Browse Terms

Learn game terminology and mechanics

129
Total Terms
Show: per page

Relic

Description

Relics are powerful items that provide ongoing effects. Relics can be purchased from the Market and provide bonuses to the Faction that owns them. See also: Market, Relic Reward

Relic Reward

Description

Rewards granted by relics. Relic rewards are Active as long as the Relic is owned and provide bonuses or abilities. See also: Relic

Repairing Your Gate

Description

Fortress gates can be repaired during the Build Phase by spending Source. Repairing restores Health chips to the Fortress Gate. See also: Fortress Gate, Source

Retaliation

Description

Some Units can retaliate when attacked. Retaliation allows the Unit to Attack back immediately after being attacked. See also: Attack

Returning to the Fortress

Description

Units can return to the Fortress during the Movement phase. Returning Units are placed Adjacent to the Fortress Gate and become Active again. See also: Fortress

Revealed

Description

Cards or tokens that are face up are considered revealed. Revealed cards can be seen by all players. See also: Unrevealed

Reward

Description

Rewards are granted for completing objectives or defeating enemies. Rewards can be Source, victory points, or special abilities. See also: Victory Points, Source

Round

Description

A round consists of all players taking their turns. Rounds continue until the game ends. See also: Turn

Select

Description

To select a Unit from your Barracks, you pay its CP Cost and place it in your Deployment Stack. Selected Units can be deployed during the Deployment Phase. See also: Deployment Stack, CP Cost

Sky

Description

The area above the board where flying Units can move. Sky hexes allow Units to bypass ground obstacles. See also: Terrain

Source

Description

A resource used to purchase Fortress advancements, Spires, and other Upgrades. Source is gained from source wells, landmarks, and game effects. See also: Source Well, Landmark

Source Cost

Description

The amount of Source required to purchase something. Source costs are paid during the Build Phase. See also: Source

Source Reward

Description

Rewards that grant Source. Source rewards are gained from controlling Source wells or completing objectives. See also: Source Well

Source Well

Description

Wells on the board that provide Source to the controlling Faction. Source wells can be captured by factions and provide ongoing Source income. See also: Control, Source

Spire

Description

Defensive structures that can be built on the board. Spires provide defensive bonuses and can Attack Adjacent enemies. Spires can be upgraded with fortification and range Upgrades. See also: Spire Upgrades, Fortification Upgrades, Range Upgrades

Spire Reward

Description

Rewards granted by controlling Spires. Spire rewards provide bonuses or abilities to the controlling Faction. See also: Spire

Spire Upgrades

Description

Upgrades that can be purchased for Spires. Spire Upgrades include fortification Upgrades and range Upgrades. See also: Fortification Upgrades, Range Upgrades

Spires

Description

Most Faction spires have a Basic Side and a Promoted Side. Factions can only construct their basic spires until they purchase a specific Fortress Advancement as laid out on their reference sheet. After purchasing the advancement, they can construct their Promoted spires. Once a Spire is constructed, it stays on the side it was constructed on. Basic spires cannot be Promoted after construction.

Spires Fire

Description

Spires can Attack Adjacent Opposing Units or Spires. Spires deal Damage equal to their Attack stat. Spires can be upgraded to Attack at range. See also: Spire, Attack

Starting Hero

Description

The Hero that each Faction starts with. Starting heroes have unique abilities and can be upgraded. See also: Hero

Starting Upgrades

Description

Upgrades that factions start with. Starting Upgrades are placed on Units or Spires at the beginning of the game. See also: Upgrades

Talent

Description

Talents are special abilities that can be purchased for heroes. Talents provide passive bonuses or new abilities. Talents remain on the Hero until the Hero is defeated. See also: Hero, Hero Upgrades

Target

Description

The Unit, Spire, or Hex that an ability or Attack is directed at. Targets must be valid for the ability or Attack. See also: Valid Hex

Teleport

Description

Some Units can teleport to Adjacent Friendly Units or Spires. Teleporting allows Units to move instantly without using their Movement. See also: Movement

Terrain

Description

The different types of ground on the board. Terrain affects Movement and abilities. Some terrain is impassable or provides bonuses. See also: Terrain Allowance

Terrain Allowance

Description

The ability of a Unit to move through certain Terrain. Units with Terrain allowance can ignore Terrain penalties or move through impassable Terrain. See also: Terrain

The number of

Description

When an ability refers to "the number of" something, it means the count of that thing. For example, "the number of Units you Control" means how many Units you have. See also: Control

Turn

Description

A player's turn consists of the Prep Phase, Movement Phase, Attack Phase, and Build Phase. Players take turns in order. See also: Round

Ungrouped

Description

Units that are not part of a Group. Ungrouped Units move and Attack individually. See also: Group

Unit

Description

Any Minion, Hero, or Merc Unit on the board. Units have stats and abilities and can move, Attack, and be defeated. See also: Minion, Hero, Merc Unit
Show: per page