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Pass through rock - furniture and monsters

Discuss the Rules of HeroQuest as set out by Milton Bradley Game Systems and Quest Packs.

Re: Pass through rock - furniture and monsters

Postby chaoticprime » January 17th, 2014, 11:32 pm

Blackthorn wrote:
chaoticprime wrote:If the poor Hero to use the spell gets cut off by a cupboard he's toast. That's the risk in using the spell.


I think that's way too harsh. Imagine visiting the heroes mother and telling her that her son was killed during a quest....by a cupboard!


The cupboard didn't cast Pass Through Rock on his ass and send him skipping through a damn wall. Using the spell without a clear end-point is a self-correcting problem.


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Re: Pass through rock - furniture and monsters

Postby Redav » January 18th, 2014, 12:38 am

chaoticprime wrote:Using the spell without a clear end-point is a self-correcting problem.

Fair point however if a spell is good enough to cause someone to pass through rock, surely they can pass through wood. That said, if they are stupid enough to use their last move to enter a room unsighted, they have to expect bad things to happen.

Don't get why people wouldn't put out a rooms contents mid walk. It's not like they suddenly can't see. If there's monsters in there, then that's a great justification for ruling monsters can open doors so they can ambush the pesky heroes.

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Re: Pass through rock - furniture and monsters

Postby chaoticprime » January 18th, 2014, 3:35 am

It cannot also allow the user to pass through wood, because its made to pass through rock. Its a tool, and that's what it does. There's no factoring hardness or density, because magic doesn't--it rejects physical logic. Its an Earth spell, and "earth" does not refer to plants.


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Re: Pass through rock - furniture and monsters

Postby Sjeng » January 18th, 2014, 11:03 am

Oh come now. If the hero passes through rock into an unexplored room with stuff in it, he instantly SEES it, and would not end on furniture. And if nothing is placed, he instantly knows that the room is solid rock, so he will turn aroiund if he has enough movement left.
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Re: Pass through rock - furniture and monsters

Postby chaoticprime » January 18th, 2014, 3:20 pm

That's my point--its not that he cannot see the cupboard, he cannot afford the move to circumnavigate it.


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Re: Pass through rock - furniture and monsters

Postby bastianbux » January 20th, 2014, 5:26 pm

Sjeng wrote:Oh come now. If the hero passes through rock into an unexplored room with stuff in it, he instantly SEES it

But does he? The wording of the card makes it clear (to me) that until the Hero ends his turn, he cannot "see" anything. Why else would they make such a big deal on the card about being trapped in the rock forever?

I know it doesn't make sense that the Hero cannot "see" until the end of his movement, but the card seems clear that he cannot.

EDIT: Actually, I'm starting to come around. I suppose the line about "if the Hero ends his turn inside solid rock, he is trapped forever" is just a warning that if--for whatever reason--the Hero chooses to end his turn in solid rock, he is dead. Hm. Not sure.


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Re: Pass through rock - furniture and monsters

Postby Daedalus » March 1st, 2014, 3:14 am

I'm with Chaotic Prime's reasoning. The spell Pass Through Rock makes no mention of exceptions to the basic movement limitations other than passing through walls. This tells me no passing through monsters or furniture.

After gaining some artifacts, things needn't be so dire, however:

  • A Wizard or Elf with the Ring of Return can always return to the starting point of the Quest.
  • A Wizard with Air spells and the Wand of Magic can cast Swift Wind to extend his movement and avoid a dead end.
  • An second Pass Through Rock spell can be stored in the Spell Ring and be used on the next turn to move again, if the Evil Wizard Player permits. This technically breaks the spells wording, but not necessarily the ability of the spell.
  • A Pass Through Rock scroll can be used in the same way as the Spell Ring above.
  • If the EQP potions are in play, a Potion of Recall can be used by the Elf like the Spell Ring noted above.
  • If the EQP potions are in play, a Potion of Speed can be used by the Elf to change his movement to 12, probably giving him the extra movement needed to escape a dead end.
  • If WoM potions are in play, a Potion of Magical Aptitude could be drunk to insure double spells, like the Wand of Magic noted above.
If WoM spells are also in play:

  • A Wizard with Detection spells can cast Clairvoyance beforehand to remove the risk of walking into an unknown destination.
  • A Wizard with Detection spells and the Wand of Magic can cast Future Sight to reroll movement, possibly increasing it enough or even decreasing it to escape a dead end.
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Re: Pass through rock - furniture and monsters

Postby tomye » August 1st, 2014, 3:16 pm

You can pass through rock and other objects like doors, bookcases etc. but you should not end your turn there. You will see everything during your go as long as you reach an "open space". You cannot "pass through monsters", unless you also have the other spell as well that allows you to be on squares with monsters.
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Re: Pass through rock - furniture and monsters

Postby TMU » August 1st, 2014, 4:02 pm

tomye wrote:You can pass through rock and other objects like doors, bookcases etc. but you should not end your turn there. You will see everything during your go as long as you reach an "open space". You cannot "pass through monsters", unless you also have the other spell as well that allows you to be on squares with monsters.

And you can cast only one spell at a turn, so these can't be played together ;)
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Re: Pass through rock - furniture and monsters

Postby tomye » August 1st, 2014, 4:11 pm

You could use the magic wand which lets you cast two spells in one turn.
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