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Falling Block Traps

Posted:
June 1st, 2009, 12:17 am
by drathe
This evening during my latest game, I realised the rules for Falling Blocks contradict other rules. When a hero springs a falling block, they must choose an unoccupied, adjacent square to move to, then the trap becomes a permanent wall. If that trap just happens to be in a single square corridor, the hero may choose to move forward or back. However, rules state that a hero may not move onto the same square twice in a single turn. Thus, the hero should not be allowed to move back. A dangerous lesson would be learnt here. Although I believe the falling block rule was made this way so that heroes are less likely to be cut-off or trapped forever.
Re: Falling Block Traps

Posted:
June 1st, 2009, 7:10 am
by Phoenix
hmm...... I don't seem to remember that rule about the same square. I've seen it applied to the Death Mist, but can't seem to recall it's application to the Heroes. I'll have to look at that.
Re: Falling Block Traps

Posted:
June 1st, 2009, 9:34 am
by drathe
I believe you're correct. I can't seem to find the rule in our rule book. Mayhaps it is in one of the Euro books (I'll look at them later), or I've mixed up the rule from another game altogether. I've never actually enforced that rule. Seemed a bit silly to me. If the Heroes want to run in circles... let them run in circles!
Re: Falling Block Traps

Posted:
June 1st, 2009, 1:08 pm
by Phoenix
Movement Rules: NA version wrote:To determine how many square spaces to move, you must roll 2 Red Dice. Then, move carefully along the corridors and into the rooms square by square. On the gameboards, the corridors are shown by the areas with light gray flooring. The rooms are enclosed by white lines (the walls). You do NOT have to move the entire distance indicated by the dice roll. When moving however, you cannot pass over monsters, move through walls or move diagonally. You MAY pass over other Heroes. You may only enter rooms through doors. You may not share a square with another Hero or with a monster. Exceptions: When on the stairs or in a pit trap, sharing a square is permitted.
Does not mention anything about double-stepping a square.
Re: Falling Block Traps

Posted:
June 1st, 2009, 2:48 pm
by Phoenix
Springing a Fallen Block Trap: NA version wrote:...You can either move ahead or move back to an empty space...
Seems like it's okay to move onto the same space in a single turn.
Re: Falling Block Traps

Posted:
June 1st, 2009, 3:15 pm
by drathe
Re: Falling Block Traps

Posted:
June 1st, 2009, 3:44 pm
by Phoenix
But if you pay attention, that rule does not affect Falling Block Traps (per EU Quest Maps and/or rules). When you step on the FBT Square, the ceiling caves in on the arrow (or vice-versa, I can't remember) so it doesn't become a special instance.
Re: Falling Block Traps

Posted:
June 1st, 2009, 3:52 pm
by drathe
Yeah, that never made sense to me. Are their falling blocks just supposed to scare the Heroes? How often does another hero step around another in a quest?
Re: Falling Block Traps

Posted:
November 5th, 2010, 3:10 pm
by ken
What is the general concensus on Falling Block Traps? Back in the mists of time, our family group worked on the assumption that the block crashed down behind the hero, he was cut off, not allowed to return. However, we always made sure that the way was clear for him to rejoin his compadres, IF he survived any traps or monsters he met. If you play my Grima Wormtongue Quest, you will either have to allow for this, or place a blocked square tile on my falling block trap.

Re: Falling Block Traps

Posted:
November 5th, 2010, 3:41 pm
by Ethica
That is the idea I think. The falling block trap is a great way to break up the hero party. It's right that the player should be able to decide if they want to be cut off (and get to discover everything beyond the FBT square), or stick with the group. An alternative is to have a doorway that gets blocked behind a hero once they walk through (like what happened in Merlin last week).