We therefore chose to leave the heroes with no light but the faint glow of a torch:
1) The rooms are illuminated but all corridors are shrouded in darkness.
2) Every hero is equipped with a torch which lights up the 8 adjacent squares as well as the 12 squares in the horizontal and vertical extension of the adjacent squares (similar to the city production radius in Sid Meier's Civilization).
3) Line of sight does apply (walls, corners and obstacles affect the dispersion of the light).
4) The doors, obstacles and monsters are placed in the corridors when the light of a torch has reached them.
5) The monsters are allowed to retreat into the darkness (and to move unseen in the darkness). Zargon keeps track of their position (similar to chess notation).
6) Searching for traps and secret doors is only effective inside the light cone.
7) When a monster has retreated into darkness the heroes are allowed to use a ranged attack into the same direction/ corridor (f.i. crossbow).
8) The heroes are allowed to combine the light cones of their torches (by standing close to eachother) to light up a larger part of the dungeon at once.
We have only played one quest with the new rules so far but I can say the suspense was very high. The heroes lost a champion and barely made it to the exit door.























1BP,
2BP,
3BP,
1BP,
2BP,
3BP,
4BP, 








I mean the "trap disarming skill" is a little underpowered compared to the other heroes special skills, isn't it?
