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Monsters jumping pit traps?

Discuss the Rules of HeroQuest as set out by Milton Bradley Game Systems and Quest Packs.

Re: Monsters jumping pit traps?

Postby Kurgan » July 30th, 2021, 3:07 pm

At the bottom of the pit you find a healing potion (and it's poisoned!).


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Re: Monsters jumping pit traps?

Postby Bareheaded Warrior » February 16th, 2022, 1:18 pm

In the house rules that we use then once a pit is on the board, monsters must use the same rules to jump it as Heroes.

Also, longer response with explanation is available in the "Jumping over occupied pit traps" (how do you do those “internal” thread links?) but short version is simply dropping the two rules below (technically that is one rule and one exception)

As a hero, once in a pit, you may search the pit for treasure or secret doors as if it were a separate room unto itself.

Exceptions: When on the stairs or in pit traps, sharing a square is permitted.

Someone made searching for traps, treasures, and doors a single action. I'm kinda like … what's the point of traps then?


Not sure if I am the ‘someone’ referred to above but in our house rules searching from traps, treasure and secret doors are combined into a single action, but traps still invariably have a point :lol:

You discover a trap either by stepping onto the trapped square during regular movement, or by searching a room that contains one or more traps, Zargon/Morcar will then direct you to place your Hero figure onto the nearest trap square. At that point you must attempt to disarm the trap, failure means that the trap activates, and you suffer the consequences
:skull: = white skull, one "hit"
:blackshield: = black skull, one "hit"
:whiteshield: = shield, cancels out one "hit"

Editions: 1989 Original First Edition [FE] and Second Edition [SE], 1990 Remake [US], 2021 Remake [21]

HeroQuest Gold new edition based on Original 1989 HeroQuest, holes patched, dents hammered out, buffed to a shiny finish with ~50 common issues fixed for a smoother experience.

HQ Common Notification System to identify squares on the board
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Re: Monsters jumping pit traps?

Postby cornixt » February 16th, 2022, 3:09 pm

You can also trigger traps if you haven't searched for them yet. Walking around a new room that contains a monster always has the possibility of triggering something that you haven't yet had an opportunity to look for.


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Re: Monsters jumping pit traps?

Postby Bareheaded Warrior » February 19th, 2022, 1:51 pm

That scenario was included in my statement "You discover a trap either by stepping onto the trapped square during regular movement"

My combined search house rules is broadly the equivalent to a Hero opting to Search a Room for Traps, then Search a Room for Secret Doors, then Search a Room for Treasure but all combined into a single action and not requiring the Hero to use so many words (handy for the Barbarian, less needed for the Wizard)
:skull: = white skull, one "hit"
:blackshield: = black skull, one "hit"
:whiteshield: = shield, cancels out one "hit"

Editions: 1989 Original First Edition [FE] and Second Edition [SE], 1990 Remake [US], 2021 Remake [21]

HeroQuest Gold new edition based on Original 1989 HeroQuest, holes patched, dents hammered out, buffed to a shiny finish with ~50 common issues fixed for a smoother experience.

HQ Common Notification System to identify squares on the board
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Re: Monsters jumping pit traps?

Postby Kurgan » February 20th, 2022, 12:26 am

So how do you handle trapped treasure chests in those situations under the rules above?


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Re: Monsters jumping pit traps?

Postby Bareheaded Warrior » February 20th, 2022, 10:19 am

Treasure chests are excluded from searches. Getting hold of the contents of a chest is a separate Loot action. You move adjacent to the chest and loot it (break it open and steal the contents) if it is trapped then Zargon will tell you that it is trapped and you must try and disarm it*, if you are successful then the trap is disarmed and you get the contents, if unsuccessful then the trap is triggered and you suffer the consequences (but still get the contents)

Disarm action is a standard red die roll, 4 or more is successful, but you get +1 to your roll if equipped with a tool kit and +1 if you are the Dwarf (and therefore +2 if both are true)

It's all in my guide, linked to in my signature below!
:skull: = white skull, one "hit"
:blackshield: = black skull, one "hit"
:whiteshield: = shield, cancels out one "hit"

Editions: 1989 Original First Edition [FE] and Second Edition [SE], 1990 Remake [US], 2021 Remake [21]

HeroQuest Gold new edition based on Original 1989 HeroQuest, holes patched, dents hammered out, buffed to a shiny finish with ~50 common issues fixed for a smoother experience.

HQ Common Notification System to identify squares on the board
User avatar
Bareheaded Warrior

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