Goblin-King wrote:I have a dream of some day writing the two rulesets into one, taking the best from both. This could be a community project.
As a HQ player since 1989 I was never 100% happy with this whole topic of searching for and disarming traps, action, non-action, free action, finding traps behind other traps and all the rest of the challenges in the original version, so many years later when I discovered the 1990 remake (NA edition) I hoped to find a smoother mechanism but sadly some issues were fixed, some remained and some new ones had been thrown in for good measure!
So I houseruled for a smoother flavour
From HQ Golden Rules (link in signature) wrote:#7 Search for Traps and Secret Doors
The “Search for Traps and Secret Doors” action is scrapped.
The EWP will declare when a hero moves onto a square adjacent to a secret door and places an open-door piece and anything else that is revealed beyond the door.
The EWP will declare when a hero moves onto a trapped square, attempts to open a trapped door or chest and the hero will immediately roll to detect & disarm (see #3 Action Dice Mechanism) either activating or disarming the trap.
#8 Search Action
A hero may conduct a “search” action in a room (not in a corridor) that contains no monsters. The EWP will place the figure on the nearest trap, if one exists, and the hero must carry out a detect and disarm roll. If no traps exist, the EWP will place the hero on the square adjacent to the nearest secret door and follow the rules above. If no traps or secret doors exist, then the hero player may draw a treasure card as usual (unless the EWP declares a special treasure from the Quest Notes). At this point, the room is marked off (any face down marker will do) as searched and cannot be searched again.
#9 Handling Chests
Chests are handled in the same way as Doors. A hero on a square adjacent to a chest may open the chest and loot the contents as part of their turn, this does not count as an action. As with doors the EWP will declare if they are trapped, and the hero must make a disarm roll.
#3 Action Dice Mechanism
All actions outside of combat, damage and movement are resolved using the new Action Dice Mechanism outlined below.
Roll the number of combat dice shown and succeed if you roll at least one
• Jump Pit - 4 dice [Potion of Dexterity gives an extra die; Rabbit Boots give an extra die]
• Disarm Trap - 3 dice [Toolkit gives an extra die; Dwarf gets 2 extra dice]
• Open Jammed / Stone Door - 2 dice [Barbarian gets an extra die; Potion of Strength gives 2 extra dice]
• Open Lock - 2 dice [Toolkit gives an extra die; Dwarf gets extra die]
• Break Spell - use dice equal to Mind value (see #6 Mind Dice)
• Pass through Warded Portal – as Break Spell [Dwarf gets extra 2 dice]

= one hit
= one hit & pushback
= cancels one hit





