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Monsters and sprung pit traps

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

Monsters and sprung pit traps

Postby The Admiral » Tuesday December 11th, 2018 12:01pm

Does anyone, like me, play that once a pit trap has been triggered, and there is a great big hole in the floor, that monsters must jump it just as Heroes do, and if they fall/move into it they lose a BP? I'm fine that monsters are unaffected by unsprung traps as it is their domain and they have set them. They know where they are and what triggers them. They have to live with the consequences of falling blocks i.e. they cant walk through a pile of rocks, so why should they be immune to a huge hole in the floor?
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Re: Monsters and sprung pit traps

Postby benvoliothefirst » Tuesday December 11th, 2018 12:19pm

I haven't previously, but now I'm considering it! Great idea. Be aware, this means any 1-BP monster has a 50% chance of dying. Would probably only be useful with the American rules.
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Re: Monsters and sprung pit traps

Postby The Admiral » Tuesday December 11th, 2018 12:39pm

benvoliothefirst wrote:I haven't previously, but now I'm considering it! Great idea. Be aware, this means any 1-BP monster has a 50% chance of dying. Would probably only be useful with the American rules.


Yep, I play with NA rules. As a further point, I also slow monsters down in icy rivers. They are acclimatised to the cold, but in my opinion not immune to the slowing effects of water, boulders etc.
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Re: Monsters and sprung pit traps

Postby lestodante » Tuesday December 11th, 2018 12:46pm

the instructions say that monsters do not ACTIVATE traps because they know where they are located, doesn't mean that they are immune. So if the trap has been revelaed, like a pit trap they must try to jump it like the heroes or find another way.


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Re: Monsters and sprung pit traps

Postby mitchiemasha » Tuesday December 11th, 2018 2:27pm

Yeah... Once a pit trap is sprung, they gotta jump it.


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Re: Monsters and sprung pit traps

Postby Maurice76 » Tuesday December 11th, 2018 2:33pm

I agree with the other posters: once a pit trap has been revealed, monsters can no longer ignore it while moving about.


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Re: Monsters and sprung pit traps

Postby The Admiral » Tuesday December 11th, 2018 4:17pm

lestodante wrote:the instructions say that monsters do not ACTIVATE traps because they know where they are located, doesn't mean that they are immune. So if the trap has been revelaed, like a pit trap they must try to jump it like the heroes or find another way.

My NA rules also say this:
"Monsters, with enough movement squares (and a vacant space beyond), will always successfully jump over a pit. If they voluntarily enter a pit, they will suffer no damage."
Which means according to the instructions they are immune, hence my thoughts. Not sure what the EU rules say as I haven't played those for at least 20 years.
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Re: Monsters and sprung pit traps

Postby benvoliothefirst » Tuesday December 11th, 2018 4:29pm

The Admiral wrote:My NA rules also say this:
"Monsters, with enough movement squares (and a vacant space beyond), will always successfully jump over a pit. If they voluntarily enter a pit, they will suffer no damage."
Which means according to the instructions they are immune, hence my thoughts. Not sure what the EU rules say as I haven't played those for at least 20 years.


Yeah I was going off this info. Would you have it end their move, as well? I would think that if they're stopping what they're doing to climb down into a pit that would be pretty time consuming. Only successfully jumping it would allow them to continue on.
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Re: Monsters and sprung pit traps

Postby The Admiral » Tuesday December 11th, 2018 5:19pm

benvoliothefirst wrote:
The Admiral wrote:My NA rules also say this:
"Monsters, with enough movement squares (and a vacant space beyond), will always successfully jump over a pit. If they voluntarily enter a pit, they will suffer no damage."
Which means according to the instructions they are immune, hence my thoughts. Not sure what the EU rules say as I haven't played those for at least 20 years.


Yeah I was going off this info. Would you have it end their move, as well? I would think that if they're stopping what they're doing to climb down into a pit that would be pretty time consuming. Only successfully jumping it would allow them to continue on.


Yes, I play exactly as Heroes would, so a monster stepping into, or falling into after a failed jump, would lose a BP and end their turn.
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Re: Monsters and sprung pit traps

Postby knightkrawler » Tuesday December 11th, 2018 6:06pm

The Admiral wrote:
lestodante wrote:the instructions say that monsters do not ACTIVATE traps because they know where they are located, doesn't mean that they are immune. So if the trap has been revelaed, like a pit trap they must try to jump it like the heroes or find another way.

My NA rules also say this:
"Monsters, with enough movement squares (and a vacant space beyond), will always successfully jump over a pit. If they voluntarily enter a pit, they will suffer no damage."
Which means according to the instructions they are immune, hence my thoughts. Not sure what the EU rules say as I haven't played those for at least 20 years.


I'm with The Admiral here, going from texts we have and insinuating from those what we can. As all trapsbut pit traps from vanilla HQ are triggered only once, doing damage once, this means in effect monsters are immune to traps.
Dungeon features like the Icy River are not traps and a different thing entirely.
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