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Falling Block Traps in UK version

Discuss Quests, Cards, Monsters etc, from the Against the Ogre Horde Quest Pack.

Re: Falling Block Traps in UK version

Postby Kurgan » July 7th, 2021, 5:56 pm

Natural sprinters... over short distances! :dwarf:

Maybe a new piece of equipment, The Dwarven Pickaxe, could allow you to dig your way through a fallen block trap. The only problem is it would break a couple of odd quests where the "blocked way" is intentional. I guess in those cases you just say it's a "magical falling block trap" that can't be budged by the Pick Axe.


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Re: Falling Block Traps in UK version

Postby iKarith » July 7th, 2021, 9:07 pm

Kurgan wrote:Natural sprinters... over short distances! :dwarf:

Maybe a new piece of equipment, The Dwarven Pickaxe, could allow you to dig your way through a fallen block trap. The only problem is it would break a couple of odd quests where the "blocked way" is intentional. I guess in those cases you just say it's a "magical falling block trap" that can't be budged by the Pick Axe.


That's why the US version has wall tiles vs. fallen rock tiles. In which case you could simply say that with proper tools, loose rubble could be cleared quickly. But carving new passages through solid rock is neither quick nor easy!
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Re: Falling Block Traps in UK version

Postby Kurgan » July 8th, 2021, 8:55 am

It's easier with Blasting Powder, but then there are always those pesky cave-ins...


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Re: Falling Block Traps in UK version

Postby iKarith » July 10th, 2021, 7:07 pm

Kurgan wrote:It's easier with Blasting Powder, but then there are always those pesky cave-ins...


Blasting powder … Dwarf may place the stuff into a tripped rock trap as his action. Mark this space. On his next or a subsequent turn, he may light the fuse if he is within 1 square of it (action or free action?), at which point he's advised to haul ass to safety. Roll 1CD, on :skull:, :whiteshield:, the space is cleared and anyone within 5 squares line of sight takes a 2CD attack. (flying rocks) Defend as usual.

On :blackshield: the EWP places a new fallen rock tile on the board adjacent to where the blasting powder was used, preferably the square the dwarf used the powder, after resolving attacks as above.

Cost? Like 350GP. May be used as a projectile weapon (no need for a turn to set it) in which case it makes a 2CD attack on a single target up to 5 squares away. Similar to wizard's ball of flame except physical attack, limited range, and doesn't send rocks or other things flying at nearby targets.

Could non-dwarves use it? As a projectile, sure. To clear a rock fall, maybe they fail if they roll either shield?
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Re: Falling Block Traps in UK version

Postby Davane » July 11th, 2021, 7:04 am

iKarith wrote:
Kurgan wrote:It's easier with Blasting Powder, but then there are always those pesky cave-ins...


Blasting powder … Dwarf may place the stuff into a tripped rock trap as his action. Mark this space. On his next or a subsequent turn, he may light the fuse if he is within 1 square of it (action or free action?), at which point he's advised to haul ass to safety. Roll 1CD, on :skull:, :whiteshield:, the space is cleared and anyone within 5 squares line of sight takes a 2CD attack. (flying rocks) Defend as usual.

On :blackshield: the EWP places a new fallen rock tile on the board adjacent to where the blasting powder was used, preferably the square the dwarf used the powder, after resolving attacks as above.

Cost? Like 350GP. May be used as a projectile weapon (no need for a turn to set it) in which case it makes a 2CD attack on a single target up to 5 squares away. Similar to wizard's ball of flame except physical attack, limited range, and doesn't send rocks or other things flying at nearby targets.

Could non-dwarves use it? As a projectile, sure. To clear a rock fall, maybe they fail if they roll either shield?


Blasting Powder should be used in a single turn, as an action. :skull: Ciritial Failure (Failure for Dwarf); :whiteshield: Failure (Success for Dwarf) :blackshield: Success (Critical Success for Dwarf).

CF: Cave In - Add 1d6+1 extra Fallen Rock tiles, each adjacent to the target Fallen Rock tile, or if not possible, adjacent to any other Fallen Rock tile placed by this effect. All characters in affected squares are affected as if they had triggered a Falling Rock trap in their space.
F: Blast - Everyone within 5 squares of the target Fallen Rock tile takes a 1 CD attack.
S: Cleared - Target Fallen Rock tile is cleared, but everyone within an adjacent square to the tile takes a 1 CD attack.
CS: Expert Job - Target Fallen Rock tile is cleared.

Principle: Only Dwarf can use Blasting Powder safely, and knows enough to avoid causing extra cave ins...

I would complement this with the Pick, which takes an action, and can remove a Fallen Rock tile on a :whiteshield: (:skull: for Dwarf; :blackshield: for Wizard).

Principle: digging with the Pick WILL succeed, but takes time, represented by the variable chance of success.
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Re: Falling Block Traps in UK version

Postby Daedalus » September 15th, 2021, 12:33 pm

No discussion involving the fast removal of fallen blocks is complete without Anderas' contribution. :dwarf:

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Re: Falling Block Traps in UK version

Postby Credulous » November 26th, 2021, 3:50 am

Davane wrote:Yes, the UK version did say that you can't cross the same square twice. Seems this was mainly to prevent Heroes from peeking around the corner or through a door, and then running away...

Both the UK and the US versions also had issues with being in the same room before you can search for traps, making traps beyond doors undetectable, and with significant ambiguity over what sections of passages a hero could actively search...


Never realised this wasn’t a rule in the US version.
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Re: Falling Block Traps in UK version

Postby Fullork345 » January 31st, 2022, 11:06 pm

Which quest has the failed quest risk due to the falling traps if using the na version?
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Re: Falling Block Traps in UK version

Postby Jalapenotrellis » February 1st, 2022, 2:20 am

A few of them do. Quest 2 is one of them. Just switch to UK rules that let you disarm after it falls for the UK expansions. Also UK the block falls on the arrow but triggers on the icon spot. Disarm either on the icon spot after search or disarm on the arrow after it falls. If you don't have anywhere to jump and you're on the arrow, you die. Monsters still can't trigger the trap, but you could have them under one that is triggered!
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Re: Falling Block Traps in UK version

Postby Kurgan » February 1st, 2022, 10:39 am

Jalapenotrellis wrote:A few of them do. Quest 2 is one of them. Just switch to UK rules that let you disarm after it falls for the UK expansions. Also UK the block falls on the arrow but triggers on the icon spot. Disarm either on the icon spot after search or disarm on the arrow after it falls. If you don't have anywhere to jump and you're on the arrow, you die. Monsters still can't trigger the trap, but you could have them under one that is triggered!


Yeah the EU edition allows that a rock falling on a Monster could destroy them if there's nowhere for them to go to escape...

Edit: the "No backtracking allowed" rule was only in place in the EU 1st edition. So EU 2nd you can escape a "trapped room" (just as you can in the NA edition) if the block falls on your head and you can clearly see you'll be trapped, as long as the square on the other side is free. Of course the EU also allows the Dwarf (or any hero with a Toolkit) to "fix" the Fallen Rock after the fact, something you can't do in the NA (hence the "blasting powder" suggestion/joke above!).
Last edited by Kurgan on February 1st, 2022, 2:40 pm, edited 2 times in total.


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