Traps

When playing with Mage Knight 3D Dungeons squares, players can use special squares with dials that include traps. These pieces are called trap squares. Trap squares add an extra challenge to a Mage Knight Dungeons game by giving the dungeon itself a means of dealing damage to intrepid Heroes. Trap figures represent the physical manifestations of the traps, and are placed on trap squares when the traps are triggered.

## The Trap Dial

The trap dial is a rotating dial similar to a combat dial on a Mage Knight figure. Each click of the trap dial either is clear, indicating no trap, or includes a click number, trap symbol, disarm number, and experience point value for the trap. If there is no trap, then the square is considered clear terrain and may be passed through normally after it is revealed.

## General Trap Rules

Mage Spawn (from the Mage Spawn pool) and wandering monster tokens do not trigger traps. Traps that have not been triggered act as hindering terrain for purposes of movement. (It costs 2 speed points to move Mage Spawn [from the Mage Spawn pool] and wandering monster tokens through hindering terrain.) Treasure chests and wandering monster tokens may not begin the game on a trap square. The red cellophane viewer that comes in the Trap Pack allows players to view the results of an exposed trap.

## Placing the Traps

Set the trap dial on each trap square to the starting position (**?**). Each player then places traps into the Trap pool. Each player may place up to one trap per 50 3D Dungeons squares being used to build the dungeon. For example, a dungeon created using 200 squares allows each player to place up to four traps into the Trap pool, whereas a dungeon created using 500 squares allows each player to place up to ten traps into the Trap pool

Place all traps in the dungeon. Before the game begins, players may agree to increase or decrease the number of traps placed in the dungeon. Adding more traps makes the game more challenging and increases the length of the game. Insert trap squares during dungeon construction. Traps must be placed five or more squares apart. Traps may not be placed in any hallway that leads to a dead end, and must be placed a minimum of five squares in from the entrance to any hallway that leads to a dead end.

## Exposing and Triggering Traps

Exposing a trap is an action a Hero can take to see what a trap is, without suffering the effects of the trap. Triggering a trap means that your Hero suffers the effects of the trap.

### Exposing Traps

Traps are concealed until a Hero exposes (or triggers) them. A Hero must be in a square adjacent to a trap, and the trap must be within its front arc; no speed points are required to expose it. The player exposes the trap by rolling 1 six-sided die and clicking the trap dial a number of clicks counter-clockwise equal to the result. Use a coin or similar tool to turn the dial.

The trap dial is printed so that it can be read only when the colored filter is placed over it. The player whose Hero exposed the trap places the filter over the trap dial to see if there is a trap and what it is. Only the player whose Hero exposes a trap may investigate the trap using the colored filter. If a trap appears on the dial, it must successfully be disarmed before any fi gure may move safely through the trap square.

When you expose a trap, keep its identity a secret until you or your opponent sets it off — especially when the trap square is harmless. You may be able to use that knowledge to your advantage by keeping an opponent away from an area because he or she believes there’s a trap there that was too difficult for you to attempt to disarm. Later in the game, you can run through that square freely — much to the surprise of your opponent or opponents!

### Triggering Traps

If a Hero moves through an armed trap square, the trap is triggered. The trap also triggers if a Hero fails to disarm it successfully. Triggering a trap ends a Hero’s movement and activation. When a Hero triggers a trap, expose the trap as indicated in “Exposing Traps,” above. The Hero then suffers the effect of the trap. Once a trap has been triggered, any player may investigate the trap using the colored filter.

The trap that appears is indicated by the trap symbol on the dial. To represent the triggered trap, place the appropriate trap figure on the trap square. If a player’s Hero moves diagonally through two squares that are both adjacent to a trap, that player rolls 1 six-sided die. On a roll of 1, 2, or 3, the Hero has triggered the trap and suffers its effect after the character has moved diagonally into the square adjacent to the trap. On a roll of 4, 5, or 6, the trap is not triggered and the Hero may continue to move normally

#### Special Abilities and Triggering Traps

Some special abilities affect the way characters interact with traps, either preventing Heroes from triggering them or helping to safely trigger them.

* Magic Levitation and Flight: Heroes who are the target of Magic Levitation or who are using Flight may move through trap squares without triggering them. If a Hero that is the target of Magic Levitation or who is using Flight ends its movement in a trap square, however, it triggers the trap or is targeted by the trap if the trap has already been triggered but not disarmed.
* Nimble: A Hero with Nimble may move diagonally through squares directly adjacent to trap squares without having to roll to see if the trap is triggered.
* Shockwave: A trap may be the target of a Shockwave attack. Traps have a defense value of 12. If a Shockwave attack succeeds against a trap, the trap is triggered.

## Disarming Traps

A Hero must be in a square adjacent to a trap and have the trap in its front arc to attempt to disarm it. A Hero may disarm the trap quickly or slowly. Some traps have a variable disarm value, indicated by a “+” after the disarm number (for example, 6+). When a Hero spends speed points to disarm this trap, determine the disarm value by rolling 1 six-sided die and adding the result to the value on the trap dial. The sum of the base disarm value and the roll of the die is this trap’s revised disarm value for the rest of the game. Certain special abilities can affect disarming a trap.

### Disarming a Trap Quickly

To disarm a trap quickly, a Hero spends 3 speed points and the Hero’s player rolls 2 six-sided dice, adding the results. If the total is equal to or greater than the disarm value, the trap has been disarmed. If the total is less than the disarm value, the trap is triggered.

### Disarming a Trap Slowly

To disarm the trap slowly, the Hero spends 6 speed points; the Hero’s player uses the rules for disarming the trap quickly, adding 2 to the dice roll result.

### Results of Disarming a Trap

If the disarm roll is successful, the trap is disarmed. The player who disarmed the trap receives a number of experience points equal to the value listed on the trap, and should then click the trap to the “disarmed” position, represented by an opened lock symbol. A player receives the experience value for a trap only if one of his or her Heroes successfully disarms it. If a Hero fails to disarm a trap, the trap is triggered. Place the trap figure on the trap square and announce the trap to all players.

## List of Traps

This is a list of all traps that were added in the 3D Dungeons expansion:

* Buzz Saw
* The Cage
* Falling Weight
* Fire Jets
* Jaws of Doom
* Monstrous Hand
* Noxious Acid Pool
* Spiked Pit
* X