> For the complete documentation index, see [llms.txt](https://momon-wonder.gitbook.io/comprehensive-rules-1.0.0/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://momon-wonder.gitbook.io/comprehensive-rules-1.0.0/game-flow/10-snatch-check-and-resolution.md).

# 10. Snatch Check and Resolution

## 10.1 Creating Snatch Attempts

10.1.1 A Snatch Check uses one specified attacking Momon. The turn-based Snatch Check uses the Momon Summoned during that turn.

10.1.2 Read the attacking Momon’s current Snatch-Sights from its Owner’s perspective. A Normal Sight-Mark points to the adjacent Space in that direction.

10.1.3 For each active Snatch-Sight that points to a Momon controlled by the opponent of the attacking Momon’s Controller, create one Snatch Attempt against that defending Momon.

10.1.4 Determine the complete set of Snatch Attempts before resolving any of them.

10.1.5 The Controller of the attacking Momon orders those Snatch Attempts. Resolve them one at a time in that order.

## 10.2 Resolving a Snatch Attempt

10.2.1 Recheck the attacking Momon and defending Momon when the attempt resolves. If either is no longer on the Arena, no longer occupies the relevant Space, or they have the same Controller, the attempt fails.

10.2.2 If the defending Momon has Ward, the attempt fails. No instruction can bypass Ward by stating or implying that it ignores Ward.

10.2.3 If the attempt has not failed, it succeeds if the attacking Momon’s current Power is greater than the defending Momon’s current Power.

10.2.4 The attempt also succeeds if the attacking Momon’s current Element Beats the defending Momon’s current Element under [Section 16](/comprehensive-rules-1.0.0/formats-and-reference-data/16-element-advantage-matrix.md) of these Comprehensive Rules.

10.2.5 Equal Power does not produce a Power-based success. A standard Element neither listed as Beats nor Loses is neutral. Origin never creates Element Advantage or Disadvantage.

10.2.6 If neither success condition is true, the attempt fails.

10.2.7 On success, change the defending Momon’s Controller to the attacking Momon’s Controller by flipping or replacing its Marking Token.

10.2.8 Perform State-Based Conditions after each Snatch Attempt. Do not resolve post-Snatch triggers until every Attempt in the current Snatch Check has resolved.

## 10.3 Post-Snatch Triggers

10.3.1 After the current Snatch Check finishes, collect all eligible post-Snatch triggers.

10.3.2 On Snatch triggers are collected before “When I am snatched back to my Owner’s control” triggers.

10.3.3 An On Snatch Ability triggers once for its Source for the Snatch Check if that Source successfully Snatched at least one enemy Momon and the applicable Timing Header conditions are met.

10.3.4 A Momon is snatched back to its Owner’s control when a successful Snatch changes its Controller from the non-Owner to the Owner.

10.3.5 Order simultaneous triggers using [Section 11.3](/comprehensive-rules-1.0.0/abilities-and-game-state/11-abilities-trigger-queue-and-continuous-effects/11-3-simultaneous-triggers.md).


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