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Zenithfleet wrote:There's no contradiction in the rules as written that I can see. They're silly rules, but they do fit together. The trap tile you place on the board for a falling block trap is a fallen block. Trap tiles can be removed by the Dwarf or with a Tool Kit.
MonsterMotor wrote:1. Under „searching:“ When a hero searches for traps, Morcar must reveal it. (That could mean putting down a marker or just pointing to the square with a finger. This is what I had meant with indicating where the trap is.)
MonsterMotor wrote:b) The second and problematic specification is that a marker should be placed where the trap is located. That alone would not be an issue if one would use just a neutral marker, like a coin. The problem is that the required marker is elsewhere said to be a blocked square marker, which creates a conflict with general rule 3: the trap square itself is definitely not a blockade, and neither does the sentence b) redefine it as such.
MonsterMotor wrote:Maybe we also need:
3. Also under „screen:“ Blockades are defined, where they come from, and that they are impassable.
= one hit
= one hit & pushback
= cancels one hit



MonsterMotor wrote:Alright, I was very brief in my comments. So, let’s make the long story medium. I take the 1st edition as basis here, and I hope to get the explanation concise but accurate. Won’t do citations but I presume you have the book in front of you.
It is not allowed to assume that the trap was triggered by this search only because rule b) tells Morcar to place a certain marker that would have appeared also if the trap was triggered. The reason is that this would override rule 2, and that would be required to be written explicitly (e.g. „if the trap is found, apply the mechanics as if it were triggered“). It is mere (and unfortunate) coincidence that the mandated placement of the blocked square marker after a search is also part of the mechanics of the trap being triggered. Actually, even that is not fully correct because the marker would go on the trap square as result of the search (see 1) but on the arrow square as part of the trigger mechanics (see a).
I don't see anywhere in the rules that detecting a falling block trap and indicating the square on the board means that the trap is triggered immediately.
Actually, even that is not fully correct because the marker would go on the trap square as result of the search (see 1) but on the arrow square as part of the trigger mechanics (see a).
MonsterMotor wrote:Thus, the simplest way is actually to just slightly truncate rule b), i.e., indicate the revealed falling block trap by unspecified means different from the blockade marker, e.g., the coin mentioned above. If you do this, rules 1, 2, 3, a, and truncated b) can all live together in peace, plus the disarm rule, too. The result is the correctly repaired ruleset for playing the falling block trap with the smallest amount of arbitrariness inside.


Bareheaded Warrior wrote:I’m trying, but failing to get my head around this topic (the issue is almost certainly my head rather than the topic…)
Bareheaded Warrior wrote:When I trigger a Falling Block (trap) either by searching for it or moving onto the square that triggers it, the Evil Wizard Player places a single blocked square marker onto the indicated square.
When I trigger a Pit trap either by searching for it or moving onto the square that triggers it, the Evil Wizard Player places a pit trap marker* onto the indicated square.


MonsterMotor wrote:I had feared this could get out of hand. Long story long means I really don’t intend to expand on this further, as I have to get other things off the table, including a bit of HQ stuff. I have not read the new prelude to the thread we were posting in originally and won’t do it now (if ever).
MonsterMotor wrote:But I will respond to your 2-3 posts and then likely bury this topic.
MonsterMotor wrote:Generally, rules stand by themselves, independently of all the game components. You could buy an empty HQ box and fill it up with your household items to represent all the things defined in the HQ rules. Importantly, the set of components must be able to represent the rules properly.
MonsterMotor wrote:[...] you may not use a single component to represent 2 different things. You can only do that if these 2 things follow the same rules.
MonsterMotor wrote:And this is the root cause for the (legitimate) confusion here (rules pg. 3, upper right entry). One must not represent a blocked square and a falling block trap with the same token because these are different things by the rules (they differ from each other in several aspects).

Zenithfleet wrote:Detecting a falling block trap with a search doesn't trigger the trap. It finds the trap. And if you find a trap, you place its tile onto the board.
Zenithfleet wrote:Just a point of order: in the 1st ed rules, you don't 'trigger' a trap by searching for it. You find it and place its tile onto the board.
MonsterMotor wrote:Actually, even that is not fully correct because the marker would go on the trap square as result of the search (see 1) but on the arrow square as part of the trigger mechanics (see a).
Zenithfleet wrote:If it helps, my original point was that the UK/EU rules, in 2nd edition at least, let you disarm and remove open pit traps and fallen blocks. This renders falling block traps fairly pointless. However, the quests are designed as if falling block traps are permanent once they've fallen. Except, possibly, for Against the Ogre Horde, where some of them would be quest-breaking if they're permanent, but not a problem if played by the rules as written. It's as if the designers suddenly remembered that fallen blocks can be cleared away.
MonsterMotor wrote:Generally, rules stand by themselves, independently of all the game components.
MonsterMotor wrote:it is not possible to trigger a trap by searching
MonsterMotor wrote:I don’t understand your comment about my point 3, but it does not seem critical.
= one hit
= one hit & pushback
= cancels one hit




Zenithfleet wrote:
MonsterMotor wrote:
[...] you may not use a single component to represent 2 different things. You can only do that if these 2 things follow the same rules.
MonsterMotor wrote:
And this is the root cause for the (legitimate) confusion here (rules pg. 3, upper right entry). One must not represent a blocked square and a falling block trap with the same token because these are different things by the rules (they differ from each other in several aspects).
Plenty of games use a single component to represent two or more different things.
MonsterMotor wrote:- No, b) is a specification of 1 and holds only for the falling block trap, so it is less general. Each of the other traps have their own specification.
MonsterMotor wrote:Now my belated brief response to Zenithfleet:
- Yes, you place the pit trap tile on the board when found by searching. No, the pit does not open because of searching. It was always there from the beginning, but it is concealed (maybe well camouflaged). Its danger is revealed by searching, and the marker indicates this by its presence (not by its appearance). Neither does the falling block trap initiate the collapse on its neighbouring square when the trap is found. Only the danger it poses is revealed by searching. Searching does not change the status of any trap. (It does so only for the spear trap, but that is written down explicitly.) So, yes, all traps are treated the same way.
= one hit
= one hit & pushback
= cancels one hit



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