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Players: 2-4

Materials: Lego minifigures with weapons, Grid play mat, Obstacles to put onto the playing field
to create a unique landscape, a set of RPG dice (includes D-4, D-6, D-8, two D-10 [one has the
numbers 1-10; the other 10-100], D-12, D-20, Pencil and paper.

Setup
To begin the game each person is given an equal amount of characters to use. Each player then
writes down 6 stats (Speed, Vitality, Strength, Wisdom, Accuracy, and Resistance) for each
of their characters. The values of these stats are then determined by rolling dice:

Determining Stats:
Speed: Roll one D-4

Add to D-4 for Movement; also can allow your


character to dodge an attack if the net
damage is less than the characters Speed

Vitality: Roll two D-10, best of two rolls

Max health of your character

Strength: Roll one D-12, best of two rolls

Add to your Melee Physical attacks


(Offence)

Wisdom: Roll one D-12, best of two rolls

Add to your Magic attacks (Offence);


Subtract from Magic attacks (Defence); Add
to D-10 for healing spells {Healer Class}

Accuracy: Roll one D-12, best of two rolls

Add to your Ranged Physical attacks


(Offence)

Resistance: Roll one D-12, best of two rolls

Subtract from Physical attacks (Defence)

After each player writes down each of their characters stats and their values, the game mat is
laid out and objects are placed on top of the mat to create the landscape. After this, then the
game may begin.

Gameplay
Each players characters are placed on their side of the field in their starting formations, rockpaper-scissors to figure out who goes first. The players take turns going clockwise.
A players turn consists of 2 phases. The first phase is known as the Movement Phase, during
this phase a player rolls a D-4 and adds his characters Speed stat to the roll to figure out how

far his character(s) can move. The second phase is the Attack Phase, which consists of fighting
an opponents character that is in range.
A player may move his character only horizontally and vertically, but not diagonaly (like the rook
piece in chess). A player may move a max of 2 characters per turn, this is done by taking the
value of the D-4 roll and splitting the value and adding each individual value to 2 different
characters Speed stat, (ex: if a player has a character with a Speed of 2, and another character
with a Speed of 3, and the player rolls a 3, he can split it 1-2, add the 1 to the character with a
Speed of 2, and add the 2 to the character with a Speed of 3; so that one character can move 3
spaces and the other can move 5), however if a player rolls the D-4 and gets a 1 he can only
move one character. A players Movement phase is optional.

Battle
In this phase of a players turn, he/she choose a character to attack (who is within range) and
roll a D-20 (and any other dice needed for Special Attacks), adds its stats to the roll, then
subtracts his opponents stats to find out how much damage his character deals.
A player may take a max of 2 actions per turn. The same character cannot attack twice in the
same turn (with the exception of Dual Wielders). Healing an ally is considered an action. The
Attack Phase is optional.
There are two major types of attacks; Physical and Magic. If a character does a
Physical attack, then that character adds either its Strength (Melee) or Accuracy (Ranged)
stat to the attack roll. If a character does a Magic attack, that that character add its Wisdom
stat to the attack roll.
When a target is attacked, depending on what type of attack it is, it will use its stats to negate
some of the damage. If the target gets hit by Physical damage, then the target subtracts its
Resistance stat from the total damage. If the target gets hit by Magic damage, then the target
subtracts its Wisdom stat from the total damage.
There are also three subcategories of attacks; Near Ranged, Long Ranged, and Melee.
Whether the attack is Near Ranged, Long Ranged, or Melee will determine the reach/range of
that attack:

Melee

Character

When a character uses a Melee attack, it can hit any other target in the surrounding 8 squares
(like a king in chess).

Near Ranged

Character

X
X

X
X

When a character uses a Near Ranged attack, it can hit any other target that is exactly 2
squares away from the character

Long Ranged
.

Character

Long Ranged attacks have a little more reach than Near Ranged but have a different attack
pattern

Blocking
A good strategy to keep in mind while playing is known as blocking. Blocking is when a player
blocks his opponents ability to attack another character by placing a character or obstacle
between his character and his opponents:

Blocking a Near Ranged Attack

X
Block

Character

X
Block

Character

X
Block

Character

Block

Block

X
Block

Character

These are the possible ways to block a Near Ranged character, use these tactics wisely.

Blocking a Long Ranged Attack

X
Block

Character

X
Block

Block

Character

Block

Block

Character

These blocking situations in addition to the blocking situations of Near Ranged attacks all
apply to Long Ranged attacks.

Character Classes
There are 4 classes that all characters can be categorized by: Saber, Ranger, Caster, and
Healer
Sabers are your ordinary Melee fighters. They only have the ability to perform
Melee attacks. Some of their weapons include staff, sword, knife, fists, etc.
A subcategory of the Saber class is called the Rogue class. The
only difference between the Saber class and the Rogue class is that the Rogue
class has a special ability that the Saber class does not have. This ability is
called Sneak Attack; (if a Rogue-class character approaches and attacks an
opponents character from behind, the Rogue gets an attack bonus)
Rangers are your ordinary Ranged fighters. They only have the ability to perform
Ranged attacks. Some of their weapons include bow and arrows, pistol, shotgun, lance,
etc.
Casters are the designated magic user class. These are the most prominent
Magic-type characters in the game. Cater have the ability to do both Melee and Ranged
attacks. Their Ranged attacks are Magic attacks while their Melee attacks are
Physical attacks. Almost all Casters have a magic staff of some sort.
Last but not least we have the Healer class. The Healer class is unique in that it
is the only class that can directly heal their teammates. Healers only have the ability to
do Melee attacks but also have the ability to heal another character within Melee range.
Healing takes an action to perform and is done by rolling a D-10 and adding the Healers

Wisdom stat to the roll, the total is then added to the health of the character being
healed.
A subcategory of the healer class is called the Spellsword, which
is a cross between a Caster and a Saber. Spellswords are the only class that
can do Melee Magic attacks. Spellswords only have the ability to do Melee
Magic attacks.

Special Attacks and Status Effects


With the addition of these character classes, there are some unique effects that can be
incorporated into an attack, these are known as Special Attacks. A player may only use a
Special Attack once per Attack Phase. A Special Attack takes up one of your action in your
Attack Phase.
Special Effects added to weapons: Some Special Effects can be added to a weapon through
enchantment or physical alteration (ie. poison)

Special Moves
Dual Weild- Character can attack twice in a single attack phase
Necromancer- {Necromancer Class} Roll extra D-8 for DMG; value of D-8 equals the amount
of Health recovered; If D-20 roll is lower than D-8, then character cannot heal
Healer- {Healer Class} When healing; Healing = (D-10 + Wisdom)
Backstab- {Rogue Class} When character is attacking opponent directly from behind,
backstab effect applied; Roll extra D-8 for DMG

Status Effects
Burn- {Can be applied to weapons & magic} Roll extra D-8 for DMG; if the roll is 5 or higher,

then burn effect is applied; subtract (roll - 4) from targets Resistance stat; effect lasts until
the target is healed; Potency of the burn effect is stackable (max. -4 to Resistance stat)
Poison- {Can be applied to weapons only}Roll extra D-8 DMG; if the roll is 5 or higher, then
poison effect is applied; target takes (roll - 4) DMG each turn for 3 turns; effect is not
stackable
Freeze- {Can be applied to magic only} Roll extra D-8 for DMG; if the roll is 5 or higher, then
freeze effect is applied; subtract (roll - 4) from targets Speed stat for 2 turns; if the targets
Speed stat has been reduced to zero, then the target is Frozen/Immobile for 2 turns; effect is
not stackable
Shock- {Can be applied to magic only} Roll extra D-8 for DMG; if the roll is 5 or higher, then
shock effect is applied; subtract (roll - 4) from targets Wisdom stat for 2 turns; potency of the
effect is stackable, but not the duration (max. -4 to Wisdom stat)

During a Players Turn:


Movement Phase: The player rolls a D-4; if he moves one character, he adds the roll to that
characters Speed. If he moves 2 characters, he splits the dice roll between two of his
characters and adds their individual Speed to each value.
Attack Phase: The player picks a target and then rolls a D-20 (as well as any other dice
included in the roll through special attacks) and adds and negates the appropriate stats to the
roll to figure out the net value of the damage that was dealt. Max 2 actions per turn. No more
than 1 action per character; the exception being Dual Wielders.