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Target
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Teleport
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When a Talent teleports a Unit, it is transported from its current Hex to a different Hex in the Play Area without moving through intervening hexes. It is considered to have moved onto destination for Movement-triggered talents. Cannot be teleported more than once per Turn. See also: Movement
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Terrain
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Hex types: Path, Plains, Forest, Mountains, Water. Different terrain requires terrain allowances for Movement. Heroes and some minions have a Terrain Allowance icon indicating most difficult terrain they can traverse, and they may traverse that and any lower-difficulty terrain. Most minions have no icon and can only move on Path terrain. See also: Hero — Upgrades, Spire — Upgrades
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Terrain Allowance
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[PLAINS_TERRAIN] [FOREST_TERRAIN] [MOUNTAIN_TERRAIN] [WATER_TERRAIN] Icon indicating the most difficult Terrain a Unit can traverse. If none, Unit can only move on Path Terrain.
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Turn
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Ungrouped
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Units not grouped with other units underneath them. Heroes must be deployed ungrouped. See also: Group, Minion
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Ungrouped Only
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Key phrase on some talents: can only be used if Unit is not grouped with another Unit underneath. If grouped, treat as if it does not have the Talent. See also: Group
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Unit
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All minions and heroes are units. Does not include spires or non- Minion landmarks. See also: Hero, Minion
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Unrevealed
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Upgrade Capacity
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The number of upgrade-capacity [Upgrade_Capacity] icons on a chip is the max Upgrades you may not exceed when upgrading that Unit/ Spire. Capacity is 0 if no icon. Can exceed via certain effects, but you cannot choose to exceed unless instructed. A Spire may start above capacity; you cannot upgrade it until it drops below capacity.
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Upgrades
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Three types: Attack, Range, fortification. Added to units or spires to increase stats/abilities. If a supply runs out, you cannot gain that type and ignore any effect requiring it. Removed upgrades return to supply. Same pool used for units and spires but function differently. See also: Hero, Spire
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Valid Hex
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Wave
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Major segments of the game. A typical game has 4 waves. Each wave has 6 phases: Event, Income, Market, Build, Prep, Onslaught.
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