The Lego Fantasy Role Playing Game (Draft)

Table of Contents

  1. Disclaimers, Legal Stuff and Online Services
  2. Game Concepts
  3. Character Generation
  4. Combat
  5. Lego Magic
  6. Special Rules

Disclaimers, Legal Stuff and Online Services

The LEGO Group ® LEGO is a registered trademark of the LEGO Group. All Trademarks are used without permission and should not be viewed as a challenge of said or other Trademarks.

The author will not be responsible for lost time, financial ruin, bad grades, or the incredibly funny times caused by playing this game, collecting Legos or other activities caused by this hobby.

The use of the neuter pronoun "it," instead of "he or she," is not meant to be inclusive or have any other politically correct intent. Lego people have no gender. If you don't believe me, turn one over and look. Even though they may fill the roles we associate with gender, all Lego People are referred to as "it" in this text.


Game Concepts

Character Generation

  1. Create the Character Sheet. It should have three fields: Strength, Dexterity and Skills.
  2. Assign Statistics. All Lego People are the same. Record the following statistics for your Lego Person:
  3. While Lego People are perfectly happy all being the same, humans aren't. So each Lego Person gets to pick one skill to satisfy the Players need for self expression (and to make the game more interesting). The list of skills and their game effects are:
Dead Eye
Add 1 to the Lego Person's Dexterity.
Add 1 to the Lego Person's Strength.
May take action during combat turn in the step before other characters on a D6 roll of 4+. If more than one Fast character in combat, highest roll goes first with ties being simultaneous.
Cut Throat
May carry one 1 handed Hand-to-Hand weapon and one 1 handed Missile weapon in each hand. Lego Person may use each every combat turn in the appropriate step with a -1 modifier to the combat roll.
May not be purchased by characters with facial hair or a frown. Before Magic Step in Combat Turn, a Sweet Lego Person may take its Turn's Action to cause each of its attackers to roll a D6. The attacker may not attack the Sweet Lego Person unless it rolls 4+. Attacker may still attack others.
May move an additional 4 dots/turn.
This is the ONLY skill magicians may buy. Allows use of Lego Magic.
Allows use of two 1 handed hand-to-hand weapons each turn. Both of the Lego Person's hands may not be used for anything else. Lego Person attacks with a -1 to each HTH attack roll.
Lego Person can jump up a 4" sheer surface. They really don't climb since there are no dots to stick to.
A Lego Person may don up to three inappropriate items to fool other Lego People into thinking the Lego Person wearing the disguise is someone or something else. It takes 2 Turns for each Lego piece to enter the game from the Lego Box and be put on the Lego Person. The items that the Lego Person was carrying go into the Lego Box until it removes the disguise. When the disguise is removed, all items used for the disguise return to the Lego Box, and the Lego Person's original items reenter the game and are put back on the Lego Person. Removing the disguise takes one Turn. To fool another Lego Person roll a D6. They will be fooled on a 5+ if you are wearing 1 item; 3+ for 2 items; and, 1+ for 3 items.
Lego Person get the Skills Climb, Sure Foot and Disguise. Thief never gets defense benefits from using any kind of armor or shield, even when using them for a disguise. Thief does not get attack benefits for using any weapon other than sword and bow even when carrying other weapons.
Sure Foot
Since Lego People don't have hips, they can't walk on narrow (1 dot wide) beams - unless they have the skill Sure Foot. No Lego Person may side step.


This is the meat of any role playing game since everything else is just talking, and you don't need rules for that.

Lego People have 2 Joints: neck and waist. Breaking either Joint will Break the Lego Person. Other creatures have different Joints or even none at all. Joints are Broken by hitting the Joint with a successful attack.

To make an attack with the HTH weapon, the attacker and defender must be able to touch. To make a Missile attack, the defender must be within the listed range of the weapon. In both cases, the defender must be at least partially in front of the attacker. In HTH combat, the attacker chooses which Joint it will attack. In Missile combat, the Joint is chosen by a random D6 roll (missile hit neck on a 1-3, waist on a 4-6). The LM will decide how to randomly choose Joints on large Creatures. The Attacker must be able to hit the Joint, and the Joint cannot be hit if it is covered by some kind of Lego obstruction (i.e. a defender's waist can't be hit if it is covered by a castle wall). The attacker then adds its Attack Values to the roll of a D6 and compares that number to the total of the defender's total Defense Values. The attacker's base Attack Value is equal to its Strength for HTH, or its Dexterity for Missile attacks. Other Attack Values will modify this base Attack Value because of the weapon used. Other Defense Values will modify the defender's base Defense value due to armor or other considerations. These Attack Value modifiers are found on the Attack and Defense Tables. If the Attack Value is greater than or equal to the Defense Value, the attack succeeds and the Joint is broken. If the Attack Value is greater or equal to than one half of the Defense Value, the defender is pushed back 4 dots.

Other Creatures:

Horses have no Joints and can not be broken. They can be pushed back. Attack = none, Defense = 10, Barding = +2.
Falcons, Parrots
Have no Joints, can not be Broken. Can be pushed back. Attack = none, Defense = 0.
The only Joints the dragons have are the two Joints where the wings connect to the body. The attacker can only hit the Joints that it can see. Breaking either wing Joint means that the dragon can not fly. So, you have a really pissed off dragon that has to walk after you. Attack = 10, Defense = 10, Move = 6 dots/turn, Fly = 16 dots/turn, Magic.
Ghosts have no exposed Joints, so they can not be broken while the glow-in-the-dark "sheet" is on them. The sheet must be removed to expose the Joints. This can be done with Magic. Can not be pushed back. Attack = 3, Defense = 6, Magic.
Buildings, walls, or any Lego pieces joined together
Each connected dot in a Joint gives the Joint a Defense Value of 1 (i.e. two 4 x 2 bricks stuck together have a Defense Value of 8.

All of the rules above apply to Lego Creatures, but some Creatures have different effects on combat. If a Creature has an Attack Value of "none" it may not make any attacks.

Attack and Defense Values

Attack Values Value Hands To Use Range
Big Chrome Sword 
Great Ax 
1 + horse 
Catapult Shot 
2 x 2 crew 
Actually shoot it and see where it hits. 
Pirate Cannon 
2 x 2 crew 
Pirate Pistol 
Defense Values Value Notes
Covers only 1 Joint per turn - defender chooses before the first attack. Front only. 
Large Shield 
Covers both Joints. Front only. 
Plate Armor 
Waist only. 
Open Faced Helmet 
Neck Joint only. 
Closed Faced Helmet 
Neck Joint only. 


Lego Magic

This isn't referring to the fun adults as well as kids have playing with Legos. It's referring to the spells Lego People with the Skill Magic can cast. All Lego People with the Magic Skill can cast the Basic Spells. Other spell types require that the Lego Magician have the Lego object that the Spell type is named after (i.e. the Magician must be wearing a beard to cast the Beard Spell Sneeze). Some spells effect only the Magician, others have a target. The range of spells is 0 dots unless otherwise stated. Spells with a range will always have a target. To cast a spell, a Magician must spend jewels. When the spell is cast the appropriate number of jewels in the Magician's hand will leave the game for the Player's Lego Box. Each spell requires one jewel unless its description states otherwise.

Also included here are spells certain Lego Creatures can cast. These spells don't have a jewel cost. The Lego Creature must still take its action for the Turn to cast the spell.

Basic Spells

These spells require no special items.
Stuck Together
Target is stuck to the dots under it and may not move for D6 turns. Target may still make any other actions.

Scroll Spells

These spells require that the Magician be holding the Lego scroll.

May move anywhere on board one time. May even pass through objects. Magician is not visible during teleport, but may be seen as soon as it arrives at destination.
Detect Jewels
LM and all Players must show the Magician all jewels in a 20 dot range.

Beard Spells

The Magician must be wearing a Lego beard to cast these spells.
Double Spell
Magician may cast 2 spells next Turn.
Dispel Ghost
Removes a ghost's "sheet" piece from game for D6 turns.
Knocks down D6 of the nearest Lego People (not Creatures). They must take 2 Turns to get up, but may not be engaged in HTH combat (I wouldn't want to touch them either).

Glow-in-the-Dark Wand Spells

The Magician must have the Lego wand in its hand to cast these spells.
Plastic Blast
3D6 Missile attack. Range = 16".
Plastic To Stone
Target may not move or perform any actions for 2D6 turns. The target creature may not be attacked by any means during this time.

Red Crystal Wand Spells

Possessing the Red Crystal Wand lets the user cast one spell per "day" for free (i.e. the user doesn't have to pay the Jewel cost for one spell per Lego day). The Lego day is determined by the LM.

The Magician must have the clear red Lego wand in its hand to cast these spells.

Jewel Magnet
The closest Jewel to the Magician, within 40 dots, teleports into the Magician's free hand. Note that the Magician must have one hand free to catch the Jewel.
Charm Dragon
One dragon within sight of the caster will be the Magician's friend for 2D6 turns. Since Lego Dragon's can't be Broken, I don't need to write all sorts of rules to keep the Magician from Breaking the dragon by convincing its new "friend" to do something suicidal.

Crystal Ball

The Magician must be within 4 dots of the Crystal Ball to cast the Crystal Ball spells.
Detect Jewels
LM and all Players must show the Magician all jewels in a 40 dot range.

Hat Spells

The Magician must be wearing the Lego blue wizard's hat on its head to cast these spells.
Protect Head
+5 defense to Magician's Head and Neck Joint for 2D6 turns.
Thinking Cap
Magician may pick and use a Skill from the Skill list for D6 turns.

Cape Spells

The Magician must have a plastic or cloth Lego cape on its back to cast these spells.
May move to any point on the board each turn for 2D6 turns. Magician may not pass through any solid objects. Flying magician can be seen by others.
Protect Body
+4 Defense to neck and waist Joints for D6 turns.
The Magician can't be seen by any other Lego Creature for 2D6 turns.

Crystal Chalice Spells

The Magician must have the Lego clear plastic cup in its hand to cast these spells.
Create Object
Allows Magician to bring a single Lego piece into the game from the Lego Box for 2D6 Turns. After that the piece leaves the game and returns to the Lego Box.
Heal Break
Allows Magician to heal any Broken Joint on a Lego Creature it is adjacent to.

Dragon Spells

These spells can be cast by Dragons at no cost in Jewels.
3D6 Missile Attack. Range = 20 dots and it effects all Lego Creatures except dragons within 8 dots of the target. The dragon must have the Lego flame plastic piece in its mouth to cast this spell. The dragon may bring the Lego flame piece into the game from the Lego Box for free.

Ghost Spells

These spells can be cast by Ghosts at no cost in Jewels.
All Lego People within 20 dots of the ghost are immediately moved away from the ghost until they are 20 dots away from it.
The Magician can't be seen by any other Lego Creature for 2D6 turns.

Special Rules


What happens to a Lego Creature when you submerse them in water? Nothing! Lego Creatures can't be drowned. If real liquid enters your game, have the person who spilled their drink get a towel and clean it up.


This is a measure of how much stuff a Lego Person can carry around with it. Since Lego People never get tired, weight is not an issue. However, the carried items must be stuck to the Lego Person to form one Solid Unit regardless of how ridiculous this looks. The Lego Person must be able to carry all of this stuff with only its two legs stuck on two dots and nothing else touching the ground. Veterans of other role playing games will find that this is not as restrictive as it first may seem, since the Lego People don't need to carry around rations and water skins.

Falling Damage

Sometimes Lego Creatures get pushed off of high places. To simulate damage taken by falling, actually drop the Lego Creature from that height and see what happens. Simulate extreme heights that can't be represented on the table by using a hard surface such as the kitchen floor. When this is resolved, assuming the Lego Creature is not damaged it must take the next Turn to get up.

Lifting Objects

To lift a Lego object it is just attached to a Lego Person to form a Solid Unit. If the item is a brick, chest or something that is stuck to another Lego piece, the Lego Person must make a HTH attack to break the connecting Joint and then attach it to itself.

Two Heads

Some twisted Lego Fantasy players like to break the neck Joint of their enemies and take the head as a trophy. They often stick the extra head on top of their head to carry it. While this looks weird, it has some drawbacks. If the two headed Lego Person is hit in the neck Joint, both heads Break off. The Two Headed Lego Person may not gain the advantage of wearing a helmet or hat. Also, every turn roll a D6. On a roll of a 4+ the owner of the captured head gets to control the two headed Lego Person for that Turn.