Traps

Traps form the defence power of your deck. They are coloured green, and have several features. They are placed face-down in Trap Spaces (which are slots beneath Skirmish Spaces.)

Title and Card Art
The title and card art of any card, including traps, is unique.

Card Type
In the box to the lower-right of the card art is the card's Type. All traps will say "trap" in this box.

Triggering Condition
This is written in italics at the top of the Effect Box, and states what must be true to do to trigger a trap. This is only in the case of Alternate Traps and can take the form of a cost or a particular condition of play.

Effect
All traps have an effect. See the article on effects for more information.

Trap Type
In the lower-right hand corner of the card, a letter denotes the Trap Type. This tells you when a trap can be triggered and what it can do.

Plain Traps
Plain traps have no letter. They can be triggered when an opponent’s Beast moves onto the Skirmish Space that is connected to the Trap.

Fast Traps
Fast Traps are denoted by the letter F. They can be activated as part of an Effect Stack and are not able to be triggered by your Opponent’s Beasts’ movement.

Range Traps
Range traps are denoted by the letter R. They can be triggered when an opponent’s Beast moves onto any adjacent Skirmish Space to the one they are attached to.

Alternate Traps
Alternate Traps are denoted by the letter A. They have a Triggering Condition written in italics above their Effect and can only be activated when that condition is met.