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Search for Treasure & Secret Doors

Discuss new Rules for HeroQuest.

Re: Search for Treasure & Secret Doors

Postby cynthialee » November 15th, 2014, 11:54 am

Why only females? Men can have wardrobe malfunctions also.
But is it bad form to tease the Barbarian about his flaccid and tiny manhood?
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: Search for Treasure & Secret Doors

Postby knightkrawler » November 15th, 2014, 12:25 pm

cynthialee wrote:But is it bad form to tease the Barbarian about his flaccid and tiny manhood?


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Re: Search for Treasure & Secret Doors

Postby Malcadon » November 15th, 2014, 12:51 pm

cynthialee wrote:Why only females? Men can have wardrobe malfunctions also.

:goblin: ~~ "Uh-oh...!" *rip* *thud*

:barbarian: ~~ "HOLY COW, MAN!!! Are you smuggling a fire-hose or something?!? How can you move so fast dragging that thing between your legs!?! Dammit...! I don't have enough Heroic Brew to process this!"


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Re: Search for Treasure & Secret Doors

Postby mitchiemasha » November 19th, 2014, 3:11 pm

Has no one ever considered this... You're a barbarian in a room just cleared of monsters. You don't know what lurks round the corner but you have a few seconds spare, so quickly and carelessly you look for some loot. Bam!!! you spring a trap. A smart Hero would always search carefully and look for traps first but surely this would take longer.

See where i'm going with this. To search for traps and treasure would take 2 turns. Sometimes you won't have 2 turns to spare so a choice would have to be made, take the risk or be cautious, which one is it, which kind of Hero are you???

It's good to keep choices in a game other wise it just becomes a dice fest of attacking and defending.

I just realised this was the secret doors and treasure thread but i was thinking about this today. I may be in the wrong one, please redirect me.


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Re: Search for Treasure & Secret Doors

Postby Daedalus » December 30th, 2014, 5:38 pm

Zargon's Hero/Hero's taking too long might work in with your thinking, though maybe you have since lost your thought.
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Re: Search for Treasure & Secret Doors

Postby pumonca333 » January 23rd, 2015, 1:49 am

I'd like to add one more suggestion along these lines. What if combined searches were dependent on mind points, like 1 search parameter per turn for each two mind points. So... hasty, and dim barbarian see's only treasure or only traps in a turn, and the observant elf could choose two I.E. traps and treasure. The magically augmented, but generally weakest of all heroes, Wizard, has an ability to sweep a room thoroughly. A talisman of lore starts to make a difference on the dwarf in the first books, and later magic attacks start to hurt more when they strip mind points.
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Re: Search for Treasure & Secret Doors

Postby cynthialee » January 23rd, 2015, 2:11 am

pumonca333 wrote:I'd like to add one more suggestion along these lines. What if combined searches were dependent on mind points, like 1 search parameter per turn for each two mind points. So... hasty, and dim barbarian see's only treasure or only traps in a turn, and the observant elf could choose two I.E. traps and treasure. The magically augmented, but generally weakest of all heroes, Wizard, has an ability to sweep a room thoroughly. A talisman of lore starts to make a difference on the dwarf in the first books, and later magic attacks start to hurt more when they strip mind points.

along this vein, I only allow traps to be searched equal in squares to a characters mind points and Mind points +4 for the Dwarf.
Players point to the squares being 'searched for traps'.
It seriously hamstrings the Barbarian and makes the Dwarf and Mage very much desirable heroes. Also it tends to make some players haphazard about trap searching.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: Search for Treasure & Secret Doors

Postby cornixt » January 23rd, 2015, 11:09 am

It seems like it would slow down the game a lot. The Barbarian wouldn't even be able to search a complete bookcase in one turn.


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Re: Search for Treasure & Secret Doors

Postby cynthialee » January 23rd, 2015, 1:08 pm

cornixt wrote:It seems like it would slow down the game a lot. The Barbarian wouldn't even be able to search a complete bookcase in one turn.

exactly!

If the Barbarian wants to avoid traps, he needs to stay with his smart friends and not run off solo.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: Search for Treasure & Secret Doors

Postby Redav » January 26th, 2015, 11:54 pm

knightkrawler wrote:Has anyone tried including secret doors in treasure searches as a general rule or in any given quest?

Here's something similar (just not particularly simple) but I'm yet to playtest;

Redav wrote:Searching
Searching in a corridor;
- player announces they are searching
- they move half the number of squares that they roll (rounded up)
- they reveal both traps and secret passages as they go
- human's see one square away
- the Elf and Dwarf see two squares away
- having a torch equipped doubles a hero's searching distance
- you may search if a monster is present in the corridor but you must stop searching if you move within four squares of it

Searching in a room;
Unless a chest is present, specifically searching a room for treasure is as per original rules. To open a chest you must be adjacent to it. You may still search for treasure in a room with a chest however unless noted otherwise, you take a combat test to determine the outcome - :skull: = room empty, :whiteshield: = treasure card, :blackshield: = wandering monster

Specifically searching a room for traps and secret passages is as per original rules. A player searching in a corridor may not continue searching in a room they enter on that turn.

Unless noted otherwise, secret passages are opened when discovered and may be found on both sides of the wall

Thorough Search;
It is also possible to make a thorough search where they search for treasure, traps and secret passages at the same time. This requires a full turn by the hero so they may only do this at the start of their turn. If a treasure card is required (as per quest notes), it is placed on the hero's character card and revealed on their following turn
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