Daedalus wrote:I like the idea of leaving the spell for the whole Quest--if ya got a tile, use it. Perhaps the spell could be made susceptible to fire spells and heat. I don't see it lasting in the dwarven-forge room of KK.
It appears the spell can be cast on water squares. What do you do if the spell covers a pit trap? If not yet sprung, I imagine the spell has no effect on it. If sprung, jumping the pit seems to take the place of checking for slipping on that square. Open interpretation is needed, but that is par for the course when playing HQ, anyway.
Permanency would depend on how static the quest is, though it is not unheard of for a spell to become better depending on the board state (think Pass Through Rock and Genie's open door ability). Writing an exception for a specific secret room in a single quest is just cluttering the card for no reason, I imagine Zargon will make such a judgement call on the fly. Fire spells can easily be added to the card though. what do you think of the following wording?
"Place the 1x3 slippery ice tile anywhere you can see. Whenever a monster moves onto a slippery ice square roll 1 combat die. If a white shield is rolled the monster falls and its turn ends. Monsters must roll for each slippery ice square moved onto. Heroes are unaffected by the ice. The tile will stay until the end of the quest or until a fire spell effects a figure in one of it's squares, or the square directly."
The problem here, what counts as a fire spell? Requires interpretation.
As far as pit traps are concerned, there should be no interaction: monsters ignore traps and heroes ignore the ice.