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LucaRocks wrote:I didn't see it on the first page but the Mage of the Mirror quest book I got from Hasbro's official site on the last page where the monsters are listed does not say the wolves can attack diagonally. I know that's a rule that all double based characters have, so I'm not sure if this is an actual error.
I would think that since the page was meant to be used as a quick reference guide, it should state the above on there.







Bareheaded Warrior wrote:LucaRocks wrote:Kurgan wrote:LucaRocks wrote:Sorry if this is the wrong place to ask but aren't the falling block traps in Quest 13 errata? Its pretty ambiguous on how to play them (i.e. can you search and disarm, is every hero who walks by affected by them? Etc...)
Not sure if they were ever explained properly by any official channels. Sorry if they were and I missed something on this thread.
I'm not sure there's any "errata" for the Falling Block traps in Quest 13 of the NA Game System. The quest notes clearly explain they are different and don't block the squares and you don't put tiles down.
Quest notes that modify the usual rule mechanics for that quest only, are not errors.In this Quest, the rules for falling block squares are different. Any player who moves onto one of these squares must roll a Red die. If he rolls a 4, 5, or 6, he will lose 1 Body Point.If the player is equipped with a helmet, he will only lose a Body Point on a roll of a 6. Monsters are not affected by these squares. Do not place the falling block tiles onto the gameboard. Heroes are not blocked by these squares in this Quest.
No significant changes to the text in the remake edition.
Yeah you're right. I guess my hang up was that it felt like a wasted opportunity. Like it should have been more than what it actually is. Make them un-discoverable, not disarmable... Something to increase the difficulty.
...
You could notice that although the falling block icon is used to represent these on the quest map, there is no mention of the word "trap" in the description of how to handle these, so you could consider these to just be a special dungeon event, hazard or feature and execute exactly as described in the Quest Notes without assuming that they are a trap.
...

Nlinindoll wrote:Surprised we haven’t added this to the list yet. Kellar’s Keep questbook page 12 (quest 3) appears to call for FOUR double block tiles. If you only own the GS and KK you only have two double block tiles. Of course you can use two 1x1 block tiles next to one another, but the questbook should reflect this.


HispaZargon wrote:Just trying to close this (maybe still) opened topic since some months ago:Bareheaded Warrior wrote:LucaRocks wrote:Kurgan wrote:LucaRocks wrote:Sorry if this is the wrong place to ask but aren't the falling block traps in Quest 13 errata? Its pretty ambiguous on how to play them (i.e. can you search and disarm, is every hero who walks by affected by them? Etc...)
Not sure if they were ever explained properly by any official channels. Sorry if they were and I missed something on this thread.
I'm not sure there's any "errata" for the Falling Block traps in Quest 13 of the NA Game System. The quest notes clearly explain they are different and don't block the squares and you don't put tiles down.
Quest notes that modify the usual rule mechanics for that quest only, are not errors.In this Quest, the rules for falling block squares are different. Any player who moves onto one of these squares must roll a Red die. If he rolls a 4, 5, or 6, he will lose 1 Body Point.If the player is equipped with a helmet, he will only lose a Body Point on a roll of a 6. Monsters are not affected by these squares. Do not place the falling block tiles onto the gameboard. Heroes are not blocked by these squares in this Quest.
No significant changes to the text in the remake edition.
Yeah you're right. I guess my hang up was that it felt like a wasted opportunity. Like it should have been more than what it actually is. Make them un-discoverable, not disarmable... Something to increase the difficulty.
...
You could notice that although the falling block icon is used to represent these on the quest map, there is no mention of the word "trap" in the description of how to handle these, so you could consider these to just be a special dungeon event, hazard or feature and execute exactly as described in the Quest Notes without assuming that they are a trap.
...
Their trap icons are 'gold' coloured in the quest map of quest #13 fo Game System questbook, so according to the general rules described in the remake's Rulebook, it means that they are TRAPS. Moreover, it also means that they are detectable and disarmable traps like any other regular trap, if not indicated otherwise. I don't see any rules flaw about it.
We could have doubts about if more than one Hero may be affected by the trap in subsequent turns, but in my opinion only one Hero may be affected. The quest notes treat these traps exactly the same as the regular falling block traps, despite the described rules exceptions, so I think we should assume the trap disappears if it is triggered. Then, in my opinion no errata exists in quest #13 about this topic.
= one hit
= one hit & pushback
= cancels one hit





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