I - Rules
|Card Type :||Trap (space)|
|Threat Cost :||7|
|Treachery Cost :||-|
|Discard Value :||3|
|Effect :||Play this card when a hero moves into an empty space that is not adjacent to any obstacles. Place a one space rubble token on that space. The hero suffers 4 wounds (ignoring armor), reduced by 1 wound for each surge he rolls on 4 power dice. Then, move the hero to an adjacent space of your choice.|
II - Tactic
a) Overlord's Tactic
- Crush the tanks! Traps are an easy way to deal the final blow to heroes with high armor rating because they ignore armor. Keep an eye on their wound token and strike at the right moment.
- Delay that runner! If a runner is making the final sprint for a glyph or chest using all its speed and fatigue, you can slow him a little bit by placing him in the adjacent square where he came from after checking the damage of the trap. In some cases it can make the difference.
b) Heroes' Tactic
- Check if you are Cautious! If you have the Cautious skill card, don't forget that you suffer only 3 wounds but that you still get to roll 4 power dice to reduce damage.
- Roll surges! Unless you had anticipated the trap by looking at your overlord's nasty smile, the only thing you can do is roll some surges to reduce the damage.