New Trap Ideas
While at work the other day, I had several ideas for new traps and hazards to add to HeroQuest. Just things that are a little different to keep the Heroes on their toes (if they have any left)
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1) Set a Trap - Example: The Barbarian walks down the corridor and steps on a square marked "X" and basically sets the trap. The next Hero, the Dwarf steps on the same square, and blamo! Sets off the trap and takes damage. Specific trap type, unknown. Use your imagination.
2) Exploding Door Trap - The Hero who opens the door takes 2 Combat Dice of damage and any Hero in a diagonally adjacent square will take 1 Combat Die of damage. Heroes may roll 1 less combat die in defense. This keeps down the pesky "line up and then open the door" dungeon delving.
3) Swivel-Smack - The Hero steps on a square and the wall near him (and the floor beneath) rotate 180 degrees and throws the Hero into an adjacent room causing him damage. This not only gives zargon a chance to harm the heroes, but also separates them for a time being.
There were a few others, but they escape me at the moment.
1) Set a Trap - Example: The Barbarian walks down the corridor and steps on a square marked "X" and basically sets the trap. The next Hero, the Dwarf steps on the same square, and blamo! Sets off the trap and takes damage. Specific trap type, unknown. Use your imagination.
2) Exploding Door Trap - The Hero who opens the door takes 2 Combat Dice of damage and any Hero in a diagonally adjacent square will take 1 Combat Die of damage. Heroes may roll 1 less combat die in defense. This keeps down the pesky "line up and then open the door" dungeon delving.
3) Swivel-Smack - The Hero steps on a square and the wall near him (and the floor beneath) rotate 180 degrees and throws the Hero into an adjacent room causing him damage. This not only gives zargon a chance to harm the heroes, but also separates them for a time being.
There were a few others, but they escape me at the moment.