resolution. Actions may not be saved from one turn to the next. As long as the above is followed how you declare and move is up to your own tastes.
You may like to have each figure move in it’s rank order(Speed). Then resolve attacks and skill attempts in rank order. For a faster game when playing with large pools of Gladiators you may wish to allow each figure to Move&Resolve then next and so on. There is still enough snicker-snack while playing with a large number of gladiators and the faster method. The fast method also allows the attack-move-defend and other combi-actions if the figure is speedy.

If you are going to use YALUGS tallies I suggest making a turn counter and key as illustrated above. Make sure you use colors that you have lots of too.
The only Dice needed is a YALUGS D6 or a regular D6.



1.0

   The Gladiator Care and feeding of your homicidal slaves and wild beasts.

A figure is the basic unit in play and may be a humanoid or beast. The only attributes that matter in the arena are; Swiftness, Speed, Stamina, and Strength.
Each “Stat” or “Attribute” has two functions and an optional third for more advanced play.

Swiftness
Primary:How far the figure may move in the arena is 6+current Swiftness. Secondary: Sets the rank of resolution order in the turn. If you are using split phases(moves then attacks) you may wish to have ties roll for order in each phase. Optional: Trump. A figure may once per round of combat declare the rank order of resolution for all figures at the start of the turn. If the Trumping figure rolls equal to or less than their current Swiftness value. The Trumping figure must also have the highest(no ties) Swiftness of all figures in the current round.

Speed
Primary: 1/2 current value rounded up for Number of Action Phases per turn. Secondary: A roll of equal to or less than current value for Counter Attacking. Optional: Magic 1/2 current value is number of spell gestures, words or dancesteps in spell casting. Also used for Breath Weapon/Special Attacks as basic chance or as number of breaths remaining record.

Stamina
Primary: Number of rounds of combat the figure may attempt per game. Secondary: 6+current value turns before collapsing. Optional: Fatigue 1/2 current value rounded up for a number of points that may be used on resolution rolls(only) to adjust the rolled result by one(max once per roll). Pips may be used and removed to track the number remaining.

Strength
Primary:Number of Equipment points(one per item carried or worn.) Secondary: Class of weapons and equipment usable. Optional: Thump Base Chance for HandToHand attacks.

Stats are recorded in the above order left to right top to bottom as are the figures hitpoint & equipment tally. For more on Tally see the YALUGS basic rules. When using the optional attributes such as breath, spells, and fatigue use a 2x4 rather than a 2x3 to record the stats. Adding Fatigue directly under Stamina and Breath/Spell on right lowest.

A selection of Tallies and ZonesOfActions. More in gallery


ZOA. Hand to Hand.FullSize
   
Simple FigureFullSize
   
Complex. Odd Beast.FullSize
   
Huge.
Worm of doom.
(no stats shown)FullSize

2.0

   Movement Moving and dodging in the arena.

Moving your figures in the arena.
Each figure has a number of action phases to use in the turn based that is based on the Speed attribute. The total number of movement points is assigned to each of these actions phases with the last phases absorbing fractions. (Example: Move of 11 in 3 actions would be 3,4,4. Where a move of 7 in 3 actions would be 2,2,3. etc). A figure may use all or none of the movement points for that turn and portions of phases may not be used in a later phase. Saving movement from turn to turn is also not allowed. If the figure wishes to move and attack there are two cases. The first is a figure with two actions per turn. This figure can use one part for moving and one part for attacking. You may wish to force figures to move before resolving attacks or you can allow the figures to strike-then-move, strike-move-strike, or any available combo. I suggest using Movement and Combat phases where all figures resolve in the phase those actions. However mixed phases are great fun to play when using more than three gladiators and beasts in the ring at the same time. The second case is a figure with only one action per turn. The figure may move 1/3 round up of the movement points available and attack. If you are using mixed phases single action figures should strike and then move(or else! grin).


Movement as attack. Figure may try to knock a foe a number of spaces equal to the movement point in a phase. Only movement remaining in the phase or following phase(if contact on end of a phase. Both are used up in the attempt.) may add points to total attempted push. Example figure is 3 spaces from foe and has a move in the first part of 3 and a move of 4 in the following. It would move three to close the space. Then using the second action phase attempt to ram. The figure will have to use the next phases movement of four points. A figure may also ram from a standing start up to the whole phase movement points if they were adjacent at the start of the phase or turn. Single action figures may ram but may make no other actions and are restricted to 2 points of effect and two less movement than normal.
The ramming figure must make a roll of three or less and the target figure is moved in the correct direction the number of (movement points remaining in phase)spaces the figure has for effect. Modifiers may be created for heavy figures and odd effects as you need. A simple -1 to the roll if the target has a higher Strength attribute is recommended.
If the figure will impact a wall or other obstruction they are stopped at the obstruction and take a single body or limb hit. Hard Armour may stop any damage and will not be destroyed absorbing the damage. Additional rules for hipchecks and backkicks and other fun can be assigned modifiers as you see fit. Chain reaction hits and other special effects can be also be fun. Subtract movement the first figure has traveled. Once all the points are used no further effects.


Some suggested costs of common movement actions:

Sidesteping 1pt
   One row upto once per movement phase(upto 3) is free.
 
1pt to Jump
   Up upto one or one and two plates. Must move forward one space horizontal to the target spot minimum and no more that 1/2 Swiftness spaces max.
 
2pts Leap
   Jump up upto two or two and two plates. Must runup 3 points of movement. may bridge phases. Jumping down upto 1 and 2/3rds cost only the horizontal spaces. And may not land more than 1/2 Swiftness spaces from starting spot.
 
Jumping down
   Dropping risks falling (a very bad idea when a madman with an axe is just a few steps away.) May move out upto 1/3 Swiftness round up for each block.
Roll current Swiftness or less failure results in figure prone at the landing spot.
No more actions of any kind may be made if the figure has failed(if you are using split phases figure may not act in combat/skill phase following the figures failed move.).
Optional: -1 to roll for each whole brick down.
 
3pts turn 90 deg.
   This forces figures to be very carful in their order of play. May bridge phases but both are used up. Additional moves and actions in the phase may be made if points are available. In some cases such as with a move total of 7 a pair of 90deg turns can use up all three phases. (2,2,3 First 3pts phase 1 and 2. Portion of 90deg two starts in phase two and ends in phase three with the figure able to move one point at the end. The figure could use that point At the start, after the first 90deg, or after the last 90deg turn in the turn.(Wazooo that’s a lot of “turns” and “twos”.)

3.0

   Combat It’s all fun and games until someone’s head rolls down the floor vent.

A figure may use an action phase and all the movement points in that phase to make an attack. Any unused phases(Whole. None of the points of movement used) may be used to defend for Counter Attack. Having two spots to stack your tallies(one for no-further actions and one for available to counter attack.) or make note of this on the figures record. Complex attacks may also have a minimum number of movement points. These are most often hand to hand or special attacks such as lunging-bite. If the figure does not have needed movement points remaining it may not make that type of attack. Base chance to damage in the arena is 3 or less. For counter attacks Speed is the base chance. To attack the target must be in the figures zone of action and have an available action phase. Success and a hit point is removed from the rolled location(see YALUGS basic). All weapons in the arena will only do a single point of damage(No budding Sparticusi here!). Nets and other special attacks may not do damage but will have effects such as; Entangle: No movement. Figure must roll Swiftness or less and move back 2. Shock: Target stunned for one full turn. FearFire: Target is on fire and will say so in a loud voice. Target runs forward one die roll spaces. They will not pass flame or start other flammable objects as it’s all in their mind. They may bash as listed in movement and both the target and enflamed take a random location hit(armor may protect). After first effects target may roll Swiftness or less to recover. Failure is as first effects again(and again...).

Counter Attacks:
When a figure moves into or to passes over a ZOA of another figure there may be a Counter Attack. The defending figures owner may choose to interrupt at any point in the passage. From the first space in the zone to the last. The roll is made and damage/effect is applied. The moving figure may resume its passage and the CounterAttacker is marked or tally is moved after using the defend action. The defending figure may make no other counter attacks until another phase is reserved. A suggested modification to this rule for long weapons is that the defending player must use the weapon or attack at the first point of entry. Additional modifiers may be created for monsters, “hung” spells, and special attack forms. A figure with a single action may move upto 3 or turn once and defend for counter attacking. All others must use the last phase available. Optional: Two or more available phases allowing two or more additional counter attacks.


4.0

   Additional Modifiers Some suggestions on modifiers and observations about play.

The Arena is a very special case of combat. They are often made small so that no gladiator can run away and spoil the sport. In addition many of the weapons(given to them just before combat) are blunted and useless in real combat. The only good quality weapons will be in the hands of the Master of Lists and any of the Beastmasters. It is rare to see missile weapons or spears that could be thrown. The gladiator might just start picking off the rival or their own nobs in the crowd. Spells and other attacks will also be close-in effects and illusions.

When looking at the gladiator one must assume that they and any beasts they fight have been trained for these events. So many of the normal mods to rolls such as from back, behind and above have been rendered moot in their training. Rules for a trooper who has had 90 day basic and 6 months on the field would not be the same for a person born and raised to fight. You should be able to ignore much of these types of effects to rolls from the fact that the ring is small too.

Many of the rules sets that can be used may have to be adjusted to slowdown or restrict the types of actions allowed.

If you do wish to spice up the game this short list should spark your imagination to the rules you want to build/use for your games.

General:
   An unwounded figure will act before a wounded figure. No rolls for ties unless both are wounded.
A figure may not defend if the previous action in the turn was unsuccessful.
A figure may attempt to “bind wounds” between rounds. Restoring a single hit only. Roll Current Stamina or less.
 
Movement:
   A figure may move into or out of a ZOA each turn not both. Sticky Zones.
A figure must use all movement points of a phase to get up.
 
Combat:
   A figure may not counter attack behind or sides. Forward area only. You may wish to use two colors if making a ZoneReferenceFigure for measuring.
Entangled figures may attack and not attempt to get out. May make single action or attempt to get out not both.
A figure must make a Stamina roll each turn their head is held in the water. Fail and figure is disabled.
A figure will take one hit damage each turn they are held or remain in the fire.
 
Skills and Spells:
   A figure must roll current speed or less to Cast.
A figure may still Cast Spell or use skill ability if Entangled or pinned.

5.0

   Victory Allocating victory points to Gladiators. Team Rank. Special Awards.

Setting victory points should be based on the types of events that will be played. Converting VPs to New weapons or higher stats should be limited to the speed of progress you wish to have. Generally the campaign games will have more points, and more battles to win them in, than a short scenario.

Total victory points should be tracked for each Team. Or you can allow players to have more than one group/team of gladiators and total by the Player. Restrictions to spending points on the wining figures or spreading it around can be adjusted to fit your own ideas.

Some suggested base VPs
Winning a “First Blood” round 1 point.
Winning Normal “To Disabled” round 2 points.
Last figure standing in Melee 5 points.
Fight was with/included beast larger than figure +1 to VP result.
Fight was with/included beast smaller than figure -1 to VP result.

Conversion rates Figure:
10 VPs for Armour or weapon choice.
20 VPs for +1 to an Attribute.
50 VPs New Spell.

Conversion rate Team:
30 VPs New Figure.
50 VPs New Beast.


6.0

   Scenarios Building your arena. Creating your Gladiator(s). Short two player and a three player scenarios.

When building the Arena one should keep in mind the number of movement points(distance) that the figures will be moving. With some game rules you may have to expand the ring to 4 or more 48x48’s. I suggest when building for the rules presented here you keep to one 48x48. This makes for a nice size to keep drinks, food, wayward cats and dice on the table while you play.


The Generic terms have been used in the random tables to allow you to fill the entries with things that you do have or can build. You should fill the entries with figures that you do have examples for/of. A table that gives a result of BlackDragon may be of limited playablilty if you have no dragons at all(or no time to build a neat one).

For a nice random and short two person game make an Arena 30+x20+ and roll on table one. This can also serve as a starting point for a new team. For three player or more games roll twice on table one and each player may select the best 4(or less) figures. Point based system is listed with the table.


Table One: Base figures
Table Two: Green
Table Three: Vet
Table Four: Champs
Table Five: Beasts




Primary content in this document is © Dave Goeb. All other text, images, or trademarks in this document are the intellectual property of their respective owners.


©2005 LUGNET. All rights reserved. - hosted by steinbruch.info GbR