용어 사전

이 용어 사전에는 플레이어가 게임을 진행하는 동안 알아야 하는 개념과 단어들에 대해서 알파벳 순서대로 설명합니다. 이 장을 처음부터 끝까지 읽는 대신, 플레이 동안 새로운 단어나 개념이 나오면 이 문서를 찾아보는 것이 더 좋습니다.

ABILITY, CARD ABILITY: 능력, 카드 능력

능력은 게임에 사용되는 특별한 구문입니다. 능력이 명시적으로 플레이 밖 영역(손패, 아카이브, 버린 카드 더미 등)을 지칭하지 않는 이상 능력은 오로지 플레이에 있는 카드들에만 적용할 수 있습니다.

ACTION ABILITY: 액션 능력

자신의 턴에 "Action:" 능력을 사용하려면 차례를 진행 중인 플레이어는 반드시 카드를 탈진시켜야 합니다. 그 후에 능력이 사용됩니다.

ACTIVE HOUSE: 선택된 가문

선택한(된) 가문은 이번 턴 동안 차례를 진행 중인 플레이어가 선택한 가문을 말합니다.

ACTIVE PLAYER: 차례를 진행 중인 플레이어

차례를 진행 중인 플레이어란 이번 턴을 진행하는 플레이어를 말합니다. 차례를 진행 중인 플레이어는 자신의 턴 동안 카드 능력이나 타이밍 경합이 벌어질 때 필요한 모든 결정을 내립니다.

ÆMBER: 앰버

앰버는 열쇠를 만드는 데 필요한 앰버 토큰으로 숫자를 나타냅니다.

같이 보기: Capture: 포획, Keys: 열쇠, Reap: 추출, Steal: 훔치기.

ARCHIVES: 보관소

플레이어의 보관소는 자신의 신분 카드의 위에 있는 뒷 면으로 놓이는 위치입니다. 플레이어의 보관소에 카드를 추가하기 위해서는 카드 능력이 유일한 방법입니다. 플레이어 자신의 턴에서 2단계를 수행할 때에 보관소에 있는 선택한 가문에 해당하는 모든 카드를 손패에 추가할 수 있습니다.

보관소에 있는 카드는 플레이를 벗어난 것으로 간주합니다.

플레이어는 자신의 보관소를 언제든 확인할 수 있습니다. 하지만 상대방의 보관소를 확인하는 것은 불가능합니다.

플레이어가 사용한 어떤 능력이 한 카드를 보관소로 보내야 하는데 다른 지정이 없다면, 자신의 손패에 있는 카드를 보관소로 보내야 합니다.

ARMOR: 방어

어떤 생명체는 카드 제목의 오른쪽에 방어 값을 가지고 있습니다. 방어값은 매턴 생명체에 가해지는 피해를 감소시킵니다. 예를 들어 생명체의 방어값이 2인데, 1점의 피해를 입으면 방어값이 피해를 흡수하고, 이번 턴의 남은 기간 동안 방어값이 1이 됩니다. 이번 턴의 이후에 생명체가 3점의 피해를 추가로 받으면, 1점만 방어값에 의해서 줄어들고 생명체는 2점의 피해를 받습니다.

생명체가 방어값을 얻으면, 카드에 표시된 방어값에 더해집니다.

생명체가 어떤 턴에 방어값을 얻으면, 이번 턴에 이미 받은 피해를 줄여주지는 않습니다. 생명체가 어떤 턴에 방어값을 잃어버려도, 이미 방어 값에 의해서 흡수된 피해가 소급 적용되지 않습니다.

생명체가 방어값이 "~" 이면 그 생명체의 방어값은 없는(0) 것입니다. 이런 생명체도 카드 효과에 의해서 방어값을 얻을 수도 있습니다.

ASSAULT (X): 선공 (X)

"assault (X)"라는 키워드가 있는 생명체는 전투를 해결하기 전에 상대 생명체에게 선공 값("X")에 해당하는 피해를 줍니다. (차례를 진행하는 플레이어는 이 효과가 다른 "Before Fight(전투 전에)" 효과와 키워드의 후에 할지 앞서 할지 선택해야 합니다.) 이 피해가 상대방 생명체를 파괴시키면 전투의 나머지 효과는 일어나지 않습니다.

"assault (X)"라는 키워드가 있는 생명체가 다른 효과의 "assault (X)"를 얻게 되면 두 X 값을 합산합니다.

ATTACK, ATTACKER, ATTACKING: 공격, 공격자, 공격하기

"Fight: 전투" 항목 참고.

BATTLELINE: 전선

전선은 플레이어가 조종하는, 플레이안에 있는 생명체들로 구성된 순서가 정해진 배열입니다. "Creatures: 생명체" 항목 참고.

BEFORE: 이전

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).

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, 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. See ”Chains” on page 8.

CONTROL

A player owns the cards that begin the game in their deck. When a card enters play, it is under its owner’s control. 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 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.

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.

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. For more details on damage and combat, see page 7.

DESTROYED

When a card is destroyed, it is placed in its owner’s discard pile. If a card has a “Destroyed:” ability, the effect resolves automatically when the card is destroyed, immediately before it leaves play.

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, 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.

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.

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.

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.

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.

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. If a creature with Æmber on it leaves play, the Æmber is returned to 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. If a card has a “Leaves Play:” ability, the effect happens automatically immediately before the card leaves play.

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.

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.

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.

NEIGHBOR

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

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.

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.

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 immediately after the card enters play. For action cards, the ability resolves, and then the card is 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 absorbed 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.

PRECEEDING, REPEAT THE PRECEEDING

If card text instructs players to repeat a preceeding effect, the entirety of the effect before the text providing the instruction to repeat resolves again.

PURGE

When a card is purged, it is removed from the game and placed facedown 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.

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.

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.

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. The next time the creature is used, the only thing that happens is the creature exhausts and the stun card is removed. It does not reap or fight, and any “Reap:,” “Fight:,” or “Action:” abilities on the creature do not resolve. 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 become stunned again.

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.

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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