相关英文FAQ描述---求达人翻译成中文
#42 and # 44 Quagmire and Bear Trap:
See also a relevant ruling under Missile Envy.
Q. Just to make the Quagmire / Bear Trap clear - First I thought you handle it this way: discard a 2+ Ops, roll the die - if it shows a 6 your phase is over. But my opponent disagreed and said that even if you fail in rolling against the card, you still can play a (2nd) card for acting.
A. You were correct. The discard and die roll is the only thing that you do in the action round. If you roll less than 5, you can resume normal play in your next action round. If you have no cards that meet the Ops requirement of the discard, you must hold your cards until the next turn. Scoring cards are the only exception, as they must be played and cannot be held. While this may continue into the new turn, it does not affect the Headline Phase. You can discard your opponents events (without effect – see rule 5.4) as long as the Ops number is high enough.
Q. Is escaping the Trap your only permissible action for a given Action Round? Or, once the Trap is broken, is another card play (Ops/Event) allowed immediately as part of the 'normal' action?
A. Normal play resumes the next action round after the trap is broken.
Q. Does a Beartrap or Quagmire end when the turn ends or will it continue into the next turn?
A. The end of a turn will not end a Beartrap or Quagmire. Only the required die roll will do so. Remember that neither card affects headline phase.
Q. Can you explain in simple steps how to resolve?
A. Sure. Here is a simple three step explanation:
1) Start your action round
2) If you have a 2 or greater value ops card in your hand you must discard one of them (it has NO effect); you may proceed to step three, otherwise your action round is over.
3) Roll a die. If the number is less than 5 the card’s effect is ended, you may resume normal play on your NEXT action round.
http://www.gmtgames.com/nnts/TSFAQ_4.1.doc