by HispaZargon » Saturday May 13th, 2023 5:48pm
Rules about searching actions in HeroQuest are probably the most vague designed in the official rulebook. I guess the original designers intention was simplify them as much as posible since the game was intended to be played by kids. However, it is true that if we would like to have more consistent rules for adult eyes, a revision of those rules seems to be a must.
To achieve that, since long time ago I try to implement a bit deterministic philosophy about all 'searching' actions in HeroQuest, including some realism improvements but always trying to speed up as posible the searching tasks at the same time, without complicating them too much.
Then, about searching multiple traps, my position is clear: the heroes should not be able to find a trap that they cannot move to without falling in other trap through such theoretical movement. So yes, I think such undiscovered trap should be only found in a later searching if moving there is posible (in other words, if the trap blocking the movement there was already disarmed or is intentionaly jumped to do this second search).
I extend this rule also for secret doors searching and treasure chests inspections, but this last one is another topic, I guess.
There are many reasons why I consider important to add this fix to the rules, most of them obvious in terms of realism, but there is one reason not so obvious that I think is also important, which is this rule improves the exploration experience when playing. Imagine the typical case of three spear traps in a single-square-width corridor, each separated by one square free of traps. Well, according to the official rules, if a hero searches for traps there, he will find the position of the three traps, so probably he will see going through such corridor too dangerous and would like to choose other path to continue the adventure. The hero gets a lot of information about the dungeon with just one action. However, with the fixed rule, the hero will only find the first trap, so the corridor will look for him less dangerous and maybe he will decide to disarm or jump the trap and go such direction. Of course if he don't search again for traps and continue moving he will activate the next trap, but he had selected such corridor and he will need to make more decisions, improving the gaming experience: I fthe seond trap is found, will he continue through the corridor because he had already disarmed/jumped one trap? or will he decide to come back and choose another path to continue the adventure? I mean, I think the rule incentivates a bit more the exploration and decisions part of any HeroQuest game, which I think are one of the most important the game has.
Rewards: