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HeroQuest lost Quest Packs: Wizard and Dwarf Quest Pack

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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby Kurgan » January 6th, 2022, 8:44 pm

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.


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Re: HeroQuest lost Quest Packs: Wizard and Dwarf Quest Packs

Postby HispaZargon » January 6th, 2022, 11:28 pm

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! :twisted:
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! :twisted:
A treasure hidden inside a damaged furniture will be lost (but not Artifacts)!

Cool ideas, however Fireburst traps are magical traps, so I think we could consider them as traps directly (and remotely) controlled by Zargon instead of let the dice decide if they explode... I don't see Zargon placing traps that could unfortunately kill his own monsters, but I could imagine him voluntarily doing that if the situation requires it, why not? hahaha... so here is another option, taking some of your ideas:

-------------------------------------
Once the content of a room with a Fireburst trap has been already revealed to the heroes in the board, the fireburst trap will explode if the Evil Wizard player decides to do it during its turn, regardless the trap has been already detected or not. If the trap explodes, every hero and monster inside the room must roll as many combat dice as the number of fireburst trap markers are in the room. Each skull rolled means the hero or monster loses 1 Body Point and he cannot defend since it is a sudden explosion****. All closed doors in the room are opened due to the explosion allowing the entrance of new monsters to the room or whatever other effect if applicable*.

Fireburst traps can only be detected by magic-sensitive characters (Wizard, Elf or even Apprentices?) by means of a normal trap searching action. If detected, the Evil Wizard will inform the hero how many trap markers are in the room. After that, a magic-sensitive character could try to disarm it as another action by rolling as many red dice as trap markers are inside the room or casting an appropiate spell for that purpose**. If red dice are rolled, each number rolled below (but not equal) the number of Mind Points*** of the character will disactivate one trap marker. No eliminated markers will inmediately explode (equivalent event to a non succesful disarming action of a regular trap). In the other hand, if the spell is casted, all trap markers are eliminated
-------------------------------------

* Including furniture damage due to the explosion I think is too much... interaction with furniture has been always outside the scope of the rules, I would not change that... individual homebrew rules will sure do the rest with that if players want, but I would not 'officialize' such damage-furniture rule since I think it would had never done in the 90's...).

** Tempest spell was the one indicated in WoM expansion for this purpose but I guess we could accept more spells for that.

*** If there are available many artifacts that overpower the MP value on this questpack, we could maybe think about rolling 2 red dice per trap marker and resulting number equal or lower the MP value disactivates the trap, however results above MP value, the marker explodes...

**** Of course an alternative option could be rolling 3 attack dice as in WoM expansion, allowing rolling defence dice.

These rules for Fireburst traps I think add more interest to the Evil Wizard role... For example, the Evil Wizard will have the freedom to wait to explode it until all the heroes are inside the room, or in contrast he could explode it if only one hero is inside the room..., or even the Evil Wizard could explode it in an empty room in order to suddenly open other closed doors connected to the room allowing the entrance of new monsters, etc.

Anyway, it is just another idea...
Last edited by HispaZargon on January 7th, 2022, 6:51 am, edited 1 time in total.


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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby Anderas » January 7th, 2022, 1:54 am

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.


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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby lestodante » January 7th, 2022, 6:16 am

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.

Yes, they are!
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.

But they will be wasted, only one of them will cause damage and to one hero only while the other traps will explode invain (unless the other heroes are so stupid to enter in these rooms with already placed Fireburst Traps).
With the dice roll, you can be sure the Hero must clean the room or they will not be able to go on in the quest


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Re: HeroQuest lost Quest Packs: Wizard and Dwarf Quest Packs

Postby giovannialbore » January 8th, 2022, 5:48 am

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! :twisted:
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! :twisted:
A treasure hidden inside a damaged furniture will be lost (but not Artifacts)!


I would follow the WoM rules with some minor variations due to needs.
When a Fireburst trap explodes you roll 3 dice and for each skull that comes out is a Body point lost. Obviously if the Zargon explodes it with the monsters in the room, the monsters will be sacrificed as well. I don't see anything wrong with that evil people don't possess loyalty.
To limit the damage caused by the traps it is possible to limit the explosions to one per turn, they are magic traps so they explode on command, not dynamite (i don't remberer in WoM how it was). It is possible to disable the fireburst with the Storm spell (if I remember correctly) like WoM.

What do you think?
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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby j_dean80 » January 8th, 2022, 9:17 am

Fireburst Trap: When a player enters a room, place a Fireburst token in the centre of the room. This will remain in place until the beginning of the Evil Wizard Player’s turn, when it will explode attacking any figures in the room with 3 attack dice. It may only be disarmed with a Tempest spell.

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. In WoM they only placed them in empty rooms, making them quite obvious.

What about if the mechanics stay the same except - it is only placed on the board with a trap search. It will still explode on EWP turn, can even place them in a room with monsters/furniture to hide them.
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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby Kurgan » January 8th, 2022, 1:28 pm

I was speculating about this on the last HeroQuestFans Twitch stream:

I can now see the value in the Heroes being able to attempt to "Jump the Trap" even if they have no idea if a Trap is present. So in other words not just when they forget what squares Zargon indicated when they searched last (and he doesn't have to tell them without another search).

Consider the following scenarios:

1) Hero is in a room or corridor with Monsters. Normally he wouldn't be allowed to search, but he could try to "Jump." The only giveaway would be if he failed and Zargon didn't register the springing of the trap. He still can't use an action to search when monsters are present, so it isn't really a cheat.

2) Most controversially, since the Instruction Booklet doesn't make this exception... but the old "hidden trap on the opposite side of an open door" that the Hero is guaranteed to spring when he steps through the doorway COULD be jumped using this method.

Jumping traps is only a 50% success-rate unless they are the lucky Hero who is wearing the Rabbit boots (ROTWL) artifact.

This could be a game-changer! Of course since this rule clarification was never OFFICIALLY published you'd still treat it as a house-rule, but it's interesting to see at least what one game designer in c.1992 was thinking.


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HeroQuest lost Quest Packs: Wizard and Dwarf Quest Packs

Postby lestodante » January 8th, 2022, 1:32 pm

I guess we should simulate a real game situation to realize how the Heroes will act and their consequences.
Try to playtest room A and room B with the different rules and let's decide which rule is better for the Heroes, which rule is better for Zargon and which one is best for the game!
Heroes must enter room A and room B; boh doors are still closed and the content still unknown to them.

fbtrapA.jpg

fbtrapB.jpg
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Last edited by lestodante on January 8th, 2022, 6:51 pm, edited 1 time in total.


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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby moktira » January 8th, 2022, 5:48 pm

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.
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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby Pancho » January 8th, 2022, 6:21 pm

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.

If I remember correctly in the original UK rules a Hero couldn’t move through the same square twice on the same turn. So if you stepped into a room you couldn’t back out again on the same turn.


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