Jumping on the bandwagon
Posted: Tuesday February 7th, 2023 8:34am
Incoming rant warning!
In the original EA first edition rulebook there is no mention of 'jumping' but there is plenty of information around traps, disarming of traps, including pit traps and falling block traps (and pit tiles and blocked square tiles are listed and named as components)
In the EA second edition rulebook the concept of 'jumping' is first introduced in a distinct section named 'Jumping a Pit'
In both sets of rules there is a lack of distinction between
a) the trap itself, combining some form of hidden mechanism that triggers something, and the event that is triggered - a spear shooting out of the wall, a swinging blade being released or whatever
b) a dungeon feature that is placed as a result of a certain types of traps being sprung, a blocked square or a pit (represented by a 'blocked square tile' or 'pit tile' respectively)
This confusion can be seen in the rulebook by the indiscriminate use of the term 'pit trap' being used to describe both the trap and the pit despite the two things being logically different and being handled differently by the rules and there being no tile for a pit trap only a tile for a pit (although that is named incorrectly).
This lead to some situations, that defied logic and were counter-intuitive, in earlier editions of the game like the ability for a Hero to be able to disarm/remove a blocked square that had been placed as a result of a trap “a fallen block” but not an identical “blocked square” that didn’t result from a trap (there was only one type of counter labelled “blocked square/falling block trap tile” as there was never intended to be any distinction once placed), or disarm/remove a hole in the ground “pit” that had been placed as a result of a trap (even if someone was in the hole at the time) but not a hole in the ground that didn’t result from a trap such as a “chasm”.
By the time the NA Edition was being worked on some of these glitches had been picked up and were partially tackled for that edition, but rather than recognising the cause of the confusion, poorly worded rules leading to a lack of distinction between traps and dungeon features, and rewriting those rules to make the distinction clear that traps are traps and dungeon features resulting from some types of trap being sprung are not themselves traps, the editor decided to just add additional rules stating that you couldn’t disarm/remove a pit after the trap had been sprung, and you couldn’t disarm/remove a falling block after a the trap had been sprung, but left the rules that caused the confusion in place.
In a classic case of the left hand not knowing what the right hand was doing, whilst someone was beavering away in one corner of the office trying to ensure that confusion within earlier edition wasn't repeated in the new edition, in another corner of the office someone else was designing two different and distinct counters for ‘falling blocks’ and ‘blocked squares’ as the rules appeared to be handling the two features differently so presumably players would need two different counters so they could make that distinction clear!
To make matters worse, during the same period a third 'hand' was revising the 'jumping a pit' section seemly with the intention of eradicating the distinction between a pit and a trap in the rules, even to the extent of adding notes at the end of that section explaining the difference between jumping different types of traps, both pits and other traps, but then named the next section 'More about Jumping Pit Traps' even though some of the rules in that section apply whether the trap you are attempting to jump is a pit or any other type of trap just to reinforce confusion.
Once the distinction is made between a trap, and the rules for handling traps, and a dungeon feature, and the rules for handling that feature, then it resolves a lot of confusion, it becomes obvious that the ‘disarm’ action applies to traps only, once a trap has been set off then it is no longer a trap and any dungeon feature resulting from it is handled as per the usual rules.
I think that one aspect of the confusion caused by this lack of distinction in the original rules, that wasn’t clarified later, is around jumping. In the EA Second Edition rulebook, the rules for jumping are presented in one section of the rulebook only, and that section is titled ‘Jumping a Pit’ NOT ‘Jumping a Trap’. At no point in the rulebook does it state that you can jump a trap, only that you can jump a pit (and in later expansion this is expanded to included some other features like ‘pits of darkness’ and chasms that can be jumped like a pit)
I don't think that there was ever any intention of allowing Heroes to jump traps, jumping was introduced as a mechanism for crossing pits and pit-like obstacles, pits of darkness and chasms ONLY.
Later developments included some proposed developments that were never implemented like 'blind jumping' and 'double blind jumping' were as a result of confusion in the way original rules were written, and it was never intended that our Heroes would bound around the board like rabbits.
In the original EA first edition rulebook there is no mention of 'jumping' but there is plenty of information around traps, disarming of traps, including pit traps and falling block traps (and pit tiles and blocked square tiles are listed and named as components)
In the EA second edition rulebook the concept of 'jumping' is first introduced in a distinct section named 'Jumping a Pit'
In both sets of rules there is a lack of distinction between
a) the trap itself, combining some form of hidden mechanism that triggers something, and the event that is triggered - a spear shooting out of the wall, a swinging blade being released or whatever
b) a dungeon feature that is placed as a result of a certain types of traps being sprung, a blocked square or a pit (represented by a 'blocked square tile' or 'pit tile' respectively)
This confusion can be seen in the rulebook by the indiscriminate use of the term 'pit trap' being used to describe both the trap and the pit despite the two things being logically different and being handled differently by the rules and there being no tile for a pit trap only a tile for a pit (although that is named incorrectly).
This lead to some situations, that defied logic and were counter-intuitive, in earlier editions of the game like the ability for a Hero to be able to disarm/remove a blocked square that had been placed as a result of a trap “a fallen block” but not an identical “blocked square” that didn’t result from a trap (there was only one type of counter labelled “blocked square/falling block trap tile” as there was never intended to be any distinction once placed), or disarm/remove a hole in the ground “pit” that had been placed as a result of a trap (even if someone was in the hole at the time) but not a hole in the ground that didn’t result from a trap such as a “chasm”.
By the time the NA Edition was being worked on some of these glitches had been picked up and were partially tackled for that edition, but rather than recognising the cause of the confusion, poorly worded rules leading to a lack of distinction between traps and dungeon features, and rewriting those rules to make the distinction clear that traps are traps and dungeon features resulting from some types of trap being sprung are not themselves traps, the editor decided to just add additional rules stating that you couldn’t disarm/remove a pit after the trap had been sprung, and you couldn’t disarm/remove a falling block after a the trap had been sprung, but left the rules that caused the confusion in place.
In a classic case of the left hand not knowing what the right hand was doing, whilst someone was beavering away in one corner of the office trying to ensure that confusion within earlier edition wasn't repeated in the new edition, in another corner of the office someone else was designing two different and distinct counters for ‘falling blocks’ and ‘blocked squares’ as the rules appeared to be handling the two features differently so presumably players would need two different counters so they could make that distinction clear!
To make matters worse, during the same period a third 'hand' was revising the 'jumping a pit' section seemly with the intention of eradicating the distinction between a pit and a trap in the rules, even to the extent of adding notes at the end of that section explaining the difference between jumping different types of traps, both pits and other traps, but then named the next section 'More about Jumping Pit Traps' even though some of the rules in that section apply whether the trap you are attempting to jump is a pit or any other type of trap just to reinforce confusion.
Once the distinction is made between a trap, and the rules for handling traps, and a dungeon feature, and the rules for handling that feature, then it resolves a lot of confusion, it becomes obvious that the ‘disarm’ action applies to traps only, once a trap has been set off then it is no longer a trap and any dungeon feature resulting from it is handled as per the usual rules.
I think that one aspect of the confusion caused by this lack of distinction in the original rules, that wasn’t clarified later, is around jumping. In the EA Second Edition rulebook, the rules for jumping are presented in one section of the rulebook only, and that section is titled ‘Jumping a Pit’ NOT ‘Jumping a Trap’. At no point in the rulebook does it state that you can jump a trap, only that you can jump a pit (and in later expansion this is expanded to included some other features like ‘pits of darkness’ and chasms that can be jumped like a pit)
I don't think that there was ever any intention of allowing Heroes to jump traps, jumping was introduced as a mechanism for crossing pits and pit-like obstacles, pits of darkness and chasms ONLY.
Later developments included some proposed developments that were never implemented like 'blind jumping' and 'double blind jumping' were as a result of confusion in the way original rules were written, and it was never intended that our Heroes would bound around the board like rabbits.