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End of the Game
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Equipment
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Black chips with blue borders purchasable from the market that grant talents to equipped heroes. Attach only when hero is placed in deployment stack (equipment under hero). One equipment per hero. Cannot be removed. If hero is defeated, equipment goes to market discard. See also: Market
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A card drawn at the start of the Event Phase from Wave 2 onwards. Events may alter rules, create side quests, or impede players and trigger in a specific phase. If it triggers in Event Phase, resolve immediately, otherwise set aside and follow instructions at the start of the appropriate phase. Effects supersede other game effects. Discard at end of wave unless ongoing. You still draw a new Event next wave even if previous has ongoing effects.
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A stage of your turn during the Onslaught Phase. After spires fire, you may explore any landmark adjacent to one or more of your units by looking at its facedown side privately. You may choose whether to reveal it. If exploring multiple, decide reveal of one before exploring the next. Each landmark may only be explored once per turn. See also: Adjacent, Landmark, Revealed, Unrevealed
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Faction
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One of the selectable races in Cloudspire. Each faction has its own fortress, reference sheet, dice, and array of units and spires.
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Faction Unit
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First Player
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The player to act first in each phase. Their turn starts each round of the Onslaught Phase. At end of each wave, first player passes clockwise. Place Event Deck in front of first player as reminder.
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Fortification Upgrade
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Your faction’s home base neoprene piece. Holds Source tracker and gate health tracker and includes advancement structures (see faction reference sheet). Fortresses usually have 2 Source wells and a fortress gate, plus other areas per reference sheet.
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Fortress Advancement
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Improvements that also count toward fortress power at end of game. Advancements are in linear structures and must be purchased in order. Place pegs in fortress holes to track. Some grant dice. If you lose an advancement, remove its peg.
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Fortress Gate
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Fortress Power
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The combination of your fortress gate health and number of fortress advancements you currently have. Determines winner at end of four waves if game does not end earlier.
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Fortress Source Well
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Most fortresses have 2 Source wells flanking the gate. Factions always have influence over their own fortress Source wells; no other faction may. Only spires controlled by that fortress’s faction can be constructed there. Ignore effects that would have anything else occupy them (e.g., landmarks).
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Fortress Spire
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Fortress Structure
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A group of related fortress advancements. Each structure’s advancements must be purchased in the order shown on your faction reference sheet.
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Friendly
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Group
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Minions can be grouped during Prep by stacking together (order from lowest to highest movement stat top to bottom). Group acts as one unit using top minion stats/talents; health of top unit is placed under the entire group. You cannot voluntarily ungroup. When top is defeated, next becomes active with health equal to its health stat and continues turn from same point. Extra damage does not carry over. Units grouped under another are inactive; you may look discreetly, others may not. See also: Inactive, Select
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Grouped Only
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Key phrase on some talents: can only be used if the unit has at least one unit grouped underneath it. Otherwise treat as if it does not have the talent.
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Harbinger Market and Landmark Chips
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Some of the new chips in Cloudspire: Harbinger contain talents that, per their original wording, dictate the type of chip they belong to. For example, the talent Toxic Secretion says, “If a non-griege unit moves onto a hex adjacent to this unit, deal it 1 damage.” In this expansion, there is a spire that contains the talent Toxic Secretion.
The way the talent works has not been changed, but it is now a usable talent for more than just a unit. If you observe a chip with a talent that describes that talent as the property of a different chip type, it can now also be applied to any other chip with that talent.
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Harbinger Neoprene Hexes
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Cloudspire: Harbinger contains three new large isle tiles and one new earthscape for use in PvP play and the new solo scenarios. These are used normally.
One of the large isle tiles ( isle 31) contains two hexes that are sky hexes. These hexes represent part of the island having fallen away, revealing the land below. Just as with empty space surrounding the play area, units cannot move through these hexes. They cannot be counted through when determining a unit or spire’s range. These hexes cannot be occupied in any way, and you may not earthscape over them.
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Health
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Health Stat
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Hero Attacks
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Hero Defeats
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Hero Movement
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Hero Selection and Deployment
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Hero Upgrades
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Hex
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Hex Group
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