Quick attack
Acts in the quick window, before normal attacks.
Everything the game knows: keywords, statuses, location effects, combat concepts, card types, modules, conditions and the colour code. The same content the in-game glossary uses.

Card anatomy
El marco es el mismo para unidades, hechizos y módulos. Lo que cambia es la información que se muestra y el estado de combate. Estas son las cinco zonas que tienes que saber leer.
Arriba a la izquierda, en el rombo azul. Es el coste que pagas al jugar la carta.
Abajo a la izquierda, en el rombo ámbar con la espada detrás. Solo las unidades tienen ataque.
Abajo a la derecha, en el corazón rubí. La cifra es la vida actual de la unidad.
Burbuja sobre la vida. Solo aparece en combate, cuando la unidad tiene escudo; el número es el escudo restante.
Arriba a la derecha: hexágono para el módulo permanente y octágono para el temporal.
The words printed on cards and exactly what they do.
Acts in the quick window, before normal attacks.
Enemy spells must target this unit.
Strikes twice on each attack.
Its attacks ignore shields and armor.
Cancels the next hit completely and breaks.
The HP it takes from rival units heals it (without going past its max HP).
Damage left over after killing the opposing unit hits the base.
Enemy spells cannot target it until it attacks a unit.
The first time it dies, it returns with 1 HP.
Named effects that are not keywords.
Every enemy unit with pending poison or burn gains 1 more tick of each one it already has.
Extra ATK during the turn if another of your orders already resolved earlier in the reveal.
Allies in the adjacent slots of its location have +1 ATK while it is alive and not silenced.
At the end of the turn it gains ATK, up to a cap per unit.
At the end of the turn it gains shield, up to a cap per unit.
Draw cards from your deck. With a full hand, the excess cards are discarded.
Global spell with no target: all your units on the board gain ATK or max HP, until the end of the turn or for the rest of the game. A temporary ATK bonus is how "X damage to all my cards this turn" works.
Global spell with no target: all your units on the board gain a keyword, until the end of the turn or for the rest of the game.
Reduces the first hit the unit takes each turn by this amount.
Returns this damage to each unit that attacks it.
At the start of your turn the unit heals this amount, up to its max HP.
The unit's next attack deals this extra damage, and then the bonus is spent.
Removes an installed tactical module from an enemy unit, depending on its scope: temporary, permanent, or both. The unit loses what the module gave it and the card goes to the graveyard. Equipment chosen in the deck cannot be removed. Units use it when attacking, deploying, dying or being hit; spells, when cast.
A tactical module that expires at the end of the turn it is installed: the stats, keywords and effects it granted end with it and the card goes to the graveyard. Permanent modules stay until they are replaced, consumed or removed.
Statuses, shields and words that last several turns.
Takes 1 damage at the end of each turn for each pending tick, and each tick is consumed. Cleansing removes it.
Works like poison but is a separate state: 1 damage per pending tick at the end of the turn. Cleansing removes it.
Cannot attack for the listed turns. It can still be attacked and keeps blocking.
Its abilities stop working for the listed turns. Its stats do not change.
Each hit it takes deals 1 extra damage for the listed turns.
It cannot be pushed to another slot for the listed turns.
Its ATK is 0 for the listed turns. It still takes hits and blocks.
Absorbs an amount of damage and is consumed. It carries over between turns until it runs out.
Cancels the next hit completely and breaks.
Enemy spells cannot target it until it attacks a unit.
The first time it dies, it returns with 1 HP.
The six location effects that can show up in a match.
Base: the first hit each turn takes 1 less while the side has 2 or more units in the location
End of turn: every unit in the location recovers 1 HP
Location full: the next hit to the base from here deals +2, once
The first unit defeated in the location each turn gives its owner 1 energy. Once per location and turn. Energy is added to your mana on the next turn.
The first unit deployed in the location each turn arrives with 1 shield
A unit that attacks from the location takes 1 pushback after its attack
Mana, lives, base, hand, priority and everything on the table.
Spent to play cards. The reserve rises 1 per turn up to 10 and refills at the start of the turn; unspent mana is lost. Energy from locations adds to it.
The mana you pay to play the card, in its corner. It is refunded if you undo the order.
Your base's HP in the current life. A unit with no one in front of it hits the base; at 0 you lose the life.
Each side has two lives of 20 base points. Losing the first refills the base for the second; losing both loses the game.
The cards you have not drawn yet. You draw one per turn. Their order is secret and never shown, and neither is the rival's deck. Drawing with an empty deck costs 1 HP to your base, then 2, then 3... (fatigue).
Defeated units and spent cards. It is public: click to view it.
The cards revealed in this game, in the order they resolved, with the turn each one was played. It is public to both sides.
The cards you can play, up to 8. Drag one to the board to play it. A card drawn with a full hand goes to the graveyard.
The backs of the cards the rival holds, including the orders they programmed and have not revealed yet. Which ones they are is never shown.
Both players program orders in secret and lock them in. Then the orders are revealed and units attack, slot by slot and location by location.
Programming: play cards by dragging them, and undo by dragging them back to your hand. Reveal: orders and attacks resolve in order.
Time left to program this turn. When it runs out, your orders lock as they are.
Each turn one player reveals first: whoever holds the Priority badge resolves their orders before the other. It alternates each turn and starts with the first player on turn 1. Revealing first does not decide who attacks first.
The damage the unit deals when attacking the unit or base in front of it.
The damage the unit endures before being defeated, shown as current over maximum.
The first and last slot of a location. Some cards get a bonus when deployed there.
Any slot of a location between its two edges. It is not an edge.
A location with a single slot. It is neither edge nor center, so edge bonuses and penalties do not apply.
A unit created by an effect, not drawn from a deck.
A card the rival programmed this turn. It stays face down until the reveal.
A card you programmed this turn; it resolves at the reveal. Drag it to another target to move it, or to your hand to undo it and get the mana back.
Your rival lost the connection. If they do not return before the countdown ends, you win the game.
What a unit, a spell, a deck module and an equipment are.
Deploys into a slot on your side. Each turn it attacks the unit or base in front of it. It has ATK and HP.
A single-use effect with a target: an allied unit, an enemy unit, any unit, or an empty slot.
Module cards go in the deck: they are drawn and installed during the game and disappear when it ends.
Equipment is assigned to a unit in the deck and accompanies it in every game.
The colour code of card text and the interface.
ATK bonuses and effects that strengthen attacks.
Damage to units or bases, and Vulnerable.
Max HP increases and revival.
Shield, armor and damage reduction.
Poison and the effects that make it grow.
Burn damage over time.
Healing and cleansing.
Stun, Immobile and Frostbite.
Energy from the Energy reserve location.
Mana you spend to order cards.
Draw cards.
Silence and units hidden by Stealth.
Keyword names, in bold.
A change that improves a unit.
A change that weakens a unit.
Uncategorized rules text, such as push or summon.
How to read a buffed, debuffed or damaged number.
The number is above the printed one.
The number is below the printed one.
The current HP is below the unit's maximum. It takes precedence over the other colors.
The number is the printed one.
The equipment modules you assign in the deck editor.
+2 max HP, -1 ATK.
+1 ATK, -1 max HP.
The first hit it takes each turn deals 1 less damage.
Taunt. -1 ATK.
Quick attack. -1 max HP.
Piercing. -1 ATK.
On taking damage, returns 1 damage to the attacker.
Reduces each hit it takes by 1. -1 ATK.
Recovers 1 HP at the start of each turn.
On death: deals 2 damage to the unit in front.
On death: deals 1 damage to all enemy units in the opposing location.
On attack: poisons the struck unit by 1.
Starts with a Barrier. -1 max HP.
Lifesteal. -1 ATK.
Overwhelm. -1 max HP.
Starts with Stealth. -1 ATK.
End of turn: +1 ATK, up to +2. -1 ATK.
End of turn: +1 shield, up to 2. -1 max HP.
On attack: the struck unit gets Frostbite for 1 turn. -1 max HP.
Reborn. -1 ATK.
Banner: adjacent allies in its location have +1 ATK. -1 max HP.
On attack: the struck unit's poison and burn grow by 1 tick. -1 ATK.
Combo: +2 ATK on the turn it deploys if you resolved another order before. -1 max HP.
Taunt and Barrier. -1 ATK.
On attack: +2 damage to the base, and afterwards it stays disabled until it is reactivated.
On attack: poison 2, and afterwards it stays spent until it is reactivated.
Start of turn: reactivates this unit's spent and disabled modules.
At the end of the turn, if this unit killed a unit this turn: +1 ATK (max +3).
At the end of the turn, when this unit has survived 2 turns: +1 shield (max 3).
On attack, when this unit has 2 kills: +2 damage to the base, and afterwards it stays spent until it is reactivated.
Always, consumed, once, deactivated or reactivatable.
The effect applies every time it triggers. This is how default equipment works.
The effect applies once and then the module is removed from the unit.
The effect applies once. The module stays installed but is spent and does nothing until it is reactivated.
The effect applies and then the module is disabled: it stays installed but inactive until it is reactivated.
Reactivates disabled modules and recovers used ones from a unit, or from all your units. Spells, units and modules can do this.
When a conditional effect applies and when it does not.
The effect applies only if the unit that has it defeated a unit earlier this turn. The record is cleared at the end of each turn.
The effect applies only when the unit has lasted on the board for that many end-of-turn steps, counting the turn it was deployed.
The effect applies only when the unit has defeated at least that many units in the game.