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Flash Flood card
Trap

Flash Flood

A trap — play it face-down on the field. When any driver plays an Acts of God Save, any other driver holding 3 or more cards may spring the top trap: if it's this one, the Save is wrecked and the Hazard lands, and it costs them nothing. Spring it on the wrong Save and they discard 3. It springs once, then it's gone.

“The wash came out of nowhere.”

Kind
Trap
Colour
Acts of God · magenta
In the deck
2 cards
Play a game

How it plays

Flash Flood is a Trap, and it springs on a Save rather than on a Hazard. You set it face-down on the field during your Drive and it waits. When any driver plays a Save, a different driver holding three or more cards may flip the top face-down Trap: if its category matches the Save, the Save is wrecked, the Hazard lands, and the flip costs that driver nothing.

When to use it

Traps are the answer to a table that defends well, because the threat alone changes how freely rivals spend their Saves. Guessing wrong costs the driver who flipped it three cards, so set one when you can spare the card and keep three in hand so you can spring one yourself. You can never spring a Trap on your own Save — only another driver can.