When you need a trap, draw a single card from the Action Deck—this tells you everything you need to know about its type and lethality.
1 As Projectile, but victims must also make a Vigor roll per hit or suffer an automatic wound.
2 As Blade, but victims must also make a Vigor roll at –2 or suffer an automatic wound.
3 Bolt has a range of 12”. Trappings vary. All attacks are made against the closest target.
4 Blast has a various trappings with fire being the most common and the Template is centered on the square containing the trap.
| VALUE | TRAP | CLUBS | DIAMONDS | HEARTS | SPADES |
|---|---|---|---|---|---|
| 2–5 | Pit Trap | 3 yards, 2d6 | 5 yards, 2d6 | 10 yards, 2d6+5 | 20 yards, 2d6+10 |
| 6 | Spiked Pit | 3 yards, 2d6+2 | 5 yards, 2d6+5 | 10 yards, 2d6+10 | 20 yards, 2d6+15 |
| 7–8 | Projectile | Sh d6, 2d6, ROF 2 | Sh d8, 2d6, ROF 3 | Sh d10, 3d6, ROF 2 | Sh d12, 3d6, ROF 3 |
| 9–10 | Blade | Fighting d6, 1d6 | Fighting d8, 2d6 | Fighting d10, 3d6 | Fighting d12, 4d6 |
| Jack | Poisoned Projectile1 | Sh d6, 2d6, ROF 2 | Sh d8, 2d6, ROF 3 | Sh d10, 3d6, ROF 2 | Sh d12, 3d6, ROF 3 |
| Queen | Poisoned Blade2 | Fighting d6, 1d6 | Fighting d8, 2d6 | Fighting d10, 3d6 | Fighting d12, 4d6 |
| King | Bolt 3 | Sh d6, 2d6, RoF 2 | Sh d8, 2d6, ROF 3 | Sh d10, 3d6, ROF 2 | Sh d12, 3d6, ROF 3 |
| Ace | Blast 4 | Medium Burst, 2d6 | Medium Burst, 3d6 | Large Burst, 2d6 | Large Burst, 3d6 |
| Joker | The trap is faulty and does not function. |