snares

SNARES
After the deluge of rules on how to move little quacky psychopaths around a board, this is the easy bit. Snares are traps, pure and simple, laid carefully by the denizens of the alliterative Duckgeon to muck with the Duckventurers. The word ‘Snare’ is more evocative to the travails a solitary duck might encounter in the wild … or in the middle of a duck city.
You should already be aware of Quests, and particularly Ye Olde Quest Scroll, prepared scrupulously by the Feathered Beaks of Investigations. If not, go and read all about it now. We realise that as a website, you can read this in any order you want, but really, read the Quests first. Then come back and DON’T STEP ON THAT BRICK! TWANG!
Each Room the Duckventurers stumble into will have a list of applicable Snares, which will go off on certain Turns depending on how long the Duckventurers are in the Room. It is vitally important to keep track of the Turns spent in a room, with a marker. Generally speaking, the longer the Duckventurer are in a Room, the nastier the Snares become.
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If, for example, a Snare was designated to go off on Turn 4, it would hit a target at the very beginning of Turn 4, before the Duckventurers or Beasties. You generate a target for a Snare based on either what it says on the card (firstly) or standard targeting rules that also apply to Beasties (if there is no target on the card). The Shooty Arrow Snare on the right is dead easy, because it fires at the closest target. As per normal with any event, certain Funkards can affect Snares or even shut them down completely, because Funkards are broken and ruin the game.
Snares are depicted on cards in the same way as Funkards, following the same format (see right). The top-right gemstone denotes ‘S’ for Snare, the second gemstone down denotes the type - (S)hooty, (Z)appy or (C)hoppy, the third and subsequent gemstones are special attributes. The bottom left gemstone is the Quack of the attack. Note again that all these gemstones are exactly the same as Funkards, and although there are a lot of numbers and letters they do become easy to read at a glance - with practice. You don’t strictly need the cards, you can always look at the Snares online.
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There are a set of generic Snares provided below, and sometimes individual Quests will provide their own bizarre and intriguing Snares -

ANCIENT SYMBOLS
Strange, horrifying and unholy heiroglyphics found inside the mysterious pre-duck Pyramid of Gooza.

EXAMPLE SNARE
The first (and sometimes last) Snare ever encountered by some Duckventurers.

SNARES HACK
During the time we are putting together individual Snare cards, I have opened up the spreadsheet where we crunch the numbers, sharing it with the whole interwebs (read-only). The spreadsheet is the canonical list of Snares currently used in the basic edition of Duck Wars, the cards are reproductions with fluff. We are doing exactly the same thing with the Beastie-ary just to get the game out there ASAP.​
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You may (hopefully) already sense the tone of Duck Wars, so let your imagination sing ... or send us an email ... if you need clarifications. All of the starter Quest Duckgeon Rooms that we are developing utilise this list alone, and please, feel free to design your own Rooms! As this is live, you might even see me bouncing around inside it, late at night, while I labour away until some beneficent bestows on us production $$$. I have done the same thing with Funkards, Snares and Duckventurers just to get all our stuff OUT THERE!

BE CAREFUL!
A rather foolish Sneakyduck touches the mask. DON'T TOUCH THE MASK!