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New Equipment: The Explosive

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Re: New Equipment: The Explosive

Postby Anderas » February 24th, 2016, 12:44 pm

Thanks Road Warrior!

I'ts use is quite interesting. In my most recent game it was deblocking an ugly situation, so that's a function i like a lot.

I confess, if your quest is depending on a certain piece of furniture (that could be pulverized), or on a certain quest layout (find the key to that locked door), then this item could spoil your quest. Yes. So be careful when handing it out.

The dwarf movement rule is there for one thing:
I don't want it to be used like a thrown grenade. The late antique/early middle age technique is not developed that far. This thing is a dangerous thing you wouldn't dare to have with you in today's time, and it is activated with a burning fuse that could burn fast or not, or could jump half a meter because it sparks. So in order to get away safely and not blow yourself, you would use a little bit more.

That means: I'd like that everybody shall have one movement phase to get away. Heroes and activated Monsters alike. Only non-activated Monsters (in the closed room) who are not aware, can not get away.

First i ruled that beginning of next dwarf's turn it goes off. However, that's awkward as the placement is a matter of several turns then: Go there, wait for next turn, place explosive, run away. All the rest of the Heroquest stuff is a one-turn thing. Plus it feels better if it is easier to use.

So my second rule was: After the placement, next time it's the dwarf's turn, it goes off after the next movement phase of the Dwarf is over. That would mean, it goes off no matter if the dwarf used the phase or not. The only problem would be with a randomized turn order, when the gods of randomness decide that the dwarf has two consecutive turns.

Then there was Knightkrawlers rule: I trust that he is better than me in english so i was taking this part without thinking twice.

Now you make me thinking again. :)

So what i want:
* It shall explode in a reasonable time, let's say as fast as possible.
* But it shall give everybody on the board one movement phase to get away.

how do we do that?


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Re: New Equipment: The Explosive

Postby knightkrawler » February 24th, 2016, 1:01 pm

"After the Dwarf's next turn, all red squares..."
The difference then being that the Dwarf has two movement phases, all others one, implying that he doesn't have to take an action or move if he doesn't want to and yet the explosive will inevitably go off after a set time.
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Re: New Equipment: The Explosive

Postby Count Mohawk » February 24th, 2016, 1:29 pm

knightkrawler wrote:"After the Dwarf's next turn, all red squares..."
The difference then being that the Dwarf has two movement phases, all others one, implying that he doesn't have to take an action or move if he doesn't want to and yet the explosive will inevitably go off after a set time.

That doesn't seem like a problem to me. The Dwarf is the one actually setting the Explosive, so of course he would have the most time to escape its detonation.


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Re: New Equipment: The Explosive

Postby knightkrawler » February 24th, 2016, 1:32 pm

Yeah, that's my opinion, too. RW is right and this seems like a simplification of the wording meeting all of Anderas' prerogatives.
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Re: New Equipment: The Explosive

Postby The Road Warrior » February 24th, 2016, 2:56 pm

The only real potential problem here is if the dwarf doesn't have a next turn. It's is very unlikely, but possible. I have quite a long post I wrote up on this earlier but my internet went down. I'll post it later. Strangely I came to the conclusion that '..at the end of the dwarf's (current) turn... may actually be the best option
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Re: New Equipment: The Explosive

Postby Anderas » February 24th, 2016, 4:24 pm

knightkrawler wrote:Explosive
Instead of a regular action, the Dwarf may deposit an explosive against a wall adjacent to him.
The explosive tile is placed so that the central one square length part of the white line covers a wall.
After the Dwarf's next turn, all red squares on the tile are affected by the explosion. If the dwarf dies, it happens at the end of Zargon's turn.
Every figure on a red square loses 2 Body points.
Every door on the tile and piece of furniture occupying at least one red square is taken from the game board immediately. The treasures contained within that furniture are spread around the room and can be found by the first hero who searches for treasure in that room.
A blocked square on a red square is moved onto the next square outside of the tile. If that square is occupied, treat the blocked square as a falling block trap triggered by the explosion.
Turn the tile around so that the scorched part is visible. The two rooms count as one room now. If there was an unexplored area behind the wall, place the contents of the room as if it had just been activated.


So here's the dwarf's last will. If he dies, it blows up sooner. Perfect, Zargon has a reason to target the Dwarf. :D
Thank you all!

Now it needs to be distilled until it fits on an equipment card. :lol: no chance. :)


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Re: New Equipment: The Explosive

Postby knightkrawler » February 24th, 2016, 4:27 pm

You could write this ruling somewhere else, like in a legend for markers and icons (the tile needs to be explained somewhere, similar to the new traps fo WoM and AtOH, for example) and make the equipment card refer to that rule.
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Re: New Equipment: The Explosive

Postby Daedalus » September 5th, 2016, 5:22 pm

Anderas wrote:...
Now it needs to be distilled until it fits on an equipment card. :lol: no chance. :)

I think an Artifact Card would be great--explosives are fun. It worked great in your PBM. Here''s my formula:

yourcon A
Blasting Powder
yourcon
YC CONTENT-5
Y
Y
Y
Y
Y
Y
Y
Y
YC
YC y
This keg of Dwarven powder may be set in the Hero's square as a remove traps action to explode one round of turns later, or immediately if failed. The center and surrounding 8 squares are affected. Figures take 2 Body Points of damage, less 1 for each 5 or 6 rolled on two red dice. Doors, blocked squares, and furniture are removed. Place breached-wall tiles on wall lying between blast squares.yet
Y
YC


Non-Dwarf Heroes need a tool kit to set a charge. This represents priming, setting, and igniting the fuse. As usual, this is second nature to a Dwarf. Breached tile markers and breach rules for walls from WoM need to be included. Quest treasure in an affected chest or piece of furniture is lost. Such is the price of reckless destruction.
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Re: New Equipment: The Explosive

Postby Anderas » September 6th, 2016, 12:05 am

Wow, thanks a lot!
With my personal system symbolism and vocabulary it should actually fit.
I have defined
turn = "Model's turn; normally action and movement" and
round = "all players taking all their model's turns".

When i replace "take 2 Body Points of damage, less 1 for each 5 or 6 rolled on two red dice." by "two black dice" then it is not even a close call.

Very good, thank you a lot!
The three first symbols mean: Range is your own square, Discard the card and use the action.
On my cards, the first thing is always the range, then the cost of a card.

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Re: New Equipment: The Explosive

Postby Daedalus » September 6th, 2016, 1:23 pm

I'm glad you can use it--those icons are so useful. Now blow something up real good!
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