First, the trap is sprung, and a falling block trap tile is placed under the Hero. Then, 3 combat dice are rolled for damage. Next, quoted from the US Instruction Booklet:
- You must now make a decision. You
can either move ahead or move back
to an empty space. Remember, the trap
space is now a permanent block in the
game. Your decision is a critical one.
You could become trapped forever, or
you could be cut off from the rest of
the Heroes. - Move to the space you have decided
upon. This ends your turn.
I have some questions. They assume the Heroes are in a single-square corridor.
1) Say a Hero ends his movement on the falling block trap, and he has no more movement to spare. Is he trapped forever under the block? I don't think so, as the Hero is instructed to make a decision to move forward or back. Does this rule trump the standard movement rules?
2) OK, so say the Hero mentioned above can move. Is he allowed to move forward as if he had rolled 1 greater movement that turn, or should he be forced to move back to an empty space? Must that empty space be adjacent to the falling block trap, or could it be another empty square on route? What if there is another Hero on the space just before the falling block trap--does the triggering Hero with no further movement get to decide to move back 2 or move foward 1 beyond his original movement allowance?
3) Say there is a Hero on the adjacent space before the trap, and the triggering Hero still has one square of movement left. May he move beyond his normal movement back behind the adjacent Hero, or must he move forward 1 space, within his normal movement limit?
4) Say Zargon is an evil dick and designed a Quest with multiple falling block traps in consecutive spaces. A Hero only rolled high enough to end his movement on the first falling block trap. He decides to move forward one space, but he triggers another falling block trap. Can he keep moving foward to escape, without limit if there are more traps ahead? If this is so, then he could technically move well beyond his maximum movement allowance of 12. Does this suggest foward movement beyond what a Hero rolled shouldn't be allowed as a choice?