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book§25. Term list

3-Hex Template (Area Target) A 3-Hex Template covers a total of three adjacent to each other hexes on the battlefield. When a rule instructs you to place a 3-Hex Template, any Unit or hex covered by it is considered to be within Area Target.

7-Hex Template (Area Target) A 7-Hex Template covers a central hex and all six hexes adjacent to it. When a rule instructs you to place a 7-Hex Template, any Unit or hex covered by it is considered to be within that Area Target.

[Anti-Structure] (Attack Effect) This Attack can Target Terrain features with Health(H). During Step ATC.10, the Target rolls 0🟦Defence Dice. During Step ATC.50, ignore the Cancel Step. For each ⚔️Success rolled by the Attacker, inflict 1🩸Wound on the terrain feature.

[Demoralizing] (Attack Effect) If this Attack inflicts at least 1🩸Wound during Step ATC.60 → Inflict, the Target immediately suffers an additional loss of X🔵️Morale Tokens.

[Deployable] (Category) A keyword indicating an Ability that places a physical Marker/Markers (can be also represented by Terrain piece). Unlike Units, [Deployable] objects do not Activate. Instead, they alter the properties of the Target Hexes.

[Direct Wounds] (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 Defence results, though Traits like 📜Tough still apply.

[Exclusive Action] (Restriction) A Unit may only use one rule (Ability, Spell, etc.) with this restriction [Per Round].

[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 whose Current Health is less than its full Health(H) Characteristic.

[Extra Wound] (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's player 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.

[Per Game] (Restriction) This rule can be used once per Match by each Unit that has this rule.

[Per Player] (Restriction) A global limit applied to the controlling player, rather than individual Units. Even if multiple Friendly units possess this rule, it can be used only once by the player during the specified duration (e.g., [Per Player] [Per Round] means only one single use is allowed across the entire army [Per Round], regardless of how many Units have this rule).

[Per Round] (Restriction) This rule can be used once [Per Round] by each Unit that has this rule. It refreshes for every Unit at the start of each new Round.

[Single Reaction] (Restriction) Triggering this Traits consumes your (Reactive) Traits opportunity for the current Sequence. Once resolved, no other [Single Reaction] Traits may be Activated during this Enemy Activation.

[Slowing] (Attack Effect) If this Attack inflicts at least 1🩸Wound during Step ATC.60 → Inflict, the Target immediately gains a ⚪Slow token.

[Weakening] (Attack Effect) If this Attack inflicts at least 1🩸Wound during Step ATC.60 → Inflict, the Target immediately gains a 🟣Weak token.

[🔓Unengaged Only] (Restriction) A conditional restriction indicating that a specific rule can be used only if the Unit is currently 🔓Unengaged State.

Ability (Category) A special rule of the Unit used during the Abilities Phase marked with 🎯 symbol.

Action (Category) One of the primary options a Unit can make during its Activation (e.g., Melee Attack Action, Move Action).

Activated (Game Term) A status indicating that a Unit has completed its Activation for the current Round. A Unit becomes Activated once all its Actions are resolved and its Activation Marker is flipped (located on the rear of the GLOOMBASE).

Activation (Game Term) The Phase in which a single Unit performs its Actions. Once a Unit has completed its Activation, it is marked as Activated.

Active Unit (Game Term) The specific Unit currently resolving its Activation. Only the Active Unit can perform Actions, though other Units may react to it.

(Active) (Game Term) The rule requires a player's conscious choice to be used.

ALONE (Tag) Grants: 📜Skirmish, 📜Protected Target, 📜Open Order.

Area Target (Game Term) A multi‑hex zone selected as the Target of an effect. It can affect all Units in these hexes.

Army Archetype (Game Term) A defined strategic identity and playstyle of an entire faction, determined by its available Unit selection and access to unique ♟️Gambits and Magic Lores.

Attack (Game Term) The general term for an attempt by one Unit to inflict damage on another Enemy unit. An Attack is initiated through either a Melee Attack Action or a Ranged Attack Ability and is resolved with an Attack Test.

Attack Assist (Mechanic) A situational bonus granted to the Attacker during a Melee Attack Action. The Attacking Unit gains +1🟥Attack Die for each Friendly unit that is providing an assist. To provide an Attack Assist, a Friendly unit must meet two conditions: -It is adjacent to the Defending Enemy unit. -It is not ⛓️Engaged by any Enemy unit other than the Defender.

🟥Attack Die (Game Term) A term for a d6 rolled to generate ⚔️Hit results when a Unit participates in a combat Test.

Attack Effect (Category) 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.

Attack Property (Category) A quality an Attack gains from pre-conditions, such as movement or positioning (e.g., Charge, Flanking).

Attack Test (Game Term) The Procedure used to resolve an Attack through the Attack Test Procedure (ATC).

Attacker (Role) The Unit initiating an Attack. If a Unit performs an Attack, it is also the Attacker.

Attacker's (Role) The Unit initiating an Attack. If a Unit performs an Attack, it is also the Attacker.

Attackers (Role) The Unit initiating an Attack. If a Unit performs an Attack, it is also the Attacker.

Attacking Unit (Role) The Unit initiating an Attack. If a Unit performs an Attack, it is also the Attacker.

Attacking Unit's (Role) The Unit initiating an Attack. If a Unit performs an Attack, it is also the Attacker.

Attacking Units (Role) The Unit initiating an Attack. If a Unit performs an Attack, it is also the Attacker.

Auto-Success (Game Term) A specific result (⚔️, 🛡️, , or 🧿) granted by a Rule that is added directly to the final tally of Successes. It counts strictly as a successful result without requiring a Die to be rolled.

AVATAR (Tag) Grants: 📜Divine Trait, 📜Dominating Presence, 📜Double Action.

🛡️Block (Game Term) A successful result, achieved with a roll of 3+ on a 🟦Defence Die.

Blocking (Game Term) A term for a hex that a Unit's Line of Sight cannot be drawn through. A hex is considered Blocking if it contains either: a Unit that does not have the 📜Open Order Traits; or a terrain feature with the Obstructing keyword.

🟡Boost Token (State Tokens) Each time this Unit makes a Test, it may spend this token to add +1 of each Dice 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 Spells and resolving their effects, but can be used for Unit's defense from Spell effects.

CASTER (Tag) Unit type for magic users.

(Category) (Game Term) The type or group a Keyword belongs to. Examples include State, Phase, or Attack Effect, etc.

CAVALRY (Tag) Grants: 📜Counter-charge, 📜Clumsy.

Characteristics (Game Term) The set of statistics that define a Unit's capabilities on the battlefield: Offence(O), Guard(G), Morale(M), Speed(S), Health(H) Cost(C) Tribute Cost(TC), MAX.

Charge (Attack Property) A Melee Attack Action is considered having a Charge Attack 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 1 hex; - The Unit performed the Melee Attack Action targeting Enemy units it ⛓️Engaged during the current Activations. EXCEPTION: the Unit can't get Charge Attack Property for its Melee Attack Action if it started its Activation adjacent to its Target.

Charge Bonus (Game Term) The Attacker gains a +1🟥Attack Die Modifier on the Attack Test when performing Melee Attack Action with a Charge Attack Property.

⚜️Command Seal (Game Term) These represent your authority as a general and are a limited resource spent to enact powerful battlefield decisions (e.g., to influence Initiative Bid, use (Reactive) Traits).

Cost (C) (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 terrain with this keyword, if the Unit is the Defender in any Attack Test.

Criticals (Game Term) A bonus Mechanic resolved via the Critical Effects Procedure (CEP) during a Test. It is triggered when a player rolls a specific set of natural results: two or more '6's on Attack/Magic Dice, or two or more '1's on Defence/Dispel Dice. Achieving this condition allows the player to immediately roll 1 additional Die of the same type, adding the result to their final total.

Current Health (Game Term) The dynamic value representing a Unit's remaining vitality at any given moment. Tracking: This value is displayed on the Unit's base via the rotating wheel and can't be bigger then a Unit's Health(H) Characteristic.

Dangerous (Terrain Keyword) When a Unit enters a Terrain 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.

Decimated (Game Term) When a Unit's Current Health is reduced to exactly 1, it is considered Decimated and immediately gains a 🟣Weak token. As per standard rules, this token is discarded immediately after it applies its penalty to a roll.

🟦Defence Die (Game Term) A term for a d6 rolled to generate 🛡️Block results when a Unit participates in a combat Test.

Defender (Role) The Unit that is the Target of an Attack.

Defender's (Role) The Unit that is the Target of an Attack.

Defensive Assist (Mechanic) A situational bonus granted to the Defender during a Melee Attack Action. The Defender gains +1🟦Defence Die for each Friendly unit that is providing an assist. To provide a Defensive Assist, a Friendly unit must meet two conditions: -It is adjacent to the Attacking Enemy unit. -It is not ⛓️Engaged by any Enemy unit other than the Attacking Unit.

Deployment Zone (Game Term) The predefined area of hexes where a player sets up Units in deployment Phase, predefined by Scenario.

Destroyed (State) The condition when a Unit is removed from play. Trigger: A Unit is immediately Destroyed when its Current Health reaches 0. Effect: Remove the model from the battlefield.

Destructible (Terrain Keyword) This Terrain Hex has a Health(H) value of (X), tracked with a Die. Only an Attack with [Anti-Structure] Attack Effect may do damage to it. The Attacker (using Melee Attack Action or Ranged Attack) makes an Attack Test roll; for each ⚔️ Success, the terrain suffers 1 damage. When this terrain's Health(H) is reduced to 0, it is Destroyed and replaced with a Rubble Terrain Hex.

Dice Pool (Game Term) The total number of Dice a player gathers to resolve a specific Test. The pool is calculated by taking the Unit's base Characteristic (e.g., Offense (O)) and adding or subtracting any relevant Modifiers.

Die (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 Dice and one for 🟦Defence Dice). All of a player's Dice for a given Test are rolled simultaneously.

Difficult (Terrain Keyword) Entering this hex costs 2 Movement Points instead of 1. If a Unit only has 1 Movement Point remaining, it cannot enter a Terrain Hex with Difficult.

Directly Away (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 suffers -1🔵️Morale Token instead of moving.

🟩Dispel Die (Game Term) A term for a d6 rolled to generate 🧿Ward results during a Dispel Test. Players physically can use the same Dice as they use for 🟦Defence Die for this purpose.

Displacement (Game Term) A rule effect that moves a Unit outside of its Standard Move Action. Forced moves, such as a Push, are forms of Displacement. Unless a specific rule States otherwise, all Displacements follow these properties: -A Displacement ignores Difficult Terrain Keyword and the ⛓️Engaged State; -A Unit can never be Displaced into an Impassable or Occupied Hex; -After being Displaced, the Unit's controller may freely choose its Facing (unless stated otherwise). -If there are no valid, Empty Hexes for the Unit to be Displaced into, the Displacement fails. The Unit is not moved and gains -1🔵️Morale Token instead.

Divine Will (Game Term) Each Great Currents grants a specific Divine Will, fixed for the Current Game Season. This Traits is automatically assigned based on your Ascending God's Great Currents. Usage follows the Divine Will Procedure.

Divine Will Token (Game Component) A unique, single-use resource earned by the player's first successful completion of a Gambit's Strategic Use. It is spent to activate the specific Divine Will associated with the Ascending God's Great Currents.

🔴Effect Token (Game Component) Is a universal reminder token used to track a wide variety of persistent effects, conditions, or Abilities. 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.

Elevated (Terrain Keyword) Units on this Terrain Hex can draw Line of Sight over other Units and Terrain Hexes that do not have the 📜Large Traits or Obstructing keyword. A Unit making a Ranged Attack from this hex has +1 hex maximum Range (according to the original Ranged Attack’s Range notation (/⬢)).

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'sEngagement Zone, letting it move freely through and out of these zones.

Empty Hex (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 through or ending movement or Displacement. Note: An Empty Hex may be a Terrain Hex - with an exception that it doesn't have the Impassable keyword.

Enemy (Game Term) A Unit controlled by your opponent. Whenever a rule mentions an "Enemy unit," it is referring to an adversary.

Enemy Unit (Game Term) Any Unit controlled by an opposing player.

⛓️Engaged (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'sEngagement 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.

⌓Engagement Zone (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.

Facing (Game Term) The single, middle hex side of a Unit's three forward-looking sides.

🟠Fast Token (State Tokens) At the start of its Standard Move Action, the Unit may spend this token to gain +1 to its Movement Points for this Action. Opposing status token: ⚪Slow.

Flanking (Attack Property) A Melee Attack Action is considered having a Flanking Property if the Attacking Unit is targeting a Defender from within that Unit's Rear Arc. A Melee Attack Action that qualifies as a Flanking applies a Flanking Bonus against the Target.

Flanking Bonus (Game Term) The Defending Unit suffers -1🟦Defence Die Modifier to its Dice Pool, and cannot use any 🟥Attack Dice from its Guard(G) Characteristic (just from Modifiers) for this Attack Test.

FLYER (Tag) Grants: 📜Flying, 📜Grounded Assault.

Friendly Unit (Game Term) Any Unit currently controlled by the player.

Front Arc (Game Term) The three forward-looking 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.

♟️Gambit (Strategic Assets) A once-per-game special tactic selected pre-battle (and kept hidden until used). These are managed via the GODSGLOOM APP.

Game Component (Category) A physical or digital piece used to track The Game State.

Game Term (Category) A specific word or phrase that holds a distinct mechanical meaning within the rules, often capitalized to distinguish it from common language.

GLOOMBASE (Game Component) The standardized, multi-functional base required for all Units to ensure consistent gameplay metrics. Acting as a "Unit-console," it features an integrated Health(H) Dial, Activation Marker, and State Pegs to track game status without table clutter. The physical edges of the GLOOMBASE define the Unit's position, Front Arc, and Engagement Zone, regardless of the number of models mounted upon it.

God's Push (Game Term) A bonus Displacement that this Round Unactivated and 🔓Unengaged Units can make at the Phase EOR:30 → The God's Push (resolved via the God's Push Procedure (GPP)).

Great Currents (Game Term) An Ascending God's chosen cosmic philosophy that grants a powerful, single-use power known as Divine Will and determines for which Great Currents a player scores their Soulshards in the lore.

HARASSER (Tag) Grants: 📜Breakaway, 📜Nimble, 📜Feint.

Heal (Game Term) Increase the Unit's Current Health by X (rotate the wheel up). Constraint: Current Health can never exceed the Unit's starting Health(H) Characteristic. Excess healing is ignored.

Health (H) (Characteristic) The measure of a Unit's vitality and durability. Starting Health(H): The value listed on the Unit Profile. Current Health: The value currently displayed on the Unit's base wheel. Logic: The wheel starts at the Health(H) Characteristic value. It decreases when taking 🩸Wounds and increases when Healed, but can never exceed the starting Characteristic.

HERO (Tag) Unit type for heroic characters.

⚔️Hit (Game Term) A successful result, achieved with a roll of 3+ on an 🟥Attack Die.

⬡ Hollow Hex (Game Term) No Line of Sight Required. The rule can Target any Hex within its Range, regardless of intervening Units or Obstructing terrain.

Impassable (Terrain Keyword) Units may not move through or end their movement in this hex.

Inactive Player (Role) The player whose turn it currently is NOT.

INFANTRY (Tag) Standard foot soldier Unit type.

Initiative Bid (Game Term) A tactical Procedure resolved at the Start of a Round Phase SOR:40. Players secretly wager ⚜️Command Seals to seize control of the battlefield tempo, resolved via the Initiative Bid Procedure (BID). The winner of the bid gains the right to decide who becomes Player A (and thus Player B) for that Round.

Keyword [X] Notation (Game Term) Many Traits and Keywords in the rules are followed by a number in brackets, such as Tough [X] or [Direct Wounds] [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.

LIGHT (Tag) Grants: 📜Skirmish, 📜Open Order, 📜Vulnerable to Charge.

Line of Sight (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 1 hex of its Front Arc, regardless of other conditions.

LoS (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 1 hex of its Front Arc, regardless of other conditions.

🟪Magic Die (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.

Magic Lore (Game Term) A set of 6 Spells. When building an army, a player chooses one of Magic Lores available to this Army Archetype. All Casters in that army must use Spells from that chosen Lore.

✨Mana (Game Term) A successful result, achieved with a roll of 3+ on a 🟪Magic Die.

MAX (Characteristic) The hard limit on how many copies of this specific Unit Profile can be included in a single army.

Mechanic (Game Term) A specific, self-contained rule system that governs a particular aspect of rules (e.g., the Movement Mechanic).

Melee Assist (Mechanic) The collective term for positional combat Modifiers described in the Melee Assist Mechanic (§9). It encompasses both Attack Assists and Defensive Assists.

Melee Attack Action (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 (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.

⏩Momentum (Game Term) A resource gained by players (e.g., winning a Melee Attack, destroying a Unit, or dispeling a Spell). Having ⏩Momentum grants some bonuses. Details are found in the ⏩Momentum Mechanic.

MONSTER (Tag) Grants: 📜Fearsome, 📜Large, 📜Easy Target, 📜Trample, 📜Unstoppable, 📜Combat Doctrine[[Anti-Structure]], 🎯Destroy Terrain.

Morale (M) (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.

🔵️Morale Token (Game Component) A token used to track a Unit's current Morale(M) level. A Unit begins the battle 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(M): If a Unit is reduced to 0🔵️Morale Tokens, it may be unable to use certain Actions (like Melee Attack Action). Morale(M) Break: If a rule requires a Unit with 0🔵️Morale Tokens to lose another one, the Unit immediately suffers 1🩸Wound instead.

Move Action (Action) The Action a Unit can perform during its Activation to initiate a Standard Move (resolved via the Move Action Procedure (MOV)).

Movement Mechanic (Game Term) The set of rules governing how Units navigate the Hex grid using their Speed(S) Characteristic. This encompasses standard movement, terrain interactions, etc.

Movement Points (Game Term) The resource for movement, determined by a Unit's Speed(S) Characteristic. Typically, 1 (MP) is spent to enter 1 hex.

No Charge (Terrain Keyword) This keyword prevents a Melee Attack Action from gaining a Charge Attack Property, thereby denying its Charge Bonus and preventing it from triggering Abilities that require a Charge Attack 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 Attack Property. [OUT]: A Melee Attack Action originating from this hex cannot be considered to have Charge Attack Property. [IN, OUT]: Both of the above effects are active.

No-Man's-Land (Game Term) The neutral band of hexes that is in neither player's Deployment Zones.

Objective Area (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 and win the battle.

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 (Game Term) A hex that currently contains a Unit's base. 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 📜Traits (such as Trample or Skirmish) allows it.

Offence (O) (Characteristic) A Unit Characteristic that defines Unit Offence(O) 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 an Attack Test.

Open Hex (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.

Open Information (Game Term) Any data both players must reveal on request: complete army lists, Unit Profiles, costs, Scenario rules, and available faction-specific, unless an item is explicitly defined as Secret Information.

Overcast (Game Term) An optional risk-reward Mechanic available during the Casting Test Procedure (Step CTP.30). A Caster may choose to add 1 additional 🟪Magic Dice to their Dice Pool to increase the odds of successfully casting the current Spell. However, if this specific Die fails to generate a ✨Mana result, the Caster suffers 1🩸Wound in Step CAST.110. This option is restricted to a single use [Per Round] per Caster.

(Passive) (Type Marker) The rule is a constant State and is always active.

Phase (Game Term) A single, specific instruction within a Sequence (e.g., Phase SOG:10).

Pivot (Game Term) Rotation of a Unit within its hex to change its Facing.

Player A (Role) Temporary Roles assigned at the start of each Round by the player who wins the Initiative Bid.

Player B (Role) Temporary Roles assigned at the start of each Round by the player who wins the Initiative Bid.

Points Value (Game Term) Refers to the Cost(C) Characteristic. It is the numerical value you pay during Army Building to include a Unit, upgrade, or other element in your army list.

Pool Reroll (Game Term) A possibility to Reroll an entire Dice Pool (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.

Procedure (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)).

Range (Game Term) The distance limitation (for Attacks, Spells, or Abilities, etc.) always measured in Hexes from the acting Unit's GLOOMBASE. -Range 0: Indicates the Action Targets the Unit's own Hex (Self). A Unit always has Line of Sight to itself, even if other effects would typically Block it. -Variable Range (e.g., 2-4⬢): Defines a specific effective band. To be a valid Target, a Unit or Hex must be no closer than the minimum value and no further than the maximum value.

(Reactive) (Game Term) The rule/Traits is used in response to an opponent's Action.

Rear Arc (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.

Reroll (Game Term) A general term for any rule that allows a player to Reroll 1 or more Dice. This category includes both Single-Die Rerolls and Pool Rerolls.

Reserve (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 Traits, such as 🎯Outflank or 🎯Deep Strike.

(Restriction) (Game Term) A limiting rule, usually enclosed in brackets [ ], that dictates exactly how often a Rule can be used or prevents it from being combined with other rules. Restrictions serve as a hard cap on powerful Abilities (e.g., [Per Round], [Exclusive Action]).

Retreat Arc (Game Term) Consists of the Hex directly on that line from Attacker to behind the Defender, plus the two immediate adjacent Hexes to its left and right (forming a rear semi-circle).

Role (Category) A temporary designation for a Unit or player during a specific interaction (e.g., Attacker, Defender).

Round (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).

Scary (Terrain Keyword) Upon entering this hex, a Unit suffers -1🔵️Morale Token. This effect applies to all forms of entry, including Move Action, Displacements, and Teleport (in Teleport case it counts only if it finishes move on this Terrain Hex).

Scenario (Game Term) A predefined set of starting rules for The Match that establishes the Deployment Zones, Victory Conditions, and any unique situational rules.

Secret Information (Game Term) Content deliberately hidden from the opponent: chosen and unrevealed ♟️Gambits, Units not yet deployed (e.g., Reserve Units), etc.

Sequence (Game Term) A fixed series of Sequences that must be resolved in a specific order(e.g., 7. The Round Sequence (RND)).

Single-Die Reroll (Game Term) The possibility to Reroll only 1 Die from the active Dice Pool.

Skill (Category) A special Action a Unit can perform during its Activation marked with ⭐ symbol.

⚪Slow Token (State Tokens) During its next Activation, this Unit's Speed(S) Characteristic is reduced to 1. The token is removed at the Unit Activation Procedure (UAP) Step UAP.40. Opposing State Tokens: 🟠Fast.

⬢ Solid Hex (Game Term) A symbol used in a Range notation. It indicates that the rule requires a clear Line of Sight to its Target.

💎Soulshard (Game Term) The victory points of The Game. The player with more 💎Soulshards at end wins The Match. Players gain 💎Soulshards from Scenario objectives, ♟️Gambits and some other special rules.

Speed (S) (Characteristic) This value determines the Unit's starting Movement Points. The maximum number of hexes a Unit may move in the Movement Phase.

Spell (Game Term) A magical effect cast during the Magic Phase by Units with the 📜Mana pool Traits (typically Units with the Caster Tag) and marked with the 🌀 symbol. Spells belong to a specific Magic Lore. Each Spell has a unique description, and all Casters in an army use Spells from the single Magic Lore chosen during army building.

Standard Action (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 (Game Term) The default method of movement, where a Unit travels hex-by-hex across the battlefield. A Standard Move is governed by the Movement Mechanics.

State (Category) A fundamental condition a Unit or game element can be in, which dictates what it can or cannot do (e.g., ⛓️Engaged, 🔓Unengaged, Destroyed).

State Token (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 Tokens. 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.

Step (Game Term) A single, specific instruction within a Procedure (e.g., Step MOV.10 → Start of Action).

Strategic Assets (Game Term) A collective term for a player's non-Unit resources, such as ♟️Gambits, Divine Will. These are managed via the GODSGLOOM APP.

Success (Game Term) A result on a D6 Die of 3 or above is called a Success. This applies to ⚔️Hits, 🛡️Blocks, ✨Mana, and 🧿Wards.

SWARM (Tag) Grants: 📜Combat Shift, 📜Mindless, 📜Blind Rage, 📜Trample Vulnerability

Tactical Formations (Game Term) A combat rule resolved during the Melee Sequence Step MEL.20 following Tactical Formation Procedure (TFP). Players may spend a ⚜️Command Seal to declare a specific tactic (Advance, Hold, or Harass). This can trigger a "rock-paper-scissors" contest against the opponent to determine who gains a bonus for that engagement.

Tag (Game Term) 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"; Traits Bundle - a Tag acts as a container that automatically grants the Unit a set of standard 📜Traits associated with that class.

Target (Game Term) The Unit, hex, or area of hexes selected to receive an effect.

Target Number (TN) (Game Term) The total number of Successes a player must achieve on a Casting Test Procedure (CTP) to pass it. The rule requiring the Test will specify the Target Number.

Teleport (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.

Terrain Hex (Game Term) A Terrain Hex is defined by its Terrain Keywords (e.g., Difficult, Cover). These Keywords override the standard rules of an Open Hex.

Terrain Keyword (Category) A rule associated with a Terrain Hex that affects Units or Actions within it (e.g., Difficult, Cover).

Test (Mechanic) A core Mechanic used to resolve Actions with uncertain outcomes, such as an Attack Test, a Casting Test, or Dispel Test. Every Test follows a specific Procedure (e.g. Attack Test Procedure (ATC), Casting Test Procedure (CTP), or Dispel Test Procedure (DTP)).

The Game (Game Term) A standard game lasts for 3 Rounds.

The Match (Game Term) Refers to a full match between two players which consist of the Start of Match Sequence, The Game Sequence, and the End of Match Sequence.

Token Holder (Game Component) A designated area on War Slate where you keep your tokens (e.g., State Tokens, 🔵️Morale Tokens) for easy access and organization during The Game.

TOTEM (Tag) Grants: 📜Inspire Authority [2], 📜Dominating Presence.

Trait (Game Term) A specific named rule on a Unit's Profile that grants it a unique capability or function, marked with📜 symbol.

Tribute Cost (TC) (Characteristic) A deployment tax representing a Unit's rarity. On a Unit Profile, this Cost(C) 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.

(Triggered) (Type Marker) The rule resolves automatically when a specific game condition is met.

Type Marker (Category) A functional classification Tag enclosed in parentheses found next to Traits. This marker defines how and when a rule interacts with The Game flow.

Unactivated (Game Term) A status indicating that a Unit is available to be selected for Activation during the current Round. A Unit remains Unactivated as long as its Activation Marker has not yet been flipped (on the rear of the GLOOMBASE).

Underdog (Game Term) The player who currently possesses fewer 💎Soulshards. If both players have the same amount, no one is the Underdog. Certain rules (e.g., the Underdog Bonus Procedure (UND)) may only be Activated while in the "Underdog" State.

🔓Unengaged (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).

🌀Unique Spell (Active) A unique 🌀Spell on a specific Caster's profile. If a Caster casts its Unique Spell, it cannot cast any other Spells during that Magic Phase.

Unit (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 (Game Term) The complete collection of a Unit's Characteristics, Tags, Traits, Abilities and Skills. The Unit Profile is primarily accessed via the GODSGLOOM APP.

Vision Arc (Game Term) The area of hexes extending forward from a Unit's Front Arc. A Unit can typically only draw Line of Sight within its Vision Arc.

WAR MACHINE (Tag) Unit type for siege equipment and war engines.

War Slate (Game Component) The player's personal command dashboard for active game data tracking and integrated Token Holder. During the Setup: players must "dock" their War Slates together to initialize the shared ⏩Momentum tracker.

🧿Ward (Game Term) A successful result, achieved with a roll of 3+ on a 🟩Dispel Die.

🟣Weak Token (State Tokens) The next time this Unit makes a Test, it must roll 1 fewer of each Die (expl. -1🟥Attack Dice and -1🟦Defence Dice in a Test). The token is removed after the Activation. Opposing State Tokens: 🟡Boost token.

🩸Wound (Game Term) Effect: Each 🩸Wound immediately reduces the Unit's Current Health by 1 (rotate the wheel down by one click). Source: A Unit suffers a 🩸Wound for each uncanceled ⚔️Hit, or from specific Traits, Spells, etc.

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