Oftkilted wrote:Zenithfleet wrote:Surprised to rediscover that you can search passages for treasure in the EU version. Again, something we dropped at some point--probably after hearing about the NA version.
The issue with “searching a passage for treasure” is there is no rule for how to pull from the treasure deck. The EU version only directs a hero to pull from the treasure deck when searching in rooms.
Good point. From the text as written I'd interpret it two ways:
1. You'll only find treasure in a passage if the Quest Notes specify a treasure. Otherwise you don't draw a card. (And when has there *ever* been a specific treasure in a passage?)
2. You draw a card for every Treasure search, and they just forgot to mention it.
Of course 3) is also possible (you can't search in passages) but if so they laid out the rules explanations in a way that makes it hard to notice, since they start off talking about generic rules for both kinds of searches and make it sound as if you can do either in a passage.
I seem to recall running into a few problems long ago when we allowed searching in passages, and we eventually stopped doing it because it was fiddly in some way, but I can't remember what the issue was.
Still, it's just ambiguous enough that I've recently revised a couple of custom treasure cards to avoid saying 'room', on the off-chance that they're gained from searching in a passage.
wallydubbs wrote:Kurgan wrote:What about the Elixir of Life?
It's an artifact, not a Potion found in the Treasure deck.
Also, it doesn't exist.
Not in the official EU version, anyway. Same with the Armband of Healing.
Another thing: The EU rules for searching for traps state that the trap tile is placed onto the board. And is removed when disarmed. This irked me even as a kid.
Spear traps are no problem since you don't place a tile--they're automatically sprung and disarmed when found.
However, pit traps, and especially falling block traps, don't really make sense this way. Both have permanent effects on the board once triggered (a big hole / a load of rubble) that don't seem like things you can casually remove with pliers or Dwarf know-how.
Surely you can find an unsprung pit without actually making it pop open and leave a gaping hole in the floor that everyone has to jump? And how exactly does the Dwarf 'disarm' an open pit and remove the tile? What does he fill it with, dandruff shaken from his beard?
As for falling block traps... urgh. Finding it means you're supposed to put the fallen block onto the board. Apart from the weirdness of the ceiling giving way the moment you realise the ceiling is rigged to give way, this can actually stuff up a Quest if it's one of those traps designed to separate a player from the rest of the group. Instead of a) separating a player because they were incautious, or b) rewarding the party for finding the trap by letting them stay together and move past the unfallen block safely, you can end up dropping the rocks too soon (e.g. when they're at the far end of the corridor) and blocking the whole team on the 'wrong' side.
This then raises the question of whether the Dwarf can disarm and remove a fallen block tile. How do you 'disarm' a pile of rocks blocking a corridor? And if he can do that, can't he remove the other fallen blocks around the map, which all look the same in the EU version?
Or have I misinterpreted something here? Please tell me I have, because this has bothered me for
decades.
However... assuming I'm reading the EU rules correctly, the simplest house-ruled solution is pretty, uh, simple. Just add two words to page 12 of the EU 2nd ed rulebook:
'Pit traps and falling block traps are placed onto the board
upside down when found.'
This conveniently marks the square where the trap is, and lets the Dwarf or toolkit-armed Hero move up adjacent to the trap to disarm it (i.e. removing the upside-down tile). It follows the EU rules--putting tiles on the board and then removing them--so the Dwarf's ability and toolkit still work as written. But it doesn't actually spring the pit trap or drop the rocks until you step on the marked square, at which point you flip the tile over (and move it to the arrow space if it's a falling block).
In effect, you replicate the NA version's 'this square looks dodgy' mechanic with a handy visual aid, and without needing to change any other EU rules to match.
And the base game's pit and block tiles have a black underside, so they look appropriately sinister on the board with no need to resort to fancy NA skull tokens.