knightkrawler wrote:Now, what if a hero announces the square he wants to free from traps and errs in where that square actually is? That is to say, he moves into the wrong square (which contains no trap at all and nobody tells him cause either they are pricks or they all haven't memorized correctly). What do you do? Tell him, "Dude, that's not your square" and let him move on, or "Pppprrrrrrzzzzzt, failure!" and end his move, or let him roll and go "Weeelll, you failed anyway, cause, dude, that's not your square"?
sajungzak wrote:He wastes his action. I tell him there is no trap to disarm on that square. At this point he has moved and performed (attempted) his action. Next player should search for traps, but that's their decision.
Sotiris wrote:Exactly. Let him lose his action on a free square, like he searched it.
knightkrawler wrote:Needless to say, I play a ruleset based on NA rules. To answer my own question, I concur with sajungzak and Sotiris all the way.
It's again one of those instances where the EU rule is plain bullshit, and the NA rule basically an improvement, but still poorly (prone to ambiguous interpretation) worded.
From p.21 of the US Instruction Booklet at the beginning of Action 6--Disarm a Trap:
As a Hero, to disarm an unsprung trap,
you must first know its location, and you
must possess a tool kit (or be the Dwarf)....
If a Hero doesn't remember the proper location, then his announced attempt is a failure, ending his turn. Thinking a stone statue is a monster and targeting it with a spell or attacking it with a weapon also result in failure. Failures springing from false assumptions are allowed to happen in Quests and take up actions.