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Kurgan wrote:From what I understood they can't be disarmed. Once you search, they appear. Right?
Kurgan wrote:Regarding the swinging blade traps, you have to actually land on the red/orange square in order to trigger the blade (with one exception where the blade activates when you open a certain stone door) and then the squares with white blades on them all get hit. Am I understanding that correctly and that's how it worked in the original?
Kurgan wrote:Regarding traps, it's true I haven't played the 1st or 2nd EU edition and I forget the many differences from the NA edition I grew up with. So you search a room/corridor and it reveals the trap (which in some cases means putting the tile down). If you have a toolkit, you say you want to disarm (no need to move to the exact square) and roll your die... if it's any shield, the trap is removed. The Dwarf does it the same way except he doesn't have to roll... just saying he wants to disarm and boom, it's gone.
Kurgan wrote:A falling block trap would work like this in the EU editions... you hit the "rock" square and the block lands on the "arrow" square. Then you can disarm the tile (from anywhere) but if you fail, you take 1 BP damage and the tile is removed anyway. So a trapped hero could easily free themselves (unless they are a non-Dwarf without a toolkit then they have to wait for another such hero to be in the same area). That's assuming they don't luck out and happen to be the Elf or Wizard with Pass Through Rock left. No Spell Scrolls or special artifacts were added to this expansion.
HispaZargon wrote:Kurgan wrote:From what I understood they can't be disarmed. Once you search, they appear. Right?
Correct, it is clearly stated in the questbook rules that the Pit of Darkness traps cannot be disarmed so, placing more traps than available tiles is a clear errata.
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