Home > It's a Trap > Hmm… We’re missing something…

Hmm… We’re missing something…

We liked our game.  We thought it worked well, and other people liked it too, and wanted to play it again.  Even so, we thought it was missing something.  Well, several somethings.  We’d had ideas for other types of cards, and decided to try them out.  There would be two new types of card.  One type would act as a normal trap component, but would deviate from the ADJECTIVE NOUN standard.  We call these the “of” cards, because their names all follow the pattern “of X”, such as “of DOOM!” or “of exploding!”  You could only have one of these on a trap, and at that point, that’s where we left it.  We didn’t think much more of it than that, though these cards later developed into something nicer.

The second type would be the major change – event cards.  These wouldn’t add to a trap at all, but would instead do something completely other.  The first ones we came up with were “save yourself” cards, which would get you out of a tight spot if you needed it.  These were cards like “Zap!”, which let you automatically injure one adventurer.  Though useful, these weren’t all we were looking for.  We wanted a way to make the game more interactive between the players, and in our minds, that meant players being cruel to each other.  Thus came cards like “Illusionary”, which converted all of a traps kills into injuries for that round.

The idea was that event cards could be played at any time.  This lead to more than a few rules debates, when cards would be played in the middle of a trap firing, but we eventually sorted out a standard system for it.  The biggest card to cause this discussion let you switch the positions of any two traps.  That’s fine, you say.  Then you think more closely.  Say your opponent’s trap has just rolled a 6.  You’ve got a trap sitting elsewhere in the queue that gets lots of kills on a 6.  Can you switch the two traps after the number has been decided, but before the effect takes place?  We decided that yes, you could.  We did say, though, that you couldn’t play the card once you’d already started resolving the trap’s effect.  These cards were later deemed to be played at “interrupt” speed.

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