So we were playing Gloomhaven (digital edition) and we were playing scenario 43, Drake Nest.
I was playing Cragheart at a fairly high level, and I had the level 3 card Clear the Way equipped.
We were in the mid- to late-scenario, and I felt it was a good time to use the bottom of Clear the Way. (It was the first time I'd ever activated the bottom half of Clear the Way, so this was a new experience for me.)
Time for some pictures!
First, here's "Clear the Way".
And here's the Drake Nest map.
I want you to focus on the top room in the map, the one with the treasure chest in it.
The entrance door to that room is at the bottom center of the treasure chest room, and it connects to the top center of the main central room in the map. And that entrance door, as you can clearly see in the picture, is ringed by 3 STUN traps, arranged in a semi-circle just before you reach the door.
My Cragheart character started the round standing in the doorway at the top left of the main central room, the door which connects to the narrow left-hand-side room with the 3 gold piles and the 6 drakes. That door was open; in fact Cragheart had just finished motoring through that left-hand-side room, together with one of the other characters in our party, having dealt with the 6 drakes.
As I said, it was mid- to late-scenario, and we'd cleared most of the rooms, and we felt it was time to enter the treasure chest room and engage those 5 monsters in battle.
But those traps were annoying! We knew that if any of our weakened, late-game characters triggered one of those traps, and was then stunned until the end of the next round, it'd be a sitting duck!
So here's where I came up with a plan to use the bottom half of Clear the Way. Notice that Clear the Way's bottom half reads:
- Move 5
- Jump
- Destroy all obstacles and disarm all traps moved through.
So when my turn came, I revealed Clear the Way and began my movement. I moved 3 hexes, and on the third hex I moved into the left-most of the three traps. But of course the trap did nothing because my card caused me to disarm it.
Then for my 4th hex of movement, I moved onto the closed door and opened it. This revealed the treasure chest room and all its monsters, and it drew cards for those monsters.
Then I took my 5th hex of movement, and I moved into the rightmost of the three traps.
At that point, the game sprung the trap, and told me I was now STUN-ned, and ended my turn at that point.
And Cragheart was stunned, and all those 5 monsters immediately came and attacked Cragheart, and then Cragheart was still stunned the next round, and had to long rest, and it was only by the narrowest of margins that the Tinkerer was able to race over and use 3 healing actions in a row to keep Cragheart alive through the deluge of monster attacks.
So now here's the rules question:
I don't understand! Why didn't my card disarm the second trap, the one that I moved through with my 5th movement point?
Is it because when I opened the door, and revealed the monsters, the positive effects on Clear the Way ceased to operate?
Or is it a bug in the digital version of the game, did it misinterpret the powers of the bottom half of the Clear the Way card?
Or was it because I was misunderstanding what it meant to move through a trap, and hence I only moved "through" a trap on my 3rd hex of movement; on my 5th hex of movement I instead moved "into" to a trap, but not "through" it? That is, ending my turn on a trap didn't benefit from the power of the card, but traps in movement hexes 1-4 did. (If that's the case, that was a subtle use of the word "through", a word which is not used anywhere in the "Traps" section of the rulebook, and one that would have benefited from some extra clarity in the card.)