I'm still somewhat new at this game and this question may have
already been asked before but how long exactly does trap last.
I thought it was 3 rounds but then it seems logical that it might
last 4 cuz the first round, the card played was the trap. On the
other hand, my friend says that it lasts 5. Who's right?
Thanks to anybody who can answer this.
Jack Lo <pi...@leland.stanford.edu> writes:
[ quoted text not captured ]
The trap card counts as a card played. The official minimum is 4 rounds
(barring a Press to End combat and strike: combat ends, of course).
A computer programmed implementation of the tex on Trap would cause
a minimum of five rounds, however.
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Ok. This is the answer. You play Trap at the beginning of the combat.
At the end of each round, Trap plays a Press to Continue until 3 rounds
of combat occurs.
So for example you're at the end of the first round, Trap plays a press
to continue. Your opponent plays a Press End. Trap plays another press to
continue because he has to do this until 3 rounds of combat occurs. Get the
picture? You can't escape from the 3 rounds (unless a combat ends occurs
has a strike during the trap).
The important thing to remember is not how many presses to continue
occurs but to be sure to play 3 rounds of combat.
Martin Filion
Montreal, Qb (Canada)
mord...@gmgate.gamemaster.qc.ca.
mord...@vircom.com (Martin Filion) wrote:
Peace Martin,
> Ok. This is the answer. You play Trap at the beginning of the combat.
> At the end of each round, Trap plays a Press to Continue until 3 rounds
> of combat occurs.
This is correct.
> So for example you're at the end of the first round, Trap plays a press
> to continue. Your opponent plays a Press End. Trap plays another press to
> continue because he has to do this until 3 rounds of combat occurs. Get the
> picture? You can't escape from the 3 rounds (unless a combat ends occurs
> has a strike during the trap).
Trap does not press twice in the same round. Trap provides A press to continue
combat. If the other player presses to end, the combat ends.
Nil carborundum illigitimi,
James R. McClure Jr.
The OS/2 Apostle
<insert disclaimer here>
mord...@vircom.com (Martin Filion) writes:
> Ok. This is the answer. You play Trap at the beginning of the combat.
>At the end of each round, Trap plays a Press to Continue until 3 rounds
>of combat occurs.> So for example you're at the end of the first round, Trap plays a press
>to continue. Your opponent plays a Press End. Trap plays another press to
>continue because he has to do this until 3 rounds of combat occurs. Get the
>picture? You can't escape from the 3 rounds (unless a combat ends occurs
>has a strike during the trap).
Sorry, but the Trap only supplies ONE press per round of combat (and none
at the point where three rounds will have passed with no Meth playing
any cards.
(All this is a summary of the answers provided by Tom Wylie on the subject).
If a minion cancels the press supplied by the trap (with a press which would
be used to end combat), the combat ends unless the opposing Minion plays
yet another press (or uses a Hawg or Mob Connections to generate another
Press).
> The important thing to remember is not how many presses to continue
>occurs but to be sure to play 3 rounds of combat.
The important thing is to remember when the last round occurred in which a
Methuselah played a card. The third round after that, the Trap does not
generate the (otherwise) automatic Press to Continue.
0: Trap!
Loop:
1. Maneuver
2. Strike
3. Is this the third round that has occurred after the last card
played by a Methuselah?
N: A Press (to Continue Combat) is supplied by the Trap
Y: A Press is NOT supplied by the Trap.
4. Press.
5. If there is an unmatched Press (to Continue Combat), goto Loop:
6. Combat Ends.