knightkrawler's HeroQuest: Help and reviews needed.
Here's a question on a part of my ruleset concerning my definition of rooms and corridors. The question is if it reads intelligibly or if there are things unclear.
Also, I'll takes likes and dislikes. In the actual rulebook, there's gonna be pictures and diagrams and such.
I understand that this definition section might come off as useless or nitpicky cause it's all intuitive in the vanilla game, but my ruleset
a) changes and clarifies the searching in corridors rules
b) aims to eliminate interpretation of rules
Please point me to unclarities because I don't wanna forget anything.
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Rooms and Corridors
On the gameboard, rooms are framed white, the frames representing the walls. In any given quest, a room on the gameboard is only considered part of the current quest if its background color on the quest map is pure white. If its background color is dark grey, it is considered solid rock.
Outside and all around the rooms there are interconnected corridor sections. All of these have the same medium grey color on the gameboard, which makes them easily recognizable. In quest maps, only those parts of corridors that have a light grey background color are considered part of the quest. The dark grey areas are considered solid rock, as dark grey rooms are. Most of the time, corridor parts that are part of the map are seperated from those that are solid rock by blocked squares.
All corridor sections could be considered as one interconnected corridor, but for gameplay reasons they are defined as seperate areas. A corridor section reaches from one corner or crossing to the next, including all squares of corners and crossings that are in line of sight of the figure within the corridor section. However, each corridor section around the central room reaches from one corner to the next unless it is seperated by a blocked square.
-PICTURE-
Of course, this never includes parts of corridor that are solid rock. Blocked squares that seperate a corridor section in two act as such concerning the sections and block line of sight.
Thus, there are some squares that are in two or more corridor sections simultaneously, being in line of sight from different directions. These are on corridor crossings and corners. Morcar activates them as soon as they come into a Hero's line of sight for the first time, and they cannot be activated another time; if such squares are included in a search for the first time, contents are found and cannot be found again.
Also, I'll takes likes and dislikes. In the actual rulebook, there's gonna be pictures and diagrams and such.
I understand that this definition section might come off as useless or nitpicky cause it's all intuitive in the vanilla game, but my ruleset
a) changes and clarifies the searching in corridors rules
b) aims to eliminate interpretation of rules
Please point me to unclarities because I don't wanna forget anything.
___________________________________________________________________
Rooms and Corridors
On the gameboard, rooms are framed white, the frames representing the walls. In any given quest, a room on the gameboard is only considered part of the current quest if its background color on the quest map is pure white. If its background color is dark grey, it is considered solid rock.
Outside and all around the rooms there are interconnected corridor sections. All of these have the same medium grey color on the gameboard, which makes them easily recognizable. In quest maps, only those parts of corridors that have a light grey background color are considered part of the quest. The dark grey areas are considered solid rock, as dark grey rooms are. Most of the time, corridor parts that are part of the map are seperated from those that are solid rock by blocked squares.
All corridor sections could be considered as one interconnected corridor, but for gameplay reasons they are defined as seperate areas. A corridor section reaches from one corner or crossing to the next, including all squares of corners and crossings that are in line of sight of the figure within the corridor section. However, each corridor section around the central room reaches from one corner to the next unless it is seperated by a blocked square.
-PICTURE-
Of course, this never includes parts of corridor that are solid rock. Blocked squares that seperate a corridor section in two act as such concerning the sections and block line of sight.
Thus, there are some squares that are in two or more corridor sections simultaneously, being in line of sight from different directions. These are on corridor crossings and corners. Morcar activates them as soon as they come into a Hero's line of sight for the first time, and they cannot be activated another time; if such squares are included in a search for the first time, contents are found and cannot be found again.