L. Scott Johnson#
s...@dolnet.gr wrote:
> If anyone can help me to correctly play a Trap, it would be appreciated.
Trap provieds one press (to continue) at the end of each round.
It does so at the end of every round provided that one or more
cards have been played (by either of the Methuselahs involved in
the combat) in the current round and/or in either or both of the
two preceding rounds. The Trap itself counts as a card played,
so the first three rounds of combat will receive presses (to
continue) from the Trap. The Trap will provide more if more
cards are played in subsequent rounds.
The Trap only provides a maximum of one press (to continue) each
round. The combat can be ended before the Trap expires by
having either minion Press to End (and the other minion not
pressing to continue in response), or by a Strike: COmbat Ends,
or by one of the combatants being no longer ready (burned or
in torpor), or by Mariel ro the Elysium on the first round, etc.
> Also i want your opinion on this one:
>
> My group decided that torpor and diablerie brings great unbalance in
> planning of play (weak minions can destroy powerfull ones, by sacrifice
> them via diablerie). We wish to bring more control and prediction to
> our moves (like ,say, Magic) at least during our first steps to learn
> the full game (after basic), so we think that we can eliminate those
> principles from our games.
The big vampires should be able to defend themselves adequately
against the little vampires (to stay out of Torpor), or should
have some helpful minions to block the diablerie attempts.
--
L. Scott Johnson (vte...@regency.wizards.com)
Official VtES Net.Rep for Wizards of the Coast.
(*) - Subject to review by Rules Team