Browse Terms

Learn game terminology and mechanics

138
Total Terms
Show: per page

Spire Upgrades

Description

Upgrade during Build Phase or at start of your Onslaught turn using a limited build option. Spend Source to add upgrades up to upgrade capacity unless instructed otherwise. Spire can exceed capacity via certain effects, but you cannot choose to exceed unless instructed. Costs: each range/attack upgrade costs Source equal to the number of upgrades on the spire including the one being added; each fortification upgrade costs 2 Source. New upgrades go to bottom; removed from bottom. Spires and units use same upgrade chips but function differently. See also: Upgrade Capacity

Spires Fire

Description

Your opponents’ spires fire during your Onslaught turn. The player to your left checks for your units within range; applicable spires must attack. For each spire: choose target if multiple, roll attack dice equal to attack chips, deal rolled damage. Continue around turn order. Units do not retaliate against spires. Spires cannot attack landmarks, spires, fortress gates, or units of non-current players.

Starting Hero

Description

Your faction hero that requires 0 CP to deploy. Only hero you may select or have in play during Wave 1. See also: Hero

Starting Upgrades

Description

Upgrade chips that a spire starts with when constructed. May be placed under spire in any order. After construction, ignore the printed starting-upgrade icons and refer to the upgrades beneath the spire for stats. See also: Spire

Talent

Description

Special abilities a unit or spire has access to. Talent descriptions and trigger timing are listed on reference sheets. Pay close attention to language; many terms used in talents are defined in this rules reference.

Target

Description

For a spire: a valid target is an opposing unit within range. For a unit: a valid target is an adjacent opposing unit, opposing spire, or opposing fortress gate. Adjacent landmarks with health are also valid targets even if not landmark minions. See also: Attack, Hero, Minion, Spire

Teleport

Description

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

Terrain

Description

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: HeroUpgrades, SpireUpgrades

Terrain Allowance

Description

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.

Turn

Description

When a single player can act. Market Phase: each player takes 1 purchase turn. Build Phase: each player takes as many turns as desired, performing 1 build option per turn. Onslaught: players take turns until no faction minions remain in play. A turn in Onslaught: Start of Turn, Movement, Spires Fire, Exploration, Attack.

Ungrouped

Description

Units not grouped with other units underneath them. Heroes must be deployed ungrouped. See also: Group, Minion

Ungrouped Only

Description

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

Unit

Description

All minions and heroes are units. Does not include spires or non-minion landmarks. See also: Hero, Minion

Unrevealed

Description

A landmark that is facedown. Can only be interacted with through exploration. See also: Exploration, Landmark, Revealed

Upgrade Capacity

Description

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.

Upgrades

Description

Six types:



Fortification Fortification Upgrade


Spike Spike Upgrade

Air Defense Air Defense Upgrade

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

Valid Hex

Description

A hex the unit could move onto. Must be within terrain allowance and unoccupied. For a minion, must also connect to its mark through hexes of the minion’s terrain allowance.

Wave

Description

Major segments of the game. A typical game has 4 waves. Each wave has 6 phases: Event, Income, Market, Build, Prep, Onslaught.
Show: per page