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Trapmaster

Overlord Card, Journeys in the Dark

I - Rules

(see FAQ 1.3, p.10)

There are 2 copies of the Trapmaster card: one in Journeys in the Dark is part of the base deck and one in the Altar of Despair is a treachery card.

Card Type : Power
Threat Cost : 16
Treachery Cost : - / 1 (purple)
Discard Value : 5
Effect : Play this card at the start of your turn and place it face up in front of you. Lower the threat cost of the Trap cards you play by 1. Trap cards that deal damage deal an additional 2 wounds.

II - FAQ

Does Trapmaster add wounds to attacks resulting from traps like Dark Charm and Mimic, which activate creatures instead of dealing wounds?

No.

If the Overlord plays a trap that does some amount of wounds of Poison damage, do the extra wounds from the Trapmaster power also count as Poison damage?

No. For example, a poison pit trap would deal 6 wounds, but only 4 of those wounds would be poision damage.

III - Tactics

Think twice! Like most other Power cards, it is best played in the early stage of a quest. If you are the overlord, consider what has been explored and what still remains to be uncovered.

Combo! Lowering the cost of all traps can be boosted even more by using monsters with the Trickster ability!

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