mitchiemasha wrote:I replace room or corridor with area, unless it's specifically 1 or the other.
Exactly my terminology.
A corridor section includes both corners/crossings.
Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
mitchiemasha wrote:I replace room or corridor with area, unless it's specifically 1 or the other.


Make a small donation to Ye Olde Inn!
Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.
Anderas wrote:For treasure search, i state that you:
* Take a treasure card
* find thrown cards if the enemy that you threw at was in this room
* find dropped equipment and equipment of dead heroes
if the room was never out of sight since the throwing, dying or dropping took place.
So throwing and finding is two actions in total, whereas the finding is put together with the treasure search, so it shouldn't stretch the game.
GimmeYerGold wrote:Combining the recovery of thrown weapons with another search is a good idea to speed things up, and fits thematically. Since the hero is drawing a treasure card as well, with a chance for finding treasure or trouble, I feel that it is reasonable that a Hero may encounter a Hazard or Wandering Monster while searching for their lost dagger or handaxe as well.




Ethica wrote:
3 Throwing Weapons
According to the rules- When you throw a spear or hand axe you lose it.
I don't think this makes much sense either. Why would you lose it? Surely you would just go and pick it up, or pull it from your victims body?
We play it so you can re-use thrown weapons, I don't see anything wrong with this. The location of the thrown wepon is marked with an upside-down tile. Monsters can also pick the weapon up and throw it back, if they have the intelligence to.

HispaZargon wrote:The weapon is only lost forever if at least one Black Shield is rolled in the Attack rolling of the hero. Otherwise, the weapon could be later found by a search action in the area of the board where the target was placed.
This rule fix will consider the weapons which rolls more attack dice would be lost easier, but I like it to avoid having too overpowered throwing weapons which cannot be lost as easy as in the official rules, otherwise they could break the game. Additionally, we can interpret that probably their weight is higher so probably they could be broken easier. For me losing them does not mean only that they cannot be found, it could also be that they could be broken.
Bareheaded Warrior wrote:Throwing weapons are only lost/damaged beyond repair if you miss i.e. all shields on your attack roll, but otherwise can be recovered by moving to the target square or automatically if the area is searched.
This encourages the use of throwing weapons and therefore actually increases the gold drain for Heroes as 'throw it and lose it' tends to translate into 'don't throw it'. This method also means the cheaper weapons such as daggers that roll less dice are more likely to be lost / damaged beyond repair which seems appropriate.
= one hit
= one hit & pushback
= cancels one hit




HispaZargon wrote:I think your method penalizes in excess the smallest ones since it does not give the change to recover them if they do not impact the target (= rolling skulls), which I think is too unrealistic.
HispaZargon wrote:Then, what if the weapon is only lost if all Attack dice roll White Shields? This would give us the following probabilities of losing the weapon:
Dagger/Throwing Knife (1AD) all white shields = 33.33%
Hand/Throwing Axe (2AD) all white shields = 16.67%
Hypothetical Throwing Weapon (3AD) all white shields = 8.33%
HispaZargon wrote:Another point we have not talk about is if we should limit the range of the throwing weapons. Attending to the miniatures size compared with the squares size, for me has been always quite difficult to believe that a dagger may be thrown in a perfect straight line and keeping all its poor aerodynamic properties through 25 squares of the board, so my answer is their range should be limited. In my games I use to limit it to the same number of squares as the number of starting Body Points the Hero who throws the weapon has (8 squares range for the Barbarian, 7 for the Dwarf, etc.).
HispaZargon wrote:Then, again it seems that the classic rule of losing the weapon when thrown has been always a bit crazy and now Hasbro tries to bypass it in some way with this item because they wanted to have a Hero specialized in throwing weapons. Just thinking aloud...
= one hit
= one hit & pushback
= cancels one hit



Bareheaded Warrior wrote:5.1 SEARCH – If you are in a room with no Monsters in sight then you may search the room provided it has not been cleared already (the EVIL WIZARD needs to mark off cleared rooms). This is a whole turn action and the movement is assumed so you do not need to move your Hero or roll the dice. Declare your intention to search and the EVIL WIZARD will reveal the location of any traps in the room at which point your search and your turn end. If there are no traps in the room or the traps have already been revealed then the EVIL WIZARD will reveal the location of any hidden doors in the room – by placing doors in the relevant places at which point your search and your turn ends. If there are no hidden doors in the room or they have all been revealed then you may draw a card from the Treasure Deck and the room is now considered clear.

dragon5145 wrote:However I believe it breaks down in corridors, depending on the corridor and where the hero starts your description of how search operates would allow for find features far beyond what assumed movement could cover. Does your method allow for finding features up to 12 or more spaces away in two directions (long corridors)? Also with this assumed movement shouldn't the possibility of turning at an intersection be considered as part the moment for what is revealed as well?
As I wrote in another post maybe for corridors, search could also be more of modal combined action that does require the hero to be moved. Just follow the GS rules here to move the hero slowly so the EWP has time to indicate traps or secret doors just like they're supposed to allow time to set up furniture and monsters. This has the advantage of making sure the area searched is the area of the corridors the actually travel. If features block way forward they either continue setting of trap (I play NA rules predominantly so no free disarm/reflex save, already used search action can't also disarm); stop and wait for other heroes to disarm(rules don't say a player has to use all rolled movement); or back track to see what might be found in another direction with what remains of their movement. In all situations as according to the no visible monsters requirement as soon as a monster is revealed the search ends and no further features are revealed even if the feature and monsters could be noticed at the same time.
Golden Rules wrote:#7 Search for Traps and Secret Doors
Note: The existing “Search for Traps and Secret Doors” action is scrapped.
Handling Secret Doors
If, during movement, a hero steps onto a square next to a secret door marker, then...
If there is a monster in the same room or passage as the hero or next to the hero, then ignore the secret door and allow them to continue their movement.
If there are no monsters in the same room or passageway or next to the hero then stop the hero, their turn ends, and the secret door is revealed. Place an open door piece in the appropriate position and reveal the contents of the area beyond the secret door.
Handling Traps
If, during movement, a hero steps onto a square marked by a trap icon, then...
If there is a monster in the same room or passage as the hero or next to the hero, then the trap is triggered, and the hero suffers the consequences (detailed as per trap type). This ends the hero's turn.
If there are no monsters in the same room or passageway or next to the hero, then stop the hero and tell them that they have found a trap, and they must try to disarm it (see #3 Action Dice Mechanism). This will result in either the hero successfully disarming the trap or triggering the trap and suffering the consequences (detailed as per trap type). Either way this ends the hero's turn.
Note: The same rules apply if a hero tries to open a door or chest that is shown as being trapped.
= one hit
= one hit & pushback
= cancels one hit



Users browsing this forum: No registered users and 2 guests