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= one hit
= one hit & pushback
= cancels one hit



Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
The intent behind introducing this new rule reveals that interpretation #1 must have been the original intention, because if interpretation #2 was the original interpretation then rule (d) would mean all the monsters would be placed in the passage anyway, so there would be no need for this new rule to be introduced to lead to the monsters being placed, if they were already placed by rule (d).


2nd edition Rules of Play p9 What can be seen? wrote:Deciding what can be seen by a player character is very important in determining what should be placed onto the board. Miniatures in the same room are always visible. Miniatures in passages or in different rooms are only visible if you can trace an unobstructed straight line between the two miniatures. If the line passes through a wall or a closed door then the miniature is not visible.
= one hit
= one hit & pushback
= cancels one hit



On the other hand, your rule (d) above, to place all monsters on the board when you round a corner, not only does not appear anywhere in the rulebook, it also introduces a second contradiction with the Moving Around the Board rule as that states that when you round a corner you place visible monsters onto the board.
Interpretation 2) The 2nd rule defines what "visible" in the 1st rule means: anything "on the map in the Quest book (apart from traps and secret doors)"
This additional rule in the 2nd edition does restate the principle that what can been seen determines what should be placed on the board.
Morcar has to resolve the contradiction by prioritizing either of the 2 rules:
Option 1) "opening doors" rules has higher priority: This means that when a Hero opens a door into a corridor, everything is revealed, but when he enters a corridor from a junction, only pieces with an unobstructed line are revealed. Since miniature do not block the line, it doesn't make any difference from a practical point of view. You could construct a conflicting situation by placing a monster behind a single blocked square inside a 2 square wide corridor, but this is rather theoretical.
Option 2) "what can be seen?" rule has higher priority: This means that when a hero opens a door, he would only have a 90 degree wide field of view into the new room or corridor. The sides would be blocked off by the wall edges around the open door. He would have to step into the room to see everything inside. This means that on Morcar's turn Morcar would not be allowed to move the miniatures inside the blind spot, since they are not yet on the board.


Rules of Play 1st Edition p12 wrote:
Moving Around the Board
As the characters explore Morcar’s dungeons, they enter new rooms and passages. If you are the first player to enter a new room or passageway, you should give the evil wizard player enough time to consult the Quest book and place onto the board any visible monsters and furniture.
Opening Doors
Characters and monsters can only enter and leave rooms through open doors. Monsters cannot open doors.
You can open a door by moving onto the square in front of it. You do not have to open a door if you do not want to. Opening a door does not count as a move.
As soon as a door is opened, the evil wizard player must place any pieces shown for that room or passage on the map in the Quest book (apart from traps and secret doors). Once opened, a door remains open for the rest of the game. The evil wizard player should remove the closed door piece and replace it with an open door.
Note that, because you may not move through the same square twice in one move, if you move through a door, you may not pass through it again until your next move.
= one hit
= one hit & pushback
= cancels one hit



I think that your statement that the rules around visibility in the casting a spell section only apply to spells and missile attacks and NOT to visibility in terms of placement, is just an assumption that you have made to avoid a contradiction caused by your own interpretation.
Models in the same room as the spell-caster are always visible. Models in passages or in different rooms are only visible if you can trace an unobstructed straight line from the spell-caster to the target. If the line passes through another model, through a wall, or through a closed door, then the target model is not visible.
If you are the first player to enter a new room or passageway, you should give the evil wizard player enough time to consult the Quest book and place onto the board any visible monsters and furniture.
As soon as a door is opened, the evil wizard player must place any pieces shown for that room or passage on the map in the Quest book (apart from traps and secret doors).
Deciding what can be seen by a player character is very important in determining what should be placed onto the board. Miniatures in the same room are always visible. Miniatures in passages or in different rooms are only visible if you can trace an unobstructed straight line between the two miniatures. If the line passes through a wall or a closed door then the miniature is not visible.


= one hit
= one hit & pushback
= cancels one hit



• When a hero looks down a corridor, place any doors, blocked-square tiles or monsters according to the map.
• Blocked-square tiles show where extra walls have been built. Neither heroes nor monsters can move through blocked-square tiles.
• When a hero opens a door, place any monsters, treasure chests, and any other items that belong in that room.
opens the door. I would reveal none of the monsters when the
steps out of the door. As a house rule, I allow heroes to peak around the corner, so I would reveal the
when they ask me to reveal the corridor. But in first place I would not place the
there when designing a quest Characters may not search if they are next to a monster or if there is a monster in the same room or visible in a passage.
Characters may not search if they are adjacent to a monster or if there is a monster in the same room or passage.


Onan wrote:As a backup of your interpretation, I have found that in the German 2nd Edition the translator added the word "visible" to the "Opening Doors" rules. So you're not the only one who reads the rule this way. As a backup for my interpretation, line of sight was removed for placement in the new "First Light" rules.
Onan wrote:If you use line of sight, this doesn't save you from the missing definition of corridor boundaries: You still have to decide if the hero can search on either side of the blocked square or only once.
Onan wrote:I wouldn't consider it a simplification if you have 1 rule that covers 2 aspects and says: depending on the aspect you do either this or that (in this case "miniatures block LOS if spell or missile else not"). I would rather have 2 seperate rules. Also in the 2nd edition rulebook they are not one rule for 2 aspects, but 2 rules in different chapters.
Onan wrote:But I would consider a simplification if I did not have to draw an invisible line, but could just work with areas.
= one hit
= one hit & pushback
= cancels one hit





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