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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 moktira » January 8th, 2022, 7:39 pm

Pancho wrote:
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.

That is not a rule I remember or ever followed but I have both the 1989 and 1990 EU rules so I just checked, that is in the 1989 one that you cannot move on the same square twice in one move but it is removed in the 1990 one from which Wizards of Morcar was surely intended to be used. Therefore I would not assume Fireburst traps (or anything from the expansions) take no backtracking into account.
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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby Pancho » January 9th, 2022, 6:30 am

moktira wrote:
Pancho wrote:
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.

That is not a rule I remember or ever followed but I have both the 1989 and 1990 EU rules so I just checked, that is in the 1989 one that you cannot move on the same square twice in one move but it is removed in the 1990 one from which Wizards of Morcar was surely intended to be used. Therefore I would not assume Fireburst traps (or anything from the expansions) take no backtracking into account.

I’ve never used that rule either. I think one of the new fixes for Fireburst traps already suggested on the previous couple of pages will be much more useful here.


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

Postby Kurgan » January 9th, 2022, 1:36 pm

That's a good point... what about the people who bought the 1st edition '89 and then got the EU expansions and played them according to the base rules. They may never have owned the 2nd edition! Unless the expansion clarifies the rule, the players would be none the wiser!


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

Postby giovannialbore » January 9th, 2022, 6:18 pm

I think it's more correct to consider the fire burst as a normal trap.
With the difference that if activated:
    1.it indiscriminately affects everyone in the room.
    2.does not trigger other fireburst traps in the same place.
    3.It's found and disarmed with the Tempest spell only.
    4.It is only triggered if you step on it (like other traps, but this can be discussed).
    5.no back tracking rule (this is the first time I've heard of it)

Just my two cents, is all.
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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby lestodante » January 9th, 2022, 6:52 pm

But this is a US questpack, since in the US Game-System there is no rule about going back on your steps, the trap will be useless:
the hero will enter the room, the trap will be revealed, so the hero will step back out of the room and will wait the trap to explode on Zargon's turn killing the monsters (and no damage for the Heroes).


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

Postby giovannialbore » January 9th, 2022, 7:18 pm

Yes it's true, I forgot a detail:
The heroes don't notice the trap until they step on it or do a search. Exactly like spear traps. I think that an hero doesn't go outside the room if he doesn't know that there is a trap inside.
Don't you think?
Last edited by giovannialbore on January 9th, 2022, 7:33 pm, edited 1 time in total.
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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby giovannialbore » January 9th, 2022, 7:29 pm

What I mean is: why does the trap have to be set as soon as the heroes enter the room? This is a WoM rule, but it really didn't make much sense because the heroes only need to leave the room to not suffer damages (if the dice were enough).
So is better for the trap to be hidden.
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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby j_dean80 » January 9th, 2022, 7:50 pm

giovannialbore wrote:What I mean is: why does the trap have to be set as soon as the heroes enter the room? This is a WoM rule, but it really didn't make much sense because the heroes only need to leave the room to not suffer damages (if the dice were enough).
So is better for the trap to be hidden.


That’s why I suggested it still going off on Zargon’s turn but only being “revealed” with a trap search.
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Re: HeroQuest's lost Quest Packs: Wizard and Dwarf Quest Pac

Postby lestodante » January 9th, 2022, 8:47 pm

if it's hidden the Wizard can detect it but can't cancel it (two actions in the same turn) so why wasting time searching it? Another hero can perform a standard search instead. Or I hope the Elf's turn is after the Wizard's turn and he has a Tempest spell in order to eliminate the just discovered firebusrt trap.
I like the idea of the dice roll because it adds some spice to the game. The Heroes may want to clean the room because they have to search for hidden doors or treasures but the fireburst is like a time bomb and no one knows when it will explode. So they must fight agaist the monsters first and also fear the trap (which can also eliminate the monsters)!


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

Postby giovannialbore » January 10th, 2022, 4:06 am

lestodante wrote:if it's hidden the Wizard can detect it but can't cancel it (two actions in the same turn) so why wasting time searching it? Another hero can perform a standard search instead. Or I hope the Elf's turn is after the Wizard's turn and he has a Tempest spell in order to eliminate the just discovered firebusrt trap.


Yes it's true but because you're always assuming that the trap will burst on the next turn.

Let me explain: spear traps don't go off the next turn but only if the hero ends up on them. The same thing should apply to fire burst.

Case 1:
Hero turn: search for traps -> discover fire burst
Sorcerer turn: doesn't explode anything because no one fell on it.
Hero turn: dispell fire burst with tempest or leave the room.

Case 2:
Hero turn: fall on the trap
The trap explodes 3 damage dice. Hits everyone, heroes and monsters.
Monsters can't activate this trap (or can they? remember the scene in The Two Towers where the uruk-hai blows himself up by sacrificing himself?) :lol:

I like the idea of the dice roll because it adds some spice to the game. The Heroes may want to clean the room because they have to search for hidden doors or treasures but the fireburst is like a time bomb and no one knows when it will explode. So they must fight agaist the monsters first and also fear the trap (which can also eliminate the monsters)!


What do you mean by dice rolling?
Does it indicate after how many rounds the fire burst explodes?
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