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New Innovative Trap Idea

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Re: New Innovative Trap Idea

Postby sadkitchen » April 21st, 2011, 7:12 pm

Even so if the Wizard draws a Wandering monster card on one of the quests with 3 chaos warriors as the wandering monster. He will be dead by the time the next hero moves, even if he went right after Zargon/Morcar. 3 CWs can kill the wiz easily. and if Hero Wizard's turn it right before Z/M's turn, there is a good possibility of 6 CW attacks before any aid could happen. (Rather sure that would be a dead Wizard). But back to the hidden monster thing. I'm going to use it in the questbook I am making. (If that is ok with you.)

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Re: New Innovative Trap Idea

Postby Ethica » April 21st, 2011, 7:33 pm

I am happy someone thinks it's a good enough idea to incorporate into their own stuff :)

3 chaos warriors as a wandering monster, surely you're not serious. I would certainly think twice before searching for treasure again.

There's too many monsters to kill in alot of quests I've seen. Combat can get repetative, loads of monsters, loads of ways to heal characters, what's the point? I think generally quests should have a nice balance between combat and intrigue.


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Re: New Innovative Trap Idea

Postby drathe » April 21st, 2011, 9:59 pm

The only multiple wandering monsters I use are goblins. Anything else and I reduce it to one. Otherwise it's insane and clearly never been play-tested. A single Chaos Warrior is often enough to cause most Heroes to stop searching for treasure.
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Re: New Innovative Trap Idea

Postby sadkitchen » April 22nd, 2011, 1:11 am

When I was little my brother (who was the orgional Zargon) only gave out wandering monsters on every other wandering monster card. But I never figured out that the treasure deck would empty of good cards (I was only 8) and still ran into way to many of them. I'm glad that I never played any of the newest (can I call them newest?) quests when I think back to my lack of stratagy.

I'm very sad because I loved (and still love) the game.

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Re: New Innovative Trap Idea

Postby ken » October 29th, 2011, 6:02 pm

I am thinking of introducing a new trap to my quests. No toilets in old castles, just a hole called a "Garderobe". This led straight down into the moat, in most cases. Just suppose a Hero fell down one of these holes, strategically placed, and finished up in a designated square in the outer passage on the board. Have to have access back to the other Heroes. :oops:


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Re: New Innovative Trap Idea

Postby Daedalus » October 29th, 2011, 6:26 pm

That's a crappy idea ;)
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Re: New Innovative Trap Idea

Postby drathe » October 29th, 2011, 10:06 pm

Daedalus wrote:That's a crappy idea ;)

Nice.
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Re: New Innovative Trap Idea

Postby ken » October 30th, 2011, 2:58 am

Daedalus wrote:That's a crappy idea ;)

Oh Dear :!: I'm in the Merde again :!: :mrgreen:


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Re: New Innovative Trap Idea

Postby ken » October 30th, 2011, 9:48 am

Thinking on, with the help of a bottle of Vega Del Cega, Valdepenas, I will need to issue each Hero with a Shovel, for obvious reasons. :oops:


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Re: New Innovative Trap Idea

Postby Daedalus » February 19th, 2017, 2:08 pm

sadkitchen wrote:Just be glad that the wandering monsters in this quest were 2 goblins and not 3 chaos warriors. Just so I am sure, the Wizard "looses the ability" to search for treasure in the later quest packs right? (and by looses the ability I mean would be complety stupid to do so.)

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The Wizard can still safely search for treasure in later Quest packs in two ways. First, a room with a treasure chest, if first searched by a Wizard, guarantees a Quest treasure or nothing. No Treasure Card draws are possible. In other cases he needs protectors. As long as he is positioned with his adjacent squares occupied by Heroes or Mercenaries, he's safe from most monster attacks.

A Wizard interested in treasure in later Quest packs would be well advised to hire a couple of Mercenary bodyguards and position them adjacent to a corner square. The Wizard can then move there (if not there already) and search for treasure. Should a Wandering Monster Card be drawn, the figure is placed adjacent to one of these Mercenaries and attacks him. Both or one of the Mercenaries then may attack immediately afterwards, as they take their turn after the Wizard who hired them.
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