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The complete
glossary.

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.

cc-v1 frameAssault Golem

Card anatomy

Todo cabe
en una carta.

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.

  1. 01
    Maná

    Arriba a la izquierda, en el rombo azul. Es el coste que pagas al jugar la carta.

  2. 02
    Ataque

    Abajo a la izquierda, en el rombo ámbar con la espada detrás. Solo las unidades tienen ataque.

  3. 03
    Vida

    Abajo a la derecha, en el corazón rubí. La cifra es la vida actual de la unidad.

  4. 04
    Escudo

    Burbuja sobre la vida. Solo aparece en combate, cuando la unidad tiene escudo; el número es el escudo restante.

  5. 05
    Módulos

    Arriba a la derecha: hexágono para el módulo permanente y octágono para el temporal.

See every card
Full reference

Todo lo que hay en el juego

124 entradas
✦

Keywords

The words printed on cards and exactly what they do.

Quick attack

Acts in the quick window, before normal attacks.

Taunt

Enemy spells must target this unit.

Double attack

Strikes twice on each attack.

Piercing

Its attacks ignore shields and armor.

Barrier

Cancels the next hit completely and breaks.

Lifesteal

The HP it takes from rival units heals it (without going past its max HP).

Overwhelm

Damage left over after killing the opposing unit hits the base.

Stealth

Enemy spells cannot target it until it attacks a unit.

Reborn

The first time it dies, it returns with 1 HP.

⚔

Special effects

Named effects that are not keywords.

Proliferate

Every enemy unit with pending poison or burn gains 1 more tick of each one it already has.

Combo

Extra ATK during the turn if another of your orders already resolved earlier in the reveal.

Banner

Allies in the adjacent slots of its location have +1 ATK while it is alive and not silenced.

Ritual

At the end of the turn it gains ATK, up to a cap per unit.

Plated

At the end of the turn it gains shield, up to a cap per unit.

Draw cards

Draw cards from your deck. With a full hand, the excess cards are discarded.

Team buff

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.

Team keyword

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.

Armor

Reduces the first hit the unit takes each turn by this amount.

Thorns

Returns this damage to each unit that attacks it.

Regeneration

At the start of your turn the unit heals this amount, up to its max HP.

Next strike

The unit's next attack deals this extra damage, and then the bonus is spent.

Remove module

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.

Temporary module

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

Statuses, shields and words that last several turns.

Poison

Takes 1 damage at the end of each turn for each pending tick, and each tick is consumed. Cleansing removes it.

Burn

Works like poison but is a separate state: 1 damage per pending tick at the end of the turn. Cleansing removes it.

Stun

Cannot attack for the listed turns. It can still be attacked and keeps blocking.

Silence

Its abilities stop working for the listed turns. Its stats do not change.

Vulnerable

Each hit it takes deals 1 extra damage for the listed turns.

Immobile

It cannot be pushed to another slot for the listed turns.

Frostbite

Its ATK is 0 for the listed turns. It still takes hits and blocks.

Shield

Absorbs an amount of damage and is consumed. It carries over between turns until it runs out.

Barrier

Cancels the next hit completely and breaks.

Stealth

Enemy spells cannot target it until it attacks a unit.

Reborn

The first time it dies, it returns with 1 HP.

◫

Location effects

The six location effects that can show up in a match.

Bastion

Base: the first hit each turn takes 1 less while the side has 2 or more units in the location

Regeneration field

End of turn: every unit in the location recovers 1 HP

Assault breach

Location full: the next hit to the base from here deals +2, once

Energy reserve

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.

Deployment zone

The first unit deployed in the location each turn arrives with 1 shield

Unstable field

A unit that attacks from the location takes 1 pushback after its attack

◆

Combat concepts

Mana, lives, base, hand, priority and everything on the table.

Mana

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.

Cost

The mana you pay to play the card, in its corner. It is refunded if you undo the order.

Base

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.

Lives

Each side has two lives of 20 base points. Losing the first refills the base for the second; losing both loses the game.

Deck

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).

Graveyard

Defeated units and spent cards. It is public: click to view it.

Played cards

The cards revealed in this game, in the order they resolved, with the turn each one was played. It is public to both sides.

Hand

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.

Rival's hand

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.

Turn

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.

Phase

Programming: play cards by dragging them, and undo by dragging them back to your hand. Reveal: orders and attacks resolve in order.

Timer

Time left to program this turn. When it runs out, your orders lock as they are.

Reveal priority

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.

Attack (ATK)

The damage the unit deals when attacking the unit or base in front of it.

Health (HP)

The damage the unit endures before being defeated, shown as current over maximum.

Edge

The first and last slot of a location. Some cards get a bonus when deployed there.

Center

Any slot of a location between its two edges. It is not an edge.

Single-slot location

A location with a single slot. It is neither edge nor center, so edge bonuses and penalties do not apply.

Token

A unit created by an effect, not drawn from a deck.

Hidden order

A card the rival programmed this turn. It stays face down until the reveal.

Pending order

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.

Rival's connection

Your rival lost the connection. If they do not return before the countdown ends, you win the game.

⚒

Card types

What a unit, a spell, a deck module and an equipment are.

Unit

Deploys into a slot on your side. Each turn it attacks the unit or base in front of it. It has ATK and HP.

Spell

A single-use effect with a target: an allied unit, an enemy unit, any unit, or an empty slot.

Module card

Module cards go in the deck: they are drawn and installed during the game and disappear when it ends.

Equipment module

Equipment is assigned to a unit in the deck and accompanies it in every game.

⬤

Color code

The colour code of card text and the interface.

Attack

ATK bonuses and effects that strengthen attacks.

Damage

Damage to units or bases, and Vulnerable.

Health

Max HP increases and revival.

Shield and armor

Shield, armor and damage reduction.

Poison

Poison and the effects that make it grow.

Burn

Burn damage over time.

Healing

Healing and cleansing.

Control

Stun, Immobile and Frostbite.

Energy

Energy from the Energy reserve location.

Mana

Mana you spend to order cards.

Draw cards

Draw cards.

Silence and concealment

Silence and units hidden by Stealth.

Keywords

Keyword names, in bold.

Buff

A change that improves a unit.

Debuff

A change that weakens a unit.

Uncategorized rules text

Uncategorized rules text, such as push or summon.

▲

Number colors

How to read a buffed, debuffed or damaged number.

Buffed

The number is above the printed one.

Weakened

The number is below the printed one.

Damaged

The current HP is below the unit's maximum. It takes precedence over the other colors.

Unchanged

The number is the printed one.

⚙

Equipment

The equipment modules you assign in the deck editor.

Reinforced plating

+2 max HP, -1 ATK.

Overclock chip

+1 ATK, -1 max HP.

Aegis emitter

The first hit it takes each turn deals 1 less damage.

Taunt beacon

Taunt. -1 ATK.

Quick servo

Quick attack. -1 max HP.

Piercing lens

Piercing. -1 ATK.

Thorn casing

On taking damage, returns 1 damage to the attacker.

Damping field

Reduces each hit it takes by 1. -1 ATK.

Repair nanites

Recovers 1 HP at the start of each turn.

Death charge

On death: deals 2 damage to the unit in front.

Last rites core

On death: deals 1 damage to all enemy units in the opposing location.

Venom tip

On attack: poisons the struck unit by 1.

Barrier plating

Starts with a Barrier. -1 max HP.

Vampire fang

Lifesteal. -1 ATK.

Ram core

Overwhelm. -1 max HP.

Phantom veil

Starts with Stealth. -1 ATK.

Ritual engine

End of turn: +1 ATK, up to +2. -1 ATK.

Metal weave

End of turn: +1 shield, up to 2. -1 max HP.

Frost emitter

On attack: the struck unit gets Frostbite for 1 turn. -1 max HP.

Ashen cradle

Reborn. -1 ATK.

Standard mast

Banner: adjacent allies in its location have +1 ATK. -1 max HP.

Plague needle

On attack: the struck unit's poison and burn grow by 1 tick. -1 ATK.

Chain servo

Combo: +2 ATK on the turn it deploys if you resolved another order before. -1 max HP.

Bulwark cell

Taunt and Barrier. -1 ATK.

Burst capacitor

On attack: +2 damage to the base, and afterwards it stays disabled until it is reactivated.

Fuse charge

On attack: poison 2, and afterwards it stays spent until it is reactivated.

Reboot relay

Start of turn: reactivates this unit's spent and disabled modules.

Trophy rack

At the end of the turn, if this unit killed a unit this turn: +1 ATK (max +3).

Veteran plating

At the end of the turn, when this unit has survived 2 turns: +1 shield (max 3).

Executioner core

On attack, when this unit has 2 kills: +2 damage to the base, and afterwards it stays spent until it is reactivated.

∞

Module modes

Always, consumed, once, deactivated or reactivatable.

Always

The effect applies every time it triggers. This is how default equipment works.

Consumed

The effect applies once and then the module is removed from the unit.

Once

The effect applies once. The module stays installed but is spent and does nothing until it is reactivated.

Once, then disabled

The effect applies and then the module is disabled: it stays installed but inactive until it is reactivated.

Reactivate

Reactivates disabled modules and recovers used ones from a unit, or from all your units. Spells, units and modules can do this.

✦

Conditions

When a conditional effect applies and when it does not.

Killed a unit

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.

Turns survived

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.

Kills

The effect applies only when the unit has defeated at least that many units in the game.