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18.3 Completing a Quest
The character players complete a Quest successfully if they achieve the objectives described in the parchment text that the evil wizard player reads aloud at the beginning of the game. If they fail to do so, or if they are all players (and/or new ones) can always attempt the same Quest again, but the evil wizard player always starts a new Quest with a full complement of monsters. Characters escape the dungeon by landing on the stairway tile.
15. Secret doors and traps
Secret door tiles are only placed on the board if a character player finds them by searching. Trap tiles are only placed if found by a search or if triggered by a character moving onto the trapped square.
15.1 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.
15.2 Trap tiles may be removed from the board by any character who has the Tool Kit equipment card and is adjacent to the trap.
15.3 The Dwarf may automatically remove any trap tile he is adjacent to. He may only remove one trap per turn.
16. Traps
Traps are not put on the board until a character player either searches for traps and moves into a square containing a trap, as shown on the Quest map.
16.1 The evil wizard player must tell a character player when he has set a trap off. The character must stop immediately and can do nothing else until his next turn.
16.2 Monsters do not set off traps. They may move freely though squares that contain hidden traps. Once a trap has been placed on the board, however monsters must follow the same rules as characters.
16.3 Pit Trap
The pit remains on the board as an obstacle. Any character who stumbles into a pit trap will automatically lose one Body point. Characters in a pit may attack and defend, but roll one less die than normal. They may not search whilst in a pit. The character may move as normal on his next turn.
16.4 Jumping a Pit
Characters and monsters may attempt to jump across a pit trap. They must have enough movement to get across the pit, counting the pit square as one space. There must be an unoccupied space adjacent to the pit for the miniature to jump onto.
16.5 Any miniature who attempts to jump across must roll a combat die. If he rolls a skull he falls into the pit and loses one Body point and may do nothing else until his next turn. Otherwise, the miniature may continue its move.
16.6 Falling Block
When a character player moves through a square containing a falling block symbol, a block will fall. It will land into the adjacent square marked with the arrow on the Quest map, blocking the way.
16.7 Any character or monster in the square into which the block falls must roll three combat dice. The victim must lose one Body point for each skull rolled, and then move to an adjacent unoccupied square.
16.8 If the victim cannot move to an adjacent square, he is eliminated by the falling block.
16.9 Spear Trap
Any player who triggers a spear trap will lose one Body point if he rolls a Skull on a combat die. The spear trap will only affect the first character to enter the square. Subsequent characters who move through this square will be unaffected.
16.10 Treasure Chest Traps
Some of the treasure chests contain traps. The effects of these traps are shown in the Quest notes. If a player searches for traps in a room that contains a trapped treasure chest the trap is found and rendered harmless.
21.2 Dwarf
“You are the Dwarf. You are a good warrior and can always disarm traps that you find. You may remove any visible trap in the same room or passage”.
25.14 Tool kit
The tool kit enables you to remove any trap that you find. Roll one combat die. On the roll of a skull the trap goes off and you lose one Body point. Once you have rolled the die the trap is removed.
15.3 The Dwarf may automatically remove any trap tile he is adjacent to. He may only remove one trap per turn.
21.2 Dwarf
“You are the Dwarf. You are a good warrior and can always disarm traps that you find. You may remove any visible trap in the same room or passage”.
25.14 Tool kit
The tool kit enables you to remove any trap that you find. Roll one combat die. On the roll of a skull the trap goes off and you lose one Body point. Once you have rolled the die the trap is removed.
16.6 Falling Block
When a character player moves through a square containing a falling block symbol, a block will fall. It will land into the adjacent square marked with the arrow on the Quest map, blocking the way.
15.3 The Dwarf may automatically remove any trap tile he is adjacent to. He may only remove one trap per turn.
25.14 Tool kit
The tool kit enables you to remove any trap that you find. Roll one combat die. On the roll of a skull the trap goes off and you lose one Body point. Once you have rolled the die the trap is removed.
16.2 Monsters do not set off traps. They may move freely though squares that contain hidden traps. Once a trap has been placed on the board, however monsters must follow the same rules as characters.
16. Traps
Traps are not put on the board until a character player either searches for traps and moves into a square containing a trap, as shown on the Quest map.
16.3 Pit Trap
The pit remains on the board as an obstacle. Any character who stumbles into a pit trap will automatically lose one Body point. Characters in a pit may attack and defend, but roll one less die than normal. They may not search whilst in a pit. The character may move as normal on his next turn.
Kurgan wrote:Zargon is encouraged to re-arrange the quest if they fail and replay it too, right?
Bareheaded Warrior wrote:. . Any so many more problems, these traps are a minefield ... ba dum tss
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