Gameplay Glossary

Below is a non-exhaustive list of gameplay terms. The goal of this list is to help players gain an understanding of the terms used in game, along with their associated definitions. This gaming language forms the foundational operating parameters for gameplay.

Game Terms

Deck:
The set of cards each player brings to battle.
Mulligan:
At the start of the game, each player takes turns choosing which cards to keep or shuffle back into their deck. The player will redraw the same amount of cards as they shuffled back into their deck.
Hand:
Cards the player actively has at their disposal.
Damage:
Dealing damage to your Enemy or their Units will reduce the health of the target by that amount.
Unit:
A card with health and attack points that’s played to the field and remains until it is Wasted.
Enemy:
The Enemy is your opponent.
Energy:
Energy is paid to play cards during the game. Energy is gained through banking and replenishes at the start of your turn.
Bank:
Where a user places their cards to gain Energy. This is the most common way to gain Energy.
Banking:
Put a card from your hand into the Bank. Doing so will give you one (1) permanent Energy. Cards in the Bank cannot be played unless tapped into by a certain ability or effect.
Paragon:
Each deck has to have one Paragon. A Paragon is a unit set aside at the beginning of the game that offers a persistent passive effect to your deck.
Waste:
Cards go here when they are destroyed. Each player has their own Waste.
Draw:
Player draws one (1) card at the start of their turn. If the player banks a card during their turn then they will also draw one (1) additional card at the end of their turn.
Field:
This is where your cards are placed when played.

Key Words

Relic:
Cards that sit on the field until removed. They provide passive effects for as long as they remain on the field.
Effect:
A non-Unit card that triggers when it is played and is then Wasted.
Muster:
This is a block of text. Double-click this text to edit it.
Attuned:
At the start of your turn, this unit changes between its dormant and awakened state.
Singularity:
Utilized only by the Shroud. When cards are banished, send them to the Singularity. The Singularity can be interacted with through various other card abilities and Effects.
Intel:
If the Enemy has X or more revealed banked cards then this ability triggers when the associated Unit enters the Field.
Equipped:
Unit has an Upgrade.
Upgrade:
Upgrades can give a buff or effect to a Unit.
Pacifst:
Pacifist Units cannot attack, but they can defend if the Unit has Defender.
Decay:
A Unit with Decay will deal one (1) Damage to adjacent Units at the start of the owner’s turn.
Salvage:
A Unit ability that triggers when this Unit is Wasted. Move up to x of its Equipped Upgrades to other Units.
Banish:
Sends Unit(s) to the Singularity
Armed:
A Unit ability that when fighting another Unit, this card deals damage before non-Armed Units. If both Units have Armed, combat is resolved normally.
Shielded:
Shielded Units block the first Effect targeted at them.
Defender:
An ability of a Unit that allows you to select an enemy attack to block.
Assault:
If Damage was dealt to the Enemy this turn then playing a Unit with this keyword triggers that Unit’s associated ability. This ability does not trigger if no Damage was dealt to the Enemy this turn.
Battle-ready:
An ability that triggers when a Unit is played.
linkedin facebook pinterest youtube rss twitter instagram facebook-blank rss-blank linkedin-blank pinterest youtube twitter instagram