-A Hero is alone in the room
-A Hero is around the bend in a corridor and not in an adjacent square
-A Hero is in combat
-A Hero is casting a spell
-A Hero is in shock
Zargon ultimately determines when Heroes cannot talk to each other. It makes the game more fun for Zargon as they have to think through the game situation to see where the Heroes cannot talk to each other. The advantages of this rule were:
-Makes the game more tense as adds to the realism. First time I tried this, a new player was stuck alone in a room, and the look on their eyes when they realised they couldn't ask for help..priceless.
-The Heroes decide in advance what each are going to do; for example "If you see a Monster in the room, you rush it and I'll hang back" - makes them conduct themselves around the Dungeon in a real manner, thinking as a group and planning only when they can
-Coupled with the sand-timer + EWP deck I like to use (see my previous post in the "Cards" section) these discussions and agreements run down the clock, further adding tension
-It allows the Heroes to develop a realistic understanding of each other's role, much like a well-honed team
2 extra interesting things about this house rule:
-If Heroes talk to each other along a corridor (ie the players controlling the Heroes talk, but their Hero figures are several squares apart on the gameboard along the corridor) AND there is an unopened door, there is a chance that the Heroes could be heard by the Monsters within. The Hero that does the talking (shouting?) rolls a Mind Test. I like using a system I've seen here somewhere, which involves rolling one
for each Mind Point; on the roll of a
the test is successful. If the test is failed, the Monsters in the room are set up and have a free turn! You can imagine the quiet and thoughtful wizard curtly hissing instructions to the others, and the loud and brash Barbarian bellowing something to his comrades, alerting the Monsters in the room to their presence! -This house rule allows for a number of subtle and characterful advancements, such as a skill (a good name I still haven't thought of):
Engaged This Hero is always engaged with the rest of the party; they may converse with other Heroes if they are in Combat.
You can imagine a skilful warrior parrying blows and decapitating Goblins, all the while discussing how to divide up the Treasure!
























