by Bareheaded Warrior » Monday August 22nd, 2022 7:08am
I think that the default position is that a secret door can be found from either side, as has previously been stated on this topic (but Quest Designers can vary this by adding Quest Notes if they wish to create a particular effect)
For me personally I hate the boredom caused when Heroes have to endlessly back-track to locate a secret door that has been missed (or alternatively search 'everything' when most of the time there is nothing to find) so in Quests that I design I only ever use Secret Doors to provide a shortcut or easier route, or a side room with bonus treasure, so that if they are found there is a bonus, if not found then they don't prevent the objective being reached.
Part of the confusion is around the poor iconography of secret doors, they are ‘doors’ (the clue is in the name), but the difference logically is that they are not placed on the board as per normal doors until they are found. However rather than using an icon like a door which seems the obvious approach, the official icon is one that covers a square, which spawns a lot of confusion around which side can it be searched on, does it make a difference whether the icon is on the corridor side or the room side, what about LOS through a secret door
I would suggest two possible approaches, the first more in keeping with the original, the second a little different (but better – me thinks)
1. Both sides / either side - on the Quest Map, mark both squares that a secret door can be found from i.e., the corridor and room (or two different but adjacent rooms) with the secret door icon. This way it is clear which squares the door can be found from and where the door is located i.e., between the two. You could also place two secret door tiles on the board when a secret door is found, one of each side. This could also open the possibility if a Quest Designer wants a door to be found from only one side, then they could indicate which by only placing one icon on the Quest Map on the side it could be found from- (although I would suggest that a belt and braces approach of using that iconography AND quest note would be best)
2. New Icon – replace the existing iconography with a new secret door icon that is located like a door (possibly a standard door icon with a large “S” at 90 degrees crossing the centre – those who enjoy making icons, feel free to post some suggestions – I’m not precious as long as they are clearly distinguished from normal doors so that we “Zargons” don’t accidentally put them out on the board prematurely) and then, once discovered, a standard door is placed on the board in the location indicated, after all a secret door that has been found is just a door.
The second option also has a bonus, in that it frees up the formerly secret door tile (and the secret door icon on the Quest Map) to be used as a new feature – the trapdoor.
The Trapdoor is a small hidden sliding or hinged door in the floor that can be found in the same way as a secret door and can be opened like a standard door (not an action) at which point the tile is placed on the board. The Quest Notes would indicate where the trap door leads to, either another room indicated on the Quest Map (“the trapdoor leads to room B, place a figure that descends on the square marked ‘X’”) and then that room would be treated as per any other room with doors, contents, furniture, monsters etc or a corridor (and you could have another trapdoor at the other end of the corridor leading back up to another room, making a secret underfloor tunnel). The Quest Notes would also need to cover whether the trapdoor has steps, a ladder, or a rope to get you down/back up safely or whether you must drop and take your chances…the possibilities are endless…

= white skull, lose 1BP unless blocked by shield

= black skull, as white skull + activates push back

= shield, blocks a skull
Editions: FE = European and Australasian First Edition,
SE = European and Australasian Second Edition,
NA = North American Edition,
GE = Gold Edition
HeroQuest Gold Edition based on SE, porting the better ideas from NA edition, search and mind rules have been reworked and some rewording for clarity and issue resolution