rec.games.trading-cards.jyhad

Explain on Trap needed

2 messages from 2 participants · 07 April 1997
original thread on Google Groups

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

s...@dolnet.gr

I know this has been explained before, but i missed it. If anyone can help me to correctly play a Trap, it would be appreciated. Thanks in advance. 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. An answer on this ,from Mr.Johnson , would be nice, indeed. Thanks again, and sorry to bother you with trivia questions.