HispaZargon wrote:For traps placed in the other side of the floor, for me the solution of such disappointing situation for many players is easy, playing as the Japanese Edition rules say for it: Japanese Edition allows searching inside a room if the Hero is placed just in the outside square adjacent to the door.
That would work for me, although I am considering these changes as part of a trap search and disarm rewrite as I think that would result in a smoother approach than fixing individual flaws as there are so many in this area, but I'll see how that pans out.
Presumably this would also work if you are in a room, on the square adjacent to a passageway, you could search for traps in the entire passageway too?
HispaZargon wrote:To avoid the disappointing situation of seeing a hero falling into a trap just at the other side of the door in a room with monsters (so the room cannot still be searched for traps), I just would allow the heroes to jump the square, following the standard rules for jumping traps, even if they don't know if there is a trap there or not.
I don't agree with this approach for 2 reasons.
1. Falling into a trap because you can't search due to the presence of monsters applies everywhere, whether the trap is located the other side of the door or not, so in this instance I don't think the problem applies therefore no fix is needed.
2. For me "jumping" is a method of getting across holes in the ground/floor (pits and chasms and similar obstacles) not unsprung traps and if you allow "blind jumping" through doorways then you'd have to allow it everywhere and I'm not keen on having heroes bouncing all over the dungeon like rabbits!
= white skull, one "hit"
= black skull, one "hit"
= shield, cancels out one "hit"
Editions: 1989 Original Edition [89], First Edition [FE] and Second Edition [SE], 1990 Remake [90], 2021 Remake [21]
HQ Golden Rules Rule Fixes based on Original 1989 HeroQuest.
HQ Common Notification System to identify squares on the board