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Traps wrote:Traps are triggered whenever a Hero moves onto a trapped square or opens a trapped chest without searching, as shown on the Quest map. The Evil Wizard must tell a Hero when he has set off a Trap. The Hero must stop immediately and can do nothing else until his next turn, unless the trap states otherwise.
Pit Traps wrote:If a Hero does not search for traps and moves onto a Pit Trap square, he automatically springs the Trap. If a Hero moves onto a Pit Trap square, the Evil Wizard will stop them by saying, "You have just stumbled into a Pit!" Any Hero who stumbles into a Pit Trap will automatically lose one Body Point in the fall. The Evil Wizard will then put a Pit Trap Tile on that square (under the Hero figure). This ends Hero's turn. They must then record the Body Point damage on their Character Sheet.
Falling Block Traps wrote:The affected Heroes must now make a decision. They can either move ahead to an adjacent unoccupied square, or move back to an adjacent empty space. Remember, the Trap space is now a permanent block in the game. Their decision is a critical one. They could become trapped forever, or they could be cut off from the rest of the Heroes. If the Hero triggering this trap is affected, this ends their turn.
Spear Traps wrote:Any Hero who triggers a Spear Trap will lose one Body Point if they roll a Skull on a Combat Die. This ends their turn.
If the Hero rolls either a Black Shield or a White Shield, they have dodged out of the way of the spear. They may then continue with their move.
Chest/Furniture Traps wrote:If a Hero searches a Room or Passage for Treasure before searching the room for Traps, any Treasure Chest or Furniture Traps in the room will be sprung, ending their turn. They then suffer the consequences described to the Evil Wizard in the Quest Notes.
Davane wrote:With the exception of a missed Spear trap, all traps cause those affected to end their turn, meaning they end their movement and can not take any actions if they haven't taken their action yet.
I want to note that the HQ CERB uses a combination of UK and US rules, especially for Falling Rock traps. For Falling Rock traps, if there is an arrow marked on the Quest Map, the Falling Rock falls in that square (UK), or falls on the square marked by the Trap (US). All affected Heroes get the chance to move to an adjacent space, even if it is not their turn. If the triggering hero is affected (i.e. there's no arrow marked), then they must end their turn.
wallydubbs wrote:Davane wrote:With the exception of a missed Spear trap, all traps cause those affected to end their turn, meaning they end their movement and can not take any actions if they haven't taken their action yet.
I want to note that the HQ CERB uses a combination of UK and US rules, especially for Falling Rock traps. For Falling Rock traps, if there is an arrow marked on the Quest Map, the Falling Rock falls in that square (UK), or falls on the square marked by the Trap (US). All affected Heroes get the chance to move to an adjacent space, even if it is not their turn. If the triggering hero is affected (i.e. there's no arrow marked), then they must end their turn.
I do believe there is an exception, though not stated as such, in the rule book.
I believe it states that if the Wizard or Elf has healing spell and haven't used an action for their turn, they may cast this spell to save themselves from death.
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