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New Trap Ideas

Discuss new Rules for HeroQuest.

Re: Grazul's Traps & Deadly Devices

Postby Ethica » August 20th, 2013, 6:24 pm

My suggestions

crushing wall trap.
once triggered the doors lock and the crushing moves 1 square inwards each turn. The only way to avoid the wall is to climb into a drain in the floor and let the wall pass over you, behind the wall is a doorway out.

sand trap
you get trapped in a room which starts filling with sand. The only way to escape is to be let out by another hero. The flow of sand can be contered by opening a secret door behind which is the sump (a pit of darkness tile works).

the magic crystal
a magical creature appears when the crystal is touched/activated, the creature can be vanquished by breaking the crystal.

portal of darkness
if you get too close to it then an undead creature emerges each turn. Cannot be closed

wall of fire illusion
looks like a trap but is actually an illusion.

remote traps
traps that are triggered from events away from the trap itself, can be used to kill monsters if used at the right time.


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Re: Grazul's Traps & Deadly Devices

Postby roomandu » August 20th, 2013, 8:42 pm

The Dash or Death Hallway
Count Mohawk •Dart shooters: Spear traps only work once; dart shooters, at least in Indiana Jones movies, never run out of sharp and pointy things to shoot and therefore do not deactivate after use.

A stretch of hallway at least 4-6 squares long. The holes in the wall are obvious. They throw an object own the hallway. As soon as it hits the floor darts/ short spears shoot from holes on both sides of the hallway.
The heroes can only cross if they have enough movement to clear the entire section in one go. Every square they cross that is part of the trap, they must roll a :whiteshield: or suffer 1BP of damage.
For those who are truly :twisted: amongst us (chaoticprime, IvenBach and now Goblin King), all darts are poisoned and any hits will require said hero to drink a "Heal Poison" potion or keep suffering 1BP of damage every turn once he (ummmm woops :oops: :smack: ) or she, gets through. :D
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Re: Grazul's Traps & Deadly Devices

Postby Big Bene » August 21st, 2013, 5:06 am

Always one of my favorites was the whipped cream pit.
Why whipped cream?
Cause you can't swim in it. :skeleton:
Have a look ;)


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Re: Grazul's Traps & Deadly Devices

Postby Goblin-King » August 21st, 2013, 6:02 am

roomandu wrote:The Dash or Death Hallway
Count Mohawk •Dart shooters: Spear traps only work once; dart shooters, at least in Indiana Jones movies, never run out of sharp and pointy things to shoot and therefore do not deactivate after use.

A stretch of hallway at least 4-6 squares long. The holes in the wall are obvious. They throw an object own the hallway. As soon as it hits the floor darts/ short spears shoot from holes on both sides of the hallway.
The heroes can only cross if they have enough movement to clear the entire section in one go. Every square they cross that is part of the trap, they must roll a :whiteshield: or suffer 1BP of damage.
For those who are truly :twisted: amongst us (chaoticprime, IvenBach and now Goblin King), all darts are poisoned and any hits will require said hero to drink a "Heal Poison" potion or keep suffering 1BP of damage every turn once he (ummmm woops :oops: :smack: ) or she, gets through. :D

I like this very much!
Especially with a rolling boulder trap coming towards the heroes! :lol:
There need to be a reason for the heroes to not just idle until they can roll high enough movement.


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Re: Grazul's Traps & Deadly Devices

Postby Daedalus » August 22nd, 2013, 12:31 am

knightkrawler wrote:Fire Trap
When a hero passes a square marked with a fire trap, he immediately suffers the loss of 2 Body points. He is not allowed to defend, but he can reduce the damage by discarding a water spell card of his choice. The player moves one square further in the direction he was moving when he triggered the trap and then stops his turn.
The fire trap can be passed after having been triggered, the figure taking 2 Body points of damage, and stopping it's turn on the square behind the trap.
It can only be disarmed by a hero who can "see" it discarding a water spell card of his choice.

________________________________________________________________________________________

This trap gives you a way of dividing the heroes and then conquering them in different ways.
There's at the very least a considerable delay when all heroes try to stay together, because of the stopping your turn when passing the trap.

I use the fire markers from Descent - very neat marker game, Descent.
____________________________________________________________________________________
Damnit, Daedalus, help me out and put that into less words... |_P

    A Hero that moves onto a fire trap square suffers 2 Body Points of damage, then moves ahead to the nearest empty space, ending his turn. A fire trap is magical and cannot be jumped or found by searching. It may only be disarmed with a Water Spell, either when it is sprung (negating damage) or on a subsequent turn.
I like to meddle and match stuff with other published traps, so I mashed up the wording with a WoM Fireburst trap and added a jump restriction. Personally, I think it would also work (differently) using the movement restrictions of a falling block trap. I'd word that part: "..., then either moves ahead or moves back to an empty space, ending his turn...." I left out the "see" part since general trap rules dictate disarming should be done on a trap square, and I think that's good enough for this location-specific trap. As the trap could function on/off, the responsibility of remembering the location of the trap is left to the Hero players. However, if using a continuous effect and a fire trap marker is prefered, I'd preface everything with: "When a fire trap is sprung, place a fire trap tile on the square, under the triggering Hero. It remains on the board until the trap is disarmed."
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Re: Grazul's Traps & Deadly Devices

Postby knightkrawler » August 22nd, 2013, 12:56 am

My finished Fire Trap:
When a fire trap is sprung, place a fire trap tile on the square, under the triggering Hero. It remains on the board until the trap is disarmed. A Hero that moves onto a fire trap square suffers 2 Body Points of damage, then moves ahead to the nearest empty space, ending his turn. A fire trap is magical and cannot be jumped or found by searching. It may only be disarmed with a Water Spell, either when it is sprung (reducing damage by 1 Body point) or on a subsequent turn.

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Re: Grazul's Traps & Deadly Devices

Postby Daedalus » August 22nd, 2013, 1:13 am

I didn't get the reduced damage part, but now I see. It's a nice touch that makes damage a bit more variable, like a falling block trap, but also different because it is dependent upon a Hero's action. A nice Morcar/Zargon would make a scroll or two available containing water spells, so that other Heroes would get the same chance to lessen the hurt. Somehow, I doubt that includes you, child-eater.
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Re: Grazul's Traps & Deadly Devices

Postby IvenBach » August 22nd, 2013, 1:18 am

All you need now is your favorite sauce and your bar-b-que is ready and waiting.


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Re: Grazul's Traps & Deadly Devices

Postby knightkrawler » August 22nd, 2013, 1:28 am

At each point during Summer I own a collection of at least 12 different BBQ sauces, 4 Ketchups, and 4 Tabascos/hot sauces, ever changing.
My plate of child filet and ribs includes Tabasco Green Pepper Sauce, a spoonful of Mango-Onion-Chutney and a classic Barbecue smoked sauce, British style.
That goes with a bottle of Karlsberg Ur-Pils, drunk directly out of the bottle (important), and is accompanied by a slice or two of ciabatta bread with black olives.
Some grilled cherry tomatoes with a leaf of fresh oregano also add a great deal of diversity on the Child BBQ plate.
I'll try to take pictures and post them.
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Re: Grazul's Traps & Deadly Devices

Postby IvenBach » August 22nd, 2013, 1:55 am

You sir deserve a double :cookie: :cookie: for your witty reply. Us fat 'Muricuns love stuff deep fried and crispy. Cut them into thin slices and fry em up like they be chicharones! MMmmm mmmMM now that's a good eatin' there I tell you whuh!


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