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Subject: More Trap Questions. Falling Ceiling rss

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Julian St. Pierre
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I just keep finding stuff thats just unclear. How does this work regarding the Falling Ceiling trap?

"Any Hero hit by the trap is knocked back 1 square and takes two damage.
If at any time Heroes are trapped by fallen ceiling tokens in the Realm Tile with no way forward, they are considered to be killed."

Do you mark where the ceiling has fallen with debris? If you are caught in a space surrounded by debris and/or minons and the ceiling falls do you die? can you move over debris?
 
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Phil Seale
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You mark debris with any sort of token you have available. Then if there is ever a time that the debris blocks a heroes path forward (too many debris tokens across the entire hall, adjacent to one another) he is "dead". You cannot climb over debris. If you want, you can check out the extended play videos where they come across a collapsed ceiling trap.
 
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Charlie Theel
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We have to proxy trap tokens? Nice.
 
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Julian St. Pierre
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Oh cool I'll look for it. Thanks.
 
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We have played as follows

1. put a token in the square determined by the two dice rolls
2. this is the debris and you cannot move through it
3. House rule - If you cannot move back the one square then keep moving back until you enter a safe square. Take 1 extra damage (on top of the two) for each square you moved back. Just thought this was better than being killed.
4. House rule - If moving back 1 square is blocked by a enemy then move him back one square also. So think of it as the hero jumped out of the way of the debris and hit the enemy so hard he fell back also. We thought about also making the monster prone for a little extra benefit but not sure if we will.
 
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Julian St. Pierre
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charlest wrote:
We have to proxy trap tokens? Nice.
Is that a huge deal?
 
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Kolby Reddish
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You don't have to proxy, the set-up tells you which ones to use.
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Charlie Theel
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MrGurbic wrote:
charlest wrote:
We have to proxy trap tokens? Nice.
Is that a huge deal?


No, but it is aggravating. Would think little rubble counters that could be used as embellishments would have been a nice addition.
 
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Remi Bureau
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charlest wrote:
MrGurbic wrote:
charlest wrote:
We have to proxy trap tokens? Nice.
Is that a huge deal?


No, but it is aggravating. Would think little rubble counters that could be used as embellishments would have been a nice addition.


Well then it's a good thing they're included
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Charlie Theel
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RemiBureau wrote:
charlest wrote:
MrGurbic wrote:
charlest wrote:
We have to proxy trap tokens? Nice.
Is that a huge deal?


No, but it is aggravating. Would think little rubble counters that could be used as embellishments would have been a nice addition.


Well then it's a good thing they're included


Yes, thanks for correcting me (you too Kolby), I was assuming the other comments regarding proxies were correct.
 
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William
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RemiBureau wrote:
charlest wrote:
MrGurbic wrote:
charlest wrote:
We have to proxy trap tokens? Nice.
Is that a huge deal?


No, but it is aggravating. Would think little rubble counters that could be used as embellishments would have been a nice addition.


Well then it's a good thing they're included


Well to be technically correct, only half of the required tokens for this trap are included in the game whistle
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