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Spear Tiles??

Discuss Tile creation and share Tiles you've created.

Re: Spear Tiles??

Postby Big Bene » August 2nd, 2011, 4:09 am

I was figuring something like this when reading your first post, just wanted to explain that the Heroquest Spear trap doesn't work this way, for good reasons.
Of course this doesn't mean you cannot use this "Indy" kind of spear trap in your quests. As I said above, it would be very similar to the falling block in terms of game mechanics, but you can still use it for atmosphere. But I would rcommend to make it a new type of trap and leave the "normal" spear trap as it is.
drathe has made some nice "spiked floor" tiles, which you perhaps could use for your trap.
Have a look ;)


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Re: Spear Tiles??

Postby Sjeng » August 2nd, 2011, 6:39 am

Ethica wrote:
Big Bene wrote:
Ethica wrote:Ideally you would have a tile marker to represent spear traps that had been found or sprung.

But why?
A sprung spear trap has no further effect in the game. It isn't there anymore in terms of game mechanics. A tile would be purely aesthetic.
A found (but still not disarmed) trap is never marked by a tile, regardless of the trap type. The heroes have to remember which squares are dangerous. It's more challenging, more realistic and even more simple as a rule.


Because you can diferentiate between spear traps that have been found/triggered and those that haven't. The benefit of having this is very minor, but it helps me to remember which ones are still live.

Actually, come to think of it, it's also handy for the GM to see which have been found but not triggered, and wich ones have been disabled.
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Re: Spear Tiles??

Postby ToyotaGT1 » August 2nd, 2011, 7:09 am

Big Bene wrote: it would be very similar to the falling block in terms of game mechanics, but you can still use it for atmosphere. But I would rcommend to make it a new type of trap and leave the "normal" spear trap as it is.
drathe has made some nice "spiked floor" tiles, which you perhaps could use for your trap.


Perfect. Thats what I was getting mixed up. I was thinking of a spiked floor trap. :roll:

Ok. So now that I got got that..do you thing it would be hard to implement a spiked floor trap into the game along side the spear traps?
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Re: Spear Tiles??

Postby ken » August 2nd, 2011, 9:22 am

Ok. So now that I got got that..do you thing it would be hard to implement a spiked floor trap into the game along side the spear traps?ToyotaGT1
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Re: Spear Tiles??

Postby ToyotaGT1 » August 2nd, 2011, 10:08 pm

Maybe I will spend a little time on Friday coming up with new tiles..I have Friday and Saturday off...we'll see what I can come up with. I'll post it here when I have finished something.
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Re: Spear Tiles??

Postby Daedalus » August 3rd, 2011, 5:26 pm

ToyotaGT1 wrote:... I was thinking, that..ok, so if the hero doesn't search for any traps..then yes, do not place a tile...and once the hero steps on it...the trap goes off and causes damage to the hero. ALSO, once the trap has been sprung, then a tile is place in the same spot (kinda like prison bars?) to show the spear trap has gone off, and now that tile is un-passable....

This could also create a cage trap in a corridor if it stays put like a falling rock trap. Two portcullises drop, capturing 1 or more Heroes (depending on their spacing). Damage is optional. The walls are also lined with bars, concealed or sprung. Unlike a falling block trap, a Pass Through Rock spell couldn't defeat it. Treat the portcullises as doors so a Genie spell would be used up to escape. Optionally, a Hero could roll less than his current Body Points on 2d6 to lift a portcullis. For added fun, have the ceiling sprout spikes and slowly lower in 1d6 turns, delaying the 1d3 damage per Hero. :twisted: (The Elf Quest Pack expansion already has a portcullis that can be fitted into a standard door base.)

Ethica wrote:
Big Bene wrote:
Ethica wrote:Ideally you would have a tile marker to represent spear traps that had been found or sprung.

But why?
A sprung spear trap has no further effect in the game. It isn't there anymore in terms of game mechanics. A tile would be purely aesthetic.
A found (but still not disarmed) trap is never marked by a tile, regardless of the trap type. The heroes have to remember which squares are dangerous. It's more challenging, more realistic and even more simple as a rule.


Because you can diferentiate between spear traps that have been found/triggered and those that haven't. The benefit of having this is very minor, but it helps me to remember which ones are still live.

Being the rules lawyer that I am, I agree with Big Bene. The rules state not to place a marker. That said, Ethica brings up an important point of recording found and triggered traps. So here's my :2cents:

Morcar/Zargon should (in pencil) record a found spear trap in the Quest map with something, say a capital "F" in the upper corner of the spear trap icon. If it is disarmed, record a capital "D" in the lower corner of the spear trap icon. If it is instead sprung, record a capital "S" in the lower corner. The advantage is the found trap rule is satisfied, but the disadvantage is you need to write in a Quest Book, unless you have prepared a copy.

Another way to go is to mark a found spear trap on the board with a marker, as already suggested. I feel a skull marker can do the job, as it connotes danger anyway. The advantage is you don't need to write in a Quest Book or make a copy, and you don't need to make a special tile, as well. The disadvantage is you are departing from the spirit of the original rules. That would be desirable for some Morcars/Zargons who want to allow Heroes to mark the location of traps in general. Perhaps they should be required to purchase little yellow and black CAUTION signs from the Armory. ;)
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Re: Spear Tiles??

Postby ToyotaGT1 » August 3rd, 2011, 5:53 pm

Daedalus wrote:Perhaps they should be required to purchase little yellow and black CAUTION signs from the Armory. ;)


Ok..that made me laugh. Yes...before hero's enter the quest they will now see a sign that reads : Danger Ahead! Hardhat and Hearing protection Required!

You know..for insurance purposes...cant have anyone getting hurt now can we??? :lol:
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Re: Spear Tiles??

Postby drathe » August 3rd, 2011, 9:25 pm

As Zargon, I only bother remembering which traps are disarmed. Sprung traps are either gone, or have tiles. Found but un-sprung traps are the responsibility of the Heroes to remember. If they want to waste an action on another turn searching for traps because they can't remember where they are, that's okay with me.
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Re: Spear Tiles??

Postby Daedalus » August 9th, 2011, 5:46 pm

drathe wrote:As Zargon, I only bother remembering which traps are disarmed. Sprung traps are either gone, or have tiles. Found but unsprung traps are the responsibility of the Heroes to remember. If they want to waste an action on another turn searching for traps because they can't remember where they are, that's okay with me.

It's also necessary to remember which spear traps aren't sprung vs. those that are. No tile record, so Zargon might spring it twice if forgotten. I imagine that's not likely in your game. Beer and whatever could potentially alter the playing field from what it should be for me. I haven't tried/needed this recording idea yet. I'd go with recording an "S" for sprung, and a "D" for disarmed with spear traps. Other traps would merit a "D" as well.

Come to think of it, a disarmed spear trap has the same effect as a sprung spear trap; namely it can no longer affect game-play. A diagonal slash across the spear icon would work just as well. It would also be faster jot down and wouldn't require glasses to read. Other disarmed traps would also only require a slash. -edit
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