14.1Damage
- 14.1.1
Damage comes from attacks, from a Realm's counterblow and from effects. It lowers the card's current HP.
- 14.1.2
Damage is always a step of 5, rounded down. An amount below 5 is no damage at all.
- 14.1.3
Damage stays. A card does not heal by itself, not even at the end of a turn; only effects remove damage.
- 14.1.4
Damage from an effect only reaches a Soul that still has HP. A Soul already at 0 HP, waiting to be captured, takes none.
- 14.1.5
Effects that trigger "when this Soul is damaged" trigger only when it actually takes damage, more than 0.
14.2Healing
14.3Paying HP
14.4Capture
- 14.4.1
A Soul whose current HP is 0 is captured: it is turned face down and stays on its slot.
- 14.4.2
The game captures such Souls after every step of play, whatever brought them to 0 HP. The one exception is a battle: between the attack damage and the capture step nothing is captured (9.5.6).
- 14.4.3
A Soul whose maximum HP falls to its damage or below (because it lost a bonus, for example) is at 0 HP and is captured too.
- 14.4.4
An effect may capture a Soul directly ("Capture the targeted Soul"), whatever its HP.
- 14.4.5
When a Soul is captured, its Armament goes to the Elysium. Ambushes at its slot stay where they are.
- 14.4.6
A Realm whose current HP is 0 shatters the same way: face down, on its slot.
14.5Captured Souls
- 14.5.1
A captured Soul is not active: it has no effects, it can't attack or be attacked, and it can only be targeted by effects that ask for a captured Soul.
- 14.5.2
It still occupies its slot, so nothing can be recruited onto it, nor onto an empty slot hanging directly under it (5.3.3).
- 14.5.3
- 14.5.4
A captured Soul stays until an effect removes it, such as Final Resting Place, which exiles it and so frees the slot.
