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Traps on the other side of the door

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

Re: Traps on the other side of the door

Postby Jalapenotrellis » June 12th, 2019, 8:47 pm

Maurice76 wrote:
Jalapenotrellis wrote:I LOVE traps on the other side of the door. The heroes are decked out in gear. It makes me excited when they occur :) It brings the heroes closer to death.


Maybe, Pit Traps and Spear Traps and the like are fine for that purpose. What about Falling Block Traps, though? Stuff that seals off a tile for the rest of the quest?


I mean, yeah!!! I think it adds a level of tough luck to an adventure that newer games don't have. It is like with new games, it never gets that bad. Similar to all the kids, even the ones who don't win, get trophies on the peewee soccer league. This idea of entitled winning for the good guys.
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Re: Traps on the other side of the door

Postby Jalapenotrellis » June 12th, 2019, 8:51 pm

mitchiemasha wrote:
Maurice76 wrote:What about Falling Block Traps


The US edition broke falling blocks... Their main intention wasn't supposed to HURT you, especially at 3BP. These were designed purely to separate heroes or to force a different path, falling directly infront or behind you, only in a rare circumstance would they hit someone. In the UK Quest book there's other falling rocks, they don't block the way, nothing is placed on the board, they only claim 1BP if you fail to defend.

As for Traps behind Doors. There's no need to change the original rules but there's nothing stopping us from introducing a new artefact... Or FATE tokens from meeting a Gypsy in town prequest.

AND

Is there a rule about jumping through doorways, you could always jump the first square of the room... Which would be outright hilarious if your group figured out to do this, then the pit trap is on the second square.


It never says you can't jump a possible trap square before searching it. I think that could be legit canon of the game, not even a house rule. What say others? The rules for jumping--a skull means you don't jump could still apply. No one says you have to fall in a trap the other side of the door--you could jump it, you could walk through walls and then search it. Lots of creative things.
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Re: Traps on the other side of the door

Postby Jalapenotrellis » June 12th, 2019, 9:47 pm

Never mind. I reread the trap section of the rules, and figured out that you can only jump or disarm once a trap has been discovered. It says that repeatedly for each type of trap. Jumping is not an option until a trap square has been discovered.
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Re: Traps on the other side of the door

Postby Maurice76 » June 13th, 2019, 5:09 am

Jalapenotrellis wrote:Never mind. I reread the trap section of the rules, and figured out that you can only jump or disarm once a trap has been discovered. It says that repeatedly for each type of trap. Jumping is not an option until a trap square has been discovered.


I'd house-rule it that Heroes can jump any tile they wish - with or without a (detected) trap in it. If they like to frog-leap the entire dungeon, I would let them :P. Of course, if the jump fails and they land on a tile that contains a trap, whether it has been spotted or not, the trap will be triggered by that Hero.


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Re: Traps on the other side of the door

Postby Maurice76 » June 13th, 2019, 5:11 am

Kurgan wrote:The trap on the other side of the door is a nasty trick, but I created a "once per quest" ability for my new Ranger character specifically for this. He can choose to search the square on the other side of the door for a trap without entering the room. But it's still pure luck...


Just noticed this post. Well, I guess it's a nice way to go about it, but it does introduce a house-rule. This puts it in the ballpark of "whatever you like, EW!", outside of the standard rules.

I actually wonder how many people stick to the rules and not go outside those boundaries and how many people go for house-ruling stuff.


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Re: Traps on the other side of the door

Postby j_dean80 » June 13th, 2019, 6:48 am

Pretty much everyone uses at least 1 house rule. Even mixing NA and EU rules is a house rule.
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Re: Traps on the other side of the door

Postby Maurice76 » June 13th, 2019, 7:10 am

j_dean80 wrote:Pretty much everyone uses at least 1 house rule. Even mixing NA and EU rules is a house rule.


Are you talking about the members here on the forum, or in general? Because I was talking about it in general. But I realise as well that we'll never know that particular figure.

But this is all side-tracking. The issue was about Traps on the other side of a door :P.


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Re: Traps on the other side of the door

Postby Jalapenotrellis » June 13th, 2019, 1:21 pm

Maurice76 wrote:
j_dean80 wrote:Pretty much everyone uses at least 1 house rule. Even mixing NA and EU rules is a house rule.


Are you talking about the members here on the forum, or in general? Because I was talking about it in general. But I realise as well that we'll never know that particular figure.

But this is all side-tracking. The issue was about Traps on the other side of a door :P.

I don't house rule. Stick to the rules. The one thing I'd say that we have left to interpretation is Borin's Armor, where we play it as extra defense and not a hard amount of defense dice. If we are playing that wrong then I would happily change it.
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Re: Traps on the other side of the door

Postby Maurice76 » June 13th, 2019, 2:01 pm

Jalapenotrellis wrote:I don't house rule. Stick to the rules. The one thing I'd say that we have left to interpretation is Borin's Armor, where we play it as extra defense and not a hard amount of defense dice. If we are playing that wrong then I would happily change it.


So, how do you rule the traps behind doors? Tough luck for the Heroes, since they can't search through a door? Even if that trap is a Falling Block trap, that would / could trap a Hero in a room he can't get out of in any way?


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Re: Traps on the other side of the door

Postby arch8ngel » June 13th, 2019, 3:28 pm

Maurice76 wrote:
Jalapenotrellis wrote:I don't house rule. Stick to the rules. The one thing I'd say that we have left to interpretation is Borin's Armor, where we play it as extra defense and not a hard amount of defense dice. If we are playing that wrong then I would happily change it.


So, how do you rule the traps behind doors? Tough luck for the Heroes, since they can't search through a door? Even if that trap is a Falling Block trap, that would / could trap a Hero in a room he can't get out of in any way?


Traps behind doors = tough luck

It is one of the few somewhat guaranteed ways to inflict damage in the game.
And OFTEN it is accompanied by having two entryways into a room, forcing the heroes to choose and have a guess at what awaits them on the other side.
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