Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.


Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
lestodante wrote:The WQP features the Fireburst Traps.
In this topic some of us already discussed how useless this kind of trap is.
In WoM the Fireburst trap was used in empty rooms only. In the WQP we find some rooms featuring a Fireburst Trap with monsters, sometimes there are even two Fireburst Traps in a room. I am sure they had in mind a revised version for this trap but nothing is stated on the drafts.
My solution is the following: a hero inside a room with a Fireburst Trap rolls a die; if a 1 (or a black shield) is rolled, the trap explodes damaging everyone inside the room, both Heroes and monsters. The dice test must be repeated by each hero inside the room at the start of their turn (or when entering the room) and on Zargon's turn. If monsters are left alone in the room with the trap it will not explode.
Another idea: if there are two traps, a double dice roll is required. And if one explodes, it also causes the second trap to explode, so the damage is doubled!![]()
More ideas: if the trap explodes it destroys all furnitures in the room and destroys the closed doors, so new monsters are activated from the adjacent rooms!
A treasure hidden inside a damaged furniture will be lost (but not Artifacts)!



Kurgan wrote:Weren't Fireburst traps in WOM also present in the additions to the Treasure Deck? Of course you can only search for treasure when the room is cleared of monsters.
Anderas wrote:Fireburst traps are interesting together with the EU rule that you may not step on the same square twice in one turn.
So you have to leave the room via the other door. And in WOM, there is a string of three fireburst trapped rooms in a row.


lestodante wrote:The WQP features the Fireburst Traps.
In this topic some of us already discussed how useless this kind of trap is.
In WoM the Fireburst trap was used in empty rooms only. In the WQP we find some rooms featuring a Fireburst Trap with monsters, sometimes there are even two Fireburst Traps in a room. I am sure they had in mind a revised version for this trap but nothing is stated on the drafts.
My solution is the following: a hero inside a room with a Fireburst Trap rolls a die; if a 1 (or a black shield) is rolled, the trap explodes damaging everyone inside the room, both Heroes and monsters. The dice test must be repeated by each hero inside the room at the start of their turn (or when entering the room) and on Zargon's turn. If monsters are left alone in the room with the trap it will not explode.
Another idea: if there are two traps, a double dice roll is required. And if one explodes, it also causes the second trap to explode, so the damage is doubled!![]()
More ideas: if the trap explodes it destroys all furnitures in the room and destroys the closed doors, so new monsters are activated from the adjacent rooms!
A treasure hidden inside a damaged furniture will be lost (but not Artifacts)!







j_dean80 wrote:As some have mentioned, this works with the EU rule of no back tracking. The NA does not have that rule, therefore making this trap quite unimpressive.


moktira wrote:j_dean80 wrote:As some have mentioned, this works with the EU rule of no back tracking. The NA does not have that rule, therefore making this trap quite unimpressive.
What is this rule of no back tracking? Or have I misunderstood something.


Users browsing this forum: No registered users and 2 guests