Attacker:
Defender:
Attack Die Modifier:

Click here on each diel cycle roll

To Catch a Spirit

Activation-detection Criteria

Activation: D20: 2, 5, 7, 11, 17, 19
Detection: D20: 2, 5, 7, 11, 17, 19

On Activation

Turns a soul into a trap card now called the bottle card. It becomes unable to use until activated. The bottle card attempts to activate when a soul on steps into the same territory and when player decides to exchange the soul who entered the territory to free bottle card soul. Once exchanged, the freed card must be played by the conditions listed on the card this turn, else, the exchange fails and both cards are wasted. If you successfully exchange, the original bottle card is restored, then the other card becomes the new bottle card. Once activated, this card is kept in play until removed by the effect of another card. Neither player controls this card.

On detection

Same as activation

card variation

Trap

Scarcity

Founder's Deck

History

Watch out for this thingy's bottle. It will rip out, then trap any soul it desires. Open for negotiations, of course.