• Advertisement

Fireburst Trap

Discuss Quests, Cards, Monsters etc, from the Wizards of Morcar Quest Pack.

Fireburst Trap

Postby Beiren » Saturday December 28th, 2013 6:21pm

Did anyone know about heroes getting damaged by this type of trap. Because the moment this tile is being placed you run back to were you came from and you wait a little while untill it goes of. Or do you place the fireburst trap after the first hero complete movement, or after all heroes movements?
Time will tell, sooner or later time will tell
Beiren

Fimir
Fimir
 
Posts: 50
Joined: Wednesday November 14th, 2012 4:48pm
Forum Language: Nederlands
Evil Sorcerer: Morcar
Hero:
Usergroups:
Champion Group Member

Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Re: Fireburst Trap

Postby chaoticprime » Saturday December 28th, 2013 8:46pm

You do exactly as instructed. You put the tile down when the trap gets sprung. The next time Zargon goes, it kills all your henchmen.


Rewards:
Created a Hot Topic. Participated in a Miniature Exchange. Zealot Miniatures: Twisting Catacombs Kickstarter Backer
User avatar
chaoticprime
Practically Lives Here

Swordsman
Swordsman
 
Posts: 1939
Images: 0
Joined: Sunday February 10th, 2013 3:38am
Location: Kansas City
Forum Language: English (United States)
Evil Sorcerer: Zargon
Usergroups:
Adventurers' Guild Group Member Artists Group Member Champion Group Member

Re: Fireburst Trap

Postby Beiren » Sunday December 29th, 2013 9:51am

So do you mean that you place the token the moment a player enters?
Do you mean the heroes and their mercs or only when a hero does enter. Isn't it logical that the trap gets sprung when anybody enters. But the first one sets of the trap and immediatly returns to the precious room. So the bomb explodes and nothing happened. Just slowed it a bit down.
Time will tell, sooner or later time will tell
Beiren

Fimir
Fimir
 
Posts: 50
Joined: Wednesday November 14th, 2012 4:48pm
Forum Language: Nederlands
Evil Sorcerer: Morcar
Hero:
Usergroups:
Champion Group Member

Re: Fireburst Trap

Postby TMU » Sunday December 29th, 2013 10:01am

Atleast in European version, you can not step on the same square twice on one round ;)
"There is no greater danger than playing it safe."


Rewards:
Played a turn in a Play-by-Post game. Wrote an article for the Blog. Created a Hot Topic. Participated in two (2) Miniature Exchanges. Slaughtered an Orc! Destroyed a Zombie! Encountered a menacing Chaos Warlock!
User avatar
Second Lieutenant
TMU

Swordsman
Swordsman
 
Posts: 1789
Images: 15
Joined: Saturday November 17th, 2012 2:55pm
Location: Rauma, Finland
Forum Language: British English
Evil Sorcerer: Morcar
Hero:
Usergroups:
Adventurers' Guild Group Member Champion Group Member Scribes Group Member

Re: Fireburst Trap

Postby chaoticprime » Sunday December 29th, 2013 5:38pm

Beiren wrote:So do you mean that you place the token the moment a player enters?
Do you mean the heroes and their mercs or only when a hero does enter. Isn't it logical that the trap gets sprung when anybody enters. But the first one sets of the trap and immediatly returns to the precious room. So the bomb explodes and nothing happened. Just slowed it a bit down.


I was talking about the Treasure card Fireburst. The Fireburst Trap that you lay on the board is ineffectual. Its so stupid. The first person who enters the room springs it, with almost no guarantee of being affected. Its the most worthless trap.


Rewards:
Created a Hot Topic. Participated in a Miniature Exchange. Zealot Miniatures: Twisting Catacombs Kickstarter Backer
User avatar
chaoticprime
Practically Lives Here

Swordsman
Swordsman
 
Posts: 1939
Images: 0
Joined: Sunday February 10th, 2013 3:38am
Location: Kansas City
Forum Language: English (United States)
Evil Sorcerer: Zargon
Usergroups:
Adventurers' Guild Group Member Artists Group Member Champion Group Member

Re: Fireburst Trap

Postby The Road Warrior » Sunday December 29th, 2013 7:20pm

TMU wrote:Atleast in European version, you can not step on the same square twice on one round ;)


Yep, without this rule the fireburst trap is useless.
Image
Join in the community project.


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered all eight (8) Game System monsters. Encountered a menacing Chaos Warlock!
User avatar
The Road Warrior

Elven Warrior
Elven Warrior
 
Posts: 637
Joined: Tuesday November 20th, 2012 5:02pm
Forum Language: British English
Evil Sorcerer: Morcar
Hero:
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: Fireburst Trap

Postby Patroclus » Sunday December 29th, 2013 8:53pm

But if you seeking a suggestion, to play it as it meant to be played you should use the European rule in every room it has a fireburst. So, the first hero who enters cannot step on the same square twice, and if he has enough movement he should go to the next room or suffer the damage.


Rewards:
Hosted a Play-by-Post game. Played a turn in a Play-by-Post game. Created a Hot Topic. Participated in two (2) Miniature Exchanges. Encountered a menacing Chaos Warlock!
User avatar
Patroclus

Elven Warrior
Elven Warrior
 
Posts: 658
Images: 19
Joined: Monday January 31st, 2011 9:07am
Location: Athens, Greece
Usergroups:
Adventurers' Guild Group Member Artists Group Member Champion Group Member

Re: Fireburst Trap

Postby knightkrawler » Sunday December 29th, 2013 9:04pm

We should re-rule the Fireburst matter in a community effort.
Any ideas?

A start: The first figure entering the room containing the trap triggers it. Every figure from now on moving through that room must roll 1 combat die for every second square he uses. At a white shield, the trap is triggered.

I'm aware there'll probably still only one hero in the room to be hit at any given time, but the trap has some function. Also, as the Evil Wizard player you might have a chance to chase the eroes from behind.
HQ - Heroes & Villains (Dropbox-download link) https://www.dropbox.com/sh/jgj0kzsys9w38oh/AAA_VEHx6vMv4HKRX7IiOWTFa?dl=0
Feedback http://forum.yeoldeinn.com/viewtopic.php?f=38&t=3560
Gallery http://forum.yeoldeinn.com/viewtopic.php?f=56&t=1972&hilit=knightkrawler+gallery&start=200
____________________________________________________________________________________________________________

I've found a way of paying off old debts:
Always make more promises than you can break.


Rewards:
Grin's Stone Map Created a Hot Topic. Participated in two (2) Miniature Exchanges. Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered a menacing Chaos Warlock!
User avatar
Cheese Baron
knightkrawler
The Furry Blue Derailer

Witch Lord
Witch Lord
 
Posts: 5202
Images: 27
Joined: Friday May 25th, 2012 2:26pm
Location: Regensburg, Germany
Forum Language: English (United States)
Evil Sorcerer: Morcar
Hero:
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: Fireburst Trap

Postby chaoticprime » Sunday December 29th, 2013 10:41pm

Nah, I think we should amend the trap this way:

When a Hero first enters an empty room, the trap is sprung, but not put into play. At the start of the Evil Wizard's next turn, the trap detonates. If any Hero searches for traps between before then, the trap tile gets put into play.


Rewards:
Created a Hot Topic. Participated in a Miniature Exchange. Zealot Miniatures: Twisting Catacombs Kickstarter Backer
User avatar
chaoticprime
Practically Lives Here

Swordsman
Swordsman
 
Posts: 1939
Images: 0
Joined: Sunday February 10th, 2013 3:38am
Location: Kansas City
Forum Language: English (United States)
Evil Sorcerer: Zargon
Usergroups:
Adventurers' Guild Group Member Artists Group Member Champion Group Member

Re: Fireburst Trap

Postby Teldurn » Sunday December 29th, 2013 10:45pm

I've never played any of the expansions to know how the trap plays, but going by this, there's no way to disarm it?
War is not the answer...unless the question is, 'What is not the answer?'

HeroQuest Prime Quest Book, "Conquering Despair"


Rewards:
Created a Hot Topic. Destroyed a Zombie!Encountered a menacing Chaos Warlock!
User avatar
Teldurn

Giant Wolf
Giant Wolf
 
Posts: 768
Joined: Friday October 18th, 2013 5:22pm
Forum Language: English (United States)
Evil Sorcerer: Zargon
Hero:
Usergroups:
Adventurers' Guild Group Member Artists Group Member Champion Group Member

Next

Return to Wizards of Morcar

Who is online

Users browsing this forum: CommonCrawl [Bot] and 0 guests