by Yuki_FO

The Trapper

Last updated Nov 4, 2025 20:23

1

Additional Rules

-Start the game with 5 IN-ACTIVE trap tokens in spaces in each zone (if there are fewer than 5 zones you may place multiple in each zone, but each zone must contain at least 1 if there are enough.) -You may choose which space each trap starts in. -Start the game with 1 Trap in your reserve. -Whenever you are adjacent to a trap token, once per turn you may RESET it or add it to your reserve. -Whenever an opposing fighter moves into a space with a SET trap token it becomes IN-ACTIVE. The opposing fighter immedietly stops their movement and cannot leave their space for the rest of their turn. -If a fighter who ACTIVATES a trap is attacked before the start of their next turn they have -1 subtracted from their defense value. -You may have a max of 2 traps in your reserve at a time. -Traps can be DISARMED by opposing fighters. In order to be disarmed the opponent must discard the top card of their deck and an adjacent ACTIVE trap becomes IN-ACTIVE. -When The Trapper moves through an ACTIVE trap, it becomes IN-ACTIVE. KEYWORDS IN-ACTIVE: A trap token on the closed side. Fighters may move freely through and on the token. ACTIVE: a trap token on the opened side. Read Trap Rules for details. SET: Placing an ACTIVE trap from your reserve onto the board. RESET: Make a IN-ACTIVE trap on the board ACTIVE.

Deck Statistics

30 cards
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