Maurice76 wrote:Can you try to elaborate?
It's heavily abbreviated how to play traps... More in the vain of computer code but the gaps are filled in by us knowing the original rules of the game.
When a Hero searches for traps, any Spear traps in that area (room or corridor) are automatically set off by the search action, at no harm to the heroes. If there are any other traps in that area, the Evil Wizard points to the square featuring a trap, and gives a brief warning, not specifying what it is.
If the Hero Searching has...
EXPLORERS KIT/MAP: The Evil Wizard places the trap token (rubble or pit) face down on the board (skull side up, if you have home made or modded tokens). This acts as a reminder, as though the Hero has noted the threat on their map.
TOOL KIT: If the Hero chooses to disarm the trap, the trap is disarmed but the Hero must roll a Combat d6 to see if they lose a body point in doing so.
DISABLE TRAP SKILL: The trap is automatically removed via the search action, no need to roll.
Sprung traps already on the board can not be removed. Unsprung traps noted on the board can be removed* or attempted to be jumped. Due to how rockfall traps work (UK ed), attempting to jump this will sometimes trigger the trap. The trigger square is the square before or after the Rocks marked in quest notes, the face down token on the map would be the Rocks in the notes. Rockfalls are rarely a hurt mechanic in the UK ed, although they can hurt, they are more to block the way. This might read a little complicated but it works naturally in game, simply by following the basic rules, it's the explanation that's complicated.
*A hero with the Tool kit or Disable Traps skill uses their search action