Difference between revisions of "Glossary"
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== Attributes == | == Attributes == | ||
− | '''(landtype)Stride (Foreststride, Desertstride, Mountainstride):''' 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. | + | '''(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. |
'''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. | '''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. | ||
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'''Battle Ready:''' If Figure is Meleed it will deal damage to the attacker equal to its attack. | '''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. | '''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. | '''Heal (X):''' Figure regains X Health at the start of every round. | ||
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'''Swims:''' Figure can move on land or water spaces. Water spaces cost 2 speed to move across. | '''Swims:''' Figure can move on land or water spaces. Water spaces cost 2 speed to move across. | ||
+ | |||
+ | '''Wither (X):''' Figure takes X damage at the start of the round. | ||
== Glossary edit by Gamezfreak == | == Glossary edit by Gamezfreak == |
Revision as of 13:21, 8 December 2009
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 place a building To cast an enchantment or spell. Players take turns performing actions.
Adjacent: Any of the six spaces next to the given space and also the space itself. This is the same as “All spaces within 1.”
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.
Base: This is needed to build most creatures. Unless specified otherwise, Creatures can only be built adjacent to a base. There are different types of buildings with the building base property for each Domain.
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. 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.
Construct: A building or mechanical Creature type.
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: Thing is removed from the game. Any effect that happens on Destroy is triggered. For example when Creatures are destroyed they create a Corpse.
Dim: When a Thing 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 symbol.
Domain: There are 4 Domains in the Far Wilds; Sylvan, Dark Legion, Elemental, 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.
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
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.
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.
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 Well they control.
Flux Well: These are sources of Flux. They give one Flux to the controller of the space they are in.
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.
Heal: Figure's HP are brought up to the figures Max HP.
Hex: A space on the map.
HP (Health): The amount of damage a Figure can take before been destroyed.
Living: A Creature that isn't Undead, a Demon, or a Construct.
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.
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, Entities undim, etc.
Ruin: When a Building is Destroyed or Sacrificed it becomes a ruin.
Sacrifice: Entity you control is removed from the game. 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.
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.
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.
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.
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 be destroyed 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.
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.
Swims: Figure can move on land or water spaces. Water spaces cost 2 speed to move across.
Wither (X): Figure takes X damage at the start of the round.
Glossary edit by Gamezfreak
Attack: 1) To cause damage to another Creature or Building -Melee: To attack from an adjacent hex -Ranged: To fire from a hex; this may not be adjacent. A Creature or Buildings’ Range determines how far away this attack can be made from.
Attack Power: The amount of HP that a figure loses once a successful attack has been made against it
Base: This is the area in which you can play your creatures. It is the Line of Sight of your buildings. There is a differing type of base for every Domain (Not all creatures need to be summoned in base, but most normal land units needs to).
Battle back: If a figure is melee attacked by another figure from a hex not normally accessible to the figure (It has too much of a Movement penalty for the figure to move through, or attack) a attack is now possible in retaliation. However, the figure 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.
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. 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.
Destroy: When a Creature or Buildings’ health reaches 0 they are destroyed.
Dim: After a Creature or Building has completed 1 action within a single round it becomes Dimmed and cannot complete any more actions such as attacking or moving.
Domain: There are 3 domains within The Far Wilds: Sylvan, Mountain Folk and Dark Legion. Each have their own Buildings, Creatures and Enchantments.
Enchantment: To change the behavior of a Creature, space or the entire world. Creature: Causes a change to happen to that Creature only, such as a Creature 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 Creatures’ sight to 1.
Figure: This is either a Creature or a Building. Each hex may only be occupied by one figure at any time.
Figure attributes: Viewing Range, Attack power, Range, Hp (Health) and Movement rating. Also called base attributes. Not to be confused with base
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.
Flux point: The pints on the map which: 1) Provide 1 flux point per turn for a player if in their Area of Control. 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.
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.
Heal: To add Hp onto a figure, up to but not exceeding its max Hp.
Level of Domain: Certain buildings increase your level of Domain. A certain level of domain is required to play certain cards.
Melee: To attack another Creature from an adjacent hex.
Movement rating: Once this reaches 0 due to movement penalties a figure cannot move anymore, or melee adjacent Creatures.
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.
Permanent: A Creature, Building or Enchantment on the map, or in effect on the map.
Play: To move a card from your hand and bring it onto the map for use.
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.
Ruin: Left behind when a building is destroyed.
Sacrifice: Permanent under your control is removed from the game. Removing from the game is different from destroying a permanent.
Turn: 1 action is carried out by a player in a turn.
Undim: Permanent isn’t dimmed, it can still perform actions.
Creature: A character or creature on the map. A Creature has 5 attributes, called the Figure attributes.
Viewing range: The area that a Figure can see unaided. This is one of the base attributes.