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Tile consolidation

Discuss general topics relating to HeroQuest that don't fit well in the categories below.

Re: Tile consolidation

Postby Spookyhappyfun » March 24th, 2018, 8:09 am

Anderas wrote:If you ask a professional printer, I would go ahead and directly include some creative traps like Daedalus water filled pit trap. You don't need them in the official quests, however, KK and ROTWL both are not as good as some custom stuff you find here in the forums, so better prepare to have them there.


Where can I get a copy of this fancy new trap? I haven't heard of it.


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Re: Tile consolidation

Postby Anderas » March 24th, 2018, 8:13 am



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Re: Tile consolidation

Postby j_dean80 » March 24th, 2018, 8:21 am

Here is my version of a water filled pit tile:

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Re: Tile consolidation

Postby whitebeard » March 24th, 2018, 9:07 am

knightkrawler wrote:
phoenixcinder wrote:
knightkrawler wrote:Falling Block - none; the mechanism makes it a blocked square after triggering. There is no status for which you'd need an extra tile


please elaborate, that makes no sense, why would they include those tiles then?


There is no tile before it is found. When it is found (trap search), the EWP points at the square, still no tile. When it is triggered it becomes a blocked square.
@Whitebeard, how is it functionally different from a blocked square? I think it's a matter of taste if you need different tiles for that.

As far as I'm concerned you don't need a falling block tile as you don't need a spear trap tile. Same thing...


This is like saying you don't need secret door tiles because the game has doors already. You are correct, the blocked passage and rubble tiles serve the same purpose. But if you print up 5 rubble squares, you will be able to give the board the intended look even in most fan based expansions.

You cannot use spear trap tiles because the trap persists and the players must remember where it is so that they do not get hit again. Even if you play that it can deploy only once, the lack of a tile indicates the spears are launched upwards, but fall back into the floor afterwards. You could deploy a blood stain (use a skull tile?) if someone was hit and it is now obvious which tile to avoid.
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Re: Tile consolidation

Postby knightkrawler » March 24th, 2018, 9:16 am

Well, yes, but the falling block is also never in a different state than
a) being remebered where it is with no marker at all
or
b) triggered, which makes it a blocked square

I agree about the secret doors, but they are there to make them instantly recognizable on the map for the EWP so that he doesn't set them up along with normal doors.
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Re: Tile consolidation

Postby aaronAGN » March 24th, 2018, 12:15 pm

Anderas wrote:Why do you need so many details? .


I think because he's trying to be as specific AND efficient as possible when reproducing replicas of the original sets.
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Re: Tile consolidation

Postby Anderas » March 24th, 2018, 2:23 pm

aaronAGN wrote:
Anderas wrote:Why do you need so many details? .


I think because he's trying to be as specific AND efficient as possible when reproducing replicas of the original sets.


I can accept that :)
The most fun hobby project for me of the past few years was to dilute the pureness of the original Heroquest.
So why not starting right away. :chaoswarrior: :mrgreen:


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Re: Tile consolidation

Postby phoenixcinder » March 24th, 2018, 2:27 pm

dilute the pureness?
What do you mean by pureness?
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Re: Tile consolidation

Postby aaronAGN » March 25th, 2018, 8:23 am

Anderas wrote:The most fun hobby project for me of the past few years was to dilute the pureness of the original Heroquest.
So why not starting right away.


What are you talking about?
How is sharing affordable repros to avoid online extortion prices diluting the pureness?
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Re: Tile consolidation

Postby Anderas » March 25th, 2018, 2:21 pm

That's not at all diluting anything. However making my own bolt-on pieces has been great fun. And. That is diluting the original. :-)


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