One Topic to rule them all,
One Topic to find them,
One Topic to bring them all
And in the darkness bind them.
Search is one of the hottest topics on this forum, both around interpretation of official rules, significant differences between versions of official rules and the number of problems, perceived and actual, that have spawned much discussion and house rules varying from patches to complete rewrites.
This master topic is an attempt to try and index all this noise by listing all the perceived issues and then include links to topics, old and new, where these problems and solutions have already been discussed to make it easier for people to find, read about and add to the relevant discussion of a particular problem.
It also highlights how many problems there are in this area of the rules which for some people (including me) prompts the idea of a complete rewrite as that might be a lesser modification, than introducing patches for every one of these issues.
The Problems
1. Traps in a row flaw
You can search in a single square width corridor and find (without having to handle) numerous traps, even though it would logically be impossible to get to the subsequent trap squares without having dealt with the first one in some way – this could be resolved by stating that your search ends with the nearest trap found within your search area, this logic is used in certain Quest notes but perhaps should be a standard rule rather than an exception
Searching for Multiple Traps
2. Poorly defined/inconsistent search area flaw
Search area isn’t really defined (aside from the searching for traps in a room bit, i.e. you have to be in a room to search for and locate a trap in a room), it isn’t clear whether you can be in a room – in the doorway for example – and perform a trap search and locate a trap on the (adjacent to you) first square in a corridor which is inconsistent but not prohibited expressly as far as I can tell and the search area in a corridor isn’t well defined but I assume it is a single ‘straight stretch of any length’ but there is no information around standing on a corner or other intersection between two corridors and searching both simultaneously
Corridors, treasure and traps
3. Assumed movement ignores movement limits flaw
The assumed movement inherent in a trap search can be up to 25 squares long despite your basic maximum movement being 12 this is made even worst by the fact that you could, at a junction, use your action to ‘search for traps' with your assumed movement covering 25 squares in one direction and then roll and move up to 12 squares in another direction, your figure covering a total of 37 squares of movement (assumed and actual) in a single turn.
4. Unrevealed Monsters flaw
The assumed movement could cross a T-junction and beyond where there are unrevealed monsters along the other arm of the T. You can discover traps located past the junction without revealing the monsters (as the movement is assumed) but paradox warning - if you then moved down the corridor to disarm a found trap you would discover the presence of the monsters and their presence should have prevented you from searching for the traps that you have already found.
Searching Corridors
5.Inconsistent search conditions flaw
There are discrepancies between the descriptions of the conditions in which you can perform the three different searches in the original which make no sense. Search for treasure can be done when there are no monsters in the room, whereas searching for traps and searching for secret doors can only be done if there are no monsters visible to you, so if you are in a room with no monsters in that room but one stood in the doorway outside the room in the corridor then you would be able to search for treasure in that room but would not be able to search for secret doors or search for traps. In addition, only the “Search for Treasure” has the potential to spawn a Wandering monster outcome but neither of the other two search actions which again is inconsistent.
Searching with monsters present – allowed
6. Traps behind the door flaw
In the official rules, there is a strange situation that occurs when a trap has been placed on the first square of a room on the Quest Map. As, under the official rules, you cannot search for a trap in a room without being in the room, and stepping into the room, will activate the trap, these become undetectable. For me, the issue with the “Traps on the other side of the door” logic isn’t that it feels unfair (although that is true), it is more that it feels unintended. I don’t get the feeling that the designers of the game set out with the intention of creating this situation, they simply wrote the searching for traps rules, and this surfaced through play as an unintended consequence that they highlighted in the rulebook so that players would have some guidance on how to handle the situation when they inevitably uncovered it.
Traps on the other side of the door
Potions, Traps and Throwing Weapons
7. Volume of searches flaw
In the US rules a room can be searched for treasure once by every Hero (although in the original UK/EU rules it was search once per room not once per Hero). This results in a volume of treasure found that leads the Heroes to max out on equipment in a brief period, causing advancement to stagnate. It also offers a considerable number of potential searches during the game, four treasure searches per room, plus a secret door search and a trap search – 6 search actions per room plus two additional searches for every corridor with a typical quest featuring maybe 8 rooms and a similar number of corridors that is a potential of over 60 searches, starts to feel like the game should have been named “Hero Search” and you have to keep track of them all!
Search for Treasure
Keeping track of who has searched
8. Handling Chests and Furniture flaw
In some official quests the layout of traps and chests implies that a Hero needs to be adjacent to a chest to open it, whereas in the official rules chests are a purely decorative indicator that it might be worth searching in this room - Separating chests out of the main search rules and putting them into a separate action resolves this issue.
Chests? How do they work?
9. Memorizing suspect trap locations
This mechanism is weird, it encourages frustration and conflict. When a hero searches for traps, Zargon only points to the board which squares have a trap. Players may try to disarm or avoid 'suspect' squares only to find out it was not the right square, or may fall into a trap whilst moving to the square they thought was trapped. This is frustrating and often leads to conflict, "but that was the square you pointed at...", "no it wasn't, it was that square", "that one?", "no that one", "so can I climb out of this pit now and reset it so that I can try and disarm the correct square"?
Trap Disarming Error
10. Searching inside a pit flaw
Again this is inconsistent, you can search for treasure and secret doors “as though it was a distinct room in its own right” but if "it was a distinct room in its own right" then you would be able to search for traps. Why can’t you search for traps – because that makes no sense - how and why would anyone ever build a trap inside a pit, how would you mark it on the board and handle it, but that logic is equally true for secret doors in a pit, how and why would anyone ever locate a secret door inside a pit, fall in and risk death every time they want to use the door, have to avoid the stakes and reset the trap every time they exit the other way. If there is treasure in the pit then put it in the Quest Notes and you find it when you fall in.
Miscellaneous related topics
Topic around interpretation of Quest Notes that state no treasure in a given room
Search for Treasure Question
Topics around combining Trap and Secret Door searches in US rules
Searching for traps and secret doors
Searching for traps and secret doors (US)
Note: any moderators reading this, these two topics above could be combined...
Topic around falling block traps permanently trapping Heroes or permanently blocking the objective
Dead End Falling Block Traps
Falling block traps right after door, hero blocking way back
Topic around the logic behind how monsters interact with traps or don’t
Traps and Monster
Topic around Secret Doors (which side can they be found?)
Secret Doors
Mixed Topic
Search markers / disarm markers
Covers markers for found traps, searched rooms and also the volume of searches and furniture searches, so effectively problems 7,8 & 9