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Abe's Block Universe
Table of Contents
Introduction
- Block Universe is an economic Lego RPG designed by Abram Jones to teach kids socioeconomic concepts, though adults play as well. The game consists of multiple planets where players can control Lego characters and animals. Currently, only Lego pieces are used. This is due to safety reasons, however, it is possible that other brands whose pieces have been proven safe for kids to handle will be allowed in the future. The game rules are a codified expansion of the base rules Abe and his friends played by as kids. Anyone is welcome to copy these rules and modify them how they want to build their own universe, please link back.
Universe
- If multiple rooms are used, each room is considered a galaxy. Furthermore, if the game is played in more than 1 house, each house is considered a different dimension.
- Each galaxy can have one or more planets as defined by the gamemaster.
- Each planet is designed by the gamemaster.
- For planets with atmospheres, blue carpet or other blue base material is used as water. Base plates are placed on top of this to create the land of the planet.
- Planets without a blue base are considered planets without an atmosphere. All base plates on these planets must be adjacent to each other.
- Each planet has its own mine that can be accessed by a specified plate.
- The gamemaster decides the pieces to be put into each mine and it can be replenished at any time.
Pieces
- The gamemaster decides which pieces are allowed into the game. Pieces can be removed at any time by the gamemaster without compensation.
- Pieces must enter the game through a mine and they must be broken up into individual pieces before being mined.
- Pieces that aren’t Legos must be reported to the gamemaster and taken out of circulation.
- Pieces that have designs painted on them are not allowed unless they are designated for use. Some such pieces are computers, flags, and clothes.
- Dirty pieces are subject to being removed from the game and cleaned. Dirty pieces must be reported to the gamemaster. After a piece is cleaned, it will be sent to a mine.
- Some pieces are not allowed in the game. Such pieces are decided by the gamemaster and can be removed from the game at any time without compensation.
- Animals and plants can be mined by players and placed in any applicable area of the planet without presence of a character.
Characters
- If a player does not have a character, they can create one using the mine at any planet with an atmosphere.
- If a player does have at least one character, they can create additional characters when they have a character at a mine.
- Each player must have a character sheet that the player keeps track of.
Mining
- A character with a tool can mine pieces that aren't animals, plants, characters, or character accessories when at a mine.
- A character can only mine when they are directly adjacent to the mine from a base plate or water.
- Characters can't be attacked when in a mine.
- Any mined piece must be placed on to the planet immediately, these shall be placed exactly where the character entered the mine.
Construction
- The creation of buildings and other structures is considered construction.
- A tool is required to construct.
- Any structure taller than a character requires a ladder or ladders for further construction.
Manufacturing
- The creation of anything besides buildings and structures is considered manufacturing.
- A tool is required to manufacture.
- Manufacturing must be done within a completely enclosed building.
- Anything manufactured must be able to exit the building it was made in through a moveable door.
- Any edits on a manufactured item must be done using the same method.
Scoring
- Players can convert up to 100 money into points per day. Converted money is removed from the game.
- Players under 18 receive a bonus when converting money. Bonus = converted money + (converted money * ((18 - age) / 10))
- Score = points / days played.
- Whenever a player creates a character, they lose 10 points from their score. Whenever a player places an animal into the game, they lose 5 points from their score. Their is no penalty for placing plants into the game.
Water
- If the carpet, furniture, or other foundational area of a planet is not blue, there is no atmosphere on the planet. In this instance all base tiles must be adjacent to each other.
- If a character is in water area without a life jacket or air pack there is a 50% of energy use with each inch moved or one minute elapsed (roll odd to lose energy).
- Blue base tile is water that can be reclaimed but still functions as water if there are no bricks on it.
Health
- Characters start with 100 health and 10 energy. Energy can be reduced through combat, accidents, swimming, healthcare, and scoring.
- If a character reaches 0 energy, any move they make will cost them 1 health. Any energy they use when they have 0 energy will cost them 10 health for each 1 energy used.
- A character that reaches 0 health will perish.
- Energy can only be restored at the beginning of a session. The equation for restoring energy is (health / 10) - D10 roll (round health up to nearest 10).
- Any character not within 4 walls at the beginning of a session will have potentially restored energy reduced by 50%.
- Potion can restore 10 health but will reduce the energy of the healhcare provider by 1.
Movement
- Players are expected to move their characters, animals, and vehicles in a realistic manner. In the case of vehicles, the capability of the vehicle should be discussed with the gamemaster.
- If the gamemaster determines that a player has moved a piece in an unrealistic manner, a dice must be rolled to determine if there is an accident. The gamemaster will choose a dice based on the severity of the infraction (D4 being the most severe and D20 being the least severe). If a 1 is rolled, the piece and anything in it will be removed from the game.
Accessories
- Any pieces a character is carrying (not holding) must be placed on the character's sheet.
TYPE |
ATTRIBUTE |
backpack |
holds 10 items when worn |
suitcase |
holds 5 items when held |
tool |
enables construction and manufacturing when held. |
air tank |
eliminates chance of losing energy in water or on planets without atmosphere |
jet pack |
enables flight |
whip |
can tame animals |
Combat
- The gamemaster decides non-character and non-animal damage that is done by weapons.
- Every combat action has a chance of reducing energy by 1 based on D10 roll, energy starts at 10.
- Shields only work from front facing attacks. Armour only works in direction(s) it is facing.
- The character or animal that initiates combat moves first, the defender moves second. This continues until all but 1 character or animal runs out of energy or all characters and animals stop engaging. Other characters and animals can join in at any point after a defending character makes their move.
- The difference in dice is the life it takes from a defender.
- When a character loses, anything they are holding or carrying is destroyed.
- +1D = the next highest dice (D20 is the maximum).
TYPE |
RANGE |
ATTACK |
DEFENSE |
armour |
- |
- |
+1D |
automatic |
foot |
D20 |
- |
bow + arrows |
foot |
D8 |
- |
cannon + dynamite |
yard |
D20 |
- |
cover |
- |
- |
+1D |
flight |
- |
- |
+2D |
gun |
foot |
D12 |
- |
helmet |
- |
- |
+1D |
laser |
yard |
D20 |
- |
melee |
inch |
D10 |
- |
shield |
- |
- |
+1D |
tool |
inch |
D6 |
- |
unarmed |
inch |
D4 |
D4 |
wand + potion |
yard |
D8 |
- |
- *dynamite and potion expire after use, arrows do not.
Animals
- Players can mine animals without the assistance of a Lego character. A player that mines an animal can place it anywhere on the planet and control it with its default properties.
- When an animal loses a dice roll, they use the next smallest dice in the next round (D4 is the minimum). If they survive the battle, they return to full health.
- Dragons and horses with wings do not receive additional combat bonus.
TYPE |
STRENGTH |
TAMABLE |
LAND |
WATER |
AIR |
VIOLENCE |
crocodile |
D10 |
- |
X |
X |
- |
offensive |
dragon |
D20 |
can be ridden |
X |
- |
with wings |
offensive |
horse |
D8 |
can be ridden |
X |
- |
with wings |
defensive |
octopus |
D8 |
train to attack |
- |
X |
- |
defensive |
parrot |
D4 |
train to attack |
immobile only |
- |
X |
defensive |
shark |
D12 |
- |
- |
X |
- |
offensive |
snake |
D6 |
- |
X |
- |
- |
offensive |
Entities
- By default, pieces and property are owned by a character. But separate entities can be created that have the capability of ownership.
- Each entity must have an executive, be it a character, council, other entity, or another player created arrangement.
Debt
- Characters and entities can provide loans to other characters and entities. By default, 10% of the principal will be added to the loan amount each day played (starting with the day of the loan). By default, at least 1% of the initial principal is required as payment by the debtor each day. By default, if a debtor isn't able to pay by the end of the day, an additional 5% of the original principal is added to the loan. Players can customize loan arrangements before the loan is initiated.