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Active
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Units and spires In Play are active unless otherwise stated. Active units and spires act as described in the rulebook and are able to take all actions or movements they would normally be allowed to take. Units that are not active are Inactive. See also: Inactive
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Adjacent
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Two hexes are adjacent to each other if they share a side. Units, spires, and landmarks in adjacent hexes are considered adjacent to each other. Hex groups sharing an edge are considered adjacent even if they exist on different planes of the Play Area.
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After or Instead of Moving
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Ancient Traxxyr
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Special Landmark Unit with unique back and black border, brought into play only when instructed. Not considered a Landmark Minion for game effects, but can be attacked/damaged and retaliates when attacked.
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Attack
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Faction units and spires can attack in order to deal Damage to opponents. An attack is a specific type of Damage that occurs as a stage of your Turn during the Onslaught Phase. Damage dealt in other ways, such as by Retaliation or through talents, is not considered to be an attack. Talents that refer to attacks do not apply to Damage dealt in other ways. If a Talent is triggered “when attacking,” its effect occurs simultaneously with the Damage being dealt, and before Retaliation. If a Talent triggers “after attacking,” it occurs after resolving the attack and Retaliation if it is not defeated. See also: Damage, Retaliation, Target
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Attack Stat
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Attack Upgrade
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Attacking and Defending a Fortress Gate
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Opposing units may Target your Fortress Gate with attacks. The gate always retaliates when attacked, dealing 1 Damage with unlimited Range even if defeated. If you have a Deployment Stack on your gate when attacked, you may direct the Attack Damage to the topmost Unit in the stack instead. Units on the gate are Inactive and cannot use talents, but they retaliate to the first Adjacent Opposing Unit that attacks them this way each Turn equal to their Attack Stat. Damage cannot be dealt to the gate or units on it by other means except attacks or talents that specifically deal Damage to the gate. Gate Health starts at 10 and is tracked; at 0 it is defeated. At end of your Attack stage, if one of your units is Adjacent to an Opposing gate and did not Attack, the gate retaliates on it as if it attacked it.
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Attacking with Spires
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Your opponents’ Spires Fire, or Attack, on your Turn during the Onslaught Phase as opposed to their own. When Spires Fire, the player to your left checks if you, as the current player, have any units within Range of any of their spires. If you do, their applicable spires will Attack. For each attacking Spire, they must choose a Target if there are multiple possible units in Range, roll Spire Attack dice equal to their Spire’s Attack Stat, and deal the rolled result in Damage to the targeted Unit. Then, the next Opposing player in Turn order does the same until all Opposing players have had a chance to fire their spires. Units do not retaliate against spires. Spires cannot Attack landmarks, spires, Fortress gates, or units belonging to players that are not currently taking their Turn.
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Attacking with Units
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Barracks
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Refers to the chip organizer where Faction units and spires are kept when not In Play, as well as the area beside the chip organizer. Units in your chip organizer are available to be selected for Deployment in the Prep Phase by paying their CP Cost. Spires in your chip organizer can be constructed during the Build Phase, or using a Limited Build Option in the Onslaught Phase, by paying their Source Cost. Units and spires beside the chip organizer include mercs purchased from the Market or heroes which have previously been selected and then returned to the Fortress. Units here may be selected at no CP Cost, and spires here can be constructed at no Source Cost. These chips are considered to be in your barracks for the purposes of all game effects. See also: Command Points (CP), Select
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Basic Side
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Before or After Moving
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Blocked
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Build Option
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CP Cost
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Campfire Mode
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Center Isle
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Clear
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Close
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Command Points (CP)
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Granted and used during the Prep Phase to Select units from your Barracks for Deployment. Each Faction is designated an equal amount of CP determined by the current Wave. CP can only be used during the Prep Phase and does not carry over if unused.
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Control
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All units you deploy and all spires you construct are under your control. Some effects may give control of additional chips. When you gain control over a chip not your Faction’s color, place an unused chip of your Faction’s color on the bottom as a reminder. Controlled Landmark minions are considered Faction minions for game effects. Defeat of controlled units/spires resolves normally; Faction-specific chips return to their original Faction. See also: Defeat
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Damage
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Damage can be applied to units, spires, Fortress gates, and landmarks with Health. Units/landmarks/gates lose Health equal to damage. Spires lose their bottom upgrade if dealt at least 1 damage, or bottom fortification if dealt at least 2 damage. Damage dealt is determined after factoring in talents/advancements that modify damage.
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Damaging a Spire
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Defeat
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Deployment
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Deployment Stack
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Displace
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Earthscape
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End of the Game
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