Traps

The traps are special cards, used to interfere with the enemy’s strategy. These cards cost a certain amount of supplies. Their effects must be applied instantly, and they can sometimes last for a certain amount of time. The traps have a wide area of effects, from damaging an enemy’s fighter to force the enemy to discard a card.

The traps can decrease the characteristics of a punk, hero or vehicle by the number reported. This downgrade is shown with a negative (-) number in the icon of the characteristic involved. This means that the characteristic is downgraded by the number reported.

Example: if a punk has a precision of 4+ and is attacked with a trap with a precision’s icon with a -1 number, his/her precision downgrades to a 5+.

Other traps’ effect are usually clearly written on the trap itself.

If the trap’s target is call fighter and is associated with an item or a characteristic, the trap can be used against a punk, a hero or a vehicle.

Example: the trap barbed strings says: “next attack this enemy will have -2 precision”. This means that the trap can be used against a punk or a hero (the vehicles don’t attack, so are not affected by the trap).

Remember that you can't deploy a trap if you don't have enough supplies to sustain it. The trap remains in game until its effect is done. And until it's in game, the trap occupies space in your supplies.

Strategy: you can use traps in order to tip the balance of the game in your favour with swift moves. Have tons of traps in your deck can be useful to change the cards on the board and to interfere with the enemy’s strategy. You must remember as well that decks heavily focused on traps are also expensive and unpredictable.

The traps are very effective against punks and vehicles, but some of them are ineffective against heroes.