Some hexes contain trap tokens. Traps are always placed face down. A trap will trigger as soon as a Champion enters the hex in which it is placed. It doesn’t matter if the Champion deliberately moved there or was pushed, pulled, or otherwise displaced onto that hex. The player controlling the Champion that activated the trap flips the trap token and applies the effect to the Champion. The Champion may then complete any remaining movement they have available, unless prevented from doing so by the trap effect.
There should always be 4 trap tokens on the map. As soon as a trap is triggered and its effects applied, the player whose Champion triggered the trap takes a new trap token from the supply. Without looking at it, the player places it face down on a different empty trap hex, then shuffles the old trap back into the trap supply. If all trap hexes are blocked by Champions and/or traps, the trap token may be placed anywhere adjacent to a trap hex that is not blocked by a Champion or Statue. In addition to the trap hexes on the board, any hex that currently contains a trap is considered a trap hex.
If the trap was triggered because of a card effect (for example when a Champion uses an attack that pushes the defender into a trap), the damage is considered to be caused by the source of that effect. This may result in Levelling Up Champions as normal.
The Champion suffers the amount of damage indicated on the trap token. Remember, this damage ignores the defence value.
The Champion suffers Root.
The Champion suffers Stun.