Glossary
1. Fundamentals
Adjacent (Adjacency)
Refers to the 8 cells immediately surrounding a target cell (including diagonals).
Alliance
A team of two or more players operating as a single entity, sharing win conditions and territory.
Attacking Player
The player with initiative for the current turn.
Capture / Control
The act of claiming a Control Point for your own faction.
Cell
A single square space on the Playfield coordinate grid.
Defending Player
Any player who is not the attacking player during a turn.
Destroy
The act of moving a card to the destroyed pile.
Draw
The act of moving a card from a deck to your hand.
Discard
The act of moving a card to the discard pile.
Hand
A deck of cards a player may use cards from on their turn. Discarded after each turn.
Neutralize
The act of removing ownership of a Control Point.
Playfield
The entire grid layout comprised of Cells where all Units and Structures are placed and where movement and combat occur.
Round
A complete cycle of gameplay in which all players or Alliances have acted as both the Attacker and the Defender.
When a duration is applied for X rounds, a single round is concluded when the attacker of the current round becomes an attacker again.
Status Effect
A condition applied to a card or cell that modifies its stats or behavior for a set duration or until a condition is met.
Territory
A property of a cell representing faction ownership.
Turn
A single sequence within a round where one player acts as the Attacker and at least one other player acts as the Defender.
When a duration is applied for "X turns," the timer begins after the end of the current turn, and a single turn concludes on the End Phase of a turn.
When a duration is applied for "the remainder of the turn," the timer ends on the End Phase of the current turn.
Turn Points

The umbrella term for Attacking and Defending Turn Points.
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Attacking Turn Points (ATP)
The resource generated and spent during an Attacking turn.
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Defending Turn Points (DTP)
The resource generated and spent during a Defending turn.
2. Cards & Decks
Added Deck 
Faction-specific auxiliary decks required by certain Faction Archetypes.
Captain Card 
The most valuable asset on the Playfield. Captains are required for 2 of 4 win conditions.
Commander Card 
The card representing the commander of a Faction. Commanders are non-combatant cards that offer Faction wide passive effects during the match.
Power Deck 
A neutral deck containing a variety of cards shared by all players during standard play.
Reserve / Reserve Deck
A deck of cards a player may send or pull cards from during their turn. Reserved cards will not be discarded at the end of a turn.
Soldier Card 
Standard frontline combatants drawn from the Soldier Deck.
Specialist Card 
Advanced combatants drawn from the Specialist Deck. These typically have higher stats or more complex abilities.
Structure Card 
Cards representing static objects or fortifications. They provide passive or active effects and remain stationary once constructed.
Unit Card
The collective term for Soldier and Specialist cards.
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Grounded Unit
Any Unit card that does not bear the Winged Beast Sigil. -
Airborne Unit
Any Unit card that bears the Winged Beast Sigil.
Utility Card 
Non-placeable cards that provide instant-use abilities or persistent effects before being discarded.
3. Card Stats
Damage

The face value power of a card used to reduce the Health of a target during an attack.
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Direct Damage
Damage dealt to a card caused by a direct player action, with a source that can be traced back to a physical card on the playfield. (Such as Unit Cards, Structure Cards, or Active Sigils)
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Indirect Damage
Damage dealt to a card caused either by an non-player activated action (Such Passive Sigils or Status Effects), or a player action from a rule source that is not on the playfield. (Such as Power Cards)
Durability

The durability tier of a card. how much damage a card can absorb before being destroyed.
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Health
A card’s life points. When Health reaches 0, the card is destroyed and removed from the Playfield.
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Armor
Temporary health applied to a card. Damage applied to Armor will always be full damage. When Armor reaches 0 and there is carryover Damage of any value, the Damage dealt to Health is 1.
Level 
The strength tier of a card. This value also dictates the Turn Point cost required to activate the card.
Range
The maximum distance (in cells) a card can attack from its current position.
Speed
The maximum distance (in cells) a card can move to from its current position.
Trade 
The value used for resource exchange. This determines the Turn Points gained by Scrapping or the cost required for Retreating.
4. Card Activation & Actions
Activate
The act of playing a Utility Card from the hand.
Countermeasure
A term for any ability from any source played during the Countermeasure Phase.
Deploy
The act of playing a Unit Card from the hand.
Deployment Delay
A Rule Source that occurs anytime a card is Deployed. The activated card is inflicted with the Vulnerable Status for 1 round.
Construct
The act of playing a Structure Card from the hand.
Construction Delay
A Rule Source that occurs anytime a card is Constructed. The activated card is inflicted with the Vulnerable Status for the remainder of the turn.
Fortify
A defender action that gives a Unit +1 Armor for the remainder of the turn.
Reserve
The act of sending a card from the hand into the reserve deck.
Restore
The act of healing damage or resetting the status of a Unit or Structure on the Playfield.
Retreat
The act of paying a sending a card from the Playfield to the discard pile.
Scrap
The act of sending a card from the hand to the destroyed pile for Turn Points.