GLOSSARY OF TERMS:

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ABILITY, CARD ABILITY

An ability is the special game text a card contributes to the game. Unless an ability explicitly references an out-of-play area (such as a hand, deck, archives, or discard pile), that ability can only interact with cards that are in play. Abilities that interact with a card after it is destroyed can interact with that card while it is in the discard pile. Abilities on a creature, artifact, or upgrade are only active (and can only be triggered) while that card is in play, unless the ability explicitly references being used from an out-of-play area.

 

ACTION ABILITY

To use an “Action:” ability during their turn, the active player must exhaust the card. The ability then resolves.

ACTIVE HOUSE

The active house is the house that the active player has chosen for the current turn.

ACTIVE PLAYER

The active player is the player taking the current turn. The active player makes all necessary decisions for all card abilities or timing conflicts that need to resolve during their turn.

 

ADJACENT

When a creature card refers to a game element as being “adjacent” to that creature or being played “adjacent” to that creature, it is referring to a card being in or being played into the position to the immediate right or immediate left of that creature. See also “Neighboring”

 

ALPHA

When a card has the Alpha keyword, it can only be played if you haven’t played, used, or discarded any other cards during the current step of your turn.

 

ÆMBER

Æmber is tracked by Æmber tokens, and is used to forge keys. Only Æmber in your own Æmber pool is considered “yours” for the purpose of card effects. See also: Capture, Keys, Reap, Steal.

 

ARMOR

Some creatures have an armor value to the right of the card title. Armor prevents an amount of damage equal to the armor value that the creature would take each turn. Armor prevents damage before it is actually dealt. For example, if a creature has two armor and is dealt one damage, that damage is instead prevented by the armor, leaving the creature with one armor that can prevent damage left for the rest of the turn. If the creature is later dealt three more damage during that turn, one damage is prevented and the other two damage are dealt to that creature. If a creature gains armor, the gains are additive and accumulate on top of the creature’s printed armor value. If a creature gains armor during a turn, the gained armor does not prevent damage already dealt that turn. If a creature loses armor during a turn, it is not retroactively dealt damage that was already prevented by the armor. If a creature loses any amount of armor, it loses armor that has been used to prevent damage this turn before it loses armor that has not been used to prevent damage this turn. If a creature has a “~” symbol in its armor field, the creature has no armor. Such creatures may gain armor through card effects.

 

AS IF IT WERE YOURS/AS IF YOU CONTROLLED IT

If a card effect instructs you to use a card “as if it were yours” or “as if you controlled it,” it causes you to use the card even if you don’t control it. You never gain control of the card during this process, but you resolve the effect as if you controlled the card. When using a card “as if it were yours/as if you controlled it” that instructs you to sacrifice the card as part of the effect, the card is still sacrificed as if you controlled it.

 

ASSAULT (X)

When a creature with the assault (X) keyword attacks, it deals damage equal to its assault value (i.e., “X”) to the creature it is fighting before the fight resolves. (The active player chooses whether this occurs before or after other “Before Fight” effects and keywords.) If this damage destroys the other creature, the rest of the fight does not occur. If a creature with the assault (X) keyword gains another instance of the assault (X) keyword, the two X values are added together.

ARCHIVES

A player’s archives is a facedown game area in front of that player’s identity card. Card abilities are the only means by which a player is permitted to add cards to their archives. During step 2 of a player’s turn, after they select an active house, the active player is permitted to pick up all cards in their archives and add those cards to their hand. Cards in a player’s archives are considered out of play. A player may look at their archives at any time. A player is not permitted to look at an opponent’s archives. If the ability instructing a player to archive a card does not specify where the card is archived from, the archived card comes from that player’s hand. Æmber Token

 

ATTACK, ATTACKER, ATTACKING

See “Fight” on page 11.

 

BATTLELINE

The battleline is the ordered line of creatures a player controls in play. See “Creatures” on page 6.

 

BEFORE

If the word “before” is used in an ability (for example, “Before Reap:” or “Before Fight:”), that ability resolves before resolving the game effect of the reap or fight (but after the card exhausts, if exhausting is required to use the card).

 

CANNOT VS MUST/MAY, CANNOT VS PERMISSIVE

If two card effects are simultaneously instructing a player that they “cannot” do something and that they “must” or “may” do the same thing, the “cannot” effect takes precedence. Example: Anna controls a Pitlord (COTA 093) which reads “While Pitlord is in play you must choose Dis as your active house.” On their next turn Anna’s opponent plays Restringuntus (COTA 094) which reads “Play: Choose a house. Your opponent cannot choose that house as their active house until Restringuntus leaves play.” and chooses Dis for its ability. On Anna’s next turn, she both must and cannot choose Dis, but because cannot takes precedence over must, she only cannot choose Dis and must choose one of her other houses instead.

CAPTURE

Captured Æmber is taken from an opponent’s Æmber pool and placed on a creature controlled by the capturing player. Players may not spend captured Æmber. When a creature with Æmber on it leaves play, the Æmber is placed in the opponent’s Æmber pool. Unless otherwise specified, Æmber is placed on the creature that captured it.

 

CHAIN, CHAINS

Some card abilities cause a player to gain one or more chains. If a player gains chains, that player increases their chain tracker by the number of chains gained. If a player has at least one chain when refilling their hand and would draw cards based on the number of remaining cards in their hand, they draw fewer cards according to the chart below. Then, they shed one chain by reducing the number on their chain tracker by one. Chains 1-6: draw one fewer card. Chains 7-12: draw two fewer cards. Chains 13-18: draw three fewer cards. Chains 19-24: draw four fewer cards. While drawing an initial hand of cards during setup, if a deck has chains assigned to it, the chains also apply to the initial hand of cards drawn as if you were refilling a hand during step 5. A chain is shed for this initial draw as per the standard rules. See ”Chains” on page 8.

 

CONTROL

A player owns the cards that begin the game in their deck. When a card is played, it enters play under the control of the active player. A player can take control of an opponent’s card. When this happens, that card is placed in the new controller’s play area. If it is a creature, it is placed on a flank of the new controller’s battleline. If multiple effects that take control of a card are used on the same card, the most recent effect takes precedence. If a player takes control of a card that belongs to a house not in the new controller’s deck, they can make that house the active house during step 2 of their turn. If a card that has changed control leaves play for any reason, it moves to its owner’s appropriate out-of-play zone. If an ability refers to cards that a player “has” in play, it is referring to cards that player controls. COST, AT

 

CURRENT COST

The base cost to forge a key is six Æmber. This cost may be modified by card abilities. The modified cost is referred to as the current cost.

 

DESTROYED

When a card is destroyed by a card effect or when a creature has damage on it equal to or greater than its power, that card is tagged for destruction. After it is tagged, then that card’s “Destroyed:” abilities trigger, and finally the tagged card is placed into its owner’s discard pile. If multiple cards are simultaneously tagged for destruction, the active player chooses the order in which to resolve the “Destroyed:” abilities of any of those cards, and also chooses the order in which those cards are placed in their owner’s discard piles. Once a creature has been tagged for destruction, the only thing that can remove this tag is a replacement effect that uses the word “instead” and replaces the destruction of that creature. An effect that heals a tagged creature does not remove the destroyed tag. An effect may move a tagged creature to a different out-of-play area (such as the hand or archives), but that creature is still considered to have been “destroyed” for the purposes of card effects. If a “Destroyed:” ability causes more cards to be destroyed, they are also tagged for destruction, and their “Destroyed:” effects will also trigger before cards are placed in the discard pile. Players cannot choose to sacrifice or destroy a creature that is already tagged for destruction. A card that is already tagged for destruction cannot be tagged for destruction again, and any effect that attempts to destroy or sacrifice that card fails. That card still only triggers its “Destroyed:” abilities once. A card only triggers “Destroyed:” abilities that it had at the time it was tagged for destruction. If a card gains a “Destroyed:” ability after it is already tagged, that ability does not trigger. Cards that are sacrificed also count as being destroyed. They are tagged for destruction following the same process outlined above. Example: Dan has Archimedes in the middle of 4 other creatures and his opponent plays Gateway to Dis, destroying all creatures. First, all of Dan’s creatures are tagged for destruction. Then Archimedes’ neighbors “Destroyed:” effects trigger, archiving them. The battleline immediately collapses, but Archimedes’ new neighbors have already been tagged for destruction and cannot gain a new “Destroyed:” ability, so they are placed in the discard pile along with Archimedes. Example: Emily has a Jehu the Bureaucrat, Duma the Martyr with 2 damage, and Commander Remiel with 1 damage in play. Her opponent plays a Poison Wave, dealing 2 damage to each creature. This damage causes Duma the Martyr and Commander Remiel to be tagged for destruction. Duma the Martyr’s “Destroyed:” effect triggers, healing Jehu the Bureaucrat and Commander Remiel. Since Commander Remiel was already tagged for destruction, it still goes to the discard pile with Duma the Martyr, but Jehu the Bureaucrat survives unscathed. Example: Marcus has a Groggins with a Phoenix Heart in play. His opponent, Janelle, has a Dust Imp with a Soulkeeper, a Drumble, and a Shaffles in play. Marcus attacks Dust Imp with Groggins, causing Dust Imp to be tagged for destruction. Dust Imp’s “Destroyed:” ability and the “Destroyed:” ability that Soulkeeper grants it both trigger simultaneously. Marcus chooses to let his opponent gain the 2 Æmber first, then trigger the Soulkeeper, which will destroy Marcus’s most powerful creature— Groggins. When Groggins is tagged for destruction, the Phoenix Heart attached to it triggers, returning Groggins to Marcus’s hand and dealing 3 damage to each other creature. This damage then tags Drumble and Shaffles for destruction. Finally, all the destroyed creatures still in play (Dust Imp, Drumble, and Shaffles) are placed in their owner’s discard pile in the order of the active player (Marcus’s) choice. If two card effects are simultaneously instructing a player that they cannot do something and that they may do something, the “cannot” effect takes precedence.

 

DAMAGE

Damage a creature has taken is tracked by placing damage tokens on the creature. If a creature has an amount of damage on it equal to or greater than its power, the creature is destroyed. Damage on a creature does not reduce its power. If multiple creatures are damaged by a single effect, that damage is dealt simultaneously. For more details on damage and combat, see page 7.

 

DEPLOY

A creature with the deploy keyword does not need to be played on the flank of its controller’s battleline. Instead, when it is played it can be placed anywhere in its controller’s battleline, including between two other creatures.  Example: Red Planet Ray Gun reads “This creature gains, “Reap: Choose a creature. Deal 1 damage to that creature for each Mars creature in play.”” That damage must be dealt only to the chosen creature—it cannot be distributed among multiple creatures. FORGE For details on forging keys, see page 4.

 

DISCARD PILE

When a card is destroyed or discarded, it is placed on top of its owner’s discard pile. The cards in each player’s discard pile are open information, and may be referenced at any time. The order of cards in a player’s discard pile is maintained during play, unless a card ability causes this order to change. When a player runs out of cards in their deck and are required to draw, they shuffle their discard pile to create a new deck. ELUSIVE The first time a creature with the elusive keyword is attacked each turn, it is dealt no damage and deals no damage to the attacker in the fight. Elusive only stops damage that would be dealt by each creature’s power; damage dealt by keywords or other abilities still applies.

ELUSIVE

The first time a creature with the elusive keyword is attacked each turn, it is dealt no damage and deals no damage to the attacker in the fight. Elusive only stops damage that would be dealt by each creature’s power; damage dealt by keywords or other abilities still applies.

 

END OF TURN

End of turn effects are resolved when a player’s turn is over—after step 5, the “Draw Cards” step.

ENEMY

If a card ability refers to an “enemy” game element, it refers to an element currently controlled by the opponent.

 

FIGHT

When a player uses a creature to fight, the player exhausts the creature and chooses an opponent’s creature. Both creatures deal an amount of damage equal to their power value to the opposing creature in the fight, and both are “fighting” for the purposes of card effects. A creature used to fight is said to be “attacking” and can be referred to as “the attacker” during that fight. If the attacker is not destroyed, all “Fight:” abilities on the attacking creature then resolve. If either creature in a fight has a constant ability referencing the end of the fight (example: “after an enemy creature is destroyed fighting this creature…”), the creature must survive the fight to resolve the ability. Only the attacker can trigger “Fight:” abilities.

 

“FIGHT WITH”

If an ability instructs a player to “fight with” or “ready and fight with” a creature, the ability is granting the player permission to use the designated creature to fight. The fight is resolved following the standard rules for fighting, against a creature controlled by the opponent.

 

FLANK

The creatures on the far right and far left of a player’s battleline are on the flanks of the line. A creature in this position is referred to as a flank creature. Any time a creature enters play or changes control, the active player chooses which flank of its controller’s battleine it is placed on. If a battleline only has one creature in it, that creature is on both the left and right flank and is considered a flank creature.

 

“FOR EACH”

Some abilities include an effect that uses the term “for each” to determine the magnitude of the effect. Unless otherwise specified, a player may choose to affect a different card with each instance of such an effect. Example: Shard of Pain reads “Play: Deal 1 damage to an enemy creature for each friendly Shard.” That damage may be distributed among multiple creatures. Some abilities specify that a player must “choose a creature,” then do an effect to that creature using the term “for each.” Such abilities only affect a single creature.

FORGE

For details on forging keys, see page 4

FRIENDLY

If a card ability refers to a “friendly” game element, it refers to an element currently under the control of the same player.

 

HAZARDOUS (X)

When a creature with the hazardous X keyword is attacked, it deals X damage to the attacking creature before the fight resolves. (The active player chooses whether this occurs before or after other “Before Fight” effects and keywords.) If this damage destroys the other creature, the rest of the fight does not occur. If a creature with the hazardous (X) keyword gains another instance of the hazardous (X) keyword, the two X values are added together.

 

HEAL

If an ability “heals” a creature, remove the specified amount of damage from the creature. If an ability “fully heals” a creature, remove all damage from the creature. Any creature can be chosen to be healed by a card effect that heals, even if it does not have any damage on it. However, if no damage is removed from the creature, it is not considered to have been “healed” for the purpose of card effects that reference healing.

 

HOUSE CHOICE

Each turn, a player must choose one of the three houses indicated by their identity card, if able. Some card abilities may restrict a player’s house choice. If a player has gained control of a card that does not belong to one of their three houses, that card’s house becomes an eligible choice for that player while the player retains control of the card. If there is no legal choice of house, the player plays the turn with no active house. If a player is faced with two (or more) “must choose” mandates, the player may choose either of those options.

 

“IF YOU DO” AND “IN ORDER TO”

If an ability includes the phrase “if you do” or “in order to,” the player referenced by the ability must successfully and completely resolve the text that precedes that phrase before they can resolve or perform the text that follows that phrase. In other words, if the first part of the ability is not successfully and completely resolved, that which follows the phrase does not resolve or cannot be performed.

 

KEYS

The first player to forge all three of their keys immediately wins the game. The color of a key has no impact on the game. Future card abilities may reference keys of a specific color. For details on forging keys, see page 4.

LASTING EFFECTS

Some card abilities create effects or conditions that affect the game for a specified period of time, such as “until the start of your next turn” or “for the remainder of the turn.” These are called lasting effects. Lasting effects are treated as constant abilities that are active for the duration specified by the effect. A lasting effect persists even if the card that created the effect leaves play. If a lasting effect affects cards in play, it applies to all cards in play during the specified period, regardless of whether they were in play at the time the lasting effect was established.

 

LEGACY

This symbol indicates that a card is a legacy card. A legacy card is a rare instance of a card that has been brought forward from a previous set of KeyForge. It is legally part of the deck it is in for all game purposes, including tournament play.

 

LEAST POWERFUL

A reference to the “least powerful” creature refers to the creature in play with the lowest power. If there are multiple creatures that qualify, each is considered “least powerful.” If an ability requires the selection of a single least powerful creature, and multiple creatures are tied, the active player chooses one. Groups of “Least Powerful” If a card effect refers to a group of “the X least powerful” creatures, it is referring to a number of creatures in play that have an equal or lower power than every creature that does not belong to that group. If there are not enough creatures with the lowest power to fulfill the group, then a creature with the next lowest power is eligible to be considered a part of the group. This continues until the group has been filled or there are no creatures remaining. If at any point multiple creatures are tied at the same power that could qualify them for the group, but there is not enough space in the group for each tied creature, the active player chooses which of the tied creatures are part of the group.

 

LEAVES PLAY

If a card that is in play leaves play (is returned to hand or deck, destroyed, discarded, archived, or purged), all non-Æmber tokens and status cards on the card are removed, all upgrades on the card are discarded, and all lasting effects applied to the card expire. When a card moves from an in–play zone to an out-of-play zone in which the identities of cards are hidden from the opponent (such as a player’s hand, deck, or archives), any pending effects that are currently or about to interact with that card no longer do so, unless a card effect explicitly states that it interacts with that zone. If a creature with Æmber on it leaves play, the Æmber is placed in the opponent’s Æmber pool. If a non-creature card with Æmber on it leaves play, the Æmber is returned to the general token pool. When a card leaves play it is always put into its owner’s appropriate out-of-play zone, unless a card effect explicitly states that it interacts with that zone.

 

MAVERICK

This symbol indicates that a card is a maverick. A maverick is an extremely rare instance of a card that has left its standard house and is now a part of a new house. For all game purposes, treat a maverick as belonging to the house printed on its graphic template. MAY If an ability includes the word “may,” the text that follows “may” is optional. If a player chooses to resolve a “may” ability, the player must resolve as much of the ability as they are able.

MAY

If an ability includes the word “may,” the text that follows “may” is optional. If a player chooses to resolve a “may” ability, the player must resolve as much of the ability as they are able.

MOST POWERFUL

A reference to the “most powerful” creature refers to the creature in play with the highest power. If there are multiple creatures that qualify, each is considered “most powerful.” If an ability requires the selection of a single most powerful creature, and multiple creatures are tied, the active player chooses among the tied creatures. Groups of “Most Powerful” If a card effect refers to a group of “the X most powerful” creatures, it is referring to a number of creatures in play that have an equal or higher power than every creature that does not belong to that group. If there are not enough creatures with the highest power to fulfill the group, then a creature with the next highest power is eligible to be considered a part of the group. This continues until the group has been filled or there are no creatures remaining. If at any point multiple creatures are tied at the same power that could qualify them for the group, but there is not enough space in the group for each tied creature, the active player chooses which of the tied creatures are part of the group. Example: Tom plays the action card “Three Fates (COTA 071) which reads, “Play: Destroy the 3 most powerful creatures.” In play there is an 8 power creature, a 7 power creature, and two 5 power creatures. Tom must select 3 creatures to fill the group and must choose the 8 power creature as the first creature for the group. There are no other creatures in play that are tied for most powerful. In order to fill the group the next most powerful creature is selected, the 7 power creature. After this creature is selected, again there is no creature in play that is tied at 7 power, so a creature from the next highest power must be selected. Tom thus must choose one of the 5 power creatures to complete the group.

 

MOVE

When a card instructs you to move Æmber, take that Æmber off of that card/location and move it to another card/location. This does not count as capturing, stealing, or losing Æmber. When a card instructs you to move damage, take that damage off of one card and place it on to another card. This does not count as damaging the second card, and is not prevented by armor or other effects that prevent damage. When a card instructs you to move a creature, that creature must remain under its current controller’s control unless the card also specifies that a different player is taking control of that creature.

 

MULLIGAN

During setup, each player, starting with the first player, has one opportunity to mulligan their starting hand. This is done by shuffling the starting hand back into the deck and drawing a new starting hand with one fewer card in it. After a player chooses to mulligan, that player must keep the new starting hand. If a player is using a deck that has chains applied to it at the start of the game and takes a mulligan, they do not shed a chain from the mulligan, but do draw one fewer card than they had before the mulligan as per the normal mulligan rules.

 

NEIGHBOR

The creatures to the immediate left and right of a creature in a player’s battleline are its neighbors. 

 

OMEGA

After a card with the Omega keyword is played, the current step of the game ends. The active player cannot play, use, or discard any more cards for the remainder of the step. Any pending effects and triggers complete their resolution, then play continues to the next step.

 

OMNI

The active player may trigger any ”Omni:“ abilities under their control during any of their turns, even if the card with the ”Omni:“ ability does not belong to the active house. When a player uses a creature to trigger its “Omni:” ability, the player exhausts the creature and then resolves the “Omni:” ability. OFF HOUSE An off house card is any card that belongs to a house that is not the active house.

OFF HOUSE

An off house card is any card that belongs to a house that is not the active house

OPPOSING

When a creature is involved in a fight (either because it was used to fight, or because it was attacked by another creature), the other creature in the fight is the opposing creature.

 

OTHER COUNTERS

Some cards may refer to counters that do not have official components to represent them. Players can use any available resources to represent these counters such as coins, slips of paper, or even poker chips. These counters have no inherent rules, instead the card that creates them provides context to how the counters function.

 

PAY

If a player must pay Æmber to an opponent, the Æmber is removed from the paying player’s pool and added to the opponent’s pool.

 

PLAY

When a card has a “Play:” ability, the effect occurs any time the card is played. For creatures, artifacts, and upgrades, the ability resolves after the card enters play. For action cards, the ability resolves, and then the card is immediately placed in its owner’s discard pile. If an ability “plays” a card from a source other than hand, “Play:” abilities on the card resolve. If an ability “puts” a card “into play,” “Play:” abilities on the card do not resolve.

 

POISON

Any damage dealt via the power of a creature with the poison keyword during a fight destroys the damaged creature. This occurs when the damage is successfully applied to the opposing creature. Poison has no effect if all of the damage is prevented by armor or prevented by another ability—poison only resolves when one or more damage is successfully dealt. Poison refers only to damage that would be dealt by the creature’s power, not by damage that is dealt by keywords or other card abilities.

 

POWER COUNTER +1, POWER STATUS CARD

When a creature is given a “+1 power counter,” one such status card is placed on the creature. For each of these cards that is on a creature, that creature’s power is increased by one.

 

PRECEDING, REPEAT THE PRECEDING

If card text instructs players to repeat a preceding effect, the entirety of the effect before the text providing the instruction to repeat resolves again. Note: Repeating an effect does not interact with the Rule of Six (see page 7), as the Rule of Six only applies to playing or using cards, not triggering their effect multiple times.

 

PURGE

When a card is purged, it is removed from the game and placed faceup beneath its owner’s identity card. Purged cards no longer interact with the game state in any manner.

 

RARITY

A card’s rarity symbol can be found at the bottom of the card, near the collector number. A card’s rarity (common, uncommon, rare, or special) is used by the deck-generation algorithm to determine how frequently it will appear in decks. Special cards have a different type of distribution and do not obey the game’s standard rarity rules. REAP When a player uses a creature to reap, the player exhausts the creature, gains 1 Æmber for their Æmber pool, and then all “Reap:” abilities on the creature resolve.

REAP

When a player uses a creature to reap, the player exhausts the creature, gains 1 Æmber for their Æmber pool, and then all “Reap:” abilities on the creature resolve

REPEAT

If card text instructs players to repeat an effect, the entirety of the effect resolves again including the text to repeat the effect. If the card that is creating a repeating effect is removed from play, the effect can no longer repeat. Note: Repeating an effect does not interact with the Rule of Six (see page 7,) as the Rule of Six only applies to playing or using cards, not triggering their effect multiple times. See also “Preceding.”

 

REPLACEMENT EFFECTS

Some abilities completely replace the resolution of another effect or game step. These abilities are referred to as “Replacement Effects” and can be identified by use of the word “instead.” A replacement effect specifies what part of an effect or game step it is replacing. When that effect (or part of an effect) or game step would occur, it does not occur and the replacement effect happens in its place. If a replacement effect causes something that is being destroyed to not be destroyed, this removes the destroyed tag from it. The replacement effect remains as a lasting effect while any destroyed abilities are triggering and does not fully resolve until the card would be put into the discard pile. If no effect is specified by the replacement effect, it refers to another part of the same effect the replacement effect is a part of. Example: Aaron plays Dimension Door, and then reaps with a creature. Normally Aaron would gain 1 Æmber from reaping with the creature. However, the Dimension Door has set up a replacement effect that replaces the gaining of an Æmber from reaping with stealing an Æmber, so Aaron steals 1 instead. Example: Katherine has a Commander Remiel with an Armageddon Cloak attached to it, and her opponent plays Gateway to Dis, destroying each creature in play. The destroyed effect given to Remiel by the Armageddon Cloak is a replacement effect that is replacing the destruction of the creature. This destruction is being replaced with healing the creature fully and destroying the Armageddon Cloak instead. This causes the destroyed tag to be removed from Commander Remiel and be given to the Armageddon Cloak.

RETURN

When captured Æmber is returned, it is placed in the opponent’s Æmber pool.

 

SACRIFICE

When a player is instructed to sacrifice a card, that player must discard that card from play. When a card is sacrificed, that card is considered to have been destroyed, and any “Destroyed:” abilities the card has resolve. A player cannot sacrifice a card they do not control.

 

SEARCH

When a player searches a game area (such as a deck), that player looks at all the cards in the specified area without showing those cards to the opponent. A player may choose to fail to find the object of a search. If an entire deck is searched, the deck must be adequately shuffled upon completion of the search. If a discard pile is searched, the cards are kept in the same order.

 

SELF-REFERENTIAL TEXT

If a card’s ability refers to its own title, that reference is only to itself and not to other copies of the card. SKIRMISH When a creature with the skirmish keyword is used to fight, it takes no damage from the opposing creature when the damage from the fight is dealt. This applies only to damage that would be dealt by the opposing creature’s power, not by damage that is dealt by keywords or other card abilities. SPLASH When an ability deals damage to a creature “with splash damage,” the splash damage is dealt to each of the target creature’s neighbors.

 

SKIRMISH

When a creature with the skirmish keyword is used to fight, it takes no damage from the opposing creature when the damage from the fight is dealt. This applies only to damage that would be dealt by the opposing creature’s power, not by damage that is dealt by keywords or other card abilities.

 

SPLASH

When an ability deals damage to a creature “with splash damage,” the splash damage is dealt to each of the target creature’s neighbors.

STEAL

When an ability steals Æmber, the stolen Æmber is removed from the opponent’s Æmber pool and added to the Æmber pool of the player resolving the steal ability. If an ability steals more Æmber than a player has remaining in their pool, the ability steals only the amount remaining in the pool.

 

STUN, STUN STATUS CARD

When a creature becomes stunned, place a stun status card on it. While a creature is stunned, it cannot fight, reap, or use action or omni abilities. A stunned, ready creature of the active house can be used by exhausting it to remove its stun status card. If a card effect would cause a stunned creature to fight, reap, or use an action or omni ability, instead that creature is exhausted and the stun status card is removed. Constant abilities and abilities that do not require the creature to reap, fight, or be used are still active. If a stunned creature is attacked, it still deals damage to the attacking creature during the fight. While a creature is stunned, it cannot have another stun status card placed on it. If an effect attempts to stun a stunned creature that effect does not stun the already stunned creature.

 

SWAP

If two game elements are swapped, they exchange places with one another. When two creatures are swapped, they exchange positions. This means that each takes the position in the battleline of the other. The two creatures swapped must always be controlled by the same player. If cards from two distinct game areas are swapped (such as a card in play and a card in hand), the cards switch game areas.

 

TAUNT

If a creature has the taunt keyword, any of its neighbors that do not have the taunt keyword cannot be attacked by an enemy creature that is being used to fight. In the battleline, taunt creatures are slid slightly forward to indicate their presence to the opponent. “THIS WAY” If an ability refers to an effect that occurred “this way,” it is referring to an effect that was produced by the same resolution of that same ability.

“THIS WAY”

If an ability refers to an effect that occurred “this way,” it is referring to an effect that was produced by the same resolution of that same ability

 

TURN

A turn consists of one player performing the five steps detailed in the game’s turn sequence, which are:

  • 1 Forge a key.

  • 2 Choose a house.

  • 3 Play, discard, and use cards of the chosen house.

  • 4 Ready cards.

  • 5 Draw cards.

TRAITS

Traits are descriptive attributes (such as “Knight” or “Specter”) that may be referenced by other cards. Traits are listed at the top center of a card’s text box. Traits have no inherent game effect, but may be referenced by card abilities.

 

UNFORGE

If a previously forged key is “unforged,” flip the key token to its unforged side. The key no longer counts toward its controller’s victory condition and must be forged again to win the game.

 

USE

See “Using Cards” on page 6. 


 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

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