Alternate Lego Heroica Rules

Step 1 – RANGED ATTACKS

Heroes with a Ranged Attack Skill may fire a missile at an enemy that is in Line of Sight

The Wizard, Druid or a character with the staff is not affected by line of sight, only the indicated range.

Line of Sight can be established if a pencil or similar straight, rigid object can be made to touch the character and the opponent without crossing over void spaces. 

A diagonal measure counts as 1 space.

For Shot and Fireball, a Shield indicates 2 point of damage.  The sword indicates 1 point of damage

For Heal, a Shield heals 4 Health.  Otherwise, the pips indicate the amount of Health restored.

 

CharacterRanged Attack (or Ability)
BarbarianNone
DruidHeal: Restore Health to ally up to 4 spaces away even around corners.  Roll to Heal 1 to 4.
KnightCharge: Move up to 2 additional spaces for a Melee Attack an adjacent enemy.
RangerShot: Range Attack an enemy up to 5 spaces away in Line of Sight.
RogueNone
WizardFireball: Blast an enemy up to 4 spaces away even around corners
WeaponRanged Attack (or Ability)
BowShot: Attack an enemy up to 5 (6 for Rangers) spaces away in Line of Sight.
StaffHeal: Restore Health to ally up to 4 (5 for Druids) spaces away even around corners.  Roll to Heal 1 to 4.
SwordCharge:  Move up to 2 (3 for Knights) additional spaces to Melee Attack an adjacent enemy.
WandFireball:  Blast an enemy up to 4 (5 for Wizards) spaces away even around corners

 

Step 2 – MOVEMENT

On your turn roll the LEGO dice and move your Hero the number of spaces indicated spaces or 4 spaces if the Shield is rolled.  A diagonal move counts as 1 space.

Movement stops when a character is adjacent (including diagonal) to an opponent.

If you end your move in a space occupied by another Hero, move the Hero to the nearest open adjacent space of the Player’s choice.  If this space puts the character in position to attack an opponent, the character may choose to not move to the space.

 

Step 3 – MELEE ATTACKS

Heroes adjacent (including diagonal) to a monster make a Melee Attack by rolling the LEGO dice.

 

CharacterMelee Attack (or Ability)
BarbarianWhirlwind Attack:  Per the roll of the LEGO dice.  Shield indicates all adjacent monsters defeated and move 1 space to attack again if adjacent to another monster.
DruidNormal attack.  Roll the LEGO dice.  With Shield, Heal self or defeat the monster.
KnightFollow-up Attack:  Shield indicated the individual monster is slain and move 1 space to attack again if adjacent to another monster.
RangerStep Back:  Per the roll of the LEGO dice.  With Shield, move 1 space and take a Ranged Attack an enemy up to 5 spaces away in Line of Sight.
RoguePilfer:  Per the roll of the LEGO dice.  With Shield, monster defeated and gain 1 Gold.
WizardWall of Fire:  Per the roll of the LEGO dice.  Shield indicates all adjacent monsters defeated.
WeaponMelee Attack (or Ability)
AxeWhirlwind Attack:  Per the roll of the LEGO dice.  Shield indicates all adjacent monsters defeated and move 1 (2 for Barbarians) space to attack again if adjacent to another monster.
DaggerPilfer:  Per the roll of the LEGO dice.  With Shield, monster defeated and gain 1 (2 for Rogues) Gold.
SwordCharge:  Move up to 2 (3 for Knights) additional spaces to Melee Attack an adjacent enemy.
WandWall of Fire:  Per the roll of the LEGO dice.  The Wizard may reroll if the first result is undesirable. Shield indicates all adjacent monsters defeated. 

 

MONSTERS

After all Heroes take their turns, all monsters move 3 squares towards the nearest Hero. If adjacent (including diagonal), it starts a fight.  If it rolls a Sword, the Hero takes damage equal to the monster’s strength. If it rolls a Skull, it is defeated.  If it rolls a Shield, the Hero takes damage equal to the monster’s strength +1. The exception is the bosses. They are treated like a Hero.  Goblin King = Barbarian.

Wandering Monsters appear if the LEGO Master rolls a Shield at the beginning of any turn. 1=1-4 Grunts, 2=1-4 Grunts and 1 Heavy, 3=1-4 Grunts and 2 Heavies, Shield=Roll LEGO dice twice with one group of monsters coming from the front and one coming from the rear.

 

USING ITEMS

Unless noted otherwise, a Hero may use a potion or scroll during your turn in addition to another action.

Scrolls

A Druid may use the scroll to restore 1-4 Health to himself or another Hero.

A Wizard may use the scroll to as either a Fireball or Wall of Fire.

Potions

Invisibility:  Bypass a monster without having to fight.  Lasts until the Hero attacks.  Stick potion on the Hero’s head for the duration of the Invisibility.

 

USING ACTION CHECKS

Unless noted otherwise, an Action Check can be attempted in lieu of any other standard action.

 Open Doors

A Druid or Wizard can open magical doors with a roll of a Shield.

A Thief or a Ranger can open locked doors with a roll of a Shield.

A Barbarian or Knight can smash rocks or doors with a roll of a Shield.

Jump

A Hero can attempt to jump over pits, rocks, magic doors, treasure chests, or monsters, but NOT locked doors. If you roll a Sword, you jump the amount of squares shown. If you roll a Skull, then jump the amount of squares shown and take damage equal to the amount of squares shown.

GAINING EXPERIENCE

A Hero will gain 1 point of Experience for each point of Strength of a defeated monster.  Five points may be used to purchase a weapon (representing a new skill) for the Hero.

 

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