Browse Terms

Learn game terminology and mechanics

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End of the Game

Description

Game ends immediately upon defeat of a faction’s fortress gate if only one fortress gate remains. In 3-4 players, play continues after a gate hits 0 if more than one gate remains undefeated. If not ended earlier, game ends after Wave 4 and winner is determined by fortress power, then tiebreakers: gate health, remaining Source, spires in play, then shared victory if still tied. See also: Defeat, Fortress - Fortress Gate

Equipment

Description

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

Event

Description

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.

Exploration

Description

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

Faction

Description

One of the selectable races in Cloudspire. Each faction has its own fortress, reference sheet, dice, and array of units and spires.

Faction Unit

Description

Any minion or hero belonging to a faction. Includes purchased merc units and landmark minions under a faction’s control. Mercs and other controlled units are considered your faction units for effects, but are not units of your specific faction for effects that name your faction by name. See also: Hero, Minion, Merc

First Player

Description

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.

Fortification Upgrade

Description

Yellow chips with the Fortification Upgrade icon. On a unit, removed in place of a health chip the next time it is dealt damage. On the bottom of a spire, removed if the spire is dealt 2 or more damage. See also: HeroHero Upgrades, SpireSpire Upgrades

Fortress

Description

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.

Fortress Advancement

Description

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.

Fortress Gate

Description

Foremost hex in your fortress protecting it from opposing units. Selected units are placed here as a deployment stack during Prep. During Onslaught, units deploy by moving off it. Units are inactive while on the gate. Opposing units cannot move onto it, and your minions cannot move back onto it after leaving. Heroes can move back onto it to return to the fortress. Only the fortress gate and fortress Source wells are considered hexes. See also: Deployment, Returning to the Fortress

Fortress Power

Description

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.

Fortress Source Well

Description

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).

Fortress Spire

Description

A spire constructed on a fortress Source well. Functions as any other spire. Considered adjacent to hexes on the attached isle that share an edge, and to the fortress gate hex. See also: Spire

Fortress Structure

Description

A group of related fortress advancements. Each structure’s advancements must be purchased in the order shown on your faction reference sheet.

Friendly

Description

A unit or spire that belongs to you or an allied faction. Anything not friendly is opposing. See also: Opposing

Group

Description

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

Grouped Only

Description

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.

Harbinger Market and Landmark Chips

Description

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.

Harbinger Neoprene Hexes

Description

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.

Health

Description

How much damage a unit or fortress gate can take before defeat. For units, indicated by red health chips underneath. Each damage removes one chip. Removed chips return to unlimited supply. Fortress gates track health using gate health tracker. See also: Damage, Recover

Health Stat

Description

Health The number of health chips placed under this unit when deployed or revealed, and the maximum number of health chips this unit may have.

Hero

Description

A unit with a gold border. Heroes have free choice in movement and attack, restricted only by their stats and terrain allowance.

Hero Attacks

Description

Heroes may choose whether to attack during Attack stage of Onslaught. They can attack adjacent opposing units, spires, and fortress gates. Adjacent landmarks with health can also be attacked. If multiple targets, you choose. Attacks resolve in any order and heroes can attack between minions attacking. Each hero attacks at most once per turn. See also: Attack

Hero Defeats

Description

When a hero defeats a unit, spire, or fortress gate, it may level up. When a hero is defeated (including merc heroes), it is removed from the game. See also: Level Up

Hero Movement

Description

Free choice: may use some/all/none of movement stat, and move anywhere allowed by terrain allowance. You can move heroes before or after minions (cannot interrupt minion movement), but may split heroes so one moves before minions and the other after. Heroes may move back onto fortress gate to return to fortress. See also: Movement, Returning to the Fortress

Hero Selection and Deployment

Description

Wave 1: you may only select 1 hero and it must be your starting hero. Later waves: max 2 heroes in play total. Heroes may not be grouped. Each hero must be placed in deployment stack either before or after your minions (not between). Heroes must deploy at earliest opportunity, but are not obligated to deploy onto a hex that does not connect to mark using terrain allowance. See also: Select, Deployment

Hero Upgrades

Description

On units, upgrades are not removed when damaged (except fortification). Added beneath the unit chip but above health; order does not matter. Attack upgrades: +1 attack stat (cannot be added to a unit with no attack stat, but can be added to a unit with 0 attack stat). Fortification upgrades: removed in place of next health chip removed; takes 1 damage to remove. Range upgrades: only for units with # Range; each increases Range by 1.

Hex

Description

One hexagonal space on an isle or earthscape. The fortress gate is also considered a hex.

Hex Group

Description

Both isles and earthscapes are considered hex groups. See also: Influence, Isle, Earthscape
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