Browse Terms

Learn game terminology and mechanics

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Total Terms
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Path

Description

Terrain that can be moved onto and through by all units. Path must connect all possible marks. See also: Terrain

Pillage

Description

Occurs when you defeat a fortress gate in a 3-4 player game and more than one fortress gate remains undefeated. Gain all Source the defeated faction has, and their Source becomes 0. Once a fortress is defeated, it cannot be another faction’s mark for the rest of the wave; players with that mark must declare a new mark immediately in turn order. See also: Mark, Repairing Your Gate

Play Area

Description

All isles used during setup plus any earthscapes added during play. Units in fortress gate and spires on fortress Source wells are also within the play area. Units/spires in play area are in play.

Progress

Description

A minion makes progress if it ends movement closer to mark than it started (shortest distance in hexes adhering to terrain allowance). Minions must make progress using as much movement as possible. Count through faction units but not spires/landmarks. Does not have to be most efficient. See also: Close, Movement

Promoted

Description

When a hero is promoted, flip to promoted side and remove all upgrades; if during Onslaught, gain difference in health chips between basic and promoted health stats, if any. Heroes promote if they level up on basic side while at or above upgrade capacity. Minions promote via faction-specific methods; if minion promotes during Onslaught and has upgrades, it keeps them. See also: Basic, Level Up

Promoted Side

Description

The side of faction chips indicated by the promoted marker Promotion. Units and spires are generally not deployed or constructed on this side unless a talent, fortress advancement, or other effect specifies it.

Range

Description

Number of hexes away a spire/unit can attack from. Spires default range 1. Units have no innate range and attack/retaliate adjacently unless they have # Range talent. See also: Spire

Range Upgrade

Description

Green chip with Range Upgrade icon. For units with # Range, increases their # by 1. For spires, attack range is (# of range chips beneath spire) + 1. See also: Spire

Recover

Description

Gaining back removed health. A unit can only recover up to its health stat. See also: Health

Relic

Description

Cards awarded for defeating landmarks with the relic icon Relic Reward. When acquired, immediately choose keep or sell for 4 Source. Ongoing relics are placed faceup; other kept relics are secret until played. Unless otherwise stated, can be played any time during Onslaught. Single-use applied then discarded; entire-wave relics stay visible until end of wave. No hand limit. Shuffle discard if deck empty. Must still adhere to normal game rules unless stated.

Relic Reward

Description

Relic Reward The defeating faction draws a relic card.

Remove from the Game

Description

Remove component from play area and place back in the game box. No longer available for use this game. Text that tells you to remove something from play has the same effect.

Repairing Your Gate

Description

If your fortress gate has been defeated in a 3-4 player game, you must repair it after receiving Source income in the next Income Phase. Restore to exactly 3 health by removing fortress advancements (1 health per lost advancement), sacrificing highest level advancements possible first. If still below 3 after all advancements sacrificed, repair using Source at 2 Source per health until at 3. Cannot be repaired higher.

Retaliation

Description

When a unit is attacked by an opposing unit and is not defeated, it retaliates if able (not yet retaliated this turn and adjacent to attacker). Deals damage equal to attack stat. Part of attack and happens before “after attacking” talents. Not optional. Attack-related talents/advancements do not apply to retaliation. Fortress gates retaliate when attacked, can retaliate multiple times per turn, dealing 1 damage even at unlimited range. Spires do not retaliate. See also: Attack, Fortress Gate

Returning to the Fortress

Description

A hero may return by moving back onto your fortress gate hex (even if deployment stack present). Place hero beside barracks and recover to full health. Equipment and upgrades remain. Returned hero may not be deployed again in same wave, but may be deployed in future wave without paying CP again. See also: Hero

Revealed

Description

A landmark that is faceup is revealed. Once revealed, it is active and cannot be placed back facedown. A grouped minion is revealed when the unit on top is defeated; it gains health equal to its health stat and becomes active. See also: Exploration, Group, Landmark, Unrevealed

Reward

Description

Three reward types for defeating units/spires as indicated by icon: Source Reward Source Reward, Spire Reward Spire Reward, Relic Reward Relic Reward. See also: Relic, Source Reward, Spire Reward

Round

Description

During Onslaught, a round is each player taking a turn, beginning with first player and ending when the player to the right of first player finishes their turn.

Select

Description

Choosing heroes and minions from barracks during Prep for upcoming Onslaught. Pay CP cost unless the unit is a merc or a hero previously deployed and returned to fortress (those cost no CP). See also: Deployment, Command Points (CP)

Sky

Description

Area around play area and holes with no neoprene are sky. Not hexes and cannot be counted for closeness. May not count through sky for spire range or # Range.

Source

Description

Main resource gained in Income Phase and by defeating opposing unit/spire/fortress gate; also via talent/advancement/event/relic. Spent on constructing/upgrading spires, advancing fortress, and market purchases. Tracked on faction Source tracker; default max capacity 20. Source above max is lost.

Source Cost

Description

Source Cost Amount of Source you must spend to construct or purchase a unit or spire.

Source Reward

Description

Source Reward Amount of Source an opposing faction gains by defeating a unit or spire.

Source Upgrade

Description

Dark blue chip with Source Upgrade icon. After this unit or spire defeats an opposing faction’s unit or spire, steal 2 Source from that faction.

Stealing the Source occurs in addition to and after collecting any other rewards for the defeat. You can only steal Source if there is Source to steal.

Source Well

Description

Glowing blue feature on some hexes. Landmarks cover Source wells during setup, and spires can be constructed there if you have influence. Source-well hexes have terrain types; units can move through/end on them if valid terrain. Must be unoccupied to count as a Source well. Fortress Source wells: only fortress faction can construct there; ignore effects that would place anything else there. Effects referring to “non-path hex” cannot occur on a Source well. See also: Fortress Source Well, Influence

Spike Upgrade

Description

Lime green chip with Spike Upgrade icon. After a unit attacks this unit or spire, this unit or spire deals 1 damage to the attacking unit, even if this unit or spire is defeated.

This damage occurs in addition to and after any retaliation damage you may also be able to deal.

Spire

Description

Stationary faction chip with silver border. Spires fire at opposing faction units that end movement within spire range. Most factions have basic and promoted spires; promoted cannot be constructed until a specific fortress advancement is purchased. See also: Promoted

Spire Construction

Description

Construct during Build Phase or at start of your turn in Onslaught using a limited build option. Only on Source wells within your influence. Starts with the number of starting upgrades shown on the chip; you choose their order under the spire when constructing, but cannot rearrange later. See also: Influence

Spire Limit

Description

Max spires in play per faction: 2P=6, 3P=5, 4P=4. You may not construct a spire for any reason if already at limit.

Spire Reward

Description

Spire Reward The defeating faction may immediately construct a spire at no cost on the defeated unit or spire’s hex if that hex contains a Source well, ignoring influence restrictions.
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