Jalapenotrellis wrote:Does anyone have a link to what they use to mark who has searched and what has been disarmed? I think this could help when a quest has so many and may help with discrepancies.
Searching for TreasureUnder NA edition rules, you cannot search a corridor for treasure, but you can search a room once per hero, so if you wanted to use some sort of marker then presumably you would need a different one for each hero and about 10 of each, so at least 40 markers in all, which doesn't seem practical. If you follow this rule then you would probably need to print off a copy of the Quest map and add notes, which wasn't so practical back in the day but these days is ok, but still involves more "book-keeping than I would like, but fortunately I don't play that rule so it isn't a concern for me!
Under SE rules, you can search both passageways and rooms for treasure, but only once (in fact that rule is never explicitly stated, but it is my assumption as the alternative is seriously flawed), this makes marking off a searched for treasure area much easier, any tile will do (or make your own), place it face down in the searched area, job done.
Searching for Secret Doors and TrapsUnder NA edition rules these are separate searches and can happen in rooms and corridors, so again you would need 2 distinct types of marker, one for secret door search and one for trap search, but I don't think it really matters if the area is searched a second time, so personally I wouldn't bother marking these, worse case a hero wastes an action, but then they should have been paying more attention!
Under SE rules these are a combined search that can happen in rooms or passageways, so you would only need one marker (although a different one then for treasure searches) but as per my comment above I wouldn't record these, so no marker needed.
Disarm MarkerSE rules of play wrote:
Pit traps and falling block traps are placed onto the board when found. Spear traps are rendered harmless when found, so there are no tokens for spear traps.
If a player searches for traps in a room that contains a trapped treasure chest the trap is found and rendered harmless.
Under SE rules pit and falling block traps are automatically sprung when found, other traps, spear trap, chest trap (and although it isn't mentioned you would assume that traps placed on doors, which happens in a quite a few quests are handled in the same way as chest traps as both doors and chest have the same 'opening' mechanism) are rendered harmless when found, so there isn't really any 'disarm' activity at all and no markers are needed. Disarming under SE rules is more about removing pit and blocked square tiles and this is represented by the tiles being removed so again no disarm markers required.
Under NA edition rules things are a little more complicated.
Pit, Falling Block and Spear traps are revealed by the odd mechanism of the Evil Wizard Player pointing to the suspect square and mumbling something that indicates the trap type, other traps from expansions are revealing via pointing but no words to mumble indicating trap type are provided, chest traps are indicated by pointing and mumbled words indicating that the chest looks suspicious (but nothing to indicate the type of trap), door traps are not mentioned in the NA search for traps rules despite them appearing in Quests, the mechanism for opening doors and chests in that edition are not the same so I guess you have to make it up, to keep things consistent I would suggest pointing and mumbling words appears to be the order of the day.
So no markers needed as per the rules but I would suggest an improvement where searching for traps results in a new "Trapped!" tile being placed either on the square in question, under the chest for chests and on the square adjacent to the doors for trapped doors. This would remove any need for pointing and mumbling and any confusion caused by the location of the pointed to square being mis-remembered or confused.
All that said no "disarm" markers required as the Trapped! tiles would either be set off and tiles are provided where needed in this instance or would be disarmed and therefore don't need to be marked as squares containing traps that have been disarmed are treated as normal squares (same for chests and doors)
So to answer the OP directly:
• To indicate rooms or passageway searched for treasure under SE, any tile placed face-down (but you can make/provide your own), under NA for rooms (good luck!)
• To indicate a disarmed trap under any edition - none required
• Under SE and NA to indicate a trapped square - none required, although I would suggest that a new "Trapped!" tile would enhance NA (and SE but that is another story*) if you were willing to make/source some