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= "special skull" that counts as a "skull" but can be rolled again, once, counting as a normal "skull" if rolled again.
= "skull"
= "shield" cancels out a skull (hero & monster)
on your movement roll then the evil wizard player may immediately place a Wandering Monster

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BlackJax wrote:I prefer not to assume but is it possible based on your Forum Language: English (United States) and Evil Sorcerer: Zargon preferences that you are providing answers based on the North American rules rather than the original version (UK 1989) that I was asking about?
I only ask because the original version (UK 1989) says that searching for furniture traps automatically makes them safe, so they wouldn't need to be disarmed and there is no mention of announcing your intent to disarm anywhere in the original version (UK 1989) that I can find.



The Admiral wrote:I mark found traps with a skull token. The Hero must stand on the token to disarm it and if they fail they suffer the consequeces of that trap. Chest traps are disarmed from an adjacent space.
Chests must be opened from their front so that traps which quite often are placed in front of them must be disarmed first.
Not necessarily the rules, but just what makes the most sense to me.

wallydubbs wrote:However I'm not sure if the quest book answers the question of searching for traps with Dreadshifter present... Are they able to catch the ambush before it happens?

The Admiral wrote:I mark found traps with a skull token. The Hero must stand on the token to disarm it and if they fail they suffer the consequeces of that trap. Chest traps are disarmed from an adjacent space.
= "special skull" that counts as a "skull" but can be rolled again, once, counting as a normal "skull" if rolled again.
= "skull"
= "shield" cancels out a skull (hero & monster)
on your movement roll then the evil wizard player may immediately place a Wandering Monster

BlackJax wrote:The Admiral wrote:I mark found traps with a skull token. The Hero must stand on the token to disarm it and if they fail they suffer the consequeces of that trap. Chest traps are disarmed from an adjacent space.
I think that makes sense to me (although skull tokens aren't provided in the UK edition, but I found a suggestion elsewhere in the Inn to just use a face down tile), the hero must stand on the tile to disarm it for normal traps, chest, door and similar traps you would disarm from the square that you need to be in to trigger the trap so I agree the square next to it and if they fail they suffer the consequences of that trap but...if you are a hero that isn't the Dwarf or doesn't have a Tool Kit what are you supposed to do with these found traps if you can't disarm them?
Possibly some of them might be positioned by the quest creator in a way that you can avoid them, like in the middle of a room, but for those that aren't, like in a single width passageway or a trapped door that you have to open to pass through, do you just search, find, mark them and then just walk into them anyway?


Daedalus wrote:I'd say a non-Dwarf player character without a Tool Kit can jump the trapped square like with a Jumping a Pit (p. 12), even if it is a different trap. This is possible since the traps are triggered by stepping on their square (but not treasure chest traps which aren't located in passages anyway). If the jump is failed by rolling a skull, the player character triggers the trap.


Daedalus wrote:I'd say a non-Dwarf player character without a Tool Kit can jump the trapped square like with a Jumping a Pit (p. 12), even if it is a different trap. This is possible since the traps are triggered by stepping on their square (but not treasure chest traps which aren't located in passages anyway). If the jump is failed by rolling a skull, the player character triggers the trap.
The Admiral wrote:I allow any hero to jump a known trap as you describe, including the Dwarf. But in my game there is no auto disarm for anyone. Each character has a base disarm number e.g. Dwarf 3+, Elf 4+, Wizard 5+ and Barbarian 6+. A tool kit gives a -1 modifier to the die roll.
= "special skull" that counts as a "skull" but can be rolled again, once, counting as a normal "skull" if rolled again.
= "skull"
= "shield" cancels out a skull (hero & monster)
on your movement roll then the evil wizard player may immediately place a Wandering Monster

BlackJax wrote:Daedalus wrote:The Admiral, what is the auto-disarm that you are referring to? Is this the auto-disarm of furniture or spear traps when you search the area that they are in?


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