“Deploy face down to a region you occupy. Cannot move or be moved. If attacked, Trappers take damage last. When an opposing troop moves to this region, reveal the Trapper’s action and activate it against them.”
What do you do with the Trapper after it is revealed and resolved? (it returns to the Koda mat)
Once a Trapper has been activated, it is removed from the playmat and returned to the Koda’s faction mat.
What happens if multiple Trappers are in the same region when an opposing troop moves in? (all Trappers activate, one at a time)
If there are multiple Trappers in the same region, they all activate when an opposing troop moves into their region. The Koda player gets to decide which order to resolve their abilities in.
Steal Corra - What happens if the moving faction has no Corra? (nothing)
If the moving faction has at least 1 Corra, the Koda steal 1 Corra from them. However, if the moving faction has no Corra to steal, the Koda do not get any Corra - it does not come from the supply.
Attack for 2 damage - What exactly is attacked? (the faction that moved)
The Koda attack the faction that moved into the region. That damage can be applied to any troops belonging to that faction in that region. It is not mandatory to apply the damage to the specific troop that moved.
Deploy 2 Runts to this region - Where do the Runts come from? (the Koda playmat)
The Runts deployed must come from the Koda playmat. If the Koda don’t have Runts on their playmat, they cannot take Runts from the discard for this ability, they would simply not be able to carry it out.