Parts of the Play Field
- War Zone (WZ): A place for creatures who may participate in combat. Creatures in the War Zone may Attack, Block and use Activated Abilities, but cannot work.
- Work Force (WF): A place for creatures who may not participate in combat. Creatures in the Work Force may Work and use Activated Abilities, but may not Attack or Block.
Mechanics
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Power: The mechanic that is one of the primary aspects of resource management in the game; nearly every spell requires Power to be put into play, and every card has at least one method of generating Power.
- Passion (R): The name for the type of Power associated with the Red aspect of the game. Passion is also the name used for the overarching Red faction.
- Will (B): The name of the type of Power associated with the Blue aspect of the game. Will is also the name used for the overarching Blue faction.
- Vitality (G): The name of the type of Power associated with the Green aspect of the game. Vitality is also the name used for the overarching Green faction.
Purge: The mechanic where, by discarding a card from their hand, a player gains an amount of energy equal to the card's purge value. Cards cannot be purged in response in the effect of a spell or ability.
- Work: The mechanic where, by fatiguing a creature that is in the Work Force, its controller gains power equal to its Work Rate. Renewed creatures who Work become Tired; Tired creatures who Work become Exhausted.
Fatigue: The mechanic that determines the actions available to a creature. There are three states of Fatigue: Renewed, Tired, and Exhausted.
- Renewed: One of the three states of Fatigue that a creature may be in. All creatures are returned to a Renewed state at the beginning of their controller's Renewal Phase. Renewed creatures may Attack, Block, Work or use Activated Abilities.
- Tired: One of the three states of Fatigue that a creature may be in. Creatures enter play Tired and may Block or Work while tired, but may not Attack or use Activated Abilities.
- Exhausted: One of the three states of Fatigue that a creature may be in. Exhausted creatures may take no actions. Creatures become exhausted when they Attack, Work or use Activated Abilities.
Parts of All Cards
Card Name (CN): The specific name of the card.
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Card Type (CT): The type of the card: the card may be one of three types--"Hero", "Legend", or "Spell".
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Rarity (RA): How rare the card is; how difficult it is to obtain the card when opening booster packs. Ranks in Grades from S (most rare) to F (most common).
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Deployment Cost (DC): The total amount of power, with coloration counted, to put the card into play.
- Pure Deployment Cost (PDC): The total amount of power, without regards to color, required to put a card into play.
Parts of a Creature Card
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Work Rate (WR): The specific amount of energy any given creature generates while in the Work Force.
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Purge Value (PV): The amount of energy any given card generates when Purged.
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Offensive Power (OP): The attack power of any given creature. During the Damage Subphase of the Combat Phase, a creature who Attacks or Blocks deals combat damage equal to its Offensive Power to the creature blocking it or blocked by it, respectively.
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Defensive Power (DP): The defensive power of any given creature. When a creature takes more damage than its defensive power in one turn, it is killed, removing it from play and putting it into the Void.
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Activated Ability (AA): An ability possessed by a creature that is activated by paying its activation cost as well as Exhausting the creature. Players may only use Activated Abilities possessed by a creatures under their control if it is Renewed; Tired and Exhausted creatures cannot use Activated Abilities.
Triggered Ability (TA): An ability possessed by a creature that automatically activates when and if the conditions for its activations are met, regardless of the creature's Fatigue status. Triggered Abilities are generally considered more powerful than Activated Abilities because they can be activated at any time, so long as the triggering event occurs.
Overdrive (OD): Special Triggered, Activated Abilities possessed by every Legend. A Legend's Overdrive is triggered when it attacks, and activated by paying its activation cost. It is considered part of the attack, rather than a separate action.
Parts of Spell Cards
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Reflex Cost (RC): The additional cost required to play any given spell when outside of the player’s turn. The Reflex Cost of each spell differs.
Effect (EF): The effect of any given spell. Rules as written, not rules as intended.
Unfortunately, despite this somewhat extensive list, I still need terms for "the Library", "the Hand", and "the Graveyard", along with definitions for each; if possible, I'd like to stay away from "the Library" and "the Graveyard", as neither fit the theme of the game.
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