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Searching Corridors

Discuss the Rules of HeroQuest as set out by Milton Bradley Game Systems and Quest Packs.

Re: Searching Corridors

Postby Bareheaded Warrior » Monday March 8th, 2021 8:47am

My house rules don't allow searching in passages, traps and secret doors are handled through the house rules that form part of the Movement section of my rulebook below;

Secret Doors & Traps

Note: Secret Doors and Traps are not placed on the board like normal. Secret Doors are only placed on the board when spotted (in a room or passage) or found by a search (in rooms only) on either side of the wall in which they are located. Traps are only placed on the board when triggered.

Spotting a Secret Door or Trap

If a player characters movement takes them through a space marked as containing a secret door or trap on the Quest map, the evil wizard player must check the total of the movement dice rolled for that player character (not the spaces moved but the dice total) and if that total is six or less then the device has been spotted, otherwise it hasn’t.

If a secret door has been spotted then the evil wizard player must stop the player character’s movement on that space, by stating "You have discovered a secret door" and place a normal open-door marker in the appropriate position and the player character may choose to proceed with his movement as usual including passing through that door if he so chooses.

If a secret door is not spotted the player character continues his movement oblivious to the presence of the door. If subsequently that or other player characters cross that same square, then the same rules apply.

If a trap has been spotted then the evil wizard player must stop the player character’s movement on that space, by stating "You have discovered a trap". The player character must then attempt to disarm the trap and whether successful or not it ends his turn.

If a trap is not spotted, then it will be triggered, and the player character must suffer the consequences.

The Dwarf spots secret doors and traps if his total movement is seven or less.

Monsters cannot spot or trigger traps or secret doors. They may move freely though squares that contain secret doors or traps. Once a trap or secret door has been placed on the board, monsters must follow the same rules as characters.

Disarming a Trap

To disarm a trap, roll a standard die on a roll of four or more the trap has been successfully disarmed, otherwise the trap has been triggered.

The Dwarf and any player character equipped with a Tool Kit gets to add one point to his total rolled for disarming traps. This is cumulative so Dwarf players equipped with a Tool Kit gets to add two points to his total.

Disarming a trap does not count as an action but whether successful or not does end the player characters turn.
Next Quest: Quest for the Spirit Blade
Other Activities; Polishing my own full House Rules and working on creating my first Quest!
House Rules (HeroQuest Gold): https://www.dropbox.com/s/t1pckufkz534w ... .docx?dl=0

As a general principle* I use EU 2e rules but where they are not clear or otherwise problematic then I look to other versions for clarity / improvement before resorting to house rules

*By general principle I mean I ignore it when it suits me
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Bareheaded Warrior

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