
Root Trap is a Variable Edict focused on area denial and terrain control, especially powerful in positioning-based strategies like those used by the Wyrmroot Pact.
Root Trap – Edict Definition
Effect:
Target a hex up to 2 spaces away. That hex becomes a Rooted Hex Trap.
The next enemy Hexmaster that enters the hex becomes Rooted, and the trap is then removed.
Key Properties:
| Attribute | Value |
|---|---|
| Type | Control / Terrain |
| Range | Up to 2 hexes away (line of sight not required) |
| Trigger | Activates when an enemy enters the targeted hex |
| Effect | Enemy becomes Rooted — cannot move on their next turn |
| Duration | One use only — removed after triggering |
| CE Cost | None — free to activate |
| Limit | Only one active Rooted Hex per player at a time |
| Does not affect | Allies, Hexmasters already on the hex, or enemies who teleport in (unless ruling modified) |
Strategic Use Cases:
- Deny flanking lanes or Sanctum access
- Protect the Resonance Hex from enemy approach
- Set traps for mobile threats (e.g. Rogues or Dash users)
- Control choke points or punish aggression
Clarifications:
- A Rooted Hex does not trigger immediately when placed — only when an enemy enters it
- If a new Root Trap is placed while one is still active, the old one is removed
- Blink or teleportation effects may or may not trigger Root Trap depending on your finalized ruling (let me know if you want to standardize it!)
Glyphexes Containing Root Trap
| Glyphex Name | Root Trap Position |
|---|---|
| Glyphbrand of the Marked | 2nd Edict |
| Tempestroot | 1st Edict |
| Tanglegrip | 3rd Edict |

