• Act – When a unit acts, it takes an action. Skipping an action is not taking an action.
  • Allied Pathing – This unit can move through allied units.
  • Armor X – This unit reduces incoming physical damage by X.
  • Away From X – When a unit is moved away from X, each movement must take that unit further from X, if possible.
  • Back – Refers to the hex behind a unit, in line with another unit or hex.
  • Backstab – When this unit attacks, the defender cannot retaliate.
  • Battlefield – The zone in which cards are placed during battle.
  • Bleed X – When this unit deals combat damage, the enemy unit has its Bleed counters increased to X. At the start of each round, a unit with X Bleed counters takes X magic damage, then loses 1 Bleed counter.
    • All Bleed counters on a unit are considered a single buff / debuff.
  • Bleeding X – A unit that has Bleeding X has its Bleed counters increased to X.
  • Break – A broken unit has its passive abilities disabled.
    • Buffs, debuffs, and stat modifiers are not considered passive abilities.
      • Stat modifiers include +X/-X Power, Range, Movement, Health, Mana, Cast Range, and Spell Power.
  • Burn X – When this unit deals combat damage, the enemy unit has its Burn counters increased to X. At the start of each round, a unit with X Burn counters takes X magic damage, then loses 1 Burn counter.
    • All Burn counters on a unit are considered a single buff / debuff.
  • Burned X – A unit that is Burned X has its Burn counters increased to X.
  • Cast Range – Refers to an ability’s range.
    • A cast range uses a number. An ability that targets an adjacent unit does not use a number and therefore its cast range cannot be modified.
  • Chained – Refers to unique units or hexes that are connected to one another. The first and second units / hexes are adjacent, the second and third units / hexes are adjacent, etc.
    • Unless stated otherwise, abilities that target chained units require that all units in the chain are within the ability’s cast range.
  • Channel X – When a unit channels an ability, place X Channel counters on it. At the start of each of your turns, remove a Channel counter. If the last Channel counter is removed, the ability effect occurs. If the channeling unit becomes dead or silenced, the channeling is cancelled. Channeled units cannot gain additional actions, even if a new round begins.
  • Charging – This unit can move and attack in a single action.
    • The attack must be declared before movement occurs.
    • If a unit with charging does not move before attacking, the defender is not considered charged.
  • Combat – Refers to attacking or retaliating.
  • Combinable – This unit may move and use this ability in a single action.
    • The movement and ability usage may occur in any order. If a unit moves before using an ability, the ability’s cost is paid after movement occurs.
  • Control – When you control a unit, it becomes an allied unit.
    • A controlled unit retains all status effects. For example, if it previously had a root debuff on it, it still has a root debuff on it.
  • Counterstrike – This unit retaliates at the same time that it is attacked.
    • This means that attack and retaliation damage is dealt simultaneously.
  • Damage Return X – When this unit receives damage that is not from retaliation, it returns up to X of that damage back to the source.
    • Damage from other instances of damage return is not returned.
    • Only damage that would be applied to the unit after reductions is returned. The damage absorbed by effects like Armor, Magic Resist, or Shield is not returned.
    • Damage from buffs and debuffs is not returned.
  • Defender – This unit cannot attack.
  • Destroy – A destroyed unit is removed from the battlefield.
  • Disarm – A disarmed unit cannot attack or retaliate.
  • Ethereal – This unit reduces incoming physical damage to zero.
  • Evasion X – This unit reduces incoming ranged attack damage by X.
  • Faction – Refers to a unit’s owning faction.
  • Fading X – This unit enters the battlefield with X Fade counters on it. At the start of each round, remove a Fade counter. If the unit has no Fade counters on it, sacrifice it.
  • Flying – This unit can move over other units and obstructions.
    • Flying units move through hexes but do not move through units.
    • Flying units do not fly perpetually; they are considered on the ground in-between movements, which is why they can be attacked by ground units.
    • If a unit has Flying and Pathing, Flying takes precedence.
  • Gold Cost – Refers to the gold cost of a unit.
  • Graveyard – The zone in which cards that are removed from battle are placed.
    • When a unit goes to the graveyard, it is “reset”: no damage, full mana, no buffs, no debuffs.
  • Health – Refers to the current health of a unit.
    • Max Health refers to the starting health of a unit.
  • Health Regen X – This unit heals X at the start of each round.
    • This healing occurs simultaneously with any damage effect. For example, if a unit has Health Regen 1 and Poisoned 1, the net damage change is zero.
  • Imbued – This unit deals its combat damage as magic damage.
  • Intimidate X – When this unit attacks, the defender retaliates with -X Power.
  • Legendary – Only one instance of this card can exist in a player’s kingdom.
  • Lifesteal X – This unit heals for up to X of the combat damage it deals (after reductions).
    • If X is not specified, it heals for all of the damage it deals (after reductions).
    • A unit cannot lifesteal for more than the health of the opponent.
    • If the defender has counterstrike, lifesteal healing occurs before the counterstrike damage.
    • If the defender has overwatch, lifesteal healing occurs after the overwatch damage.
    • If the defender has damage return, lifesteal healing occurs simultaneously (thereby mitigating some or all of the damage return).
  • Magic Damage Return X – When this unit receives magical damage that is not from retaliation, it returns up to X of that damage back to the source.
    • If X is not specified, all damage is returned.
    • Damage from other instances of magic damage return is not returned.
    • Only damage that would be applied to the unit after reductions is returned. The damage absorbed by effects like Magic Resist or Shield is not returned.
    • Damage from buffs and debuffs is not returned.
  • Magic Resist X – This unit reduces incoming magical damage by X.
  • Mana – Refers to the current mana of a unit.
    • Max Mana refers to the starting mana of a unit.
  • Manaburn X – When this unit attacks, remove X mana from the defender.
  • Mana Regen X – This unit gets X mana at the start of each round, but not more than its max mana.
  • Move – Refers to unit moving to another hex using normal movement rules.
  • Movement – Refers to the number of hexes a unit can move.
  • Non-lethal – Refers to damage that cannot reduce a unit’s health to less than 1.
  • Overwatch – This unit retaliates before the attacker deals damage to it.
    • This means that retaliation damage is dealt before attack damage.
  • Pathing – This unit can move through other units.
  • Physical Damage Return X – When this unit receives physical damage that is not from retaliation, it returns up to X of that damage back to the source.
    • If X is not specified, all damage is returned.
    • Damage from other instances of physical damage return is not returned.
    • Only damage that would be applied to the unit after reductions is returned. The damage absorbed by effects like Armor or Shield is not returned.
    • Damage from buffs and debuffs is not returned.
  • Piercing X – This unit ignores X Armor during combat.
  • Poison X – When this unit deals combat damage, the enemy unit has its Poison counters increased to X. At the start of each round, a unit with X Poison counters takes X magic damage.
    • All Poison counters on a unit are considered a single buff / debuff.
  • Poisoned X – A unit that is Poisoned X has its Poison counters increased to X.
  • Power – The amount of damage that unit deals during combat (attacking and retaliating).
    • A unit with Power N cannot attack or retaliate.
  • Pulled X – A unit that is pulled moves X hexes along the direction it is being pulled.
    • The pulled unit must be pulled along the shortest possible path. If two adjacent hexes qualify, you choose which hex.
    • Units cannot be pulled through other units. A pulled unit stops being pulled whenever it cannot be pulled any further.
  • Pushed X – A unit that is pushed moves X hexes along the direction it is being pushed.
    • Units cannot be pushed into other units. A pushed unit stops being pushed whenever it cannot be pushed any further.
    • If a unit is pushed outside of the map, it is destroyed.
  • Range – This is short for “Attack Range”. Refers to the distance at which a unit can deal combat damage.
    • A value of “N” means that the unit is melee.
  • Refraction X – This unit has X refraction counters on it. If X is greater than zero, reduce the next instance of damage to zero and remove a Refraction counter.
  • Refresh – Units refresh at the start of each round, which means they each get +1 Action.
  • Relocate – A relocated unit is moved directly to another hex without passing through any other hexes.
  • Retreating X – This unit may move X hexes after it attacks.
    • Every aspect of combat must be resolved before retreating may occur.
  • Root – A rooted unit cannot move.
    • A rooted melee unit cannot attack, since a melee attack requires that the attacker be able to move into the defender’s hex.
    • Root prevents any effects that would cause a unit to move.
  • Sacrifice – This occurs when a player chooses to remove one of the cards they control from the battlefield.
    • A sacrificed unit is considered dead.
  • Shield X – This unit has X Shield counters on it. If X is greater than zero, reduce the next X incoming damage to zero and remove that many Shield counters. Shield is factored in before other forms of damage reduction.
    • All Shield on a unit is considered a single buff.
    • Example: If a defender with 3 Shield counters is attacked by a unit with Power 5, the defender loses 3 Shield counters and takes 2 damage.
  • Silence – A silenced unit cannot use active abilities.
    • Active abilities are always written in this format: [Ability Name] – [Ability Cost]: [Ability Effect]
  • Spell Power – This refers to the amount of damage or heal done by an active ability.
    • If the Spell Power of an ability with multiple targets or instances is modified, only one target or instance is modified.
    • The additional damage from Spell Power is applied after the damage it would normally cause is calculated.
    • If multiple items or abilities provide additional Spell Power, each may be applied to a separate target or instance.
    • Spell Power does not affect damage caused by buffs or debuffs.
  • Spellproof – This unit is not affected by enemy active abilities.
    • A spellproof unit can be targeted by an enemy ability, but it will have no effect.
  • Stack – Used when describing whether applying the same status effect multiple times to a target is additive.
    • Example: If a buff does not stack, then applying the buff to the same target multiple times replaces the buff each time.
  • Steadfast – This unit cannot be charged or trampled.
  • Switch – Refers to two units moving into the other’s hex.
    • Since switch performs a movement, it is prevented by root effects.
  • Trample X – This unit may move into and through hexes occupied by enemy units. If it does, those enemy units take X physical damage.
    • Trample damage is not applied to the defender when a melee attack occurs.
    • Flying units cannot trample.
    • Trample damage only occurs when the unit with Trample moves on its own into an enemy unit’s hex. For example, you cannot use Grand Wizard‘s Teleport to move a unit with Trample into a hex and kill an enemy unit.
    • A unit with trample may move through the same hex multiple times, if possible, dealing the trample damage each time.
    • If a unit has trample, then it always attempts to trample when it moves through enemy units. You cannot optionally move through enemy units without trampling them.
  • Triad – A group of three hexes adjacent to one another. A triad is considered adjacent to a unit when at least one of its three hexes is adjacent to that unit.
  • Undying – When this unit dies, if it is not #undead, return it to the battlefield exhausted in its last hex as an #undead unit with full health, no mana, and no buffs or debuffs, unless otherwise specified.
    • If a melee unit kills a unit and undying triggers, the melee unit is pushed back to its last hex as though it didn’t kill the defender.
    • When the #undead unit returns to the battlefield, it is under the control of its owner regardless of what player controlled it before it was #undead.
  • Vengeance X – This unit gets +X Power while retaliating.