Difference between revisions of "Glossary"

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(New page: If you don't understand some word used in the documentation or in card text, here is a handy Glossary of terms. Adjacent: Any of the six spaces next to the given space and also the s...)
 
 
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If you don't understand some word used in the documentation or in card text, here is a handy Glossary of terms. 
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If you don't understand some word used in the documentation or in card text, here is a handy Glossary of terms. 
  
Adjacent: Any of the six spaces next to the given space and also the space itself. The same as all spaces within a distance of 1.
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Area of Control: Each player has an area of control. Your area of control is generally determined by your buildings.
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Attack: An Attack is either a Melee Attack or a Ranged Attack.
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Base: This is where you can build your units. You can build them anywhere your base can see. There is a different type of base for each Domain.
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Battle Back: When Figure A melees Figure B, Figure B is given the chance to attack Figure A back even if Figure B normally wouldn't be able to move there. It can only Battle back if it is undimmed though.
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For example a Driftwood Golem in an ocean attacks an Axe Captain. Normally the Axe Captain can't attack the Golem because it can't move to an ocean. But since the Golem attacked first the Axe Captain is allowed to retaliate.
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Building: Buildings effect your Area of Control. They give you control over any space they can see. Some buildings also give you Levels of Domain and some you need to build your units nearby.
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Construction Site: When a building is placed outside of your Area of Control it first becomes a construction site. Construction Sites take 3 Rounds to turn into a building. If a construction site takes damage it doesn't progress that round. Construction Sites don't leave ruins when they are destroyed.
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Corpse: When a Creature is Destroyed it becomes a corpse.
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Creature: This is a character or creature that can move around the map. Generally they can move or attack and sometimes they have special abilities.
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Destroy: Thing is removed from the game. Any effect that happens on Destroy is triggered. For example when Creatures are destroyed they create a Corpse.
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Dim: When a Thing is Dimmed it generally means the Thing has already acted this Round and must wait till next Round to act again.
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Domain: There are 4 Domains in the Far Wilds; Sylvan, Dark Legion, Elementals, and Mountain Folk. Domain Level is a measure of how much a player can use a particular Domain. Most cards require a certain Domain Level to be able to play them.
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Enchantment: These modify the behavior of Figures, Spaces on the map or the entire world. Enchantments on Figures are removed from the game if the figure is removed from the game.
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Entity: This is any Creature, Building or Enchantment that exists in the World. Cards in your hand are not Things.
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Figure: This is either a Unit or a Building. Only one figure can occupy a space at a time.
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Flux: This is a measure of magical energy. It is used to cast cards and do other things within the game. Each player gets 2 Flux a Round and a Flux for each Flux Point they control.
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Flux Point: These are sources of Flux. They give one Flux to the controller of the space they are in.
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Glory: This is a measure of how well players are doing in the game. Each player has some number of Glory. Generally the first player to reach 20 glory wins the game.
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Heal: Figure's HP are brought up to the figures Max HP.
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Living: A Unit that isn't Undead or a Construct.
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Melee: A hand to hand attack against another Figure. In order to melee another Figure the attacking Figure must be able to move into the space of its victim. Anytime a Figure melees it becomes vulnerable to Battle Back.
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Round: When a player is done with his actions he passes. When all the players have passed a new round begins. After every round each player gets Flux, Figures with less than 1 HP are Destroyed, Things undim, etc.
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Ruin: When a Building is Destroyed it becomes a ruin.
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Sacrifice: Entity you control is removed from the game. Effects that happen on destroy are not triggered.
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Undim: Entity isn't dimmed. Meaning it can still perform actions this Round that will dim the Entity. For example a Unit that is undimmed can still move or attack.
+
  
Attributes
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'''Action:''' To perform something, such as:
Aloft: Figure flies. It can't be the target of melee attacks from ground units unless it has made a melee attack on a ground unit this Round.
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To attack,
Aquatic: Figure can move in water spaces and will be destroyed if it ends its turn on a land space.
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To move a creature,
Battle Ready: If Figure is Meleed it will deal damage to the attacker equal to its attack.
+
To play a card,
Armor (X): Figure takes X less damage from every attack.
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To use an ability of an Entity.  
Foreststride: Figure has no movement penalty to move through Forest.
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Players take turns performing actions.
Fear (X): No living Unit of a different Domain will move within X spaces of Figure with Fear.
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Heal (X): Figure regains X Health at the end of every round.
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Hover: Figure's move is not effected by terrain.
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Isolation(X): Figure can't use any abilities if it is within X spaces of another Figure.
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Mountainstride: Figure has no movement penalty to move through mountains.
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Reload (X): Anytime this Figure is undimmed at the end of the round it gets a reload counter. If it becomes dimmed it looses all reload counters. It can't attack unless it has X reload counters.
+
Swims: Figure can move on land or water spaces. Water spaces cost 2 speed to move across.
+
Upkeep (X): Figure's controller must pay 1 Flux at the beginning of every round or the Figure is removed.
+
  
 +
'''Adjacent:''' Any of the six spaces next to the given space.
  
'''Action:''' To perform something, such as:
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'''Area of Control:''' Each player has an Area of Control, usually generated by buildings. This is defined by the big blue line around your buildings, and the red line around your opponent's. If a building is played within your Area of Control, it builds instantly.
To attack
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To move a unit
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To place a building
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To cast an enchantment or spell.
+
  
'''Adjacent:'''  Any of the 6 Hexes next to, or touching any given space. This is the same as “All spaces within 1”
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'''Attack:''' An Attack is either a Melee Attack or a Ranged Attack. In order to melee another Figure the attacking Figure must be able to move into the space of its victim. A Ranged attack can hit anything within the figures range.  Attack is also an attribute of figures that determines how much damage it does in an attack.
  
'''Area of control:''' Each player has an Area of Control, usually generated by buildings. This is defined by the big blue line around you buildings, and the red line around your opponents. If a building is played within Your Area of Control, it builds instantly.
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'''Base:''' This is needed to build most creatures. Unless specified otherwise, Creatures can only be built adjacent to a base.
  
'''Attack:'''
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'''Battle Back:''' When Figure A melees Figure B, Figure B is given the chance to attack Figure A back even if Figure B normally wouldn't be able to move there. It can Battle back as its attack action.
1)  To cause damage to another Unit or Building
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For example a [[Driftwood Golem]] in an ocean attacks an [[Axe Captain]]. Normally the Axe Captain can't attack the Golem because it can't move to an ocean. But since the Golem attacked first the Axe Captain is allowed to retaliate.
-Melee: To attack from an adjacent hex
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-Ranged: To fire from a hex; this may not be adjacent. A Unit or Buildings’ Range determines how far away this attack can be made from.
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'''Attack Power:'''  The amount of HP that a figure loses once a successful attack has been made against it
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'''Building:'''  Buildings effect your Area of Control. They give you control over any space they can see. Some buildings also give you Levels of Domain and some you need to build your creatures nearby. Most buildings cannot move or attack.
  
'''Base:''' This is the area in which you can play your units. It is the Line of Sight of your buildings. There is a differing type of base for every Domain.
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'''Construct:''' Type of Creature. Construct Creatures are not affected by [[Fear (Ability)]]
  
'''Battle back:''' If a unit is melee attacked by another unit from a hex not normally accessible to the unit (It has too much of a Movement penalty for the unit to move through, or attack) a attack is now possible in retaliation. However, the unit must be undimmed to do so. An example: A Driftwood Golem in an ocean attacks an Axe Captain. Normally the Axe Captain can't attack the Golem because it can't move to an ocean. But since the Golem attacked first the Axe Captain is allowed to retaliate.
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'''Construction Site:''' When a building is placed outside of your Area of Control it first becomes a Construction Site. It starts with 4 Work tokens. Each round in which the Construction site remains undamaged a Work token is removed. Once all 4 are removed, the Construction site is replaced with the finished building.
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Construction Sites don't leave ruins when they are destroyed.
  
'''Building:''' These affect your control Area, building more buildings makes a larger Area of control. The Viewing range of a Building is your Base area. Certain buildings determine your Level of Domain. Building have attributes, called the Figure attributes. However, normally, movement rating and attack power do not apply to buildings. The Area of control projected by a building is determined by its Viewing range.
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'''Corpse:''' When a Creature is Destroyed or Sacrificed it becomes a corpse.  
Construction site: When a building is placed outside of your Area of control, it has 4 Work counters. Until all 4 work counters are removed the building is shown as a Construction Site. Each round in which the Construction site remains undamaged results in a Work counter been removed. Once all 4 are removed, the Construction site is replaced with a finished building.
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'''Construct:''' A building or mechanical unit.
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'''Creature:''' This is a character or creature that can move around the map. Generally they can move or attack and sometimes they have special abilities.
  
'''Corpse:''' When a unit is destroyed, it leaves behind a corpse.
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'''Destroy:''' Figure is removed from the game. Any effect that happens on Destroy is triggered. When Creatures are destroyed they leave a Corpse, when Buildings are destroyed they leave a Ruin. When a Figure's health reaches 0 they are destroyed after end of round.
  
'''Destroy:''' When a Unit or Buildings’ health reaches 0 they are destroyed.
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'''Dim:''' When an Entity is Dimmed it generally means the Entity has already acted this Round and must wait till next Round to act again.  Some abilities require Dimming the Entity as a cost, this is represented by the [[image:Dim.png]] symbol.
  
'''Dim:''' After a unit or Building has completed 1 action within a single round it becomes Dimmed and cannot complete any more actions such as attacking or moving.
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'''Domain:''' [[Image:Domains.jpg]] There are 6 Domains in the Far Wilds; [[Sylvan]], [[Dark Legion]], [[Elemental]], [[Mountain Folk]],[[Celestial Imperium]] and [[Chaos]]. Domain Level is a measure of how much a player can use a particular Domain. Most cards require a certain Domain Level to be able to play them.
  
'''Domain:''' There are 3 domains within The Far Wilds: Sylvan, Mountain Folk and Dark Legion. Each have their own Buildings, Units and Enchantments.
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'''Domain Level:''' Measures how much of a Domain’s cards are playable by the player. Every card has a required domain level to play.
  
'''Domain Level:''' Measures how much of a Domain’s cards are playable by the player. Every card has a required domain level to play, from 0 -> 3
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'''Dried:''' Terrain changes one step from Forest -> Grass -> Desert.
  
'''Enchantment:''' To change the behavior of a unit, space or the entire world. ''Unit:'' Causes a change to happen to that unit only, such as a unit been granted +2 attack for a round. ''Space:'' Causes a change to happen on a space, such as a Termite swarm been cast on a hex.'' World:'' Causes a change to occur that affects the entire world (The entire map). This may be reducing all units’ sight to 1.
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'''Enchantment:''' These modify the behavior of Entities, Spaces on the map or the entire world. Enchantments on Figures are removed from the game if the Figure is removed from the game.
  
'''Figure:''' This is either a Unit or a Building. Each hex may only be occupied by one figure at any time.
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'''Enters:''' If a Figure starts an action not in a given space but ends the action in that space, it is said to have Entered that space.
  
'''Figure attributes:''' Viewing Range, Attack power, Range, Hp (Health) and Movement rating. Also called base attributes. Not to be confused with '''base'''
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'''Entity:''' This is any Creature, Building, Enchantment, Corpse, or Ruin that exists in the World. Cards in your hand are not Entities.
  
'''Flux:''' This is the measure of Magical energy. Cards require a certain amount of flux to be played, and some actions require flux as well. Every player gains 2 flux per round, as well as 1 from every flux point controlled.
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'''Figure:''' This is either a Creature or a Building. Only one Figure can occupy a space at a time. Figures have 5 attributes called Figure Stats.  
  
'''Flux point:''' The pints on the map which:
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'''Figure Stats:''' Attack, Health, Max Health, Vision, Speed and Range. A Figure's stats are displayed on the bottom of the card.  Other entities or stat tokens may modify these values.  
1) Provide 1 flux point per turn for a player if in their Area of Control.
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2) If more flux points are controlled by one player than the other, they gain 1 glory at the end of every round in which they control more points.
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'''Glory:''' The game is won once 13 glory is reached by a player. Glory is gained by controlling more flux points than the opponent or through certain enchantments.
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'''Flux:''' This is a measure of magical energy. It is used to cast cards and do other things within the game. At the start of each round, each player gets 2 Flux plus 1 Flux for each Flux Well they control.
  
'''Heal:''' To add Hp onto a figure, up to but not exceeding its max Hp.
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'''Flux Well:''' These are sources of Flux. They give one Flux to the controller of the space they are in. The person that controls the most Flux Wells after end of any round gains 2 Glory.
  
'''Hex:''' A space on the map.
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'''Glory:''' This is a measure of how well players are doing in the game. Each player has some number of Glory. The first player to reach 20 glory wins the game.  Glory is gained by controlling more flux points than the opponent or through certain Entities.
  
'''Hp (Health):''' The amount of damage a Figure can take before been destroyed.
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'''Greened:''' Terrain changes one step from Desert -> Grass -> Forest.
  
'''Level of Domain:''' Certain buildings increase your level of Domain. A certain level of domain is required to play certain cards.
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'''Hex:''' A space on the map.
  
'''Living:''' A unit unit that is not undead or a construct.
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'''Health:''' The amount of damage a Figure can take before been destroyed.
  
'''Melee:''' To attack another unit from an adjacent hex.
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'''Living:''' A Creature that isn't [[:Category:Undead|Undead]], a [[:Category:Construct|Construct]], an [[:Category:Angel|Angel]] or a [[:Category:Demon|Demon]].
  
'''Movement rating:''' Once this reaches 0 due to movement penalties a figure cannot move anymore, or melee adjacent units.
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'''Lowered:''' Terrain changes one step from Mountains -> Hills -> Plains -> Swamp -> Ocean.
  
'''Movement penalty:''' Each hex has a movement penalty. This is subtracted from a figures movement rating. It is the penalty to move across a space or hex.
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'''Melee:''' A hand to hand attack against another Figure. In order to melee another Figure the attacking Figure must be able to move into the space of its victim. Anytime a Figure melees it becomes vulnerable to Battle Back.
  
'''Permanent:''' A unit, Building or Enchantment on the map, or in effect on the map.
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'''Play:''' [FIXME]To move a card from your hand and bring it onto the map for use.
  
'''Play:''' To move a card from your hand and bring it onto the map for use.
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'''Raised:''' Terrain changes one step from Ocean -> Swamp -> Plains -> Hills -> Mountain.
  
 
'''Range:''' The number of spaces or hexes around a figure in which it can attack other figures without meleeing.
 
'''Range:''' The number of spaces or hexes around a figure in which it can attack other figures without meleeing.
  
'''Round:''' A round is the time period in which players take their turns. Each turn consists of one action. These turns continue until both players pass. At the end of a round, glory can be achieved.
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'''Round:''' When a player is done with his actions he passes. When all the players have passed a new round begins. After every round each player gets Flux, Figures with less than 1 Health are Destroyed, Entities undim, etc.
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'''Ruin:''' When a Building is Destroyed or Sacrificed it becomes a ruin.
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 +
'''Sacrifice:''' Entity you control is removed from the game. When Creatures are sacrificed they leave a Corpse, when Buildings are sacrificed they leave a Ruin. Effects that happen on destroy are not triggered.
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 +
'''Similar:''' A similar player is a player that is within 100 points of your rating.  Players similar to you have their names highlighted in green in the lobby.
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 +
'''Speed:''' Determines the distance that a Figure can move.  Figures can only melee Figures in hexes that they can move to. A Figure with 0 speed cannot move or melee attack.  
 +
 
 +
'''Speed cost:''' Each hex has a speed penalty. A Figure can only move to hexes that have total movement penalty less than or equal to its speed.
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 +
'''Stat token:''' Token that increase or decrease Figure Stats.
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 +
'''Taken:''' Entity and anything enchanting it is taken out of play. It isn't affected by any other Entity. No events such as end or start or round affect the Entity. When Entity is replaced in play it comes back with any tokens enchantments or damage it had when it was taken.
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 +
'''Undimmed:''' Entity isn't dimmed. Meaning it can still perform actions this Round that will dim the Entity. For example a Creature that is undimmed can still move or attack.
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 +
'''Vision:'''    The area that a Figure can see unaided. This is one of the base stats.
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 +
 
 +
== Attributes ==
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'''(landtype)Stride (Foreststride, Desertstride, Mountainstride, Hillstride, Swampstride):''' Figure has no movement penalty to move through the chosen (landtype) F.E: foreststride makes it so that the figure has no moving penalty through forest and every space with forest have speed cost 1.
 +
 
 +
'''Aloft:''' Figure flies. It can't be the target of melee attacks from ground creatures unless it has made a melee attack on a ground creature this round. Figure's move not affected by terrain.
 +
 
 +
'''Armor (X):''' Figure takes X less damage from every attack.
 +
 
 +
'''Aquatic:''' Figure spawns in any water not that not under enemy control. Figure can move in water spaces and will lose 2 health if it ends its turn on a land space.
 +
 
 +
'''Battle Ready:''' If Figure is Meleed it will deal damage to the attacker equal to its attack.
 +
 
 +
'''Entrench:''' If Figure is undimmed at end of round add an entrenchment token. If figure is moved to a new space it loses all entrenchment tokens.
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 +
'''Fear (X):''' No non-construct Creature of a different Domain will move within X spaces of Figure with Fear.
 +
 
 +
'''Flanking:''' Figure gains +1 attack if attacking a figure adjacent to another figure you control.
 +
 
 +
'''Heal (X):''' Figure regains X Health at the start of every round.
 +
 
 +
'''Hover:''' Figure's move is not effected by terrain ( speed cost of all hexes is 1, but unit still can't move over water ).
 +
 
 +
'''Isolation(X):''' Figure can't use any abilities if it is within X spaces of another Figure.
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 +
'''Lifespan(X):''' Entity gain an Age token at the start of the round. If the Entity has X Age tokens or more it is destroyed.
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 +
'''Reload (X):''' Anytime this Figure is undimmed at the end of the round it gets a reload counter. If it becomes dimmed it loses all reload counters. It can't attack unless it has X reload counters.
  
'''Ruin:''' Left behind when a building is destroyed.
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'''Salvage:''' Entity starts with Flux tokens equal to its Flux cost. Entity loses a Flux token at the start of every round. If Entity is removed but not sacrificed by the caster, the caster gains 1 Flux for each Flux token left on Entity. (The casting cost of Entities in play with Salvage is reduced by 1 for every Flux token)
  
'''Sacrifice:''' Permanent under your control is removed from the game. Removing from the game is different from destroying a permanent.
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'''Sleep:''' Entities with Sleep tokens that are undimmed lose a Sleep token and dim. They also lose a Sleep token any time they take damage.
  
'''Turn:''' 1 action is carried out by a player in a turn.
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'''Swims:''' Figure can be played and can move on land or water spaces. Water spaces cost 2 speed to move across.
  
'''Undim:''' Permanent isn’t dimmed, it can still perform actions.
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'''Unique:''' There can only be one of these in play at any time. The 2nd wont be allowed to be cast if one already exists.
  
'''Unit:''' A character or creature on the map. A unit has 5 attributes, called the Figure attributes.
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'''Wither (X):''' Figure takes X damage at the start of the round.
  
'''Viewing range:''' The area that a Figure can see unaided. This is one of the base attributes.
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[[Category:Rules]]

Latest revision as of 10:58, 31 August 2010

If you don't understand some word used in the documentation or in card text, here is a handy Glossary of terms.


Action: To perform something, such as: To attack, To move a creature, To play a card, To use an ability of an Entity. Players take turns performing actions.

Adjacent: Any of the six spaces next to the given space.

Area of Control: Each player has an Area of Control, usually generated by buildings. This is defined by the big blue line around your buildings, and the red line around your opponent's. If a building is played within your Area of Control, it builds instantly.

Attack: An Attack is either a Melee Attack or a Ranged Attack. In order to melee another Figure the attacking Figure must be able to move into the space of its victim. A Ranged attack can hit anything within the figures range. Attack is also an attribute of figures that determines how much damage it does in an attack.

Base: This is needed to build most creatures. Unless specified otherwise, Creatures can only be built adjacent to a base.

Battle Back: When Figure A melees Figure B, Figure B is given the chance to attack Figure A back even if Figure B normally wouldn't be able to move there. It can Battle back as its attack action. For example a Driftwood Golem in an ocean attacks an Axe Captain. Normally the Axe Captain can't attack the Golem because it can't move to an ocean. But since the Golem attacked first the Axe Captain is allowed to retaliate.

Building: Buildings effect your Area of Control. They give you control over any space they can see. Some buildings also give you Levels of Domain and some you need to build your creatures nearby. Most buildings cannot move or attack.

Construct: Type of Creature. Construct Creatures are not affected by Fear (Ability)

Construction Site: When a building is placed outside of your Area of Control it first becomes a Construction Site. It starts with 4 Work tokens. Each round in which the Construction site remains undamaged a Work token is removed. Once all 4 are removed, the Construction site is replaced with the finished building. Construction Sites don't leave ruins when they are destroyed.

Corpse: When a Creature is Destroyed or Sacrificed it becomes a corpse.

Creature: This is a character or creature that can move around the map. Generally they can move or attack and sometimes they have special abilities.

Destroy: Figure is removed from the game. Any effect that happens on Destroy is triggered. When Creatures are destroyed they leave a Corpse, when Buildings are destroyed they leave a Ruin. When a Figure's health reaches 0 they are destroyed after end of round.

Dim: When an Entity is Dimmed it generally means the Entity has already acted this Round and must wait till next Round to act again. Some abilities require Dimming the Entity as a cost, this is represented by the Dim.png symbol.

Domain: Domains.jpg There are 6 Domains in the Far Wilds; Sylvan, Dark Legion, Elemental, Mountain Folk,Celestial Imperium and Chaos. Domain Level is a measure of how much a player can use a particular Domain. Most cards require a certain Domain Level to be able to play them.

Domain Level: Measures how much of a Domain’s cards are playable by the player. Every card has a required domain level to play.

Dried: Terrain changes one step from Forest -> Grass -> Desert.

Enchantment: These modify the behavior of Entities, Spaces on the map or the entire world. Enchantments on Figures are removed from the game if the Figure is removed from the game.

Enters: If a Figure starts an action not in a given space but ends the action in that space, it is said to have Entered that space.

Entity: This is any Creature, Building, Enchantment, Corpse, or Ruin that exists in the World. Cards in your hand are not Entities.

Figure: This is either a Creature or a Building. Only one Figure can occupy a space at a time. Figures have 5 attributes called Figure Stats.

Figure Stats: Attack, Health, Max Health, Vision, Speed and Range. A Figure's stats are displayed on the bottom of the card. Other entities or stat tokens may modify these values.

Flux: This is a measure of magical energy. It is used to cast cards and do other things within the game. At the start of each round, each player gets 2 Flux plus 1 Flux for each Flux Well they control.

Flux Well: These are sources of Flux. They give one Flux to the controller of the space they are in. The person that controls the most Flux Wells after end of any round gains 2 Glory.

Glory: This is a measure of how well players are doing in the game. Each player has some number of Glory. The first player to reach 20 glory wins the game. Glory is gained by controlling more flux points than the opponent or through certain Entities.

Greened: Terrain changes one step from Desert -> Grass -> Forest.

Hex: A space on the map.

Health: The amount of damage a Figure can take before been destroyed.

Living: A Creature that isn't Undead, a Construct, an Angel or a Demon.

Lowered: Terrain changes one step from Mountains -> Hills -> Plains -> Swamp -> Ocean.

Melee: A hand to hand attack against another Figure. In order to melee another Figure the attacking Figure must be able to move into the space of its victim. Anytime a Figure melees it becomes vulnerable to Battle Back.

Play: [FIXME]To move a card from your hand and bring it onto the map for use.

Raised: Terrain changes one step from Ocean -> Swamp -> Plains -> Hills -> Mountain.

Range: The number of spaces or hexes around a figure in which it can attack other figures without meleeing.

Round: When a player is done with his actions he passes. When all the players have passed a new round begins. After every round each player gets Flux, Figures with less than 1 Health are Destroyed, Entities undim, etc.

Ruin: When a Building is Destroyed or Sacrificed it becomes a ruin.

Sacrifice: Entity you control is removed from the game. When Creatures are sacrificed they leave a Corpse, when Buildings are sacrificed they leave a Ruin. Effects that happen on destroy are not triggered.

Similar: A similar player is a player that is within 100 points of your rating. Players similar to you have their names highlighted in green in the lobby.

Speed: Determines the distance that a Figure can move. Figures can only melee Figures in hexes that they can move to. A Figure with 0 speed cannot move or melee attack.

Speed cost: Each hex has a speed penalty. A Figure can only move to hexes that have total movement penalty less than or equal to its speed.

Stat token: Token that increase or decrease Figure Stats.

Taken: Entity and anything enchanting it is taken out of play. It isn't affected by any other Entity. No events such as end or start or round affect the Entity. When Entity is replaced in play it comes back with any tokens enchantments or damage it had when it was taken.

Undimmed: Entity isn't dimmed. Meaning it can still perform actions this Round that will dim the Entity. For example a Creature that is undimmed can still move or attack.

Vision: The area that a Figure can see unaided. This is one of the base stats.


Attributes

(landtype)Stride (Foreststride, Desertstride, Mountainstride, Hillstride, Swampstride): Figure has no movement penalty to move through the chosen (landtype) F.E: foreststride makes it so that the figure has no moving penalty through forest and every space with forest have speed cost 1.

Aloft: Figure flies. It can't be the target of melee attacks from ground creatures unless it has made a melee attack on a ground creature this round. Figure's move not affected by terrain.

Armor (X): Figure takes X less damage from every attack.

Aquatic: Figure spawns in any water not that not under enemy control. Figure can move in water spaces and will lose 2 health if it ends its turn on a land space.

Battle Ready: If Figure is Meleed it will deal damage to the attacker equal to its attack.

Entrench: If Figure is undimmed at end of round add an entrenchment token. If figure is moved to a new space it loses all entrenchment tokens.

Fear (X): No non-construct Creature of a different Domain will move within X spaces of Figure with Fear.

Flanking: Figure gains +1 attack if attacking a figure adjacent to another figure you control.

Heal (X): Figure regains X Health at the start of every round.

Hover: Figure's move is not effected by terrain ( speed cost of all hexes is 1, but unit still can't move over water ).

Isolation(X): Figure can't use any abilities if it is within X spaces of another Figure.

Lifespan(X): Entity gain an Age token at the start of the round. If the Entity has X Age tokens or more it is destroyed.

Reload (X): Anytime this Figure is undimmed at the end of the round it gets a reload counter. If it becomes dimmed it loses all reload counters. It can't attack unless it has X reload counters.

Salvage: Entity starts with Flux tokens equal to its Flux cost. Entity loses a Flux token at the start of every round. If Entity is removed but not sacrificed by the caster, the caster gains 1 Flux for each Flux token left on Entity. (The casting cost of Entities in play with Salvage is reduced by 1 for every Flux token)

Sleep: Entities with Sleep tokens that are undimmed lose a Sleep token and dim. They also lose a Sleep token any time they take damage.

Swims: Figure can be played and can move on land or water spaces. Water spaces cost 2 speed to move across.

Unique: There can only be one of these in play at any time. The 2nd wont be allowed to be cast if one already exists.

Wither (X): Figure takes X damage at the start of the round.