V. GLOSSARY OF TERMS AND KEYWORDS
Most entries are based on the texts found on the actual cards. Where necessary, however, definitions have been reworded for clarity
They are listed in alphabetical order.
(A - R)
Adjacent: Position to the immediate right and/or left of another card.
Adrenaline: Trigger the ability if you have the specified amount or less cards in your hand. (Note: If the number of cards in your hand will become the required amount by playing an Adrenaline card on the board, then that card's ability will trigger when played.)
Allied Unit: A unit from player’s hand, deck, or a Unit on player’s side of the Battlefield (this includes Spying Units on the player’s side).
Ambush: Card which is played face-down, then flips over when its ability’s condition is met, or is triggered manually.
Armor: Protects the Unit from damage equal to the Armor value. Armor does not count towards scores or Units' powers.
Artifact: A non-unit, ‘item’ card, which has no Power of its own, but does have Order abilities.
Note: Artifacts are not Special Cards. Identified by the chalice icon.
Assimilate: Unit Boosts self by 1 whenever the players play a card not in their starting deck. Note: The starting deck is not the same as the faction. Cards which are created during the match will trigger Assimilate, regardless of their parent faction, so long as they were not in the player's selected deck.
Banish: Removes a card from the game.
Note: Banishing a Unit from the Battlefield does not trigger its Deathwish abilities. Banished cards cannot be restored to play for the duration of the match.
Base Copy: A normal version of a card, neither Boosted, Damaged, nor with additional Charges, or Status tokens.
Base Power: The original, starting power of a Unit (displayed in the details of the card.)
Berserk: Ability triggered whenever the Unit's Base Power is half or less.
Bleeding: Status which Damages a Unit by 1 on its turn end. Note: Bleeding turns can be accumulated. Also, 1 turn of Bleeding cancels out 1 turn of Vitality.
Bloodthirst: The number of damaged Enemy Units on the Battlefield required to trigger a card’s ability.
Note: Enemy Units must be damaged before playing cards with Bloodthirst in order for their abilities to trigger. (Currently unique to Skellige.)
Bonded: Ability triggered if a player controls a copy of a card.
Boost: Increase the Power of a Unit.
Cataclysm: At the start of the owner's turn, split 3 damage randomly between units in this row.
Charge: The number of times an Order ability can be used. Only cards (both Units and Artifacts) with Charge can gain additional Charges.
Conspiracy: Trigger this ability if the target Unit has Spying status.
Consume: Eats a Unit and boosts the consuming Unit by its Power. If the Consumed Unit is on the Battlefield, it is Destroyed. If in Hand or deck, it is moved to the Graveyard. If in the Graveyard, it is removed from the game (Banished).
Cooldown: The number of turns before an Order ability can be reused. Cooldown is represented by the hourglass icon.
Create: Spawn one of three randomly chosen cards from a specified faction and from neutral cards, unless otherwise specified.
Crew: Triggers unit's ability if it is placed between two Soldiers.
Deathblow: Cards with this ability trigger it if they Destroy a Unit.
Deathwish: Triggers a Unit’s ability when it is moved from the Battlefield to the Graveyard (usually when Destroyed).
Note: Units that are Banished are not sent to the Graveyard, and their abilities do not trigger.
Deck Ability: Formerly abilities tied to Leaders, each Deck Ability is unique and offers a set number of extra Provisions for the deck. Represented on the battlefield, to the left of the Leaders, by their icons.
Defender: A Unit with the Defender status prevents the opponent from manually targetting other cards on the row. Identified by the red "target" token. Since it is a status, Defender
is not affected by Lock.
Deploy: Card’s Ability is triggered when played on Battlefield, or correct row, if applicable.
Destroy: Remove a card from the Battlefield to the Graveyard.
Devotion: Trigger this ability if your starting deck has no neutral cards.
Discard: Move a card from the Hand to the Graveyard. Note: Units’ abilities are not triggered when discarding manually.
Disloyal: Cards with this keyword are played on the opposite side of the battlefield.
Dominance: Ability triggered if the player controls the Unit with the highest Power on the Battlefield.
Doomed: Status that removes (Banishes) the Unit from the game
immediately after it leaves the Battlefield (does not go to the Graveyard first).
Note: Some Units with Doomed on the Battlefield may still trigger Deathwish abilities when Destroyed. Identified by the blue pentagram token.
Dragon's Dream: At the start of the owner's turn, when timer expires, damage all units in this row by 3.
Drain: Deals damage and Boosts the card inflicting the damage by the same amount.
Duel: Units take turns dealing damage equal to their Power until one of them is Destroyed.
Echo: At the beginning of the round, move this card from the Graveyard to the top of its owner's deck and give the card Doomed.
Enemy Unit: Unit on opponent’s side of the Battlefield. This includes Spying Units on Opponent’s side.
Fog: At the start of the owner's turn, damage the lowest power unit in this row by 2.
Formation: Units with this ability gain Zeal when played on the Melee Row, and Boost self by 1 when played on the Ranged.
Frost: At the start of the owner's turn, damage the highest power unit in this row by 2.
GG: ‘Good Game’, an optional resource bonus sent by players to their opponents after a game. The option is available in the Victory/Defeat score overview screen, following the end of a game. GG cannot be sent from the ensuing rewards screen.
Graveyard: Often temporary destination for cards played in the previous round, as well as Discarded and Destroyed cards. Located to the Right of the Leader, and identified by the skull card-back.
Harmony (specific to Scoia’tael): Boost self by 1 or the specified amount whenever you play a Scoia'tael Unit on this row, whose primary category is unique among all of your Units.
Hand: The currently drawn cards which have not yet been played on the Battlefield.
Heal: If a Unit’s current Power is lower than its Base Power, restores it either to Base Power, or by a specified amount.
Immune: Cannot be targeted manually.
Note: Immune units can still be Damaged or Destroyed by cards which do not target a specific Unit, or which affect the entire Battlefield or row. Identified by the green mutagen token.
Initiative: Trigger a card's ability if using the card is the first action during the turn.
Inspired: Triggers a Unit's ability if its current Power is higher than its Base Power.
Leader: Animated character on the Battlefield. Leaders do not count as cards. Leaders represent Deck Abilities, which, when not passive, can be triggered manually by clicking the Leader model.
Lock: Status that disables a card’s abilities (including Deathwishes). Locks are removed upon entering the Graveyard. Identified by the padlock token.
Melee: Abilities which can only be used when a Unit is on the Melee Row.
Order: An ability triggered manually by the player. Cards with Orders cannot be triggered for 1 turn after being placed on the Battlefield, unless they have, or are given, Zeal.
Patience (unique to Northern Realms faction): At the end of player's turn, if the Unit's Order is not used, the specified value of the card is increased permanently by 1 (for example, the value of the card it can Create or Draw).
Poison: A Unit with two Poison statuses is Destroyed.
Power: A unit's current numerical strength, resulting from Boosts or Damage.
Primary Category: The main classification on a Unit’s card. For example: Human, Dwarf, Elf, Witcher, Wild Hunt, and the various Monster classes. Secondary categories include Warrior, Soldier, Agent, etc.
Provision/Recruit Cost: Card cost value represented by bread-and-bottle symbol in the Deck Builder. Each card has a set Provision Cost. The base provision cap for a deck is 150. However, each Deck Ability grants a specific bonus which increases the maximum recruit cap. (See the Deck Abilities in the Deck Builder for details.)
Purify: Effect which removes all statuses.
Rain: At the start of the owner's turn, damage 2 random units in this row by 1.
Ranged: Abilities which can only be used while a Unit is on the Ranged Row.
Resilience: Status that allows a Unit to remain on the Battlefield until the next round, unless renewed, and is restored it to Base Power if Boosted. If damaged below its Base, this lower Power will carry over. Armor is not carried over, however, Bleeding and Vitality may be. Identified by the white tower token.
Resupply: Triggers an ability whenever the player plays a Warfare card. Note: Warfare is a card category unique to the Northern Realms faction.
Reveal: Shows a card to both players, then hides it back in the hand or deck.
[Continued below.]
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