Keyword Glossary

* Activate - At the start of each of this unit's turns, play this effect.
* Ally - A friendly character that is not yourself.
* Ambush - Summoned on the Tick equal to the Ambush value and acts immediately on that Tick.
* Amp - Skulduggery Heroes may gain Amps from cards, Perks and special abilities. While Amped, cards and Weapons (but not Instants or Offhands) cost 1 less and consume 1 Amp. Amps also augment certain cards.
* Armor - Damage is reduced by an amount equal to the defender's Armor value.
* Attack (stat) - Amount of damage added to Attack cards played or, for Minions and Structures, to their default attacks.
* Blast - Affects all targets within a number of spaces equal to its Blast value.
* Bleeding - Take 1 Piercing damage per Tick for 5 Ticks. Stacking only extends Duration. Structures are immune to Bleeding.
* Boost - Bosses share Perks in each Zone triggered by their reserve of Boost. Boost is refilled by spending Starstones in your Lair. Each battle your Boss fights against other players' Heroes consumes one Perk worth of Boost.
* Brawler (AI) - Randomly targets any enemy in range. Only moves if no targets in range. Default for Warlord.
* Burning - Take 3 Fire damage per Tick for 3 Ticks. Stacking only extends Duration.
* Channel - On each Tick until caster's next turn, play this effect. Caster's turn does not end until Channel ends.
* Character - A Hero, Boss, or Minion, but not a Structure.
* Cone - Affects all targets in a cone of length equal to its Cone value.
* Counterstrike - When attacked by an adjacent enemy, deal Piercing damage to the attacker equal to the Counterstrike value.
* Cross - Affects all targets in a cross of length equal to its Cross value centered on the caster.
* Devotion - Faith Heroes start each battle with a pool of Devotion and may gain it from cards, Perks, and abilities. Devotion may be spent to augment certain cards.
* Durability - Number of uses of a piece of Equipment before it expires. Each use consumes 1 Durability.
* Duration - Number of Ticks a unit or effect lasts before expiring or being destroyed. Stacking only extends Duration.
* Farthest - Automatically hits the farthest target in range.
* Fleetfoot - Moves twice as many spaces on its turn.
* Focus - Wizardry Heroes automatically gain 1 Focus every 2 Ticks and may gain it from cards, Perks, and abilities. Focus augments certain cards, but is not spent.
* Frozen - 1 Tick is added to character when they are Frozen. Frozen condition ends on character's next turn. Does not stack.
* Fury - Warfare Heroes gain Fury equal to the total damage dealt to them, including damage blocked, and may gain it from cards, Perks, and abilities. Fury is automatically spent to augment certain cards.
* Haste - Characters with Haste act on the Tick they join the battle instead of the Tick after.
* Hunter (AI) - Moves into range to target enemies with the lowest Health. Default for Beast.
* Instant - Cards that cost 0 Ticks to play.
* Kite (AI) - Moves as far away from enemies as possible. Default for Caster.
* Knockback - Characters hit are moved a number of spaces away from the attacker (in a straight line) equal to its Knockback value.
* Last Words - When a unit dies, play its Last Words ability.
* Lava - At the end of each Tick, deals 1 Piercing damage to non-Fire characters in its space.
* Line - Affects all targets in a line of length equal to its Line value.
* Nearest - Automatically hits the nearest target in range.
* Offhand - Offhand Equipment is used in place of your Guard. Using Equipment does not count as playing a card once equipped.
* Piercing - Attacks ignore Armor.
* Provoke - Adjacent enemies can't move (unless moved by cards) and their targeted attacks must choose targets with Provoke.
* Random - Automatically hits a random target in range.
* Range - Targets individual units at maximum distance equal to its Range value.
* Relentless - Cannot have Windup or Channel cards canceled or countered.
* Shield - Allies adjacent to this gain Armor equal to its Shield value.
* Slayer (AI) - Moves into range to target enemies with the highest Health. Default for Giant.
* Spare Part - Every 5 Spare Parts, caster's next Construct or Trap Spell costs 0 Ticks and consumes 5 Spare Parts.
* Stack 2 - You may add up to 2 copies of this Perk to your deck.
* Stealth - Cannot be targeted. Still subject to Random or Area effects.
* Support (AI) - Moves into range to target allies.
* Tank (AI) - Targets enemy with the highest Health in range. Only moves if no targets in range.
* Tenacity - Immune to enemy effects that add Ticks or affect movement. All Structures and Giant Bosses have Tenacity.
* Volatile - After this attacks, it dies.
* Warcry - When unit enters battle, play this effect.
* Weapon - Weapons are Equipment used to attack. Using Equipment does not count as playing a card once equipped.
* Windup - At the start of caster's next turn, play this effect. Caster's turn does not end until Windup ends.