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



The tool kit enables you to remove any trap that you find. Roll one combat die. On the roll of a skull the trap goes off and you lose one Body point. Once you have rolled the die the trap is removed.
or
, so the trap marker is removed as the trap is disarmed or you roll a
in which case the trap is removed but the marker remains as it now represents the triggered trap, the permanent feature resulting from the trap being triggered.
= one hit
= one hit & pushback
= cancels one hit



Bareheaded Warrior wrote:TheLastChaosWarrior,
In your "method for all traps" that you kindly shared, I have a few questions to help me understand...
1. Why the need to voice a relevant warning, if you are placing the skull tile anyway then surely they are warned?
2. What relevant warning is voiced for traps in expansions like the Swinging Blade trap in Against the Ogre Horde as none is specified?
3. If you are located on a corner on or between two passages, can you search up to the next junction in both directions?
4. Does "up to the next junction" include the next junction or does it stop before the junction?
5. You state that you use this method for all traps and yet you don't place a skull tile under a trapped chest or door, surely for consistency it would be easier to do the same and place a skull tile under these also? (and this would make your statement "If they are then disarmed, remove tile" consistent)
6. When you say "If not place and do damage as normal" do you mean that if you fail a disarm roll when you are on an adjacent square to a pit trap (for example) that the pit tile would be placed and the hero would fall in even though he is on an adjacent square and not the trapped square, or that the pit tile would not be placed and he would suffer 1BP loss?
7. If, in (6) it was a Spear Trap instead of a Pit Trap would the disarming hero suffer a 1BP loss or have to roll a combat die, losing a BP if a skull is rolled or would you just move him one square forward onto the Spear trap and handle as if he stepped onto it?
8. "a special action of searching a square beyond a doorway as long as no monsters in the room" does this mean that from a room you could search the square beyond the doorway into a passage, provided there are no monsters in the room, even if there are monsters in the passage that you are intending to search?
Kurgan,
We are not treating chests like doors, we are saying that the free action of "opening" is used both to open doors and open chests (and for that matter the free action of "looking" is used to look through opened doors and into opened chests)


Zenithfleet wrote:Some may be aware of my dislike of the trap rules in the classic UK/European ruleset. Even as a kid I thought they were nonsensical and made some of the traps ineffectual.
For reference, if you find a pit trap or a falling block trap with a search, the trap tile is immediately placed onto the board in an active state. There's no "detected but not yet triggered" state for a trap. The pit opens, or the block falls. Then, if you're the Dwarf or have a tool kit, you're able to disarm it--which means removing the active trap from the board. The open pit can be cleared away. So can the fallen block.
I have many issues with these rules. But what has always struck me as strange about them is that, at least for falling block traps, the quest map designers don't seem to follow their own rules.
mitchiemasha wrote:So... falling block traps UK edition. By the rules the dwarf and tool kit can remove these.
Page 12 5th linePit traps and falling block traps are placed on the board when found
Dwarf...you may remove any visible traps in the same room or corridor
As the quote still refers to the falling block trap as a trap even though it no longer is, technically the dwarf can remove this. The mechanic should state somewhere that the falling block is now no longer a trap, unless they want it to remain so.
The rest of the paragraph on page 12 goes on to say about the tool kit and the dwarf. How they can remove a trap from the board. As the opening line says "falling block traps are placed on the board", they can be removed. I guess thematically, if the tool kit holder was to attempt to remove the falling block trap, after it had fell, rolling a skull signifies more rocks falling on them.
Thanks to the Quest for the Spirit Blade, where falling block traps aren't falling block traps, we've never revealed falling block traps when searching, just simply pointing out the dangerous square, which we have to remember.
Also Barak Tor, which waits for the last Hero to pass. If the dwarf can remove this as the rules suggest, it break this quest feature. THOUGHTS???
Pit traps and falling block traps are placed on the board when found
you may remove any visible traps in the same room or corridor
= one hit
= one hit & pushback
= cancels one hit





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





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



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