Blocks, Rocks and Rubble
I had this idea with Falling Blocks Traps, Falling Rocks Traps and Rubble tiles. This is mostly due to desire to have rubble tiles.
Basically instead of a Falling Blocks Trap producing a regular Falling Blocks tile, use a Blocked Square tile as the ceiling falls down on the hero, blocking the heroes sight and movement. Beyond the change of tile type, the trap works the same.
On the other hand, Falling Blocks Trap tiles are used as Rubble tiles and Falling Rocks Traps.
Rubble tiles slows down movement, adding strategy to combat. Moving over rubble requires an extra point of movement to enter. The tile is low to the ground, so it does not block sight.
The Falling Rocks Trap work like Falling Blocks Trap, but it only does one Body Point of damage, and a Rubble tile is placed under the figure who triggered the trap. Due to this, the Hero is not pushed to an adjacent square.
Optional: A Hero equipped with a helmet may roll a Combat Die to avoid the damage of a Falling Blocks Trap by rolling a White Shield.
Basically instead of a Falling Blocks Trap producing a regular Falling Blocks tile, use a Blocked Square tile as the ceiling falls down on the hero, blocking the heroes sight and movement. Beyond the change of tile type, the trap works the same.
On the other hand, Falling Blocks Trap tiles are used as Rubble tiles and Falling Rocks Traps.
Rubble tiles slows down movement, adding strategy to combat. Moving over rubble requires an extra point of movement to enter. The tile is low to the ground, so it does not block sight.
The Falling Rocks Trap work like Falling Blocks Trap, but it only does one Body Point of damage, and a Rubble tile is placed under the figure who triggered the trap. Due to this, the Hero is not pushed to an adjacent square.
Optional: A Hero equipped with a helmet may roll a Combat Die to avoid the damage of a Falling Blocks Trap by rolling a White Shield.