sajungzak wrote:So, do your heroes go
Nope. At the moment we're only playing the rules as written. Then I'll try adjusted rules to limit to corridor intersections and traps. My house rules are different (these are still a WIP, I've not touched them for a while nor have they been used at all so I have no idea whether they would actually play okay);
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 -= room empty,
= treasure card,
= 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

= room empty,
= treasure card,
= wandering monster


























