TEXT: FANTASY BOARDGAMING IN AN ABS UNIVERSE 
  BrickQuest is a game of small-scale fantasy combat. It requires at least two players to play and can be played easily 
  by four to six players.  The game is played using standard six-sided dice and a three dimensional dungeon constructed 
  out of building blocks.
  Playing the Game
  Objective
  The game can be played in a variety of ways:
  •
  Questing: The BrickMaster places a room on the game table. This is the starting room. One door from this room 
  is designated the Exit from the dungeon. The game is won by the characters when they accomplish a goal 
  specified by the BrickMaster, and then return to the exit. As characters move through the dungeon, additional 
  rooms are added to the table. 
  •
  Backstab: The BrickMaster places a room on the game table. This is the starting room. One door from this room 
  is designated the Exit from the dungeon. The game's winner is whichever character exits the dungeon with the 
  most gold... whether or not any other player makes it out. As characters move through the dungeon, additional 
  rooms are added to the table. 
  •
  Defense: The BrickMaster sets up the entire dungeon layout on the table. The players' objective is to hold out 
  against successive waves of attackers. The objective, set by the BrickMaster, may be to keep attackers out of a 
  particular room, keep an NPC (non-player character) alive, or hold on to a particular item. 
  •
  Team Play: The BrickMaster sets up the entire dungeon layout on the table. Players form two or more teams, 
  each starting in a different room of the layout. Each team's goal is to plunder the dungeon and amass the treasure 
  for their own team. The game is over when all rooms of the layout have been cleared and only characters from 
  one team are still alive. 
  By combining the above general frameworks for a Quest, a wide variety of games are possible. For instance, Team 
  Play could be combined with Defense or Questing. In any case, the BrickMaster must plan the Quest and build the 
  dungeon in advance.
  Beginning the game
  After the BrickMaster has created a dungeon and 
  scenario to play, each player should:
  1.
  Choose a character from the section on Characters, 
  Abilities, and Skills.
  2.
  Build or choose a minifig to represent this 
  character.
  3.
  Build or write out a character sheet (see section on 
  Character Sheets).
  4.
  Roll two six-sided dice to determine initiative. Add 
  the results up and add any bonus from the 
  character sheet. Record this number; it determines 
  the order of players and monsters for the rest of 
  the game. Higher numbers go first. Monsters in the 
  dungeon do not roll initiative but go on a number 
  determined by their type. 
  If players roll a tie, they should re-roll the dice. 
  Whoever gets the higher roll of this second roll 
  goes first on the original number rolled. (Re-roll as 
  many times as necessary.) Players who had to resolve 
  ties should record their initiative as the appropriate 
  number and A, B, etc. For instance, 7A goes before 7B. 
  Monsters automatically go last on their number.
  Once all players have rolled, the player who rolled 
  highest places his character on any square in the 
  starting room. Then the next highest player goes, etc.
  5.
  Once initiative is settled and characters are placed in 
  the starting room, play the first round, with characters 
  going in order of initiative each round from highest to 
  lowest. 
  6.
  Keep running rounds until the Quest's objective has 
  been met or all the player characters are dead.  (In 
  games where players are competing against other 
  players, instead of working cooperatively, you may 
  want to roll initiative every round to give everyone a 
  more equal footing, or if that’s too much rolling, every 
  3 or 5 rounds.)
  BrickQuest v2.06 12/30/07 Copyright © 2003-2007 by Peter F. Guenther.  Licensed under a Creative Commons Attribution-Noncom-
  mercial-Share Alike 3.0 United States License: http://creativecommons.org/licenses/by-nc-sa/3.0/us/
  
  The Round
  Each player can take two actions with his character in 
  the round. An action may be:
  
  Moving
  
  Attacking
  
  Interacting with an Object
  
  Casting a Spell
  
  Using a Skill or Ability
  A character may do any combination of two actions in 
  any order, including two attacks or two movements. 
  The exception is spellcasting; casting a spell takes one 
  action but a spellcaster may not cast another spell, 
  make an attack, or turn undead (priest-only ability) in 
  the same round as casting a spell.  Characters with 
  both a melee attack and a ranged attack may not mix 
  types of attacks in the same round.
  Moving
  A character may move left, right, forward or back. 
  Each of these movements is 1 step towards the 
  character's maximum. Diagonal movement is allowed 
  but counts as 2 steps. At the end of his movement, the 
  character may be positioned with his base facing any 
  of the cardinal directions. 
  A character may move into any adjacent square on the 
  same level or one brick higher or lower. Any square 
  two bricks higher or lower is considered an obstacle 
  and may not be entered from that direction.
  A character may move through the square of another 
  character without penalty, given the other’s 
  permission. Characters may not pass through a square 
  with any creature, character that does not give 
  permission, or any object that would reasonable 
  prevent movement (barrels, chests, bookcases, 
  sarcophagi, etc.) A character may pass through a 
  square with the dead body of a character or creature, 
  but may not end the round on it.
  Using Stairs 
  Measure the stairs as closely as possible with the 
  BrickRuler.  Generally, three stairs count as one 
  square.
  **insert picture of brickruler
  Attacking
  Characters may attack monsters or other characters as 
  an action. As part of the attack action, the character 
  may make a “free” 90° turn before making the attack. 
  Any other movement, including turning completely 
  around, must be done first as a move action.
  Characters’ classes determine what type of attacks 
  they can make.  Some classes have both melee and 
  ranged attacks; they may switch between attack types 
  from round to round but may not make both types of 
  attacks in the same round.
  Melee Attack: Target is… 
  
  In a square adjacent to the attacking character.
  
  Directly in front of the character or on either of the front diagonals.
  
  Standing no more than two bricks higher or lower than the attacking 
  character.
  Reach Attack: Target is… 
  
  One square away from the attacking character with no obstacle, 
  creature, or character between.
  
  Within the attack arc shown at right.
  
  Standing no more than two bricks higher or lower than the attacking 
  character.
  BrickQuest v2.06 12/30/07 Copyright © 2003-2007 by Peter F. Guenther.  Licensed under a Creative Commons Attribution-Noncom-
  mercial-Share Alike 3.0 United States License: http://creativecommons.org/licenses/by-nc-sa/3.0/us/
  
  Ranged Attack: Target is… 
  
  Distant at least the character's minimum range using the BrickRuler, 
  from center of square to center of square. 
  
  No more than the character's maximum range distant using the 
  BrickRuler, from center of square to center of square. 
  
  Within the attacking character's "firing arc"; that is, a direct line from 
  the center of the character’s square to the center of the target’s square 
  passes between the two front corners of the character's base. 
  
  Along a clear line of sight from the attacking character--the BrickRuler 
  shows a straight line from center of attacker's base to center of target's 
  base, without passing through any obstacles, creatures, or characters 
  which would reasonably prevent an attack.
  Creatures are bound by the same rules in making their 
  attacks. Once any attack is declared valid, the attacker 
  immediately rolls his Attack Dice (one six-sided die for 
  each attack die his character type grants) and adds 
  any Attack Bonus. The defender then rolls his Defense 
  Dice and adds any Defense Bonus.  If the total for the 
  attack is higher than the total for the defense, the 
  difference is taken as damage by the defender. The 
  target then records damage on his character sheet, or 
  the BrickMaster records the damage for a creature. If 
  the damage reduces the target's Hit Points to 0, the 
  target is then considered dead. The corpse is left in the 
  square(s) it occupied previously and any treasure on 
  the target is available for looting.
  Interacting with Objects 
  and Items
  Opening or Closing Objects
  Opening or closing any door in the dungeon is an 
  action. Locking or unlocking the door, if the character 
  has and chooses to use the appropriate key, is 
  included in the action. The character must be in a 
  square directly in front of the door to open or close it. 
  Double doors can both be opened with one action.
  The dungeon may contain chests, barrels, sarcophagi, 
  or other closable objects. Opening a barrel, unlocked 
  chest, etc., and taking its contents is one action. 
  Closing the barrel or chest is a separate action. A 
  character must be in a square adjacent to the item in 
  order to open or close it.  Chests can only be opened 
  from the square facing the front of the chest.
  Large closable objects such as sarcophagi or large 
  barrels may conceal creatures or characters. Climbing 
  into an already-open item is one actions (if the 
  BrickMaster rules it can be closed from inside) and 
  closing it is a second; opening the object is another 
  action, as is climbing out.
  Activating Objects
  Activating an appropriate item in an adjacent square, 
  such as a lever or button, also counts as one action.
  Giving Items
  As an action, a character may pass items in his 
  possession to one creature or character in an adjacent 
  square.
  Looting
  A character may examine the possessions of any corpse or 
  unconscious player in the dungeon.  To do so, the character 
  must be in any square adjacent to the body and spend an 
  action searching for goodies.  Anything the character finds 
  on the corpse can be added to the swag bin on the 
  character sheet immediately.
  Picking Up Items
  As an action, a character may pick up all objects in one 
  adjacent floor square of the dungeon or on one shelf in an 
  adjacent square.
  Taking Items
  As an action, a character may take items from the swag bin 
  of an adjacent character—if the adjacent character allows 
  it.  The player taking items then has access to everything in 
  the other player’s swag bin.
  Using Items
  A character may use one item (such as a potion) in his 
  possession as an action.  
  Using a Skill or Ability
  Characters can use different skills, generally as an action; 
  this includes things like forcing doors, picking locks, and 
  turning undead.  See the section on Characters, Skills, and 
  Abilties.
  Casting a Spell
  Wizards and Priests may cast certain spells.  Casting a spell 
  is one action but in the round a spell is cast, the spellcaster 
  may NOT
  •
  Cast another spell
  •
  Attack
  •
  Turn undead
  The spell takes effect as soon as the caster declares it and 
  has deducted the required Spell Points.  
  There are no saving throws in BrickQuest.  A spell which 
  deals damage is not opposed by a Defense roll unless it 
  specifies such.  For spells which have an ongoing effect, the 
  effect happens once as soon as the spell is cast.  In 
  following rounds, the target of the spell may roll one die at 
  the beginning of the caster’s turn.  If the result is a 6, the 
  spell’s effect is broken.  Otherwise, the spell effect happens 
  again.
  BrickQuest v2.06 12/30/07 Copyright © 2003-2007 by Peter F. Guenther.  Licensed under a Creative Commons Attribution-Noncom-
  mercial-Share Alike 3.0 United States License: http://creativecommons.org/licenses/by-nc-sa/3.0/us/
  
  Character Classes, abilities, and skills
  Character classes
  In BrickQuest, two things determine what a character 
  can do: race and archetype.  There are three races for 
  characters:
  
  Humans are the fastest and most well-rounded 
  race.
  
  Elves are nimble—able to act quickly and hard to 
  hit—and in touch with natural powers that allow 
  their spellcasters to regenerate magical energy.
  
  Dwarves are hardy, very good defensively, and 
  attuned to stonework.  Their spellcasters have 
  access to a special set of spells.
  Archetype refers to the character’s role in the group.  There 
  are four archetypes:
  
  Fighters tend to deal and receive most of the damage in 
  combat.
  
  Rogues deal damage more surreptitiously or indirectly.
  
  Wizards use arcane energies to cast spells, many of 
  which are damage-dealing.
  
  Priests cast spells of a more defensive and healing 
  nature, through divine grace.
  The intersection of archetype and race forms the twelve 
  character classes shown here:
  Archetype:
  Race:
  Human
  Elf
  DwarF
  Fighter
  Human Warrior
  Elven Ranger
  Dwarven Berserker
  Move
  5
  4
  3
  AD
  4
  2 Melee
  3 Ranged (min 2/max 8)
  3
  DD
  3
  3
  4
  Init
  +1
  +2
  0
  SP
  -
  -
  -
  HP
  12
  10
  14
  Special Abilities
  Charge*
  +2 to all attack and defense
  Charge*
  Rage*
  Skills
  Jump +1
  Force Door/Object +2
  Jump +1
  Force Door/Object +2
  Search doors/traps +1
  Jump +1
  Operate mechanism +1
  Rogue
  Human Thief
  Elven Assassin
  Dwarven Sapper
  Move
  5
  5
  3
  AD
  2
  2
  2 Melee
  3 Ranged (min 2/max 6)
  DD
  2
  2
  3
  Init
  +2
  +3
  +1
  SP
  -
  -
  -
  HP
  10
  10
  12
  Special Abilities
  Backstab*
  Prowess*
  +1 to all defense rolls
  Sapper abilities (6 points)
  Skills
  Pick pockets +1
  Pick locks +1
  Search doors/traps +2
  Disarm traps +2
  Jump +2
  Tumble +2
  Operate mechanism +1
  Jump +2
  Pick pockets +1
  Pick locks +1
  Tumble +2
  Operate mechanism +1
  Jump +2
  Search doors/traps +3
  Disarm traps +3
  Operate mechanism +2
  Throw +3
  Wizard
  Human Mage
  Elven Adept
  Dwarven WarMage
  Move
  5
  4
  3
  AD
  2
  2
  2
  DD
  2
  2
  3
  Init
  0
  1
  -1
  SP
  14
  14
  14
  HP
  10
  10
  12
  Special Abilities
  Wizard Spells
  Meditation: Spend 1 full round 
  concentrating; if not attacked, gain 1d6 
  spell points
  Wizard Spells
  Recuperate Spell Points 1/round not casting
  +1 to all defense rolls
  Wizard Spells
  Dwarven War Spells
  Skills
  Search doors/traps +1
  Operate mechanism +1
  Priest
  Human Cleric
  Elven Shaman
  Dwarven Paladin
  Move
  5
  4
  3
  AD
  2
  2
  2
  Ranged attack 2 dice +2 (min 2/max 6)
  DD
  3
  3
  4
  Init
  0
  1
  -1
  SP
  14
  14
  14
  HP
  12
  10
  14
  Special Abilities
  Turn Undead*
  Cleric Spells
  Cleric Spells
  Recuperate Spell Points 1/round not casting
  +1 to all defense rolls
  Cleric Spells
  Dwarven War Spells
  Skills
  Search doors/traps +1
  Operate mechanism +1
  BrickQuest v2.06 12/30/07 Copyright © 2003-2007 by Peter F. Guenther.  Licensed under a Creative Commons Attribution-Noncom-
  mercial-Share Alike 3.0 United States License: http://creativecommons.org/licenses/by-nc-sa/3.0/us/
  
  Special Abilities
  Backstab
  When a character with Backstab attacks his target 
  from the square directly behind the target, he gets an 
  additional 2 attack dice.
  Casting a Spell
  Wizards and Priests may cast certain spells.  A list of 
  spells follows later in this section.  Casting a spell is 
  one action but in the round a spell is cast, the 
  spellcaster may NOT
  •
  Cast another spell
  •
  Attack
  •
  Turn undead
  The spell takes effect as soon as the caster declares it 
  and has deducted the required Spell Points.  
  There are no saving throws in BrickQuest.  A spell 
  which deals damage is not opposed by a Defense roll 
  unless it specifies such.  
  For spells which have an ongoing effect, the effect 
  happens once as soon as the spell is cast.  In following 
  rounds, each target of the spell may roll one die at the 
  beginning of the caster’s turn.  If the result is a 6, the 
  spell’s effect is broken for that target.  Otherwise, the 
  spell effect happens again.
  Charge
  If a character with Charge moves in a straight line as 
  his/her first action in the round and attacks an 
  opponent also along that straight line as his/her 
  second action, s/he gets one additional Attack Die on 
  the attack.  The move must be completely in one 
  straight line (diagonals count too) and must be at least 
  2 squares.
  Prowess
  A character with Prowess has two additional dice to be 
  distributed between Attack and Defense Dice.  At the 
  beginning of his/her turn, the player decides whether 
  both go to Attack, both go to Defense, or one goes to 
  each.  These are not reallocated until the character's 
  next turn.
  Rage
  A character with Rage can give up some defense for 
  the sake of more actions. At the beginning of his turn, 
  the player may opt to give up one defense die until 
  his/her next turn in order to gain a third action this 
  turn.  At least one of the Raging character's actions in 
  the turn must be an attack.
  Sapper Abilities
  A Sapper is able to use explosives to do a number of 
  things.  A Sapper starts out with 6 points of explosives and 
  can only increase that or replace spent points by finding 
  explosives or blackpowder.  Each of these abilities takes an 
  action and results happen at the end of the Sapper's turn in 
  0 to 3 rounds, depending on the fuse length specified when 
  the action is taken.  Only one sapper ability can be used per 
  round.
  •
  Clear rubble (2 points): Clear two squares of rocks or 
  other rubble.  By placing charges carefully, the sapper 
  can select any two squares adjacent to one another, 
  including one which may not be accessible to him/her 
  before the charges go off.  Any character or creature in 
  a square adjacent to either square being cleared takes 1 
  die's worth of damage.
  •
  Open door (1 point): Blow open a locked or otherwise 
  blocked door.  This will not work on iron gates or certain 
  reinforced doors.  Any creature adjacent to the door on 
  either side when the charge goes off takes 1 die's worth 
  of damage.
  •
  Block passage (2 points): Bring down parts of the 
  wall and/or ceiling to block an area 1 square by 2 
  squares. Getting through the passage afterwards would 
  take many turns of digging or a Clear Rubble action. 
  Any character caught under the falling rubble takes 3 
  dice worth of damage and is blown to the nearest free 
  square.  Any character in a square adjacent to the 
  squares being blocked when the charges go off takes 1 
  die's worth of damage.
  •
  Bomb (1 point): This device can be concealed in a 
  barrel, chest, or similar container, simply left out in the 
  open,  held onto and dropped by the Sapper in a later 
  turn, or held onto and thrown in a later turn (requiring a 
  Throw roll).  When the charge goes off, it deals 1 die 
  worth of damage to the square it occupies and 1 point of 
  damage to adjacent squares.
  •
  Big Bomb (2 points): Like a Bomb, but deals 2 dice 
  worth of damage to the square it occupies and 1 die 
  worth  to adjacent squares.
  •
  Really Big Bomb (4 points): Like a Bomb, but deals 3 
  dice worth of damage to the square it occupies, 2 dice 
  worth to adjacent squares, and 1 die worth to all other 
  squares within a radius of 2.
  Turning Undead
  As an action, a character with this ability can channel the 
  power of his deity in an attempt to purge evil from his 
  presence. This turning ability operates only on undead 
  creatures. To turn, the player rolls one die; all undead 
  creatures within a radius of 2 from the character take as 
  damage half the die result, rounded up (1-2 = 1 point, 3-4 
  = 2 points, 5-6 = 3 points).
  BrickQuest v2.06 12/30/07 Copyright © 2003-2007 by Peter F. Guenther.  Licensed under a Creative Commons Attribution-Noncom-
  mercial-Share Alike 3.0 United States License: http://creativecommons.org/licenses/by-nc-sa/3.0/us/
  
  Skill checks
  Some things that happen in a game involve a certain 
  amount of skill along with some chance or success or 
  failure.   Whenever a player wants to try a special action 
  (anything beyond moving or combat), the BrickMaster 
  sets a difficulty rating and the player tries to beat it by 
  rolling two dice, adding in any applicable skill or 
  circumstance bonus granted by the BrickMaster.
  Simple:
  Automatic success—no roll
  Easy:    
  6 or better
  Normal:
  8 or better
  Hard:
  10 or better
  Extremely Hard:
  12 or better
  Nearly Impossible: 
  More than 12 (only characters 
  with skill points or other bonuses 
  can do)
  A roll of snake eyes (two 1’s) is always a failure.
  Example: Harry the Thief wants to jump over 
  a two-square pit.  The BrickMaster rules this is 
  a normal action, so would require a roll of 8 or 
  better; as a Thief, Harry also gets a +2 bonus. 
  Since he’s got a running start going down a 
  ramp and has the additional motivation of 
  being chased by a Giant Louse, the 
  BrickMaster rules he can add an additional 1 
  to the roll.  Harry’s player rolls a 3 and swears 
  loudly because this adds up to 7 (3 rolled + 3 
  skill + 1 circumstance).  Harry falls into the 
  pit.
  Skills that any character can use:
  
  Block door
  
  Climb
  
  Force door/object
  
  Jump
  
  Operate Mechanism
  
  Throw
  Skills that only characters trained in them can use:
  
  Disarm trap
  
  Pick locks
  
  Pick Pockets
  
  Search for secrets
  
  Tumble
  BrickQuest v2.06 12/30/07 Copyright © 2003-2007 by Peter F. Guenther.  Licensed under a Creative Commons Attribution-Noncom-
  mercial-Share Alike 3.0 United States License: http://creativecommons.org/licenses/by-nc-sa/3.0/us/
  
  Priestly Spells
  Minor Healing
  Spell Points: 2
  Area of Effect: 1 creature or player in square 
  adjacent to caster
  Duration of Effect: Instantaneous
  Description: The target creature or player is healed of 
  1 die roll's worth of damage. 
  Major Healing
  Spell Points: 4
  Area of Effect: 1 creature or player in square 
  adjacent to caster
  Duration of Effect: Instantaneous
  Description: The target creature or player is healed of 
  2 die rolls' worth of damage. 
  Cure Disease
  Spell Points: 3
  Area of Effect: 1 creature or player in square 
  adjacent to caster
  Duration of Effect: Instantaneous
  Description: The target is immediately cured of any 
  disease, including lycanthropy, mummy rot, and 
  hiccups. 
  Cure Poison
  Spell Points: 3
  Area of Effect: 1 creature or player in square 
  adjacent to caster
  Duration of Effect: Instantaneous
  Description: The target is immediately purged of all 
  poison in system, but retains all damage caused by the 
  poison. 
  Curse
  Spell Points: 6
  Area of Effect: 1 creature or player within sight of caster
  Duration of Effect: Instantaneous
  Description: The cursed target begins to suffer all kinds of 
  misfortunes--stubbed toes, hangnails, random boils, and 
  bloody noses, for instance--resulting in one point of 
  damage per round. 
  Cure Curse
  Spell Points: 5
  Area of Effect: 1 creature or player in square adjacent to 
  caster
  Duration of Effect: Instantaneous
  Description: The target is immediately cured of any curse. 
  Infuse
  Spell Points: Variable
  Area of Effect: 1 creature or player in square adjacent to 
  caster
  Duration of Effect: Instantaneous
  Description: The target receives one less than the number 
  of spell points the caster expends on the spell. Either a 
  priest or a wizard can receive spell points from a priest 
  using this spell. 
  Divine Wrath
  Spell Points: 8
  Area of Effect: 1 target square and adjacent squares. 
  Target square must be in line of sight to the caster.
  Duration of Effect: Instantaneous
  Description: A bolt of divine cleansing fire descends from 
  above, immolating a square of the dungeon and cause 2 die 
  rolls of damage to the occupant. Divine wrath boils over, 
  causing one die roll of damage to the occupant of each 
  adjacent square.
  BrickQuest v2.06 12/30/07 Copyright © 2003-2007 by Peter F. Guenther.  Licensed under a Creative Commons Attribution-Noncom-
  mercial-Share Alike 3.0 United States License: http://creativecommons.org/licenses/by-nc-sa/3.0/us/
  
  Wizardly Spells
  Minor Fireball
  Spell Points: 3
  Area of Effect: 2 square radius; centered on target square in 
  direct line of sight of caster
  Duration of Effect: Instantaneous
  Description: A small fireball bursts from the character's hand 
  and explodes on a designated square. All creatures and 
  players within the area of effect (measured with the 
  BrickRuler) take 1 die roll's worth of fire damage. 
  Major Fireball
  Spell Points: 6
  Area of Effect: 4 square radius; centered on target square in 
  direct line of sight of caster
  Duration of Effect: Instantaneous
  Description: A massive fireball bursts from the character's 
  hand and explodes on a designated square. All creatures and 
  players within the area of effect (measured with the 
  BrickRuler) take 2 die roll's worth of fire damage. 
  LevinBolt
  Spell Points: 2
  Area of Effect: A single target within view of the caster
  Duration of Effect: Instantaneous
  Description: A burst of magical energy flies from the caster 
  to the targer, causing 1 die's worth of damage.
  Lightning Bolt
  Spell Points: 4
  Area of Effect: Every square lying along the BrickRuler for 6 
  squares from the caster.
  Duration of Effect: Instantaneous
  Description: An arc of lightning sears across the dungeon 
  from a character's hand, shocking every creature and 
  character on the way. Affected creatures take 1 die's worth of 
  electrical damage. 
  Cone of Ice
  Spell Points: 6
  Area of Effect: Cone, 4 squares long, emanating from 
  caster.
  Duration of Effect: Instantaneous
  Description: An icy blast of cold emanates from the 
  character's hands, freezing all in its path. All creatures within 
  the cone of effect (measured with the BrickRuler, with the 
  sides of the cone running from the center of the caster’s base 
  to the front corners) take 2 die roll's worth of damage. 
  Magic Lock
  Spell Points: 2
  Area of Effect: 1 door, chest, or other lockable object in 
  square adjacent to caster.
  Duration of Effect: 5 rounds
  Description: The target object is magically locked. No key 
  will open the door, nor will brute force open the door. 
  Magic UnLock
  Spell Points: 3
  Area of Effect: 1 door, chest, or other lockable object in 
  square adjacent to caster.
  Duration of Effect: Instant
  Description: One lock, magical or physical, is removed from 
  the target.
  Reveal Secrets
  Spell Points: 4
  Area of Effect: A square 5 squares on a side, centered on 
  the caster.
  Duration of Effect: 2 rounds
  Description: A magical flame appears to mark any squares or 
  walls which are trapped or have secret doors.  The caster will not 
  know how to open any secret doors or disarm traps.
  Magic Ward
  Spell Points: 3
  Area of Effect: Designated square adjacent to caster.
  Duration of Effect: Until discharged
  Description: A designated square of the dungeon is magically 
  warded. Any creature or character (including the caster) stepping 
  into the square will be engulfed in blue flame, dealing 1 die roll's 
  worth of damage. Adjacent squares are not affected. 
  Blinding Light 
  Spell Points: 2
  Area of Effect: Self
  Duration of Effect: Instantaneous (effects last 3 rounds)
  Description: The wizard momentarily erupts in a blinding burst of 
  light. All creatures and players whose firing arcs face the wizard 
  are blinded for 3 rounds. (For each attack or square of movement 
  a creature makes while blinded, roll one six-sided die to see which 
  square it affects: 1-2 it goes on the left diagonal, 3-4 it goes on 
  the right diagonal, 5-6 it goes to the correct square). 
  Hiccups
  Spell Points: 3
  Area of Effect: 1 creature or player in direct line of sight to 
  caster. 
  Duration of Effect: 4 rounds
  Description: The affected creature or player suffers from a 
  dreadful case of hiccups. While hiccuping, the creature or player 
  takes only one action per round, instead of the usual two. This 
  prevents use of any special ability, including spellcasting. 
  Silence
  Spell Points: 2
  Area of Effect: 1 creature or player in direct line of sight of caster.
  Duration of Effect: 6 rounds
  Description: A sphere of silence envelops the targeted creature or 
  player. This sphere travels with the target, preventing it from 
  speaking, casting spells, or otherwise making noise. The creature's 
  movement is also silenced. 
  Invisibility
  Spell Points: 4
  Area of Effect: 1 creature or player in square adjacent to caster.
  Duration of Effect: 6 rounds
  Description: The targeted creature becomes completely invisible, 
  but remains detectable by touch or hearing. 
  Ethereality
  Spell Points: 6
  Area of Effect: 1 creature or player in square adjacent to caster.
  Duration of Effect: 6 rounds
  Description: The targeted creature becomes completely ethereal. 
  While ethereal, the creature can move through walls, floors, and 
  ceilings. Ethereal movement involves floating at a rate of 4 squares 
  per action. Ethereal beings may not attack or be attacked. An 
  ethereal creature or player may cast spells. Spells involving 
  physical damage (including fire, electricity, and cold) do not affect 
  an ethereal creature. 
  Teleport
  Spell Points: 4
  Area of Effect: Caster only
  Duration of Effect: Instant
  Description: The caster is magically transported to a chosen 
  square which he has previously occupied, up to 12 squares away
  BrickQuest v2.06 12/30/07 Copyright © 2003-2007 by Peter F. Guenther.  Licensed under a Creative Commons Attribution-Noncom-
  mercial-Share Alike 3.0 United States License: http://creativecommons.org/licenses/by-nc-sa/3.0/us/
  
  Dwarven War Spells
  Summon Stone Elemental
  Spell Points: 4 to summon, 2/round thereafter
  Area of Effect: Elemental appears at designated location 
  within sight of caster
  Duration of Effect: As long as caster chooses to spend the 
  Spell Points.  If the caster chooses not to spend the spell 
  points at the beginning of his turn, the Elemental disappears 
  immediately.  The caster may not take any actions other than 
  moving while the spell lasts.
  Description: A large Stone Elemental (move 3; Attack Dice 
  4; Defense Dice 4; Hit Points 20; as a large creature suffers –
  2 on Defense rolls) appears and follows the commands of the 
  caster.  The Stone Elemental goes on its own initiative of 3.
  War Drums
  Spell Points: 1/round
  Area of Effect: Circle of radius 5 squares around caster
  Duration of Effect: As long as caster chooses to spend the 
  Spell Points.  If the caster chooses not to spend the spell 
  points, the effects cease immediately.  The caster may not 
  take any actions other than moving while the spell lasts.
  Description: The spell creates an otherworldly rhythm which 
  inspires the caster’s allies, giving them +1 to all Attack and 
  Defense rolls.
  War Horn
  Spell Points: 3
  Area of Effect: Circle of radius 8 squares around caster
  Duration of Effect: 4 rounds
  Description: The sound of a tremendous war horn being 
  blown strikes fear into the heart of the caster’s enemies, 
  giving them –2 to all attacks for the effect’s duration.
  Dwarven Fireball
  Spell Points: 8
  Area of Effect: 5 square radius; centered on target square in 
  direct line of sight of caster
  Duration of Effect: Instantaneous
  Description: A massive fireball bursts from the character's 
  hand and explodes on a designated square. All creatures and 
  players within the area of effect (measured with the 
  BrickRuler) take 3 die roll's worth of fire damage.
  Wall of Stone
  Spell Points: 3
  Area of Effect: two adjacent squares within sight of caster
  Duration of Effect: 4 rounds
  Description: A solid stone wall, one square by two squares, 
  appears where designated by the caster and remains there 
  until the spell expires.
  Larger Wall of Stone
  Spell Points: 5
  Area of Effect: 1x3 squares within sight of caster
  Duration of Effect: 5 rounds
  Description: A solid stone wall, one square by three squares, 
  appears where designated by the caster and remains there 
  until the spell expires.
  Strengthen Potion
  Spell Points: 3
  Area of Effect: one potion in the hand of the caster
  Duration of Effect: permanent
  Description: This spell, used by dwarves in times of peace to 
  strengthen their brews, doubles the effect of the potion on 
  which it is cast.  (For instance, a potion of Minor Healing 
  would then do 2 dice of healing, or a potion of Major Healing 
  would then do 4 dice of healing.)  A potion may not have this 
  spell cast on it more than once.
  
  Character Sheets
  Ideally, the character sheet should be made out of bricks, just like the rest of the game. Shown at left is a typical 
  wizard's character sheet:
  The bricks at the bottom of the 
  character sheet represent what belongs 
  above. For different characters, some of 
  the columns will be empty. Change the 
  colors as necessary to your collection of 
  pieces.
  
  Swag Bin: If you find it in the 
  dungeon and can fit it in here, you 
  can carry it. It needs to fit 
  completely with the lid closed--
  nothing sticking out the top. No 
  living creatures, please. The slot 
  above the swag bin (the part which 
  doesn't have a lid) is for holding 1x1 rounds removed from the character sheet during the game. 
  
  Hit Points (green): Take off a 1x1 round every time you take a point of damage. Replace to show the results of 
  a healing spell or potion. 
  
  Spell Points (blue): Take off a 1x1 round for each spell point you expend. Replace or add on to show the results 
  of a mana potion or an infuse spell. 
  
  Initiative Bonus (light grey): Each 1x1 round represents a 1 added to the Initiative die roll. 
  
  Defense Dice (yellow): Each 1x1 round represents 1 die rolled for Defense rolls.  Any 1x1 round plates stacked 
  on the brick at the bottom represent a bonus.
  
  Attack Dice (red): Each 1x1 round represents 1 die rolled for Attack rolls. For characters with different Attack 
  Dice at different ranges, you might use multiple colors.  Any 1x1 round plates stacked on the brick at the bottom 
  represent a bonus.
  
  Movement (white): Each 1x1 round represents 1 square the character can move as part of a standard action. 
  Alternatively, you can use something like this for a boring paper-based character sheet.
  Player Name: 
   _______________________________
  Character Name: _______________________________
  Character Class:  _______________________________
  Movement: ___
  Initiative bonus: ___
  Hit Points:  ___
  Spell Points:
  ___
  Attack Dice:  
  ___
  Bonus: ___
  Defense Dice: 
  ___
  Bonus: ___
  BrickQuest v2.06 12/30/07 Copyright © 2003-2007 by Peter F. Guenther.  Licensed under a Creative Commons Attribution-Noncom-
  mercial-Share Alike 3.0 United States License: http://creativecommons.org/licenses/by-nc-sa/3.0/us/
  
  Optional rules
  Critical Miss and Critical Hit
  If an attacker with more than one Attack Die rolls all 1s, he is considered to have made a critical miss. Remove the 
  character's weapon from his hand and set it on his base. As a later action, the character (or another character or 
  creature in an adjacent square) may pick up the weapon.
  A disarmed character may perform an open-handed attack with one Attack Die. Arming with another weapon out of a 
  character's inventory is also one action.
  If an attacker with two or more Attack Dice rolls more than one 6, the character is guaranteed at least one point of 
  damage for each 6 rolled, regardless of the target's Defense Roll. Example: A wizard with 2 Attack Dice makes an 
  attack on a Dwarf with 4 Defense Dice.  The wizard’s Attack roll is 2 sixes (12), but the dwarf’s Defense roll totals 17. 
  Because this is a critical hit for the wizard, he still deals 2 points of damage to the Dwarf.
  Breakaway
  If a character tries to move from a square within the three squares threatened by a melee (not reach or ranged) 
  attacking character or creature, the character invites an additional attack from that character or creature. 
  If a character or creature declares such an attack, the player moving his/her character should make a Breakaway Roll: 
  Roll a single die.  If the outcome is 6, the character does not invite such an attack and the attacking 
  character/creature cannot try again on this target this round.  Otherwise, the attacker should roll an Attack as normal 
  and the moving character should roll Defense.
  The additional attack does not count as an action for that character or creature, but only one such attack can be 
  performed by an individual in a round. If the defender makes a successful Breakaway Roll, it does not count as the 
  one extra attack per round.
  Holding
  If a player does not want to make a move at his number in the initiative, he may declare he is holding.  At the end of 
  the round, all players and creatures who held must take their actions in initiative order or forfeit their turn.  Holding 
  does not change the initiative for subsequent rounds.  A player cannot take one action and hold the second; he must 
  move at his place in the initiative or hold both actions.
  New Spells
  In addition to the default spells described in the rules, characters may find other spells in scrolls or spellbooks in the 
  dungeon.  Once a spellcaster has a scroll or spellbook, he may cast any spells it contains appropriate to his class. If he 
  loses possession of the scroll or book, he loses the ability to cast the spells it contains.
  Height Differences
  For every three full bricks higher an attacker is than the defender, add one to the Attack result (up to +3). For every 
  three full bricks lower an attacker is than the defender, subtract one from the Attack result (up to -3).
  Special Squares
  Water and Lava
  These squares are considered obstacles and may not be entered or crossed by a character. Some monsters may be 
  able to cross them, however.
  Fire Spouts
  Some dungeon squares have gouts of flame which periodically erupt through the floor or from a wall. Characters may 
  not end their movement in a square with a fire spout. Characters may cross a square with a fire spout, but for each 
  such square they must roll one die. On a roll of 1-3 (1-2 for thieves), the character takes a point of damage.
  Gridless Play
  BrickQuest doesn’t have to take place in a dungeon and it doesn’t have to happen on a board with squares of 
  alternating color. To play “outside the grid,” simply:
  
  Use the BrickRuler to measure distances for movement
  
  Put the characters on 4x4 squares to make things like 90° turns and arc of fire for spells and ranged attacks 
  obvious.
  BrickQuest v2.06 12/30/07 Copyright © 2003-2007 by Peter F. Guenther.  Licensed under a Creative Commons Attribution-Noncom-
  mercial-Share Alike 3.0 United States License: http://creativecommons.org/licenses/by-nc-sa/3.0/us/
  
  BrickMaster Information
  Swag (and Other Useful Items Typically Found in a Dungeon) 
  Treasure
  Coins
  Crystal Ball
  Key
  Goblets
  Worth 10, 20, 30, or 40 
  gold, as marked
  Worth 100 gold
  Unlocks a door or chest... 
  somewhere.
  (From left to right)
  Pewter worth 30 gold
  Silver worth 40 gold
  Crystal worth 50 gold
  Lapis worth 60 gold
  Ivory worth 70 gold
  Onyx worth 80 gold
  Gold worth 100 gold
  Gems
  Citrine (worth 120 gold) 
  Emerald (worth 130 gold) 
  Ruby (worth 140 gold) 
  Sapphire (worth 150 gold) 
  Potions
  Healing Potion: 
  Heals 1 die roll's 
  worth of damage. 
  Cannot increase a 
  character's Hit Points 
  to more than those 
  with which he started 
  the game.
  Mana Potion: Adds 1 
  die roll's worth of 
  spell points to a Cleric 
  or Wizard. Can 
  increase a character's 
  Spell Points to more 
  than those with which 
  he started the game.
  Cure Disease 
  Potion: Cures any 
  disease, including 
  lycanthropy, mummy 
  rot, and hiccups.
  Cure Curse Potion: 
  Removes a curse 
  spell.
  Invisibility Potion: 
  Makes the character 
  invisible for 6 rounds.
  Speed Potion:
  Adds 2 more squares 
  to the imbiber's Move 
  actions for 6 rounds.
  Ethereality Potion: 
  Grants the drinker 
  ethereality, per the 
  Wizardly spell, for 6 
  rounds. 
  Scrolls: A scroll holds a single spell which can be cast by a wizard or priest without spending magic 
  points.  Scrolls can only be used by the appropriate casting class—a priestly scroll cannot be cast by a 
  wizard and vice-versa.
  Books: Books are like scrolls but they hold three spells.  Each spell can be cast once without costing 
  magic points.
  BrickQuest v2.06 12/30/07 Copyright © 2003-2007 by Peter F. Guenther.  Licensed under a Creative Commons Attribution-Noncom-
  mercial-Share Alike 3.0 United States License: http://creativecommons.org/licenses/by-nc-sa/3.0/us/
  
  Monsters
  BrickQuest v2.06 12/30/07 Copyright © 2003-2007 by Peter F. Guenther.  Licensed under a Creative Commons Attribution-Noncom-
  mercial-Share Alike 3.0 United States License: http://creativecommons.org/licenses/by-nc-sa/3.0/us/
  
  Bat
  Movement: 6
  Attack Dice: 1
  Defense Dice: 2
  Minimum/Maximum Range: 0/0
  Initiative: 9
  Special Abilities: Vermin (can 
  move through occupied squares; gets 
  a +2 on Defense rolls)
  Hit Points: 4
  Black Dragon 
  Movement: 5
  Attack Dice: 2
  Defense Dice: 5
  Minimum/Maximum Range: 0/0
  Initiative: 11
  Special Abilities: Large Creature (Suffers a -2 to 
  Defense rolls); breath attack (can be used as an action 
  once every other round) does 3 dice of damage to a 
  cone of length 3.
  Hit Points: 20
  Cerberus
  Movement: 4
  Attack Dice: 6
  Defense Dice: 4
  Minimum/Maximum Range: 0/0
  Initiative: 8
  Special Abilities: Large Creature 
  (suffers a -2 to Defense rolls); gets 
  three actions each turn instead of the 
  usual 2.
  Hit Points: 15
  Gargoyle
  Movement: 5
  Attack Dice: 3
  Defense Dice: 4
  Minimum/Maximum 
  Range: 0/0
  Initiative: 7
  Special Abilities:
  Hit Points: 12
  Ghost
  Movement: 5
  Attack Dice: 2
  Defense Dice: 3
  Minimum/Maximum Range: 0/0
  Initiative: 8
  Special Abilities: Undead (subject to 
  turning); Incorporeal (can move through 
  occupied squares; only count 5s and 6s in 
  Attack roll against, unless attacker has an 
  enchanted weapon)
  Hit Points: 10
  Goblin
  Movement: 3
  Attack Dice: 2
  Defense Dice: 2
  Minimum/Maximum 
  Range: 0/0
  Initiative: 5
  Special Abilities:
  Hit Points: 6
  Golem
  Movement: 3
  Attack Dice: 4
  Defense Dice: 4
  Minimum/Maximum 
  Range: 0/0
  Initiative: 5
  Special Abilities:
  Hit Points: 14
  Green Dragon 
  Movement: 6
  Attack Dice: 2
  Defense Dice: 6
  Minimum/Maximum Range: 0/0
  Initiative: 12
  Special Abilities: Large Creature (Suffers a -2 to 
  Defense rolls); breath attack (can be used as an action 
  once every other round) does 3 dice of damage to a 
  cone of length 4.
  Hit Points: 25
  
  Gremlin
  Movement: 4
  Attack Dice: 2
  Defense Dice: 1
  Minimum/Maximum 
  Range: 0/0
  Initiative: 6
  Special Abilities:
  Hit Points: 6
  Lich
  Movement: 4
  Attack Dice: 4
  Defense Dice: 3
  Minimum/Maximum Range: 2/8
  Initiative: 11
  Special Abilities: Undead (subject 
  to turning); Wizard Spells (20 Spell 
  Points)
  Hit Points: 18
  Mummy
  Movement: 3
  Attack Dice: 3
  Defense Dice: 2
  Minimum/Maximum Range: 0/0
  Initiative: 7
  Special Abilities: Undead (subject to turning); Mummy 
  Rot (when a Mummy inflicts damage on a character, that 
  character suffers an additional point of damage at the 
  beginning of each round until Cured by a potion or a cleric. 
  The effects of Mummy Rot are not cumulative; a character 
  who has contracted it 5 times still only takes one point of 
  damage per round.)
  Hit Points: 12
  Orc
  Movement: 4
  Attack Dice: 3
  Defense Dice: 2
  Minimum/Maximum 
  Range: 0/0
  Initiative: 7
  Special Abilities:
  Hit Points: 9
  Polar Bear 
  Movement: 3
  Attack Dice: 4
  Defense Dice: 2
  Minimum/Maximum Range: 0/0
  Initiative: 5
  Special Abilities: Large Creature 
  (Suffers a -2 to Defense roll)
  Hit Points: 12
  Scorpion
  Movement: 3
  Attack Dice: 2
  Defense Dice: 1
  Minimum/Maximum Range: 0/0
  Initiative: 8
  Special Abilities: Poison (a character 
  damaged by this creature takes an extra 
  point of damage the following turn); 
  Vermin (can move through occupied 
  squares; gets a +2 on Defense rolls)
  Hit Points: 3
  Skeleton
  Movement: 3
  Attack Dice: 2 (sword), 3 
  (ax), 4 (halberd)
  Defense Dice: 1
  Minimum/Maximum 
  Range: 0/0
  Initiative: 5
  Special Abilities: Undead 
  (subject to turning)
  Snakeman
  Movement: 4
  Attack Dice: 4
  Defense Dice: 3
  Minimum/Maximum 
  Range: 0/0
  Initiative: 10
  Special Abilities: Some 
  snakemen have Wizard 
  Spells (10 Spell Points)
  
  Spectre
  Movement: 5
  Attack Dice: 4
  Defense Dice: 2
  Minimum/Maximum Range: 0/0
  Initiative: 11
  Special Abilities: Undead (subject to 
  turning); Incorporeal (can move through 
  occupied squares; only count 5s and 6s in 
  Attack roll against, unless attacker has an 
  enchanted weapon)
  Hit Points: 12
  Spider
  Movement: 4
  Attack Dice: 2
  Defense Dice: 1
  Minimum/Maximum Range: 0/0
  Initiative: 7
  Special Abilities: Poison (a character 
  damaged by this creature takes an extra 
  point of damage the following turn); 
  Vermin (can move through occupied 
  squares;gets a +2 on Defense rolls)
  Hit Points: 4
  Stone Elemental 
  Movement: 3
  Attack Dice: 4
  Defense Dice: 4
  Minimum/Maximum Range: 
  0/0
  Initiative: 3
  Special Abilities: Large 
  Creature (suffers -2 on Defense 
  rolls)
  Hit Points: 20
  Troll
  Movement: 3
  Attack Dice: 5
  Defense Dice: 4
  Minimum/Maximum Range: 0/0
  Initiative: 5
  Special Abilities: Regenerates (at 
  the beginning of each turn it starts 
  with less than maximum hit points, it 
  regains one hit point)
  Hit Points: 11
  Vampire
  Movement: 5
  Attack Dice: 4
  Defense Dice: 4
  Minimum/Maximum Range: 0/0
  Initiative: 11
  Special Abilities: Undead (subject to turning); 
  Regenerates (at the beginning of each turn it starts 
  with less than maximum hit points, it regains one hit 
  point); can cast the Wizard Spell Ethereality to retreat if 
  damaged too much (and will likely retreat to coffin). 
  Does not regenerate while ethereal. Begins with 12 spell 
  points for Ethereality spell only. If a Vampire reduces a 
  character to 0 Hit Points, that character becomes a 
  Vampire immediately, with all abilities and points of a 
  Vampire.
  Hit Points: 14
  Wolfman
  Movement: 4
  Attack Dice: 4
  Defense Dice: 3
  Minimum/Maximum Range: 0/0
  Initiative: 9
  Special Abilities: Lycanthropy: (If a character is 
  damaged by a Wolfman's attack, roll a die. If the roll is 
  6, the character has contracted this dread disease. 
  Unless Cured of the disease, 10 turns after being 
  contracting Lycanthropy, a character will turn into a 
  Wolfman and attack other characters. A character can 
  be Cured for five rounds after turning into a Wolfman; 
  after 5 rounds of being a Wolfman [15 after the actual 
  damage] the effect is permanent.)
  Hit Points: 10
  Wraith
  Movement: 4
  Attack Dice: 3
  Defense Dice: 5
  Minimum/Maximum Range: 0/0
  Initiative: 9
  Special Abilities: Undead (subject to 
  turning); Incorporeal (can move through 
  occupied squares; only count 5s and 6s in 
  Attack roll against, unless attacker has an 
  enchanted weapon)
  Hit Points: 12
  Yeti
  Movement: 3
  Attack Dice: 5
  Defense Dice: 4
  Minimum/Maximum 
  Range: 0/0
  Initiative: 4
  Special Abilities:
  Hit Points: 12
  
  Cult Acolyte 
  Movement: 4
  Attack Dice: 2
  Defense Dice: 2
  Minimum/Maximum 
  Range: 0/0
  Initiative: 5
  Special Abilities: None
  Hit Points: 7
  Cultist Blowgunner 
  Movement: 4
  Attack Dice: 3
  Defense Dice: 2
  Minimum/Maximum Range: 0/0
  Initiative: 10
  Special Abilities: Can only make one 
  blowgun attack per turn (but still gets two 
  actions per turn); may use Poison (a 
  character damaged by this creature takes 
  an extra point of damage the following 
  turn)
  Hit Points: 7
  Centaur Crossbowman 
  Movement: 6
  Attack Dice: 3
  Defense Dice: 2
  Minimum/Maximum 
  Range: 2/7
  Initiative: 10
  Special Abilities: None
  Hit Points: 12
  Centaur Halberdier 
  Movement: 6
  Attack Dice: 3
  Defense Dice: 3
  Minimum/Maximum 
  Range: 0/0
  Initiative: 10
  Special Abilities: None
  Hit Points: 12
  Centaur Swordsman 
  Movement: 6
  Attack Dice: 4
  Defense Dice: 3
  Minimum/Maximum 
  Range: 0/0
  Initiative: 10
  Special Abilities: None
  Hit Points: 12
  Elephanthulhu
  Movement: 2
  Attack Dice: 5
  Defense Dice: 4
  Minimum/Maximum Range: 
  Anything within reach of a tentacle
  Initiative: 9
  Special Abilities: This creature gets one movement 
  action and three attacks per turn. Living statue (This 
  creature pretends to be a statue until a target is close 
  enough to attack.) Special Treasure (the eyes of this 
  creature are incredibly valuable rubies, 5x normal value)
  Hit Points: 24
  Minotaur
  Movement: 4
  Attack Dice: 4
  Defense Dice: 4
  Minimum/Maximum 
  Range: 0/0
  Initiative: 9
  Special Abilities:
  Hit Points: 15
  Ninja (Black) 
  Movement: 5
  Attack Dice: 3*
  Defense Dice: 2*
  Minimum/Maximum Range: 0/0
  Initiative: 12
  Special Abilities: Ninja Focus (At the 
  beginning of each turn, this creature may 
  choose two additional dice for either Attack 
  or Defense for the turn.)
  Hit Points: 14
  
  Ninja (Grey) 
  Movement: 5
  Attack Dice: 2*
  Defense Dice: 2*
  Minimum/Maximum Range: 0/0
  Initiative: 10
  Special Abilities: Ninja Focus (At the 
  beginning of each turn, this creature may 
  choose two additional dice for either Attack 
  or Defense for the turn.)
  Hit Points: 10
  Ninja (Red) 
  Movement: 6
  Attack Dice: 3*
  Defense Dice: 3*
  Minimum/Maximum Range: 0/0 or 
  2/6
  Initiative: 14
  Special Abilities: Ninja Focus (At the beginning of each 
  turn, this creature may choose two additional dice for 
  either Attack or Defense for the turn.) Melee and Ranged 
  Attack (This character may make either melee or ranged 
  attacks in a round, but not both.)
  Hit Points: 18
  Cultist Priest 
  Movement: 5
  Attack Dice: 4
  Defense Dice: 2
  Minimum/Maximum 
  Range: 0/0
  Initiative: 10
  Special Abilities: Cleric 
  Spells (8 Spell Points)
  Hit Points: 10
  Shaman
  Movement: 4
  Attack Dice: 2
  Defense Dice: 2
  Minimum/Maximum 
  Range: 0/0
  Initiative: 9
  Special Abilities: Cleric 
  Spells (14 Spell Points) 
  Hit Points: 15
  Tygurah
  Movement: 4
  Attack Dice: 4
  Defense Dice: 3
  Minimum/Maximum Range: 0/0
  Initiative: 8
  Special Abilities: Living statue (This 
  creature pretends to be a statue until a 
  target is close enough to attack.)
  Hit Points: 15
  Ninja Warlord
  Movement: 7
  Attack Dice: 4*
  Defense Dice: 4*
  Minimum/Maximum Range: 0/0
  Initiative: 16
  Special Abilities: Ninja Focus (At the 
  beginning of each turn, this creature may 
  choose two additional dice for either Attack 
  or Defense for the turn.)
  Hit Points: 22
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 10-13 (Reads chapter books with complex sentences, May write or journal, speech patterns of an adult, Can do all basic math)/LEGO/Brick Quest.pdf