There have been some insightful questions about how Ghost Traps are represented during gameplay.
Ghost Traps are an integrals device in the busting business, without it, we could only momentarily hold a Ghost at bay.
During the many months of play testing, having a trap represented on the play area felt authentic, but it also slowed down the action to the point of getting lost in the mechanics. We tested versions that had a physical Ghost Trap on the board that you activated, when a Ghost moved over it, where you could activate it on someone else’s turn, with only one trap for the party, where everyone had a trap, it went on and on. One of the most heartbreaking moments was when we factored in that spending an Action using a trap meant there was a possibility of “missing” and failing to trap the Ghost you fought so hard to wrangle.
In the end, as much as we strived to make it happen, it eclipsed the flavor of the fast action game play and critical decision making moments that really lifted the game above acceptable to exceptional.
In the final version, your character automatically throws out their own Ghost Trap once the Ghost has enough Proton Streams on it, traps the Ghost, and pulls the trap back to them.
We love how the game shaped up and are confident in the exciting moments you’ll share with your team.