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Heroica Custom Rules
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Here's a place for everyone to post their custom rules and variations.
Permalink
| July 10, 2011, 5:21 pm
I had an idea for a different fighting system: Monsters have HP, according to their strength, and heroes have 1 strength at first, 2 strength if they have a weapon, and 3 strength if they have their weapon.
Permalink
| August 16, 2011, 7:33 pm
The creatures are definitely to easy to kill, especially if using potions and abilities.

The HP idea is worth pursuing.

A potion of Strength could give you +1 to your attack and lasts as long as you attack the same target.

As you say, a weapon should give you a strength bonus, maybe +1. A higher bonus if it magical.

On another post I mentioned that we don't give the characters their abilities until they have acquired their favoured weapon.

Quoting Ben Romeo
I had an idea for a different fighting system: Monsters have HP, according to their strength, and heroes have 1 strength at first, 2 strength if they have a weapon, and 3 strength if they have their weapon.


Permalink
| August 24, 2011, 3:19 pm
Quoting Philip Trott

I think a good way of not letting heroes use their skills too early is have "skill points", and one of these is awarded for killing a monster, and you need four to use your skill. This would only work if there is a lot of enemies, and if they "respawn".
Permalink
| August 25, 2011, 8:13 am
Ooh, I just had an idea! Werewolves, from the Waldurk set, can infect you! I'm still thinking on the details of this infection, but think about it.
Permalink
| August 26, 2011, 8:12 am
I have a few new characters/enemies, using standard rules:
Dragon (the best one to use is the dragon from the lava dragon game)
Strength 4
the dragon can only be defeated by rolling the hero dice (this includes using weapon abilities and hero abilities)
in battle heroica, double the roll on the die if moving the dragon.

Witch Doctor (use the orange explorer from Ramses Pyramid)
Ability: (Ranged) Take any one monster from your hero pack and place it on any blank space on the board.
Permalink
| August 26, 2011, 10:31 am
I'm an AFOL who played D&D back in the 70's - so I can't help but like this set. I tried to post my version of rules a couple times, but I guess they were too long.

Odyssey Heroica™ Part 1

I could have developed a more complicated system – but D&D and similar products already exist if you just want to substitute the Lego® models. Odyssey is an RPG with simplified rules to make it relatively quick to play.

Aim of the Game

For myself, with my roots in D&D, the goal is to get out alive – so returning to the start is the ultimate goal. Moreover, “leaving” the castle/dungeon to recover health should not be a mark of failure. A challenging game ought to force the players to backtrack out at least once. The bigger the Odyssey, the more times the players should need to step back and regroup. That said, each Odyssey should have a prize buried at the farthest point from the start – and if the players want to end the game there, so be it.

Odyssey can be played by any number of players, including solitaire. Each player should be responsible for at least one Hero. Hero groups larger than four will cause Heroes to move far in narrow hallways (hopping over occupied spaces). Larger Hero groups could be appropriate in larger scale adventures.

Building the Game

Like the original game, it is probably good to start with the map ideas offered by the good folks from Lego®, and then supplement as needed.

I added three times as many Treasure Chests, Life Potions, and blue Mana Potions which replace the Speed Potion. Luck Potions being rare seemed fine to me. The Strength Potion became a rare Attack Bonus.

The game will need a “natural” six-sided die, otherwise known as a "d6" (die with six sides). I borrowed the die from Lego® Robo-Champ™ and assigned number values to the colors. If you are doing this you may want to consider that the numbers on the opposite sides of the die add up to seven on a “natural” six-sided die. (There is a variant option here for the folks who have a d8 [an eight-sided die] burning a hole in their pocket.)

The Heroica™ die is interesting. There are three skulls on it allowing for a d2 roll (“heads” or not-heads), however, I find it simpler to flip a dedicated coin for d2 rolls. Count the Shield as a one and you also have 1:3 odds and random 1, 2 or 3 noted as “d3”. A number in front of the "d" indicates the number of times that die needs to be thrown. Example: 3d3 would mean to throw the Heroica™ die three times and add up the rolls resulting in a random number between 3 and 9.

Lastly, to keep track for the combat/action system, each hero and monster character in the game will need a stat tracking plate. And it totally makes sense to build these out of Lego®.

Hero stat tracking plates:

4 x 10 in black for Gold counting
3 x 10 in red for Life points
3 x 10 in gray for Mana points
1 x 3 in light blue for Level points
1 x 4 in red for Negative Bonuses
1 x 4 in green for Positive Bonuses

Each Hero will need his own set of Stat Tracking plates. I combined these plates onto a master plate for each hero.

There should be a one-stud (or two-stud) contrasting color plate in one corner of each of the large plates for Gold, Life and Mana. This identifies the “one” or final counting stud for the plate, so the orientation of the plate is always clear. So a 3 x 10 plate will represent the numbers from 1 to 30.

The Gold plate counter doubles as an Experience counter and the Heroes go up a Level every 20 Gold. If a Hero has more than 40 Gold then the Hero will be at Level 3, and you can track Gold from the top again. There is a maximum of 30 Life and 30 Mana. Each Hero type has a unique Start value for the Life and Mana.

The short Green and Red strips are positive and negative bonuses. I include bonuses for Mana when receiving, Gold when finding, Life when Healing, and Life when being Attacked. It is okay to stack bonus indicators that share the same number. For my bonus indicators, I use colors that are similar or identical to the indicators on the other plates to make it easier to remember what the bonus is for. For example, I would use a Gold cone as an indicator for the Gold plate. I leave unused indicators in the "between" areas of the Hero’s master plate for my convenience.
Permalink
| September 7, 2011, 2:27 am
Odyssey Heroica™ Part 2

Monster plates:

2 x 4 in red for Life Points
for Rats, Bats and Spiders
2 x 6 in red for Life Points
for Boss Rats, Bats and Spiders
2 x 8 in red for Life Points
for Goblin Warrior
2 x 12 in red for Life Points
for Werewolf
2 x 16 in red for Life Points
for Goblin Guardian, Goblin General, Dark Druid, Golem Guardian
2 x 24 in red for Life Points
for Goblin King, Golem Lord

You only need enough monster plates for a single battle, so two of each of the lower number plates should be enough. And because only Life Points are being tracked for the Monsters, the color doesn’t really matter. Mixing colors is fine – as long as you can easily identify the last one (or two) studs in one corner.

Take Turns

The Players take turns. Each Turn includes the option to Move followed by the option to do an Action. Decide at the start of the game what the Turn Order will be: Starting with the youngest; Starting with the oldest; Starting with the longest beard; Starting with the highest die roll; Starting with the Barbarian... (Because no one wants to mess with the Barbarian.)

Each Turn: Move Phase / Action Phase

There are two alternating Phases in this game: Move and Action. Each Hero moves zero, one or two spaces and then can take an Action.

Move Phase

Moving one space is like walking and moving two spaces is like jogging. If you want to add special rules for moving farther each Phase, you might want to limit how far a Hero can run at that pace. Example: Flee in Panic - A Hero can move three spaces for two consecutive Turns, but then must "walk" at one space per Move Phase for the next three Turns.

When a Hero or Monster has only one or two Life remaining, they can only move one space per Phase.

Moving Monsters and Heroes must move to the next unoccupied space. Hopping over spaces occupied by other Heroes or Monsters does not effect these movement restrictions. Do not hop over Treasure Chests or Potions; stop on this space. Put the Potions in your Pack and add any Gold to your Gold tally. Treasure Chests must be resolved immediately.

Action Phase

Each Hero can choose to do one Action:

•Do Nothing
•Pick Up Potion or Loot – When ending on a space with a Potion or Loot.
•Give a Potion or Loot to another Hero – When on a space next to the other Hero.
•Open a Treasure Chest – When ending on a Treasure Chest space.
•Pick Up a Key – When ending on a space with a Key.
•Unlock a Door – When ending on a space next to a locked door.
•Detect a Secret – When ending on a space next to a Secret.
•Detect a Trap – When ending on a Trap space.
•Attack a Monster – When ending within Range of a Monster.
Permalink
| September 7, 2011, 2:36 am
I'm trying to add more "comments" but I seem to have hit a limit. Unfortunately, my rules are long...
Permalink
| September 8, 2011, 1:01 am
Some great ideas here - I'll add my plans.

I'm waiting for the Pink Princess microfig from the LEGO Champion boardgame to pop up on BrickLink, once she does I'm going to (hopefully) find a store to nab a few microfigs and the parts to build Hero Packs for them, in order to make a few custom heroes. These are my current plans;

Pink Princess (LEGO Champion)
Character: Sorceress
Special: Baton (Ranged)
Move the Sorceress 4 squares, ignoring any intervening obstacles and monsters.

Orange Merchant (Orient Bazaar)
Character: Nomad
Special: Spear (Melee)
Defeat all monsters up to 3 spaces away in a straight line.

White Knight (Lava Dragon)
Character: Paladin
Special: Hammer (Melee)
Defeat the monster and restore up to 2 health

I'm also going to order some parts to make up a new potion - the Power Potion. The Power Potion can be drunk at any time to activate your Special skill (Not any powers granted by weapons, only your unique skill).

Eventually I'd like to work up to ordering the parts to create some custom Heroica boards (I have a couple of ideas for themes & mechanics - a Dungeon with Walls of Fire that shift around like the Magical Doors in Waldurk and hurt any Hero that passes through them, a Haunted House with Portals that can teleport you to other areas and a trap-filled Egyptian Catacomb)
Permalink
| September 8, 2011, 1:44 pm
Quoting Billy Hoffman
I'm waiting for the Pink Princess microfig from the LEGO Champion boardgame to pop up on BrickLink, once she does I'm going to (hopefully) find a store to nab a few microfigs and the parts to build Hero Packs for them, in order to make a few custom heroes. These are my current plans;


I had the same thoughts. That board game has a female barbarian as well. I'm surprised they didn't include those in one of the existing heroica games for folks wanting to play a female version of wizard or barbarian. Some NPCs would be nice as well.
Permalink
| September 10, 2011, 3:39 pm
Quoting J Hinkel
Some NPCs would be nice as well.


An adventure without fair maidens to rescue is hardly an adventure at all!
Permalink
| September 11, 2011, 5:05 am
Quoting Steve Ehrensperger
I'm trying to add more "comments" but I seem to have hit a limit. Unfortunately, my rules are long...


Steve, I look forward to seeing the rest of these rules, they look great! Also could you post a picture of your stat tracking plates?
Permalink
| September 23, 2011, 10:46 am
Got a new enemy.
Mummy (from the Ramses Pyramid set)
strength 1
the mummy will always move one space towards the closest player that is not healing.
This could be a bit confusing working out which enemy is closest, so maybe just move towards the closest enemy on the same plate as them.
Permalink
| September 23, 2011, 3:47 pm
Quoting Jayce Thomson
Upcoming 2012 lego board games.

Lego City Alarm: It uses the same tiles as Heroica, which is WAY nice, and it has a ton of microfigs and buildings. Definite buy!


Minitaurus looks like a great collection of pieces (although no 2x2 jumper tiles):
http://en.bricker.ru/sets/3864/

Permalink
| September 24, 2011, 12:25 am
Quoting Jacob. L
Got a new enemy.
Mummy (from the Ramses Pyramid set)
strength 1
the mummy will always move one space towards the closest player that is not healing.
This could be a bit confusing working out which enemy is closest, so maybe just move towards the closest enemy on the same plate as them.

There is always a die roll to determine which way the mummy should go. I like the idea.
Permalink
| September 24, 2011, 10:17 am
Well, I finally got it up! Here it is: http://mocpages.com/moc.php/289322
Permalink
| September 29, 2011, 8:17 am
Quoting Jayce Thomson

DUDE, THAT IS THE COOLEST THING EVER!!!!
May I borrow your idea of having the two floors, for my custom board?!

It's actually not my idea. It came from someone I found on Flikr.
Permalink
| September 29, 2011, 10:18 pm
My idea was to have a town, mountain, forest and a cave underneath my map. I know that this idea is quite similar to yours Ben, so could you give me the OK to go ahead and build it?
Permalink
| October 2, 2011, 5:54 am
CUSTOM RULES: POTIONS
I play some slight rule variations with my niece/nephews. For potions, the strength potion lets you roll two dice instead of one and you choose the best outcome (both are rolled again if a luck potion is then used) and we have a green 'goblin potion' that lets you take control of any monster (except Spider/Bat or the Goblin King). You place the green bottle-top stud on its head and each turn before you move, you take a turn with the monster using it to attack other monsters (or even heroes), collect keys/potions for you etc. If the monster is defeated in any battle it is removed from play (to a hero pack if lost to a hero). Haven't decided if the monster can be anywhere or should be within a certain range to begin with, more testing is needed to see what works best.
Permalink
| January 10, 2012, 6:26 pm
What does the yellow potion do? Strength? (I only have Nathuz and it does not have that potion). I read that you use it to destroy a monster, so it acts basically as a shield roll? Seems a bit easy.
Permalink
| January 13, 2012, 11:26 am
Quoting andhe ;-)
What does the yellow potion do? Strength? (I only have Nathuz and it does not have that potion). I read that you use it to destroy a monster, so it acts basically as a shield roll? Seems a bit easy.


It does, and it is too easy. I use a different rule for it (above) to keep things interesting.

Permalink
| January 14, 2012, 5:11 pm
Quoting Luc Byard

It does, and it is too easy. I use a different rule for it (above) to keep things interesting.


Hmm,decided to changes things by giving each monster health points to the power of their strength, shown by gold studs on their head.

This way they don't die on the first hit (unless they have a strength of one) but instead lose/give you a gold each time they're hit until they die. Dead monsters are placed on your hero pack as normal and can be traded for 1 gold at the end of the level.

This way there is more gold to be able to buy things with, making it more interesting I think.
Permalink
| January 16, 2012, 8:32 am
Quoting andhe ;-)

Hmm,decided to changes things by giving each monster health points to the power of their strength, shown by gold studs on their head.

This way they don't die on the first hit (unless they have a strength of one) but instead lose/give you a gold each time they're hit until they die. Dead monsters are placed on your hero pack as normal and can be traded for 1 gold at the end of the level.

This way there is more gold to be able to buy things with, making it more interesting I think.

I also use hit points based on strength, but I hadn't thought of the gold reward system. I'll give it a try!
Permalink
| January 16, 2012, 4:27 pm
Decided also that to prevent the 'race for the boss' scenario I would put ALL ITEMS (apart from gold) in chests (this obviously requires more chests). So to find keys etc you need to explore and try to open the chests.
If you open one then you choose a real lego chest and see what's inside. Could be a key, potion, new weapon or other item...

Makes for more exploration, but this obviously requires a slightly expanded map, or you just find yourself tripping over chests every couple of moves.
Permalink
| January 18, 2012, 9:13 am
I'm adding a huge new Heroica board soon! It was going to be my entry into my contest this month, but I got selected to judge, and I have a new, bigger board that I'm working on.
Permalink
| February 29, 2012, 8:37 am
I've added my map, and it also shows hero packs with a 'Magic Bar' with 4 MP (Magic Points) represented by gold cones.
On rolling a shield heroes have 4 points to use. These can be a combination of restoring MP, using MP and movement (combined total of 4).
You can summon the shop at any point in your turn for 1MP.
In battle, when rolling a shield, heroes can use up to 4 MP (=hit points) if their bar is full that is!
Permalink
| March 1, 2012, 5:24 am
Here are my custom rules,Final Heroica!
http://www.mocpages.com/moc.php/313041>;
Permalink
| March 14, 2012, 10:31 am
I have thought of status effects and an upgrade system(Not sure if anyone thought of it yet.)

Status effects CAN be stacked. Here are some status effects I have thought of: (When I say "X amount of turns", it depends on the upgrade or potion.)

Harmful effects:

Curse: Place a transparent red stud on the head and they initially sustain 2 damage and 1 damage for X amount of turns. This also prevents Blessing to occur.

Fire: Place a red stud on the head and they sustain one damage for X amount of turns. The fire can spread to adjacent players and monsters.

Freeze Place a white stud on the head and they initially sustain one damage and they cannot move, but they can attack, for X amount of turns

Stun: Place a yellow stud on the head and they can only move one space and they cannot attack for X amount of turns

Poison: Place a green stud on the head and they initially sustain one damage and they cannot heal for X amount of turns.


Beneficial effects:


Blessing: Place a transparent stud on the head and they are impervious to all negative status effects for the price of one damage initially.

Status effects can be inflicted by the upgrade system (mentioned later) or by a potion that you can throw 3 spaces away.
Permalink
| March 20, 2012, 5:49 am
Quoting Herman Wu
Sounds cool!

Permalink
| March 20, 2012, 9:26 am
Upgrade system: (This runs upon the idea of monster health.)
The general idea is that you get to upgrade your character. You start out at level 1, your standard ability, but it only deals one damage. For the price of 2 gold, you can upgrade to level 2! After upgrading to level 2, you can upgrade to level 3 at the expense of 4 gold. The Upgrade system is not linear and it is a tree. At level 3, it splits off: "a" is more "offensive" and "b" is more "efficient". After that, you can use 6 or 8 gold (depending on your settings,) to upgrade to level 4, the maximum level. This is bound to change and I am thinking of branching off level 4.
This is what I have:

Druid:
Level 1: Restore full health.
Level 2: Move 1 space after healing.
Level 3a: If wished, take 1 health away of any foe and heal yourself 1 health.
Level 3b: Heal an ally 1 health.
Level 4a: If wished, take 2 health away of an ally and heal yourself 2 health.
Level 4b: Heal an ally 2 health. If attacked on any occasion, the damage will be reduced by 1 damage point. (Example: a monster attacks you with 3 strength and the ability reduces the damage by one and now the monster attacks with 2 strength on you instead.)

Knight:
Level 1: Move forward 2 spaces and attack an adjacent foe; causes 1 damage.
Level 2: causes 2 damage.
Level 3a:
Level 3b:
Level 4a:
Level 4b:

Ranger:
Level 1: Can move 1 space forward and attack a foe 5 spaces away in a straight line; causes 1 damage.
Level 2: Distance extended to 6 spaces away; causes 2 damage.
Level 3a: Distance extended to 7 spaces away; whoever or whatever touches your flaming arrows will catch fire. Place a red stud on the person’s head and they will lose one health for 2 moves. They do not lose health due to fire when the initial arrow hits the foe. Once the 2 moves are up, the fire is extinguished.
Level 3b: When arrow comes in contact with an enemy, the arrow will continue with its journey, piercing all of the enemies in the distance of 7 spaces.
Level 4a: Flaming arrows will last 3 turns; initial arrow will cause 3 damage.
Level 4b: You may now move up to 2 spaces. If wished, wherever your arrow lands you will teleport there or around there.

Rogue:
Level 1: Can attack the foe in front of him and earn 1 gold; causes 1 damage.
Level 2: Causes 2 damage.
Level 3a:
Level 3b: Either take 2 gold, or take one space forward before or when you attack.
Level 4a:
Level 4b:

Wizard:
Level 1: Can attack a foe from 4 spaces away even around corners; causes 1 damage.
Level 2: Distance extended to 5 spaces; causes 2 damage.
Level 3a: Distance extended to 6 spaces; causes 3 damage.
Level 3b: Now can fire 2 bursts (So you can attack two enemies in different directions. Both bursts can be directed at the same enemy if desired).
Level 4a: Distance extended to 7 spaces; when burst comes in contact with enemy, it will explode and damage all adjacent enemies.
Level 4b: Distance extended to 6 spaces.

Weapons are static and are not affected by this upgrade system and they cannot be leveled up.

But, this makes the heroes REALLY overpowered, so I made a system for the bosses. 3 gold for level 2 and 6 gold for level 3. This is linear, but very powerful

Dark Druid:
Level 1:
--Psionic Mind Blast: Blast any foe away from you in a radius of 1 space and the foe(s) will sustain 1 damage.
--
--Tear the Rift: Tear open the rift to the Other Side and pull out a werewolf. Pay 1 gold, take a werewolf from a hero pack, and place it next to you.
Level 2:
--Psionic Mind Blast:
--

Goblin King:
Level 1:
--
--
--Recruit Goblin Guardians

Goblin General:
Level 1:
--Sword spin: Spin around, slashing your sword. Damage all adjacent foes 2 damage.
--Shield charge: Wield your shield and charge ahead 3 spaces. Damage any foe 1 damage. All foes are pushed ahead of you and aside if necessary.
--Recruit a Goblin Warrior: Pay 1 gold, take 1 Goblin Warrior from a Hero Pack, and place the Goblin Warrior next to you.
Level 2:
--Sword spin: Move one more space after sword spinning and sword spin there.
--Shield charge: Charge ahead 5 spaces away and deal 2 damage.
Level 3:
--Sword Spin: Move one more space and sword spin. Now you cause 3 damage.
--Shield charge: Charge ahead 7 spaces away.
--Recruit a Goblin Warrior: You can now recruit a Goblin Warrior and place him anywhere where Goblins reside (Draida Bay, Castle Fortaan, etc.).

Golem Lord:
Level 1:
--Earthquake: Any foes around the Golem Lord will sustain 1 damage and will be stunned for one turn.
--Rock Spire: The Golem Lord pounds the ground so that stalagmites shoot up from underneath the ground in a straight line for 5 spaces and any foes or allies caught in the Rock Spire will sustain 2 damage.
--Summon a Golem: You can summon a Golem (If Sceptre is in your possession), take a golem from a hero pack, and place one next to you.
Level 2:
--Earthquake: Foes now sustain 2 damage.
--Rock Spire: Psion Spikes can go around corners.
Level 3:
--Earthquake: You can now launch an Earthquake anywhere where Golems reside (Caverns of Nathuz, etc.).
--Rock Spire: Distance extended to 7 spaces away and foes now sustain 3 damage.
--Summon a Golem: You can summon a Golem (If Sceptre is in your possession) and place it anywhere where Golems reside (Caverns of Nathuz, etc.) and now are stunned for three turns.

The basic format is:
--Area of effect
--Ranged attack
--Summon minions.

It would help you can help me fill in some of the blanks. (Also help me decide if there should be branching at level 4.)
Permalink
| March 20, 2012, 9:12 pm
Quoting Herman Wu
Golem Lord:
Level 1:
--Earthquake: Any foes around the Golem Lord will sustain 1 damage and will be stunned for three turns.
i believe that the level one earthquake is overpowered and that it should be the level three because of the "will be stunned for three turns." bit. three turns?! he could keep using earthquake and then you can't move! that is overpowered a bit.

EDIT:
Quoting Herman Wu
It would help you can help me fill in some of the blanks. (Also help me decide if there should be branching at level 4.)
yes you should have a branch off from level 4 to level 5, most RPG games I've played does not take it over 5 most of the time but perhaps consider making 3 branches that go to level 5 each, based on different. Example:

Druid:
Healing branch:
level 1 - Heal 1 HP if you skip your move
level 2 - Heal 2 HP (see rules for level 1)
level 3 - Heal 2 HP if you move half the distance rolled (one counts as one)
level 4 - Heal 3 HP and Allies (see rules for level 3)
level 5 - Heal 3 HP and Allies while moving normally

then there could be a combat and a defence branch. glad to give input!
Permalink
| March 21, 2012, 8:00 pm
Quoting Mysterious Hooded Man (MHM)
Quoting Herman Wu
Golem Lord:
Level 1:
--Earthquake: Any foes around the Golem Lord will sustain 1 damage and will be stunned for three turns.
i believe that the level one earthquake is overpowered and that it should be the level three because of the "will be stunned for three turns." bit. three turns?! he could keep using earthquake and then you can't move! that is overpowered a bit.


Ooh. That is overpowered. I have taken that into consideration and they will now only be stunned for 1 turn for level 1 and stunned for three turns for level three.
Permalink
| March 21, 2012, 8:07 pm
I've been thinking that one of the Druid's branches is that it bestows permanent blessing upon him and the ability to bestow blessing on other players for X amoun of turns.And for the ranger, I've been thinking explosive arrows.

EDIT: Also MHM, I have taken that into consideration and I think that you can choose from two upgrade systems: 3 linear branches or the tree.
Permalink
| March 21, 2012, 11:01 pm
Quoting Herman Wu
Also MHM, I have taken that into consideration.

Thanks! glad to be of help
Permalink
| March 23, 2012, 2:14 pm
I also had two ideas for an interesting board element:
1) My friend is working on a slide puzzle where each "slide panel" is a 6x6 plate. We didn't figure out how in the rules that you can slide it though, but it's a start.
2) My idea is a giant rubik's cube. Each side of a cube is 6x6 and I suppose it will run on the same system as the slide puzzle.

You are welcome to accept these as board elements (and I challenge you to make a functional LEGO rubik's cube.)
Permalink
| March 23, 2012, 11:18 pm
Quoting Herman Wu
1) My friend is working on a slide puzzle where each "slide panel" is a 6x6 plate. We didn't figure out how in the rules that you can slide it though, but it's a start.

I've played a board game like this called 'labyrinth' where the board is made of tiles (with one spare). You take it in turns to place the spare tile, moving the rest of the row along (creating a new spare tile). Each tile has a different portion of pathway and the new tile must match where you are putting it. The paths are constantly shifting and blocking your route.
Permalink
| March 28, 2012, 6:04 am
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