#20: Searching for and disarming traps - RESOLVEDThis particular problem, or set of problems, I have been putting off and dreading for an age. It is the great big elephant in the room of Polishing the SE.
There are so many individual problems within the context of “Searching for and disarming traps” within the SE rules that handling them as individual problems doesn’t make sense as the resolutions all overlap making a mess, equally handling them as one big problem doesn’t really fit into the approach that I have used so far of identifying individual problems, numbering them, and fixing them one at a time.
In order to get around this great big complex knot, I have decided to create a single problem here #20 “Searching for and disarming traps” and then spin that off into a side topic, that lists all the individual problems within this area, debates them and (hopefully) results in a single body of changes to resolve them all, which I can then include in this post as modifications to resolve this problem.
Discussion link:
Search – The Binding TopicImplemented Changes:# [0.0.17] - 2023-06-28 - Fixed Problem #20
###Added
- Rulebook (Book of Exploration): Movement and Traps
If, as part of movement you step onto a trapped square, or try to open a trapped chest or door, then the Evil Wizard player will stop your movement and inform you of the presence of a trap. At this point you must perform a roll to detect and disarm the trap (see Book of Traps for the process).
- Rulebook (Book of Exploration): Movement and Secret Doors
If, as part of movement, you step onto a square adjacent to a secret door, then the Evil Wizard player will stop your movement and inform you of the presence of the secret door and will place an open secret door tile in the appropriate position before laying out the contents of the dungeon behind the door.
- Rulebook (Book of Traps): Detect and Disarm Roll
A hero rolls a Red Die, if they score 5 or more the trap has been disarmed, otherwise they have sprung the trap.
• The Dwarf being a "Trap Master" will be successful on a roll of 3 or more
- Scrolls (Character Card: Dwarf): You are a good warrior and get a bonus to detecting and disarming any traps that you find.
- Scrolls (Equipment Card: Tool Kit): The tool kit enables you to add 1 to your detect and disarm roll for trap that you find.
- Rulebook (Book of Searching): Searching
On your turn you may opt to perform a search, this is a full turn action and includes both your action and your movement for that turn.
You may Search in a room only and not in a passageway. You must be in the room; the room must be free of monsters, and you must not have any monsters in any squares next to you to perform this action.
A room can only be searched once, although it may take more than one search action to complete a search of a room.
If the room contains one or more trapped squares, then place the searcher on the nearest trapped square and follow the process above. This ends the search action.
If the room contains no trapped squares but does contain one or more secret doors, then place the searcher on the square adjacent to the nearest secret door and follow the process above. This ends the search action.
If the room contains no traps and no secret doors, then the searcher may have found treasure.
Some of the Quest notes detail specific treasure which can be found by searching. If a character searches in that room the Evil Wizard player should reveal what treasure is hidden there. If there is no specific treasure listed for that room, then the hero player must take the top Treasure card.
Once a room has been searched, it must be recorded as being searched by placing a tile (any tile face down will do) in the room. This room cannot be searched again.
For clarity, searching in a room containing treasure chests does not cover the chests themselves which are handled through “opening”.
- Rulebook (Book of Traps): Well Hidden Traps
Some quests such as Kellar’s Keep: The Spiral Passage have traps hat are described as “Well Hidden”. These traps require a roll of 6 or more rather than the usual 5 or more to detect and disarm successfully.
- Rulebook (Book of Traps): Magical Traps
Some traps are magically triggered and cannot be detect and disarmed by any character apart from spellcasters. If a non-spellcaster steps on a magically trapped tile, opens a chest or door, then the trap is activated automatically with no detect and disarm roll.
If a spellcaster steps on a magically trapped tile, opens a chest or door, then they may make a detect and disarm roll as per the standard rules above, and they gain a +1 to their roll for each Mind dice above 4.
Note: The toolkit bonus does not apply to magical traps
###Removed
- Scrolls (Character Card: Dwarf): You are a good warrior and can always disarm traps that you find.
- Scrolls (Equipment Card: Tool Kit): The tool kit enables you to remove any trap that you find. Roll one combat die. On a roll of a skull the trap goes off and you lose one Body point. Once you have rolled the die the trap is removed.
- Rulebook (Book of Searching): Searching
Heroes may either search for secret doors and traps or search for treasure as an action. Searching for secret doors and traps will not reveal treasure, and vice versa. Heroes may not search if they are next to a monster or there is a monster in the same room or passageway. Monsters never search.
When a hero searches, they search the whole room or passageway in which they are standing. If they are standing on a square shared between two passageways, then they must declare which of the two passageways they are searching.
The Evil Wizard player then checks the map in the Quest Book to see if there is anything hidden in that room or passageway. If there is anything to be found, the Evil Wizard player must reveal it.
Searching for Secret doors and traps
Secret door tiles are only placed on the board if a hero finds them by searching.
Secret doors may be found by a search on either side of the wall in which they are placed.
Once found, secret doors stay open for the rest of the game.
Trap tiles are only placed if found by a search or if triggered by a hero moving onto the trapped square.
Pit traps and falling block traps are placed onto the board when found. Spear traps are made harmless when found, so there are no tokens for spear traps.
Disarming traps
Trap tiles may be removed from the board by any hero who has the Tool Kit equipment card and is adjacent to the trap. They may only remove one trap per turn.
Searching for Treasure
Some of the Quests supply details about specific treasures which can be found by searching. If a character searches for treasure in that room or passageway the Evil Wizard player should reveal what treasure is hidden there. If there is no specific treasure listed for that room or passageway, then the hero player must take the top Treasure card.
Once a room or passageway has been searched for treasure, it must be recorded as being searched by placing a tile (any tile face down will do) in the room or passageway. This room or passageway cannot be searched for treasure a second time.
- Rulebook (Book of Traps): Well Hidden Traps
#From Kellar’s Keep: The Spiral Passage
The traps in this passageway are so well hidden that any hero who searches for traps will only find the next trap down the passageway.
- Rulebook (Book of Traps): Magical Traps
#From Wizards of Morcar
Whenever a character enters a room described in the Quest notes as containing a magical trap, the Evil Wizard player must refer to the Magic Reference Chart to see the effects of that trap.
Magical Traps cannot be found by searching. They can only be disarmed with certain spells specified on the Magic Reference Chart. Magical traps may only be activated once. As soon as a magical trap has been activated, heroes can move safely through that room or passageway.