§16. Term list
Army Archetype – n. (Game Term) A defined strategic identity and playstyle of an entire faction, determined by its available Unit selection and access to unique ♟️Gambits.
Attack – n. (Game Term) The general term for any attempt by one unit to inflict damage on another. An Attack is initiated through either a Melee Attack Action or a Ranged Attack ability and is resolved with an Attack Test.
🟥Attack Die – n. (Game Term) A term for a d6 rolled to generate ⚔️Hit results when a unit participates in a combat test.
Attack Test – n. (Game Term) The procedure used to resolve an Attack through the Attack Test Procedure (ATC).
Attacker / Attacking Unit – n. (Role) The unit initiating an Attack. If a unit performs an attack, it is also the Attacker.
Auto-Success – n. (Icon) A ⚔️, 🛡️, ✨ or 🧿 symbol printed on some unit profiles or special rules that counts as a guaranteed success without rolling a die.
Badly Wounded – (Game Rule) When a unit suffers 🩸Wounds that reduce its 🩸Health to exactly 1, the unit immediately gains a 🟣Weak token.
Blocking - n. (Game Term) A term for a hex that a unit's Line of Sight (LoS) cannot be drawn through. A hex is considered Blocking if it contains either:
-A unit that does not have the 📜Unobtrusive trait
-A terrain feature with the Obstructing keyword.
🟡Boost token – n. (state token)(positive state) The next time this unit makes a Test, it may spend this token to add +1 die to its roll (expl. +1 🟥Attack dice and +1 🟦Defence dice in an Attack Test). Opposing state: 🟣Weak token. Restriction: This state does not work for Casters casting a spell and resolving their effects, but can be used for unit defense from spell effects (e.g., in a Dispel Test).
Characteristics – n. (Game Term) The set of statistics that define a unit's capabilities on the battlefield, including Speed (S), Offence (O), Defence (D), Morale (M), and Health (H).
Charge Bonus – n. (Game Term) The Attacker gains a +1 🟥Attack Die modifier on the Attack Test when performing Melee Attack Action with a Charge property.
Charge property– n.(Attack Property) A A Melee Attack Action is considered having a Charge property if it is performed by a unit that meets all of the following conditions during its activation: -The unit started its activation not ⛓️Engaged by any enemy unit. -The unit performed a Move action of at least one hex. -Immediately after its Move action, the unit performed the Melee Attack Action against an enemy it just ⛓️Engaged. EXCEPTION: the unit can’t get Charge property for his Melee action if he started his activation adjacent to his target. IMPORTANT: A Melee Attack Action that qualifies as a Charge property gains a Charge Bonus.
⚜️Command Seals (CS) – n. (Game term) These represent your authority as a Commander and are a limited resource spent to enact powerful battlefield decisions (e.g., to influence Initiative bids, perform Dispel Tests). See the ............ for details.
⚜️Command Seals (CS) tracker – n. (Game Component) This integrated dial tracks the ⚜️Command Seals you have left.
Cost (C) – n. (Characteristic) The point value you pay in Army Building for including a unit, upgrade, or other element in your army list.
Cover – (Terrain Keyword) Grants +1 🟦Defence die for units inside, if the unit is the Defender in any Attack Test.
Dangerous – (Terrain Keyword) When a unit enters a hex with this keyword, its controller must immediately roll 1 🟥Attack Die. On a ⚔️ success, the unit suffers 1 🩸Wound. This roll cannot be rerolled by any means.
Defence (D) – n. (Characteristic) A unit characteristic that defines unit defence capability. This value is presented as two numbers separated by a slash (e.g., 2🟥/5🟦). The first number represents the quantity of 🟥Attack Dice and the second number represents the quantity of 🟦Defence Dice the unit rolls when defending in a Combat Test.
🟦Defence Die – n. (Game Term) A term for a d6 rolled to generate 🛡️Block results when a unit participates in a combat test.
Deployment Zone (DZ) – n. (Game Term) The predefined rows of hexes where a player sets up units in the deployment phase, as predefined by the scenario.
Destroyed – adj. (State) A unit is considered Destroyed when the total number of 🩸Wounds it has suffered is equal to or greater than its Health (H) characteristic. When a unit is Destroyed, it is immediately removed from the battlefield.
Destructible (X) – (Terrain Keyword)This terrain feature has a Health value of (X), tracked with a die. Only an attack with a DEMOLISH keyword may do damage to it. The attacker (using Melee Attack Action or Ranged Attack) makes an Offence (O) roll; for each ⚔️ success, the terrain suffers 1 damage. When this terrain's Health is reduced to 0, it is destroyed. Replace the Destructible terrain piece with a terrain piece with the Rubble terrain keyword.
Dice – n. (Game Component) This game is played with standard six-sided dice (d6). To ensure fast gameplay, each player should use two different sets of easily distinguishable dice (one for attack and one for defence dice). All of a player's dice for a given test are rolled simultaneously.
Directly Away – adv. (Game Term) A term defining a specific direction for a displacement effect. A unit moved Directly Away is pushed into the hex that is on the exact opposite side of its own hex from the origin of the push. Failure Condition: If the hex a unit would be pushed into is occupied by another unit or contains Impassable terrain, it has to lose -1 ⚪️Morale token instead of moving.
Difficult – (Terrain Keyword) Entering this hex costs 2 Movement Points (MP) instead of 1. If a unit only has 1 Movement Point remaining, it cannot enter a Difficult Terrain hex.
Displacement – n. (Game Term) A rule effect that moves a unit outside of its normal Move Action. Forced moves, suchs as a Push, are forms of Displacement. Unless a specific rule states otherwise, all Displacements follow these properties: -A Displacement ignores Difficult terrain and the ⛓️Engaged state. -A unit can never be displaced into an Impassable or Occupied Hex. -Facing: After being displaced, the unit's controller may freely choose its Facing. Impossible Displacement: If there are no valid, empty hexes for the unit to be displaced into, the displacement fails. The unit is not moved and suffers 1 🩸Wound instead.
📜Dispel Aura [X] – (Reactive Trait) An X radius, in hexes, within which this unit may attempt to dispel an enemy spell by performing a Dispel Test.
🟩Dispel Die – n. (Game Term) A term for a d6 rolled to generate 🧿Dispel results during a Dispel Test. Players physically can use the same dice as they use for 🟦Defence Die for this purpose.
Divine Favor – n. (Strategic Asset) A powerful, one-time-use ability unique to a player's chosen Clan. A player earns the right to activate their pre-selected Divine Favor by completing a Gambit's strategic use for the first time in a game. These are managed via the Command Slate App.
🔴Effect Token – n. (Game Component) Is a universal reminder token used to track a wide variety of persistent effects, conditional states, or abilities that can be used once per battle. When a rule instructs you to place an 🔴Effect Token on a unit, it serves as a physical reminder that a special rule is currently active for that unit. The specific rule that places the token will also define its in-game effect and the conditions under which it is removed. Examples of Use: -Once-Per-Game Ability: A unit with the Last Stand trait might start the game with an Effect Token. When Last Stand is used, the token is removed. -Persistent Effect: The caster would place an Effect Token on the target to signify a spell's temporary effect, to be removed at the end of the round. Conditional State: A Gambit might say, "The next time this unit is attacked, it gains +2 🟦Defence dice." An Effect Token is placed on the unit to remember this, and it is removed after the next time the unit is attacked.
Elusive – (Terrain Keyword) Units in a hex with the Elusive keyword cannot be put into the ⛓️Engaged state by enemy units. As a result, this keyword allows a unit to ignore the rule that ends its Move action upon entering an enemy's ⌓Engagement Zone, letting it move freely through and out of these zones.
Elevated – (Terrain Keyword) Units on this hex can draw Line of Sight over other units and terrain features that do not have the 📜Large or Obstructing keywords. A unit making a Ranged Attack from this hex has +1 ⬢ range.
Enemy – n. (Game Term) A unit controlled by your opponent. Whenever a rule mentions an “enemy unit,” it is referring to an adversary.
⌓Engagement Zone – n. (Game Term) The three hexes directly adjacent to a unit's Front Arc. An enemy unit that enters the ⌓Engagement Zone has its Move action ended and becomes ⛓️Engaged.
⛓️Engaged – n. (State) Being ⛓️Engaged restricts a unit's ability to move and perform certain actions. A unit is considered ⛓️Engaged if it is within an enemy unit's ⌓Engagement Zone. -Mutual Engagement: If two units are in each other's ⌓Engagement Zone, both are considered ⛓️Engaged. -One-Way Engagement: It is possible for one unit to be ⛓️Engaged while the other is not. Example: Unit A is in Unit B's Rear Arc. In this case, Unit A is ⛓️Engaged with Unit B, but Unit B is not ⛓️Engaged with Unit A.
🟢Fast token – n. (state token)(positive state) At the start of its activation, the unit may spend this token to gain +1 to its Movement Points (MP) for this activation. Opposing status token: 🔵Slow.
Flanking Attack – n. (Attack Property) A Melee Attack Action is considered having a Flanking Attack property if the attacking unit is targeting a defending unit from within that unit's Rear Arc. A Melee Attack Action that qualifies as a Flanking Attack applies a Flanking Bonus against the target.
Flanking Bonus – n. (Game Term) The target suffers: -The defending unit receives a -1 🟦Defence Die modifier to its dice pool. -The defending unit cannot use any 🟥Attack Dice from its Defence (D) characteristic (just from modifiers) for this Attack Test..
Front Arc – n. (Game Term) The three forward-facing hex sides of a unit's base, consisting of its Facing and the two adjacent sides. The corners of the Front Arc are the origin points for determining Line of Sight.
♟️Gambits – n. (Strategic Assets) A once-per-game special tactic selected pre-battle (and kept hidden until used).These are managed via the GODSGLOOM APP.
God's Push – n. (Game Term) A bonus Displacement that this Round unactivated and 🔓Unengaged units can make at the end of the round (resolved via the God's Push Procedure (GPP)).
Health (H) – n. (Characteristic) Each 🩸Wound a unit receives reduces its Health by 1. Once Health is reduced to 0 or less, the unit is Destroyed and removed from the game. Tracked on the rotating wheel built into the hex base.
⬡ Hollow Hex – n. (Icon) No Line of Sight Required. The ability can target any ⬢ Hex within its range, regardless of intervening units or Obstructing terrain.
Keyword [X] Notation – n. (Game Term) Many Traits and Keywords in the game are followed by a number in brackets, such as Tough [X] or Direct Damage [X]. The [X] is a variable placeholder. The specific numerical value for [X] is defined in the unit's profile, next to the keyword itself. This allows the same ability to have different power levels for different units. Example 1: A unit's profile lists the trait Regeneration [2]. This means for this specific unit, the value of X is 2, and it recovers 2 lost Health each End Phase. Example 2: A different unit might have Regeneration [1], meaning it only recovers 1 lost Health.
Line of Sight (LoS) – n. (Game Term) A unit has Line of Sight if an unblocked line can be drawn from the unit's hex Front Arc corner to two corners of the target's hex (resolved via the Line of Sight Procedure (LOS)). Automatic LoS: A unit always has Line of Sight to anything within one hex of its Front Arc, regardless of other conditions.
Magic Lore – n. (Game Term) A set of 6 spells. When building an army, a player chooses one Lore; all Casters in that army must use spells from that chosen Lore.
🟪Magic Die – n. (Game Term) A term for a d6 rolled to generate ✨Mana results during a Casting Test. Players physically can use the same dice as they use for 🟥Attack Die for this purpose.
Melee Attack Action – n. (Action) A Standard Action a unit can perform during its Activation Phase to initiate an Attack against an enemy unit in its ⌓Engagement Zone.
Modifier – n. (Game Term) A game rule that temporarily alters a unit's dice pool for a specific Test. Modifiers specify the number and type of dice to be added (+) or removed (-) from the pool. If multiple modifiers apply to the same roll, resolve them all before rolling. Example: A +1 🟥Attack Die modifier instructs a player to add one 🟥Attack Die to their roll. A -1 🟦Defence Die modifier instructs them to remove one 🟦Defence Die.
Morale (M) – n. (Characteristic) A characteristic on a unit's profile representing its maximum courage and discipline. This value indicates the number of ⚪️Morale tokens a unit begins the game with and is the maximum number of tokens it can have at any time.
Move Action – n. (Action) The action a unit can perform during its activation to initiate a Standard Move (resolved via the Move Action Procedure (MOV)).
Movement Points (MP) – n. (Game Term) The resource for movement, determined by a unit's Speed (S) characteristic. Typically, 1 MP is spent to enter one hex.
⏩Momentum – n. (Game term) A resource gained by a player for decisive actions on the battlefield (e.g., winning a Melee Attack, destroying a unit, or dispelling a spell). Having ⏩Momentum grants some bonuses. Details are found in the Gaining Momentum Procedure (GMP).
⏩Momentum Tracker – n. (Game Component) The flow of battle is tracked on the War Altar using the ⏩Momentum Track. This is a slider that begins at a central "0" position and can move up to two spaces toward each player.
⚪️Morale Token – n. (Game Component) A token used to track a unit's current morale level. A unit begins the game with a number of ⚪️Morale Tokens equal to its Morale (M) characteristic, and this is also the maximum number of ⚪️Morale Tokens it can have. -Zero Morale: If a unit is reduced to 0 ⚪️Morale Tokens (it has no Morale Tokens left). Additionally, a unit at 0 ⚪️Morale tokens may be unable to use certain actions(like Melle attack action). -Morale Break: If a rule requires a unit with 0 ⚪️Morale Tokens to lose another one, the unit immediately suffers 1 🩸Wound instead. If this inflicted Wound causes the unit's Health to be reduced to 0 or less, the unit is Destroyed.
No Charge [Modifier] – (Terrain Keyword) This keyword prevents a Melee Attack Action from gaining a Charge property, thereby denying its Charge Bonus and preventing it from triggering abilities that require a Charge property. The modifier in the brackets indicates when this rule applies: -[IN]: A Melee Attack Action targeting a unit in this hex cannot be considered to have Charge property. -[OUT]: A Melee Attack Action originating from this hex cannot be considered to have Charge property. -[IN, OUT]: Both of the above effects are active.
Objective Area – n. (Game Term) A specific hex or group of hexes on the battlefield that players compete to control. Controlling an Objective Area is a primary way for players to score 💎Soulshards (SS) and win the game.
Obscuring – (Terrain Keyword) A unit on this hex cannot be targeted by Ranged attacks or 🌀Spells or other LoS required special rules originating from more than 2 hexes away.
Obstructing – (Terrain Keyword) A terrain feature with this keyword blocks Line of Sight. A unit occupying a hex with an Obstructing feature can still be targeted.
Occupied Hex – n. (Game Term) A hex that currently contains a unit or has Impassable Keyword. Its opposite is an "empty hex".
As a general rule, a unit cannot move into or end its move in an Occupied Hex, unless a specific 📜Trait (such as Trample or Skirmish) allows it.
Offence (O) – n. (Characteristic) A unit characteristic that defines unit offence capability. This value is presented as two numbers separated by a slash (e.g., 5🟥/2🟦). The first number represents the quantity of 🟥Attack Dice and the second number represents the quantity of 🟦Defence Dice the unit rolls when attacking in a Attack Test.
Open Information – n. (Game Term) Any data both players must reveal on request: complete army lists, unit profiles, costs, scenario rules, and available faction-specific Command Actions, unless an item is explicitly defined as Secret Information.
Player A / Player B – n. (Role) Temporary roles assigned at the start of each round by the player who wins the initiative.
Pool Reroll – (Game Term) An ability to reroll an entire pool of dice (e.g., by spending a ⚜️Command Seal). This action causes all dice in the pool (including successes) to be re-rolled, and the new results completely replace the previous ones.
Rear Arc – n. (Game Term) The three hex sides of a unit's base opposite its Front Arc. This arc is primarily used to resolve Flanking Bonuses to enemies.
Reserve – n. (Game Term) A term for units that are part of a player's army but are not placed on the battlefield during deployment. Which units have been placed in Reserve is considered Secret Information until they arrive on the battlefield. Units in Reserve are kept off the table and can only enter the battle later in the game through a specific ability or 📜Trait, such as Ambush or Deep Strike.
Retreat Zone – n. (Game Term) The three hexes on the opposite side of a hex from the source of a push (e.g., the attacking unit in a Melee Attack). When a unit is pushed, its owner may choose to move it into any empty hex within the Retreat Zone.
Secret Information – n. (Game Term) Content deliberately hidden from the opponent: chosen and unrevealed♟️Gambits, units not yet deployed (e.g., Reserve units), etc.
Skills – n. (Game Term) A specific action a unit performs when choosing the 'Skill Action' during its Activation Phase. Skills are typically non-attack effects that provide utility or synergy (e.g., ⭐Direct Order, ⭐Rally Action), resolved via the Skill Resolution Procedure (SRP).
🔵Slow token – n. (state token)(negative state) During its next activation, this unit's Speed (S) characteristic is reduced to 1. The token is removed at the end of the activation phase. Opposing state token: 🟢Fast.
⬢ Solid Hex – n. (Icon) A symbol used in an ability's range notation. It indicates that the ability requires a clear Line of Sight (LoS) to its target.
💎Soulshards (SS) – n. (Game Term) The victory points of the game. The player with more 💎SS at game end wins the match. Players gain 💎SS from scenario objectives and ♟️Gambits.
Speed (S) – n. (Characteristic) The maximum number of hexes a unit may move in the Movement phase. This value determines the unit's starting Movement Points (MP).
Single-Die Reroll – (Game Term) The possibility to reroll only one die from the active dice pool (e.g., by having 2 ⏩Momentum or a specific Ability).
Standard Action – n. (Game Term) A collective term for the primary non-Move Actions a unit can choose to perform during its activation, typically after its Move Action. The available Standard Actions are: -Melee Attack Action -Focus Action -Rally Action -Skill Action
Standard Move – n. (Game Term) The default method of movement, where a unit travels hex-by-hex across the battlefield. A Standard Move is governed by the following rules: -It requires and spends Movement Points (MP). -It is affected by Difficult and Impassable terrain. -It is stopped by enemy ⌓Engagement Zones. -It is typically initiated by a Move Action.
State Tokens – n. (Game Component) These tokens are temporary reminders that a unit is affected by a specific state. There are five different state tokens: 🟢Fast token, 🔵Slow token, 🟡Boost token, 🟣Weak token, and 🔴Effect Token. -Temporary Nature: State Tokens are removed after their effect is used or at a specific time, as described by each token rule. -No Stacking: A unit cannot have more than one of the same State Token. -Opposing Tokens: Many state tokens have an opposing counterpart (e.g., 🟡Boost token vs. 🟣Weak token). If a unit would gain a Status Token while it has the opposing one, both tokens are removed, leaving the unit with neither effect.
Strategic Assets – n. (Game Term) A collective term for a player's powerful, non-unit resources, such as ♟️Gambits, Divine Favors. These are managed via the GODSGLOOM APP.
Success – n. (Game Term) A result on a D6 die of 3 or above is called a success. (This applies to ⚔️Hits, 🛡️Blocks, ✨Mana, and 🧿Dispels).
Target – n. (Game Term) The unit, hex, or area of hexes selected to receive an action’s effects (e.g., an Attack, a Spell, or an Ability).
Target Number (TN) – n. (Game Term) The total number of successes a player must achieve on an Casting Test to pass it. The rule requiring the test will specify the Target Number. Example: A spell might have a TN: 2 ✨, meaning the Caster must roll at least two ✨Mana successes to successfully cast it.
Teleport – n. (Game term) An effect that instantly relocates a unit from its starting hex to a target empty hex without moving through any intervening hexes. -A Teleport ignores all terrain and other units between the start and end point. -The specific rule that grants the Teleport will define its maximum distance and any other conditions. Facing: After being placed in the target hex, the unit's controller may freely choose its Facing.
Scary – (Terrain Keyword) Upon entering this hex, a unit suffers -1 ⚪️Morale token. This effect applies to all forms of entry, including Move actions, Displacements, and Teleports.
Token Holder – n. (Game Component) A designated area on Command panel where you keep your tokens (e.g., State Tokens, ⚪️Morale Tokens) for easy access and organization during the game.
Test – n. (Game Procedure) A core mechanic used to resolve actions with uncertain outcomes, such as Attack Tests, Casting Tests, or Dispel Tests. Every Test follows a specific procedure (e.g., ATC, CTP, DTP).
🔓Unengaged – n. (State) A unit is considered Unengaged if: -It is not in the ⛓️Engaged state (i.e., no enemy units have it in their ⌓Engagement Zone). -AND it is not ⛓️Engaging any enemy units (i.e., there are no enemy units in its own ⌓Engagement Zone).
Underdog – n. (Game Term) The player who currently possesses fewer 💎Soulshards. -If both players have the same amount, no one is the Underdog. -Certain rules or abilities (e.g., the Underdog Bonus Procedure (UND)) may only be activated while in the "Underdog" state.
Unit – n. (Game Term) A single game piece made up of 1-4 models fixed to one hex-base and sharing one profile. All rules target the hex-base itself, never the separate figures.
Unit Profile – n. (Game Term) The complete collection of a unit's Characteristics, Tags, Traits, and special Abilities or Skills. In Gloom of Gods, the Unit Profile is primarily accessed via the Command Slate app.
Vision Arc – n. (Game Term) The area of hexes extending forward from a unit's Front Arc. A unit can typically only draw Line of Sight and target enemies that are within its Vision Arc.
🟣Weak token – n. (state token)(negative state) The next time this unit makes a Test, it must roll one fewer of each die (expl. -1 🟥Attack dice and -1 🟦Defence dice in a Test). The token is removed after the activation. Opposing state token: 🟡Boost token.
🩸Wound – n. (Game Term) The specific unit of Damage. A unit suffers one 🩸Wound for each uncanceled ⚔️Hit it takes from an attack. 🩸Wounds can also be inflicted directly by certain 📜Traits, 🎯Abilities, or terrain effects.
Action: A primary choice a unit can make during its Activation (e.g., Melee Attack Action, Move Action ).
adv. (adverb): A grammatical marker for a term that describes a direction or manner of an action (e.g., Directly Away).
Action: A primary choice a unit can make during its Activation (e.g., Melee Attack Action, Move Action ).
adj. (adjective): A grammatical marker for a term that describes a quality or condition of a unit or game element (e.g., Destroyed ).
n.(noun): A grammatical marker for a person, place, thing, or concept. Most core game terms are nouns.
Game Term – A specific word or phrase that holds a distinct mechanical meaning within the rules, often capitalized to distinguish it from common language (e.g., Line of Sight vs. just seeing).
Role: A temporary designation for a unit or player during a specific interaction (e.g., Attacker , Defender ).
State: A fundamental condition a unit or game element can be in, which dictates what it can or cannot do (e.g., ⛓️Engaged , 🔓Unengaged , Destroyed ).
Attack Property: A quality an attack gains from pre-conditions, such as movement or positioning (e.g., Charge property , Flanking Attack ).
Attack Effect: A set of keywords that modify an attack, often applying additional results after damage is dealt (e.g., Demoralizing [X] , Concussive ).
Terrain Keyword: A rule associated with a terrain hex that affects units or actions within it (e.g., Difficult , Cover ).
MAX (Availability) - n. (Constraint) The hard limit on how many copies of this specific Unit Profile can be included in a single army.
TC (Tribute Cost) - n. (Characteristic). A deployment tax representing a unit’s rarity and strategic burden. On a Unit Profile, this cost is determined by the number of ◆ icons displayed: - (No icon): 0 TC (Standard). - ◆ : 1 TC. ◆◆ : 2 TC. Usage: Your army has a fixed Tribute Cap (e.g., 5 TC). The total count of ◆ icons across all your chosen units cannot exceed this limit.
The Match – (n.) (Game Term)Refers to a full match between two players which consist of the
-§6.1. Start of the Match Sequence (SOM),
-§6.2 The Game sequence (GAME),
-§6.3 End of Match sequence (EOM).
Round - (n.) (Game Term)The largest segment of gameplay , which contains a full sequence of phases. A standard Game consists of 3 Rounds., and the number of activations available to each player decreases as the Game progresses:
-Round 1: 5 activations per player.
-Round 2: 4 activations per player.
-Round 3: 3 activations per player.
Sequence - (n.)(Game Term) A fixed series of steps that must be resolved in a specific order to complete a Phase or a major part of the game (e.g., https://gitlab.com/godsgloom/WARGAME/-/blob/main/part-ii-the-game/7.-the-round-sequence-rnd).
Phase – (n.) (Game Term)A single, specific instruction within a Sequence (e.g., Phase SOG:10 → Pair in Command slate ).
Procedure - (n.)(Game Term)A named, repeatable set of rules used to resolve a specific, common in-game process. Procedures are often referenced by other rules (e.g., Attack Test procedure (ATC), Initiative bid procedure (BID)).
Step - (n.) (Game Term)A single, specific instruction within a Procedure (e.g., Step MOV.10 → Start of Action ).
Mechanic - (n.) (Game Term)A specific, self-contained rule or system that governs a particular aspect of the game (e.g., the §8. Movement mechanic, the §10.⚜️Command Seals ).
[Per Round]: This rule can be used once per Round by each unit that has this ability. It refreshes for every unit at the start of each new round.
[Per Game]: This rule can only be used once for the entire game. Once used, it cannot be used again.
[Single Reaction]: Any trait with this keyword uses up your reactive allowance for the current enemy activation. After using one such trait, no other single reaction traits can be used for this enemy unit activation.
[Exclusive Action]: A unit may only use one rule (ability, spell, etc.) with this restriction per phase.
Characteristic: A core numerical value on a unit's profile that defines its base capabilities (e.g., Offence(O) , Defence(D) , Morale(M) ).
Tag: A primary keyword on a unit's profile (e.g., Infantry, Cavalry, Hero) that defines its fundamental archetype. A Tag serves two functions:
-Categorization: It is referenced by other rules (e.g., "Gains +1🟥 against a Monster Tag").
-Trait Bundle: A Tag acts as a container that automatically grants the unit a set of standard 📜Traits associated with that class. For example, the Cavalry Tag might inherently include the 📜Counter-charge and 📜Clumsy traits.
📜Traits – n. (Game Term) A specific named rule on a unit's profile that grants it a unique capability or function, such as 📜Flying or 📜Shieldwall.
🌀Spell – n. (Game Term) A magical effect cast during the Magic Phase.by units with the 📜Mana Poll Trait (typically units with the Caster tag). Spells belong to specific Magic Lore. Each spell has a unique description (detailing its cost, range, and effect), and all Casters in an army use spells from the single Magic Lore chosen during army building.
Attack Effect – n. (Keyword) A specialized keyword attached directly to a specific Melee or Ranged Attack profile. Attack Effects are strictly tied to the specific action they are listed with.
Anti-Structure - (Attack effect) This attack can target Terrain features with 🩸Health. During Step ATC.10, the target rolls 0 Defense Dice (Auto-Hit). During Step ATC.50, ignore the Cancel step. For each ⚔️Success rolled by the attacker, inflict 1 🩸Wound on the terrain feature.
Demoralizing [X] - (Attack effect) If this attack inflicts at least one 🩸Wound during Step ATC.60 → Inflict, the target immediately suffers an additional loss of X ⚪️Morale tokens.
Direct Damage [X] - (Attack effect) During Step ATC.60 → Inflict, this attack deals X additional 🩸Wounds to the target. These specific wounds are applied directly (skipping Step ATC.50 Cancel) and cannot be blocked by Defense results, though traits like 📜Tough (X) still apply.
Exploit Broken - (Attack effect) This Attack gains a +1🟥Attack Die modifier during Step ATC.10 → Roll, if the targeted enemy unit currently has 0 ⚪️Morale tokens.
Exploit Negative Tokens - (Attack effect) This attack gains a +1🟥Attack Die modifier during Step ATC.10 → Roll, if the targeted enemy unit currently has any negative state tokens (🟣Weak token or 🔵Slow token).
Exploit Wounded - (Attack effect) This Attack gains a +1🟥Attack Die modifier during Step ATC.10 → Roll, if the targeted enemy unit has suffered at least one 🩸Wound (is not at full Health).
Extra Damage [X] - (Attack effect) If this attack causes at least one 🩸Wound during Step ATC.60 → Inflict, immediately add X additional 🩸Wounds to the total damage.
Gain Momentum - (Attack effect) Immediately after declaring this attack in Step MEL.10 (or Step RNG.10) and designating the target, the attacker gains +1⏩Momentum.
Ignores Cover - (Attack effect) During Step ATC.10 → Roll, the target cannot claim the +1🟦Defence die bonus from the Cover keyword against this attack.
Slowing - (Attack effect) If this attack inflicts at least one 🩸Wound during Step ATC.60 → Inflict, the target immediately gains a 🔵Slow token.
Weakening - (Attack effect) If this attack inflicts at least one 🩸Wound during Step ATC.60 → Inflict, the target immediately gains a 🟣Weak token.
3-Hex Template – n. (Area Target) A 3-Hex Template covers a total of three adjacent to each other hexes on the battlefield. When an ability instructs you to place a 3-Hex Template, any unit or hex covered by it is considered to be within that ability's area of effect.
7-Hex Template – n. (Area Target) A 7-Hex Template covers a central hex and all six hexes adjacent to it. When an ability instructs you to place a 7-Hex Template, any unit or hex covered by it is considered to be within that ability's area of effect.
Area Target – n. (Game Term) A multi‑hex zone selected as the target of an effect (spell, warmachine shot, trap, etc.). It can affect all units in these hexes.
Open Hex– n. (Game Term) Represents clear ground. Units move and fight here without restriction or bonus. This is the default state of any hex not marked as Terrain hex.
Terrain hex – n. (Game Term) A Terrain hex is defined by its Keywords (e.g., Difficult, Cover). These Keywords override the standard rules of an Open Hex regarding Movement, Combat, or Line of Sight.
Empty Hex – n. (Game Term) A hex that currently does not contain any Unit (friendly or enemy). This is the opposite of Occupied Hex. An Empty Hex is valid for moving trough or ending movement or displacement. Note: An Empty Hex may be Terrain hex - with an exception that it doesn't have Impossible keyword.
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