| Action power (701): An action power comes from an action card, or can be identified on a hero or feature by the “Action:” text preceding the power. Every action power is either an exhaust action, free action, or combat action.
Aim: The process of dividing the number of your total attacks in a combat between enemy heroes or obstacles in that combat.
Alone: A hero is alone in a zone if there are no other unstunned heroes in its zone.
Always-on power (703): Any power that is not an action or triggered power. Always-on powers generate modifiers that are either definite or indefinite.
Area (400): Cards can be in any one of six game areas: deck, discard pile, legendary hero pile, hand, play, and removed from map. All players share two zones: play and removed from map. Each player has his or her own deck, discard pile, legendary hero pile, and hand. If a card is put into a deck, discard pile, legendary hero pile, or hand, it’s put into its owner’s instance of that area. If a card changes areas, it’s no longer the same card.
ATK (205): The attack (ATK) of a hero or obstacle found on the left side of the card. As a combat resolves each hero or obstacle in a combat adds its ATK to its controllers attack total for that combat.
Attacking player: In a combat, this is the player that controls the hero or obstacle that started the combat.
Attacked player: In a combat, this is the player that did not control the hero or obstacle that started the combat.
Attacks: An integer value generated by combat actions or heroes or obstacles during combat conclusion. If a hero or obstacle has a number of attacks aimed at it equal to or greater than its DEF, then that hero is KO’d by combat attacks.
Back: In the direction of decreasing zone numbers. This is from the perspective of the controller of the hero or feature being moved or put.
Block (403.4): Enemy heroes and obstacles block forward movement. You can’t move a card forward past a zone that contains an enemy hero or obstacle, but you can move that card into that zone.
Cancel (701.4): A canceled action doesn’t resolve, create modifiers, or trigger powers or modifiers that trigger off that action being played.
Can’t (103.3): If a modifier says that [something] can’t happen, and another modifier or rule tries to make [something] happen, that “can’t” modifier takes precedence. “Can’t” modifiers are not replacement modifiers. Events that “can’t” happen can’t be replaced. If the rules of the game or the text of a mission say that a card is KO’d or cancelled, then it is KO’d or cancelled, even if its card text says that it can’t be.
Card in play (400.10): If text refers to a “card in play,” it’s referring to a card in play or a token in play.
Card Type: See Type, Card.
Combat (600): When a player moves a card and end its move in a zone that contains one or more enemy heroes or obstacles, that player may choose to start a combat in that zone. A ready hero or obstacle in a zone with an enemy hero or obstacle can move 0 zones, exhaust, and start a combat. A combat occurs in a zone. All heroes and obstacles in that zone that are both controlled and unstunned enter that combat and are “in combat” until they leave combat.
Combat action: An action that can only be played during a combat. In a combat, the attacked player gets the first opportunity to play a combat action.
Continuous modifier (708): Continuous modifiers modify the game over a period of time, and are either definite or indefinite. An indefinite modifier is generated by a card’s always-on power. It has no specified duration and lasts until the game ends, or until that card is no longer in the appropriate area with the appropriate power. A definite modifier has a specified duration. If no duration is specified, such a modifier lasts until the game ends.
Control (401.1): A player controls each card he or she puts into play and any obstacles assigned to his or her control. Cards in non-play areas have no controller. No more than one player can control the same thing at the same time.
Counter (402.1): A small object placed on a card by a modifier. If a card refers to a counter, it’s referring to a counter on itself unless otherwise specified. All counters are removed from a card as part of that card changing areas. Counters remain on a card until they are removed.
Deck: A deck is a pile of cards in a deck area. Cards are usually drawn from the top of a deck.
DEF (205): The attack (DEF) of a hero or obstacle found on the right side of the card. During combat conclusion, each hero or obstacle with attacks aimed at it equal to or greater than its DEF value is KO’d by combat attacks.
Defending player: On odd numbered rounds (1, 3, 5, and 7), the defending player takes the first turn. In training and expert missions, the defending player wins the game at the end of round 7 if the lead player has not completed the mission terms.
Definite modifier (708.3): A definite modifier is created by an action or triggered power. It usually has a specified duration. If no duration is specified, such a modifier lasts until the game ends.
Dice, Die: Some cards say to roll dice. All rolls are done with six-sided dice, between one and two centimeters wide. If a card references a die roll, it’s referring to a die that was rolled because of an explicit instruction to do so, rather than one rolled to choose something at random, for example.
Discard (400.11c): To discard a card is to reveal it from hand and then put it into its owner’s discard pile. Only cards in hand can be discarded. If a player discards multiple cards, each of those cards is discarded one at a time.
Discard pile (400.7): The discard pile is where players put cards that have been KO’d, eliminated, discarded, or canceled, as well as action cards that have been played. Cards in discard piles are face up and public.
Draw (400.11d): To draw a card is to put it from a deck into a player’s hand. Only cards in decks can be drawn. An event that puts a card into a hand from a deck is a draw event only if it specifies that that card is drawn. If a player draws multiple cards, those cards are drawn at the same time.
Drop (305.2c): A feature is dropped and no longer with a hero if that hero is KO’d, is stunned, changes controllers, or leaves play. Such a feature stays in its current zone and can be picked up again.
Eliminate (400.11e): To eliminate a hero is to put a hero you control into its owner’s discard pile. This is a different event than to KO.
Enemy: Cards and powers controlled by the opponent are enemy cards and powers.
Exhaust (405): To exhaust a card in play, turn it sideways. Only a physically ready card can be exhausted. A card exhausts only if it physically transitions from ready to exhausted. The opposite of exhausted is ready (upright).
Exhaust action: A type of action that can be played on your turn. An exhaust action requires a player to select and exhaust a ready hero he or she controls to play it. An exhaust action power on a hero or obstacle requires that hero or obstacle to be ready and will exhaust that hero or obstacle to use it.
Forward: In the direction of increasing zone numbers. This is from the perspective of the controller of the hero or feature being moved or put.
Free action: A type of action that can be played on your turn. A free action power on a hero or obstacle can be used even if that hero or obstacle is exhausted.
Friendly: Cards and powers controlled by you are friendly cards and powers.
Go again (707.2): Go again is a one-shot modifier that lets the turn player take an additional turn after this one, before the opponent’s next turn.
Hero (301): Refers to minor heroes, major heroes, and legendary heroes as a group. When in play heroes can move, start combats, block, and use action powers.
Indefinite modifier (708.2): An indefinite modifier is generated by a card’s always-on power. It has no specified duration and lasts until the game ends, or until that card is no longer in the appropriate area with the appropriate power. Such a modifier always uses information from the current game state.
Keyword: A bold word representing a power that appears in a card’s text box. Each keyword has an entry in this glossary. Not all bold words that appear in a card’s text box are keywords. Current keywords are: unblockable.
KO (400.11e): To KO a hero is to put it into its owner’s discard pile from play. Only cards in play can be KO’d. An obstacle that is KO’d is removed from the map.
Lead player: On even numbered rounds (2, 4, and 6), the lead player takes the first turn. In training and expert missions, the lead player wins by completing the terms described on the mission card.
Legendary hero: A type of hero that does not go in a deck, but starts the game in its owner’s legendary hero pile. They can enter play through the use of amulet cards.
Legendary hero pile (400.8): A game area where legendary heroes start. Each player has his or her own and it is kept private from the opponent. A player may look through his or her legendary hero pile at any time.
Map, Mission (400.10): The play area is also called the mission map, or simply “map”, which is divided into five rows, called zones, numbered 1 to 5. The zone closest to a player is his or her zone 1, the next closest zone 2, and so on until zone 5. This means that a player’s zone 1 is the opponent’s zone 5. The middle zone is zone 3 for both players.
Major hero: A type of hero. Each player may only play one major hero from his or her hand each round.
Minor hero: A type of hero. There is no limit to the number of minor heroes that can be played each round.
Mission (304): Before each game, a mission is selected by the lead player or by an outside official to be used for that game. The text of a mission can include instructions on the implementation of features, additional game rules, and the terms for winning.
Mission Timer (500.1): The mission timer tracks rounds. It starts on 1 and increases by 1 at the end of each round. There can be a maximum of 7 rounds.
Modifier (706): There are two types of modifiers: one-shot and continuous. One-shot modifiers modify the game but have no duration. Continuous modifiers modify the game over a period of time.
Move (403): A player can move a ready hero he or she controls up to 2 zones forward or back, exhausting it. Forward movement can be blocked (see Block).
Mulligan (101.4): Once per game, after reviewing his or her opening hand but before starting the first turn, each player may mulligan. To mulligan, a player selects one or more cards from his or her hand and puts them on the bottom of his or her deck, and then puts an equal number of cards from the top of his or her deck into hand, restoring it to five cards.
Obstacle (305.3): A feature with ATK and DEF that can move, block, and start combats like a hero. Obstacles can be controlled by a player according to their game text.
One-Shot Modifier (707): One-shot modifiers modify the game but have no duration.
Orientation: Whether a card in play is ready or exhausted, or face up (unstunned) or face down (stunned), is its orientation.
Other: If a card refers to “other” cards, it’s referring to cards other than itself.
Owner (401.2): A card in any area is owned by the player in whose deck or legendary hero pile it started the game. A token is owned by the player who put it into play. If text refers to a card in play belonging to a player (for example, “one of your heroes”), that text is referring to the controller of that card, who may or may not be the owner. If text refers to cards belonging to players in one or more other areas, that text is referring to the owners of those cards. Missions and features are not considered owned by either player during a game.
Pass (500.2): A player may pass when it is his or her turn, electing to do nothing. If both players pass consecutively, the round ends. During combat, a player can pass instead of playing a combat action. If both players pass consecutively during combat, combat concludes.
Pick up (305.2): Some features can be “picked up” through their game text or the mission rules. A feature can be picked up only by a hero in the same zone. A picked up feature becomes “with” that hero. A feature with a hero can’t be picked up by another hero. One hero can have more than feature with it. A feature with a hero moves whenever that hero moves.
Play (Noun, 400.10): One of the six areas of the game. A card enters play as it is put into the play area from any other area, and leaves play as it moves from the play area into any other area. See Map, Mission.
Play (Verb, 404): A play is to put a hero from your hand into play, use an action or amulet card from your hand, or to use a card’s power. A player can play a non-combat action card when it is his or her turn.
Power (700): A card’s powers may include the game text in its text box, as well as any keywords or quoted text added to it by modifiers. There are three types of powers: action, triggered, and always-on.
Put (403.5): A hero or feature can be put into a zone. It can be put into a zone from a different zone or a different area. A hero put from one zone into another is not moved.
Random: Some cards say to choose something at random. Players may use any mutually agreeable method to randomize the choice, such as rolling dice or shuffling cards face down.
Ready (405): Cards enter play ready and stay ready until exhausted. To exhaust a ready card, turn it sideways. To ready an exhausted card, turn it upright.
Replacement Modifier (710): Modifiers that use both “would” and “instead” are replacement modifiers. A replacement modifier replaces a specified event with one or more modified events. The specified event never happens, so no powers or modifiers can trigger off it. Instead, the modified events happen, which may in turn trigger powers or modifiers.
Reveal: To reveal a card is to turn it face up so that all players can see it. A revealed card stays in the area from which it was revealed. After being revealed, a card goes back to being unrevealed in the same area unless otherwise specified.
Round: A game is divided into rounds. In a round each player will get to take 1 or more turns. There can be a maximum of 7 rounds. See Mission Timer.
Search (406): To search an area is to look through all of the cards in that area. If a modifier tells a player to search a deck, the owner of that deck shuffles it after that player has finished searching.
Shuffle: Any time a player shuffles a deck, he or she must then offer it to an opponent to cut and/or shuffle. Any time a player searches a deck, that deck's owner shuffles it after that search. If a modifier says to shuffle one area into another, first combine the cards from the source area into the destination area, then shuffle that combined pile, even if one of those areas is empty.
Stun (407): Some modifiers stun a hero or obstacle in play. A stunned card is exhausted and turned face down. It remains in its current zone, but can’t block, ready, move, or enter any other zone. A stunned card has no text or tags, but keeps its name, controller, owner, and any counters that are on it.
Tag (202): A card’s type line contains that card’s type and any number of tags. A tag either has associated rules (like “Good”), or is an expression that has no associated rules but can be referenced by other cards (like “Seeker”).
Target (704): Some powers require one or more targets. These are cards or players that must be chosen as the power is played or used. Each target has a target description. A target can’t be chosen unless it meets that description. A power is targeted only if it has the word “target” in its text.
Team: A tag that an action, minor hero, or major hero can have. A card’s team is either Good or Evil. Cards with the Good tag are blue. Cards with the Evil tag are red. In Constructed play, Good and Evil cards can’t be included in the same deck.
Text (203): Text refers only to text in a card’s text box, and may include game text (not italicized), reminder text, and/or flavor text. Modifiers can also add text to a card.
Token (402.2): A token is an object that represents a hero put into play by a modifier. A token has tags, ATK, and DEF as specified by that modifier. That modifier specifies the zone in which it enters play. A token’s name and/or powers may also be specified by that modifier. Tokens entering, leaving, or in play are cards in all respects except that they can be distinguished by text that refers explicitly to “tokens” or “non-token” cards. Triggered Power (702): Triggered powers can be identified by the words “at” or “when.” A triggered power watches for its trigger event to happen, at which point it triggers and resolves.
Turn: During a round, players alternate turns. When it is a player’s turn he or she can play an action, amulet, or hero from their hand, move a hero, use a hero’s exhaust or free action power, or pass.
Type, Card (300): There are seven different types of card: action, amulet, feature, legendary hero, major hero, minor hero, and mission. If text refers to a “type” without any other specification, it’s referring to a card type.
Unblockable (403.4a): A keyword power that a hero or obstacle can have or be given by a modifier. An unblockable hero or obstacle can’t have its forward movement blocked.
Unless: Some cards say to do [something] “unless” a player does [something else]. This is the same as, “that player may do [something else]. If he or she does not, do [something].” If a card says “you may” do [something] “unless” a player does [something else] then, first, you choose whether or not to do [something], and the rest of the sentence is processed only if you choose to do [something].
Unstunned: A face up hero or obstacle in play is unstunned. Stunned (face down) cards are unstunned during the start of a round.
You: If a card or modifier refers to “you,” it’s referring to the controller of that card or modifier.
Zone: A division of the play area. Heroes or features in play are in a zone. A hero enters play in its controller’s zone 1. See Map, Mission. | |