GimmeYerGold wrote:Wanted to revive this thread to ask a few followup questions, with regards to searching for traps in furniture, and disarming traps in furniture.
I agree with most of you here, that I allow each room to be searched only once, and each piece of furniture to be searched only once. It sounds like most of you house rule that furniture/chests are a separate search from the room.
I'd like to adopt a different idea from Chaotic Prime. One treasure search per room, plus an additional search for each monster contained within, up to a limit of 4 total searches. Of those available searches, I'm opting to allow a Hero to search an adjacent piece of furniture/chest instead of the room. Only 1 search for each piece of furniture/chest is allowed, though the standard rule of multiple searches of the room is still in effect. For example, an empty room with a table and cupboard may only be searched once, and one Hero decides to search either the room, table, or cupboard. If 3 or more monsters were defeated by 4 Heroes, both pieces of furniture/chests could each be searched once and the room could be searched twice. These extra searches are meant to be countered by a Zargon deck I've planned out.
GimmeYerGold wrote:1) Does that also mean that the furniture/chest must be searched separately for traps as well?
Like some earlier posts, I also don't require separate searches for traps. The Search for Traps action covers a whole room, including any piece of furniture/chest within. The separation of searching in my rules is for treasure location only. I'm working on a Furniture/Chest Cards that use a d6 roll if Quest treasure isn't noted. The table result parallels a Treasure Card draw, but has individual flavor to match the piece of furniture/chest. I'm expanding on what was found in Advanced Hero Quest for Hero Quest furniture.
GimmeYerGold wrote:2) If so, does that mean a player must approach the furniture/chest, search it for traps, then attempt to disarm any furniture/chest trap on their NEXT turn? However, if there is no trap, do you let them search the furniture/chest for treasure on that same turn?
As my first answer is no, my second answer doesn't correspond exactly. If the search of the room from anywhere within found a trap on a piece of furniture/chest, on the Hero's NEXT turn he must first disarm it. Otherwise, he suffers the effect of the trap--ending his turn--as he searches for treasure while adjacent. On the other hand, if the initial search for traps in the room revealed none, then I don't allow the Hero adjacent to a piece of furniture/chest to search for treasure in the same turn. I stick with the NA rules of one search action per turn, regardless of the success of a search. This potentially works in favor of Zargon, using the deck mentioned above.
GimmeYerGold wrote:3) If there is a trap, does that mean the player cannot "search" the furniture/chest and collect the treasure until they have both 1) individually searched the furniture/chest for traps, and 2) disarmed the trap?
Since I include furniture/chests when searching a room for traps, individual searching is only necessary for treasure. One Hero could find the trap, while another disarms it, and a third searches for treasure--all before Zargon gets a turn. A single Hero would need to search the room for traps, next remove it, and finally search for treasure on his third turn--allowing Zargon 2 turns before the goodies are gotten.
GimmeYerGold wrote:The previous two steps, searching for furniture/chest traps, and disarming that trap exhaust one turn each, so does safely collecting treasure from a trapped furniture/chest require 3 turns total?
Yes, using your example and my rules with one Hero only.
GimmeYerGold wrote:Interested to know what tested house rules have worked and keeps the game going at a good pace, in that simple HQ fashion. Personally, I'm interested in a balance between streamline KISS gameplay AND challenge, so if you feel the same way, I'd like to know what's worked for you

Sorry, none of my stuff is play-tested.
GimmeYerGold wrote:Lastly, a fourth bonus question:
4) If a player finds no traps or secret doors during their search, (either in a room or in a piece of furniture, in the case of searching for traps only) do you let them draw from the treasure deck, as a sort of reward for their efforts? Or do you just inform them they find nothing, and move on to the next player's turn? I know some players feel they waste their turn if there's no result, but this is what separates a careful player from a hasty player. Alternatively, letting them draw from the deck could allow those wandering monsters and hazards to come out more often, but alternatively, it could slow down game play to have "something" occur after every search

No freebie draws from the treasure deck--it's RAW for me. You mentioned earlier you have a Zargon deck of your own. Hasty vs. careful play becomes a tactical choice rather than just a play style when there is a negative consequence for making every possible search. This should speed things up as players are forced to move along or pay the price. Also, hazards and Wandering Monsters gotten from freely drawing from the Treasure Cards isn't slowing down play, in my opinion. Rather, it serves to force the Heroes to lose BPs faster. This has the positive effects of both adding tension and accelerating the end of the Quest, as the Heroes' defeat looms unless they rush to take on the objective. The tankard is half-full, I say.
GimmeYerGold wrote:Will the Hero take whatever treasure was in the chest even if he fails to disarm the trap? If you follow the core rules about traps, a triggered trap immediately ends a hero's turn, so they wouldn't be able to actually get the treasure until their next turn, but it doesn't count as an action to pick up a revealed object, so they may then take a full turn. However, if another hero felt like being a jerk, and there was room adjacent to the chest, he could come take the treasure before then, now that all the work's already been done

Triggering a trap doesn't automatically reveal the treasure. Think of a poison needle trap, a type mentioned in the furniture/chest traps section. Simply fiddling with the lock could get you stuck in the finger, before the lid is even opened. The core rules you mention cover this situation and any trap in a blanket rule for simplification of action. Deciding what is revealed or not, when activating multiple kinds of traps placed on 11 different pieces of furniture/chests is just too complicated for the board-game rules of Hero Quest.