I think we have strayed somewhat from the topic of differences between the various versions of the Lair of the Orc Warlord quest and into differences between the various versions of the rules … so I’ll try and summarise on each point briefly (something that I struggle with!) and at the same time redirect the conversation to the relevant topics
1. Search Treasure Room and/or Passage The main topic (although there are many others) is
Removing Falling Block TrapsThe 1st edition allows searches for treasure and searches for trap and secret doors in both rooms and passages, and I’m pretty sure everyone agrees on that point at least as it is clearly stated in various places within the rulebook.
The picture becomes less clear in the 2nd edition. If you were introduced to HQ via the 2nd edition, it is half-baked in this respect, whilst there are places where you would expect the search for treasure rules to state room or passage but they only state room, but there are other places in the rules that seem to assume a search for treasure in a passage, so it is understandable that there is confusion and different interpretations.
If however you played 1st edition and then 2nd edition by comparing the two side by side you can see that most, but not all, of the references to searching for treasure in passages have been removed, it is my opinion that the designers intended to remove the search for treasure in passages from the 2nd edition but just didn’t do a very thorough job. This is why I take the “spirit of the law”, the intention, and play 2nd edition without the search for treasure in passages.
2. Number of Searches per AreaThe main topic (although there are many others) is
Removing Falling Block TrapsAgain, starting with the 1st edition, there is nothing in the rulebook that specifies that you can only search an area once for traps and secret doors and once for treasure.
However, searching an area for traps and secret doors finds all the traps and secret doors in that area, so repeating this search would be pointless as there is nothing else to find. Due to this, whilst the rulebook doesn’t say that you can’t, and for that matter the rule book doesn’t state that you can’t perform cartwheels with your character each time they move a square, I think it is fair to assume both types of behaviour are unnecessary, draw out the time taken to play the game and should not be encouraged.
When it comes to searching an area for treasure, the rules state that if a Quest note exists that specifies the treasure e.g. a Spear card, then you should give that to the searcher. If you were to allow an area to be searched for treasure more than once, the rulebook also doesn’t state that this is allowed, then you wouldn’t be able to give that same card to the subsequent searcher as the card is unique and has already been handed out, so you would be unable to follow the instructions given. At this point you would have to deviate from the stated rules and homebrew, either deciding that the second searcher gets nothing (which would be consistent with any second attempt to search the same are of secret doors and traps – not be encouraged) or that the second searcher gets to draw a treasure card. If you go with that second option then, in the 1st edition, it creates the opportunity to exploit the rules so that in the first room only, the heroes could repeatedly search the room for treasure until they have drawn all the “good” cards from the deck before proceeding with the adventure and never having to search for treasure again.
Neither of these two outcomes appeal to me, one is pointless and the other has the potential to ruin the game, which is why, in my opinion, I assume that the intended way of playing is the one that is simple, consistent (between the two search types), doesn’t waste time and doesn’t have the potential to ruin the game, in that searching an area for traps and secret doors find all the traps and secret doors in the area and cannot be repeated, and that the searching an area for treasure finds all the treasure in the area and cannot be repeated.
Note: In neither 1st nor 2nd edition can you actually exhaust the treasure deck, even if you allow unlimited searches for treasure in a single area, because in both cases some of the treasure cards are returned to the deck, but you could remove all the “good” cards.
Note: The 1st edition only mentions shuffling the treasure cards once at the start of the game, because as you can only search for treasure once in each area, and the number of areas in a quest is less than the number of cards in the deck, you will never get far enough through the deck to reach the cards that have been returned to the bottom, so there is no need to shuffle again as you will always be drawing from a shuffled deck. Obviously if you do allow unlimited searches then this method breaks down, which is yet another reason to assume this is not the intended interpretation.
3. Handling ChestsThe main topic (although there are many others) is
Chests? How do they work?The instruction to handle chests by “opening” them (and “looking” in them) is found in several places mainly in the Quest book rather than in the rule book, although there is one reference in the 1st edition rulebook, and the rules for “opening” and “looking” are also found in the rulebook.
p13 wrote:Traps are triggered whenever a character moves onto a trapped square or opens a trapped chest without searching
The italics are mine, but this indicates that a chest needs to be opened, and the only instructions on how “opening” works are also in the rulebook
p12 wrote:You can open a door by moving onto the square in front of it. You do not have to open a door if you do not want to. Opening a door does not count as a move. Having opened a door, you can keep moving, if you have any spaces left to move
I appreciate, as some have pointed out, that this quote is describing opening in the context of doors but as the rules and quests make it clear that chests need to be opened and there is no other reference to how opening works in the rulebook, so either you assume it is the same as doors or you accept that chests need to be opened but that no explanation is given anywhere in the rules as to how you are supposed to handle that.
For those that don’t accept this interpretation I would ask that they explain to me where in the rules it tells you how else to handle chests, especially considering The Trial in the 2nd edition and the example of a chest in a passage in a couple of later quests.