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5. HQ25 - Spells, tiles, mechanics and misc

Brainstorming topics for the HeroQuest 25th Anniversary Quest Pack.

Re: 5. HQ25 - Spells, tiles, mechanics and misc

Postby Daedalus » November 11th, 2018, 1:41 am

The bog trap can be found at the first page of this topic, but it's named differently. Slough Trap An abridged version can be found here. All references were linked in the OP of the Swamp spells poll topic. They are found under entry C.

Here's another trap that could be found in a swamp and other places:

Water Trap:
Any Hero that springs this covered trap falls in and immediately ends his turn. At the start of his following turns, the Hero must roll his movement dice, one less if he possesses any armor. The Hero must spend 5 movement treading water, otherwise he loses 1 Body Point of damage and can't move out. Armor may be discarded and lost before rolling. Once sprung, a water trap cannot be disarmed.
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Re: 5. HQ25 - Spells, tiles, mechanics and misc

Postby Daedalus » November 12th, 2018, 10:29 pm

Another trap idea adapted from the EQP tile:

Quicksand: Quicksand appears as dry ground. Quicksand may be jumped, but it can't be disarmed. A Hero that moves into a quicksand pit square springs the trap and starts to sink. The Hero may end a messy death by discarding any one item (weapon, potion, etc.), ending his turn. On his next turn, the Hero may climb out of the quicksand. This ends his turn.
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Re: 5. HQ25 - Spells, tiles, mechanics and misc

Postby Anderas » November 13th, 2018, 6:54 am

Water trap and Quicksand... :-)

Seems to me as if we need to start the introductory pages of the Quest Pack, in order to not lose the overview. I like those mechanics.

The Water trap could live without "Once sprung, it cannot be disarmed". I mean, [RPG]the dwarf can put it back into it's pre-sprung condition and then add a piece of wood at the right place to make it safe, no?[/RPG]

That's personal of course: I don't like all those remarks about sprung traps cannot be disarmed - what's the dwarf there for, after all?


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Re: 5. HQ25 - Spells, tiles, mechanics and misc

Postby j_dean80 » November 13th, 2018, 8:21 am

Anderas wrote:Water trap and Quicksand... :-)

Seems to me as if we need to start the introductory pages of the Quest Pack, in order to not lose the overview. I like those mechanics.

The Water trap could live without "Once sprung, it cannot be disarmed". I mean, [RPG]the dwarf can put it back into it's pre-sprung condition and then add a piece of wood at the right place to make it safe, no?[/RPG]

That's personal of course: I don't like all those remarks about sprung traps cannot be disarmed - what's the dwarf there for, after all?


That's how NA traps work. This may get complicated with 2 versions.
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Re: 5. HQ25 - Spells, tiles, mechanics and misc

Postby Daedalus » December 13th, 2018, 1:40 pm

:mummy:
Anderas wrote:Water trap and Quicksand... :-)

Seems to me as if we need to start the introductory pages of the Quest Pack, in order to not lose the overview. I like those mechanics.

The Water trap could live without "Once sprung, it cannot be disarmed". I mean, [RPG]the dwarf can put it back into it's pre-sprung condition and then add a piece of wood at the right place to make it safe, no?[/RPG]

That's personal of course: I don't like all those remarks about sprung traps cannot be disarmed - what's the dwarf there for, after all?

After reviewing the EU rules for traps, I can see why you'd favor the removal of a water trap tile. How about a modified text open to EU/NA interpretation? Also, combat penalties need mentioning.

    ". . . Once sprung, a water trap cannot be disarmed." > For purposes of combat and disarming, treat a sprung water trap as a pit trap.
If we instead provide separate folders for each rules set as with the cards, then the EU wording can be more direct and specific. Like any EU trap tile, it can be removed:

    ". . . Once sprung, a water trap cannot be disarmed." > A character in a water trap attacks and defends with one less die. A water trap remains on the board as an obstacle.
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