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From the HQ Golden Rules (link in my signature) wrote:
#18 Switching Weapons & Armour
Switching, or selecting, your attack weapons is part of your attack action, e.g. “I attack that Orc with my battle axe” includes switching to the battle axe and attacking with it. This means that if you attack with the battle axe then you cannot claim the extra combat dice in defence for being equipped with a shield until, on your next attack action, you choose to attack with, for example a shortsword, that permits the use of your shield.
Armour must be worn and cannot be carried. It cannot therefore be removed or switched during a quest.
The only exception to this is when armour is found in the dungeon in which case the EWP may allow armour to be donned and/or swapped and similar as an action provided no monsters are on the board.
#31 Falling into Pits
Pits are the holes in the floor placed by activating a pit trap, or in some cases the pit is placed as a visible feature of the dungeon (see Quest notes).
Falling into a pit, instead of causing the loss of a Body Point, now results in the EWP rolling 2 combat dice, and the character losing a Body Point for eachrolled, no defence.
You may only attempt to jump an unoccupied pit.
The Pit of Darkness is a special type of pit introduced in Against the Ogre Horde, but the rules included are ambiguous. Replace Pits of Darkness with Spiked Pits that work exactly like a normal pit trap except that falling into a spiked pit, instead of causing the loss of a Body Point, now results in the EWP rolling 3 combat dice, and the character losing a Body Point for eachrolled, no defence.
= one hit
= one hit & pushback
= cancels one hit






Aki wrote:Thanks for your sharing, I like your rule #18, otherwise I think Pits and Pits of Darkness are cleary explained, but are better when you fix carrying an armor is the same as wearing an armour
= one hit
= one hit & pushback
= cancels one hit



or
) then they have fallen into the Pit ending their turn but have successfully avoided the loss of any Body points, if they fail to roll enough “hits” then they have fallen into the Pit and will lose a Body point for each “hit” they were short of the 2 required.
then he would fall into the pit and lose 1 Body point.
= "special skull" that counts as a "skull" but can be rolled again, once, counting as a normal "skull" if rolled again.
= "skull"
= "shield" cancels out a skull (hero & monster)
on your movement roll then the evil wizard player may immediately place a Wandering Monster

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