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Where do you disarm a chest trap from?

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

Re: Where do you disarm a chest trap from?

Postby wallydubbs » Thursday September 21st, 2023 10:49am

Well when heroes search a room, although their piece might be stationary, the instructions say the hero is walking around, opening things etc. If a hero searches for treasure in a room with a weapons rack and finds a shield, even if their piece is on the other side of the room, I (as Zargon) move their figurine adjacent to the rack and tell them what they found.
With that said, if that hero is "searching" the room and a Wandering Monster comes up, Zargon can just pull his piece from the corner, put him out in the open and throw a monster next to him/her.

When it comes to trapped chest, I would prefer the hero to be somewhat adjacent to the chest. Although the heroes are supposed to stop on the trapped space to disarm it, since a hero can't (or at least shouldn't) occupy the same space as the chest, I'd say just put him adjacent to disarm it, if he triggers it he gets hit with the poison needle or whathaveyou.
I would suggest the same when it comes to searching the chest. Or at least move the figurine next to it.


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Re: Where do you disarm a chest trap from?

Postby Kurgan » Monday November 4th, 2024 4:52pm

The app doesn't seem to care if you pass through chests (even with intangible furniture turned off) but then the App has a lot of odd things about it (and even tall furniture doesn't block LOS according to the app for purposes of hitting monsters with magic for example, or them hitting you with missile attacks, whether magical or otherwise.

Yeah some things are left to the imagination. Heroes don't actually open and walk through doors. Instead the door is wrenched off its foundation (by a giant hand!), then replaced by a frame much like it but missing the door itself, and the hero leaps over (or teleports in front of) that frame into the next "room."

As Zargon I would just replace the trap tiles that are next to the chest and make it a furniture trap (its possible to have multiple traps).

I think the "you have to expend actual squares of movement from your red dice roll to get to the trap you want to disarm" is sensible as the intended interpretation by the designers. It seems like that's a tiny bit more clear from what I've seen of First Light. It comes up most often when two or more traps are detected in the same corridor in a row of each other and you try to disarm one of them. One way looks like you're trying to cheat by exploiting an ambiguity in the rules, the other does not.


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