I know that questions about the Trap have been asked over and over
again but could someone please humor me and explain it once more.
The main question I have is whether a person can do anything to
escape the Trap when it's first played, and can you use a Maneuver
to leave combat after the first round of combat in the Trap? If
someone could run through how the Trap works once more I would really
appreciate it. Thanks!
-Steven Cole
psu0...@odin.cc.pdx.edu (Cole Steven) writes:
[ quoted text not captured ]
First off, you can never maneuver to leave combat. You can Maneuver to
long range or Press to end combat.
Minion A (acting) and Minion B (blocking) go to combat.
-- COMBAT BEGINS --
-- ROUND 1 --
A elects not to play any card before range is chosen.
B plays a trap card, which is replaced as usual.
# A could terminate combat now by tapping Elysium, if available.
Neither player wishes to play more cards before range is chosen.
- Maneuver -
Neither player wishes to Maneuver
- Choose Strike -
# A could terminate the combat by playing a Strike: End Combat card.
A chooses a Hand strike
B chooses a Hand strike
- Resolve strikes -
A heals one damage by spending a blood
B heals one damage by spending a blood
- Presses -
The TRAP gives the round a Press, as three rounds have not gone by with no
cards played.
# A could terminate the combat at this point by playing an unmatched
Press (to End Combat).
Neither Minion Presses to End Combat
-- ROUND 2 --
[...]
---------------------------
The Trap continues until someone strikes to end combat, successfully Presses
to End Combat, or until three rounds pass in a row with no cards being
played (no Maneuvers, no Strike cards, no Presses, no extra Strikes), at
which point the combat will no longer have an automatic press, although
either Minion could then play a Press to Continue Combat.
Unfortunately, after the TRAP card is played, that's all she
wrote, regarding cards. It's played before range is considered so no
further cards can be played.
If, however, you have vampires or locations ALREADY in play they
CAN affect the combat. Maybe Don Cruez can pay blood for a maneuver, for
instance. Tap the Elysium and end the combat. Maybe (I forget her name)
the Malkavian "Thunder" vampire will opt to end the combat. So it's not
entirely hopeless but it generally IS quite nasty.
mikec
Cole Steven (psu0...@odin.cc.pdx.edu) wrote:
: I know that questions about the Trap have been asked over and over
[ quoted text not captured ]
> : I know that questions about the Trap have been asked over and over
> : again but could someone please humor me and explain it once more.
> : The main question I have is whether a person can do anything to
> : escape the Trap when it's first played, and can you use a Maneuver
> : to leave combat after the first round of combat in the Trap? If
> : someone could run through how the Trap works once more I would really
> : appreciate it. Thanks!> Unfortunately, after the TRAP card is played, that's all she> wrote, regarding cards. It's played before range is considered so no
> further cards can be played.
> If, however, you have vampires or locations ALREADY in play they
> CAN affect the combat. Maybe Don Cruez can pay blood for a maneuver, for
> instance. Tap the Elysium and end the combat. Maybe (I forget her name)
> the Malkavian "Thunder" vampire will opt to end the combat. So it's not
> entirely hopeless but it generally IS quite nasty.
The Trap provides an automatic press. A maneuver won't help; it'll
change the range, but the combat will continue. You need a press.
After the first round of combat, use a press card to end combat; this
will cancel the effect of the trap. If your opponent wishes combat
to continue anyway, he or she will have to play a press to continue
combat. If they don't have such a card, the combat is over.
Open Grate provides a press only usable to end combat, and the Police
can be tapped to provide a press usable to end combat. Generic Press
cards can also be used (as long as they're not restricted to only be
used to continue combat).
papillo the asymptotic
Trap does not prohibit more cards from being played during the combat.
What it's saying is that the Trap will provide a press to continue if
any cards have been played within the last three rounds. Note that
"any cards" includes the Trap itself, guaranteeing at least three presses
to continue, should the combat last that long.
Tom Wylie rec.games.trading-cards.* Network Representative for
aa...@cats.ucsc.edu Wizards of the Coast, Inc.
Thomas R Wylie (aa...@cats.ucsc.edu) wrote:
: Trap does not prohibit more cards from being played during the combat.
[ quoted text not captured ]
Sorry I ment Press to leave combat not maneuver out of combat in
my original post, sorry.
-Steven Cole