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Goblin-King wrote:Our homebrew rule is that you have to stand adjacent to a chest to search/open it.
We also play that a room can only be searched once EVER, not once per player.




Goblin-King wrote:Our homebrew rule is that you have to stand adjacent to a chest to search/open it.
We also play that a room can only be searched once EVER, not once per player.
As you may be aware, the EU rules are trying to get the players to be dicks to each other by having to "ask permission" to pass through each other.
This plays nicely into that mentality by having the players sometimes abandon each other to be able to be the one who gets to search a room! It's great to watch


Sjeng wrote:We play it according to the rules: every room may only be searched once per quest. Chests are seperate searches (for both treasure as for traps). The quest notes should specify if a chest is trapped or not, and if it contains something or not. No extra card is drawn for chests. Hallways may not be searched for treasure.
Redav wrote:Searching
Searching a room is as per original rules.
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
- Elf and Dwarf see two squares away
- you may search if a monster is present but you must stop searching if you move within four squares of one
Unless noted otherwise, secret passages are discovered closed.




GimmeYerGold wrote:This topic might be in another thread, but I could not find it in the search. (ironic, right?)
Do you have special rules that to streamline traps/secret doors searches so players are not needing to search every single room? Or is that something to be expected?




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