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Traps and Monsters

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

Re: Traps and Monsters

Postby Baylor_OgreBane » January 28th, 2016, 4:03 pm

AerynB wrote:That makes sense, that the monsters sort of know how to trip the trap and so even if they are on a trap square they know how to avoid springing it.

Thanks for your input, I think it helps. :)


It also makes sense that if you are a mighty evil wizard, you would have better things to do with your time than set traps, so you would get your minion monsters to do it, hence why they know where they are and how they are set. Probably send a memo around to all the monsters to make sure.... All this is dependent to the mighty evil wizard not being Skeletor!

It would make sense that falling block traps may affect monsters though, what with it being dodgy building masonry rather than a trap.

Best way to play it I think is to have fun with it, if you want to test the monster than do it, if not then don't! It all adds to the story. |_P


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Re: Traps and Monsters

Postby The Admiral » January 28th, 2016, 4:13 pm

While the traps are still unsprung, my monsters are totally immune to them. They know how not to trigger them off. It is only once the pit trap has been sprung, and a bloody great hole is in the floor, that my monsters are just as susceptible to falling in as the Heroes are.
Last edited by The Admiral on February 3rd, 2016, 5:14 am, edited 1 time in total.


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Re: Traps and Monsters

Postby Count Mohawk » January 28th, 2016, 4:27 pm

The way I play, monsters do not normally trigger traps. However, if a Hero's spell or effect involuntarily pushes a monster into a square with a trap, the trap will spring! This makes flavor sense as well; monsters moving normally can be careful enough not to trip the traps, but they might accidentally bump the trigger if someone shoves them.


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Re: Traps and Monsters

Postby The Admiral » February 3rd, 2016, 5:16 am

Count Mohawk wrote:The way I play, monsters do not normally trigger traps. However, if a Hero's spell or effect involuntarily pushes a monster into a square with a trap, the trap will spring! This makes flavor sense as well; monsters moving normally can be careful enough not to trip the traps, but they might accidentally bump the trigger if someone shoves them.


I Like that idea. You can just picture the :orc: tottering backwards, arms flailing, thinking "Oh crap!".


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Re: Traps and Monsters

Postby mitchiemasha » February 3rd, 2016, 10:18 am

ken wrote: and the block falls behind the hero,
Sometimes they fall infront. lets not forget the 3 dice rolled are for if another hero happened to be stud their not the Hero triggering it.

So in US rules it would seem monsters can jump revealed pit traps at no risk but in the UK rules have risk. I prefer the UK version.


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Re: Traps and Monsters

Postby Daedalus » August 18th, 2016, 11:57 am

I think the EU sprung pit makes more sense, too. Still, as drathe has mentioned, losing a monster sucks when the Heroes already hold so many advantages. Perhaps go EU for monsters jumping traps like Heroes, but also go NA and allow monsters to voluntarily enter pits without taking damage. Entering a trap ends a monster's turn, same as falling in. This leaves Morcar/Zargon a strategic choice--hot pursuit or a safe advance.
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