I do remember running a D&D game back along time ago. I did setup a Sour Cream trap. I played it based on how heavy the person in the trap was, as well as they needed to take off and clean their stuff after getting out. I think it could work based on what Armour is being worn. Say the heavier the Armour the more it Encumbers or Longer the effect. This type of rap may only work in a SP Adventure? I also nearly killed a party of six with a Badger - I love the ICE Lore tiny animal attack tables. But I have no idea how to setup a Badger trap, lol.
That could be done by setting a trigger on a square to spawn a monster. We know that Victory Squares are triggered by characters standing on them and that monsters spawn at the start of a game, so it may be possible to add things like that with a "little" tweaking. Perhaps when the Rogue class comes in with a "Spot Hidden" skill?
I don't think hidden traps would work well. If they are pre-placed on scenario (or even MP) maps, people will learn where they are, and the traps become pointless, except to make life harder on new players (who don't know where they are yet). In order to have the traps remain meaningful to players after they know where the traps are, they need to block off strategic locations. In which case, why not save the headache of remembering/looking up where they are, and just have it be a field effect? Especially since field effects would likely destroy traps (unless you think it makes sense to have a pit trap under Lava...). If the traps aren't pre-placed, then they would have to be played as cards. But the combat log would tell you that a certain character played a certain trap. So looking at his line of sight and the trap's range, you have a pretty good idea where it is. You still don't know EXACTLY where it is, so there is still some value to it. However, I don't see many people being willing to consume an action (and card slot) for an attack which may never happen because the opponent happens not to step on a specific location. I suppose if you had another character with lots of push skills you can force them to step on the traps, but that returns to "why bother having it hidden at all?"
I don't think I said anything about traps being hidden? But back to what I did with my Sour Cream Trap, I remember it being something like 30 feet deep, I know that's not the way CH works but it was getting my group to use the Thief as it should at the front of the party, Again not relevant in CH. Hehehe it could be used in a Mexican Themed Adventure. with nacho monsters. In describing the Adventure Instead of you can smell the pungent odour of Sulphur. You may use the place stinks of Salsa. Just thinking Weird or Quirky.
When it comes to hidden things, I linked this just a moment ago: Yes, there are exceptions, and that linked thread brings up a few board games. But it's probably best to find implementations in Card Hunter that are less convoluted, without adding too many new mechanics to learn (and code . . . ). When you mention traps, people will generally presume we're talking about hidden things, else you really might as well not call it a "trap": is Hot Spot a "trap"? Ehh, not in the Roguish sense people come to expect. "Traps" as used in something like Diablo II were a different sort: basically, yes, Hot Spot (automatic magical turrets and the like). Perhaps those would have a place in Card Hunter.