Glossary
Symbols
Dice
Basic Attributes
Abilitys
-Х from attacks, passive ability, modifier — the creature receives X damage less from the current attack.
Agile, passive ability — the creature cannot be a target for Backstab when leaves contact by movement or placement with one or more opponent’s creatures not moving or placing into contact with opponent’s creatures.
Armour (
Armour token: Whenever a creature with Armour tokens receives damage from non-magical attack or Backstab, that creature loses 1 Armour token per 1 damage instead of receiving Wounds. If one attack deals more damage than Armour tokens the creature has, this damage removes all Armour tokens and the rest damage deals Wounds. If any card or ability gives +X Armour to the creature, it means that creature receives X Armour tokens.
Aura Х: [text], passive ability — all creatures, unless indicated otherwise, at a distance within X receive an ability or effect described in [text]. The source of Aura doesn’t receive the abilities that own Aura provides.
Battle mage, passive ability — the creature can declare
Beast, passive ability — the creature cannot be targeted by Control or any abilities of buildings.
Berserk Х, passive ability — while the creature is wounded (has Wound tokens on its card) it receives +X
Blocks Line of Sight, terrain ability — players cannot draw a Line of Sight through this terrain template.
Buckshot, triggered ability — if
Cautious Х, passive ability — the creature with this ability must assign at least X dice into defense in melee combat, but no more than the creature’s
Charge: [text], triggered ability — the creature gains [text] till the end of the current turn, if it moved before attacking in melee, once per turn.
Concentration Х, activated ability — when the creature is summoned to the Battlefield, it receives X Concentration tokens. The creature with Concentration has: “
Contract: [text], triggered ability — at the start of the activation of any creature with Contract, the active player can pay 1
Control Х, activated ability, impact — the character can take control of an opponent’s character or minion. Choose a target for Control within XL to the character taking into account the Line of Sight; roll X dice — if there is the same number of
Defender, passive ability — if an opponent’s creature declares attack in melee combat while in contact with the creature, it must select the creature as the target. If there are several creatures with this ability in contact with the attacker, it can choose which one to strike.
Defense against shooting, terrain ability — if a creature is currently standing in contact with the terrain template with this ability and becomes the target of ranged attack, or that template is on the Line of Sight, the owning player can reroll any failed rolls to defend against
Difficult target, passive ability — when performing a ranged attack against a target with this ability, the attacker must reroll all successful hits.
Difficult (Difficult terrain), terrain ability — if a creature without Flight touches the template of this terrain during movement, its movement distance decreases to S. Creatures that already have a movement distance of S are not slowed down by difficult terrain. Running through such terrain is not possible. If a creature has already moved beyond S distance before touching the terrain template, it must immediately stop upon contact. If a creature starts its turn in Difficult terrain, its movement distance is S until the end of its activation.
Disease, triggered ability, indicated by Disease token — the creature receives 1 Wound if declares attack; at the start of its activation, it can skip its activation to lose Disease.
Drill, triggered ability — when the character is summoned to the Battlefield, you can summon a minion of your faction into contact with each of your creatures with Drill.
Durability (
Executioner: [text], triggered ability — if the creature enters the Battlefield or the previous victim is eliminated, the creature can choose a character to be its victim: When attacking its victim, the character gains [text] until the end of attack.
Exhaustion X: [text], triggered ability — at the start of the creature’s activation, it can receive 1 Wound to gain [text].
Expert of Attack X, triggered ability — if a creature assigns all available dice to attack in melee combat, it receives additional X attack dice.
Expert of Defense X, triggered ability — if a creature assigns all available dice to defense in melee combat, it receives additional X defense dice.
First word (
Flight (Flying), passive ability — the creature can ignore obstacles when moving across the Battlefield, including other creatures and terrains. Creatures with this ability still can’t end their movement in Impassable areas.
Forged, passive ability – Forged cannot be healed and cannot gain Poison or Disease. Creatures with Vampirism cannot be healed if deals wounds to Forged.
Fortitude, passive ability — creatures with this ability always hit its target in melee when rolling
Hammerblow, passive ability — when attacking in melee combat, every successful hit deals 2 points of damage.
Healer (
Healing (Heal) Х, activated or triggered ability, impact — remove X Wound tokens from a target of healing. If there are less Wounds than the ability can heal, they all are removed and a creature is considered fully healed. Healing cannot be declared if the target of Healing doesn’t have Wounds or if there is any factor that restricts Healing.
Howl X: [text], activated ability — all creatures within X receive an ability or effect described in [text] unless otherwise stated. Effects of Howl last until the end of turn, if [text] doesn’t imply a different option. The source of Howl cannot receive these benefits.
Impassable, terrain ability — creatures without Flight cannot cross this type of terrain when moving. The creatures cannot be placed on Impassable terrain templates.
Initiative, passive ability — players assign their
Jump, passive ability — when moving, the creatures can ignore other creatures on the Battlefield. The Jump can take place only in a straight line at any distance no more than the creature’s
Last word (
Lunge, passive ability — the creature can declare melee combat within S distance away from its target if it’s possible to draw Line of Sight between the attacker and the target. If during this attack the target is not in contact with the attacker, the target should assign all of its
Magical Shot (
Magical Strike Х, magical melee attack — magic melee attack. The creature can declare it to a creature in contact, after the creature’s movement or not moving during its activation. When performing Magical Strike, you roll X dice. Dice are considered successful if
Master of Attack Х, passive ability — the creature can reroll up to X different dice that it assigned to attack in melee combat.
Master of Defense Х, passive ability — the creature can reroll up to X different dice that it assigned to defense in melee combat.
Master of Healing Х, passive ability — the creature can reroll up to X different dice that it used for healing.
Master of Magic Х, passive ability — the creature can reroll up to X different dice that it used for a
Master of Ritual Х, passive ability — the creature can reroll up to X unsuccessful dice that it used for Ritual.
Master of Shooting Х, passive ability — the creature can reroll up to X different dice that it used for a
Monster, passive ability — cannot be healed; cannot be returned to hand; cannot be brought under control; cannot search ruins; cannot be affected by any effects of support cards.
Multiple uses (
Parasite Х, triggered ability — whenever the creature eliminates a character, roll X dice: If at least 1
Pathfinder, passive ability — the creature ignores Difficult terrain ability.
Persecution Х, triggered ability — when the creature eliminates an opponent’s creature, the creature can declare another attack in melee combat, X times per your turn. The creature can move within S into contact with another opponent’s creature before each of these additional attacks.
Poison, triggered ability, indicated by Poison token — at the start of the creature’s activation, roll a dice: on
Predator, triggered ability — if the creature enters melee combat with a wounded opponent’s creature, the creature gains +1
Quick shooter, ability — a creature can declare
Quick, passive ability — the creature can declare melee combat after using Run.
Rain of Arrows, triggered ability — whenever the creature declares
Reckless Х, passive ability — in melee combat, this creature must assign at least X dice into attack, but no more than its
Recruitment, activated ability — when a building is constructed in your city zone, you can summon a minion of your faction into contact with each of your creatures with Recruitment.
Regeneration Х, triggered ability — at the start of its activation roll X dice. This creature is healed by 1 for each rolled
Requiem, triggered ability — when the character dies, before the miniature is removed from the Battlefield, roll a die individually for each other creature within S from it: On
Resurgent, passive ability — Resurgent cannot be healed and cannot gain Poison or Disease. Creatures with Vampirism cannot be healed if they deal Wounds to Resurgent.
Ritual X, activated ability — roll X dice, if at least one
Rush, triggered ability — the creature can be activated right away after being summoned to the Battlefield, only in your turn.
Shield against [text], passive ability — the creature cannot be targeted by [text].
Shot (Shooting) (
Slow, passive ability — a creature with this ability cannot use Run.
Sniper, triggered ability — a creature with this ability can reroll any of its
Stamina, passive ability — the creature can assign its melee combat dice into attack no matter how many melee combats it was engaged in.
Stealth (
Stealth token: When a creature with Stealth is summoned to the Battlefield, it gains a Stealth token. The creature with a Stealth token is considered hidden and cannot be targeted by attacks or abilities of the opponent’s creatures, but still can be targeted by support cards. The creature cannot have more than one Stealth token.
Steam Engine: [text], triggered ability — is triggered when the creature declares an ability or effect indicated in [text], once per turn. The player must roll a die for Steam Engine and carry out [text] before doing the ability or effect itself. If the creature gains a bonus from Steam Engine, that bonus lasts until the end of turn.
Sting: [text], passive ability — when the creature declares attack on a creature without Poison, the attacked creature gains Poison. When the creature declares attack on a creature with Poison, the creature with Sting gains [text] until the end of attack.
Throwing (
Vampirism, triggered ability — when the creature deals Wounds in melee combat, it can be healed by 1.
Veteran, passive ability — when attacking a creature with Veteran in melee combat, the attacker must reroll all successful dice results.
Vulnerability, passive ability — when receiving damage, the creature receives 1 extra damage.