Glossary

### Ability :

* The abilities are mainly visible on the cards of type Creature, Imminent and Incantation, they are represented in the form of icons
* Abilities can be active like "Rage" or "Cloning" or passive like "Equipment" or "Together". see set of Abilities
* Active abilities involve an underlying action activation (purchase or toss, see Actions)
* Abilities can be added, destroyed or moved if a card allows you to do so.

### Action :

* Actions are the effects that are activated when you spend the coins in your stock, see Actions
* Actions can be in the form of coin tosses or direct purchases.
* All action types can be played immediately when the card comes into play.

### Allegiance :

* A creature that changes allegiance must change battlefields at the convenience of the one who takes possession of it.
* Once destroyed it goes to the graveyard of its native owner. *( same for exclusion)*
* If the change of allegiance is a disease, curing it will return it to its native battlefield.

### Attack point :

* Attack points are present on cards that go onto your battlefield, such as doors and creatures.
* They are present on the bottom right of the cards, behind a small sword icon.
* These points can be set, null or variable.
* They can't be negative but can change depending on bonus or malus charges.

### Basic effect :

* The basic effect of a card is the first sentence written in the rule part of a card, surrounded by ~”text” .~
* This effect is applied when the card is played.
* Several effects can be linked, in which case they must be followed in the direction of reading (from top to bottom).

### Blind :

* The blinding effect will not allow a targeted army to defend.

### Cancel :

* When a card (invocation) is cancelled, the card goes to the graveyard.
* When an action is canceled, it is inefective for the duration of the turn.

### Capacity  :

* Capacities are the number of things you can do with your summoners.
* The number of capacities of a summoner corresponds to its level.
* Basically every summoner has one capacity as it starts the game level 1.
* To use this capacity, the summoner must be tilted.
* This capacity can be either to summon a card from your hand, or to make a skill.
* Each time you level up, your summoner gains a new capacity point, so he can either summon another skill, or put down a card, at your convenience.
* It is recommended that you use a memo system to manage your capacity points, each summoner has a number of capacities equivalent to his level.
* Once tilted, your summoner can do his abilities, if not all of them are used during the turn he is tilted, they are lost at the end of that turn.

### Card type:

* Each card in play has a type, which is indicated at the top of each card, and is present in the upper corners as icons. ( see cards )

### Charge :

* The Bonus/Malus charges are present in the game in the form of ***+1/+1*** and ***-1/-1*** , in each case, it is indicated on which type of card they apply.
* Up/down charges are charges that automatically increase or decrease with each turn (or cycle) until they cause (automatically or by an action) an effect.
* Temporal charges are charges that remain for a defined number of turns / cycle, after which they cause an effect or disappear.
* Charges can also be defined on a card, and used as resources to make an action.
* Charges can be destroyed, cancelled, transferred or reset if a card tells you so.
* They become ghosted if the card were to change allegiance, which means that the card transfer does not keep the charges,those initially present remain the property of the initial owner, the charges are reset to zero or to their initial state automatically at the new owner's place.
* If the card should return to its original owner, the ghost charges will return in place.

### Coin :

* The coins are the resources needed to activate the actions, they are accumulated on your card “Stock”

### Constant card :

* Constant cards are those that remain on the battlefield once invoked.

### Creature :

* creatures are a constant card type.
* What makes them different from other cards is that they have attack and defense points.
* And they have a dedicated game phase.
* A creature cannot directly attack when it comes into play, but it can defend and do its actions.
* the Invocation sickness concerns all the creatures invoked by one of your summoners, invoked since a graveyard, invoked directly of a library, as well as the card invoked by a direct purchase or an action. On the other hand, cards transformed or assimilated from cards already on the battlefield don't have this invocation sickness.

### Creature type :

* It is an indication that this card also has the creature type, and all that it relates to.

### Credit :

* The bottom part of the card that indicates who owns the rights to the card.
* As well as the number of the card.
* Who made the illustration of the card.
* The edition and/or season of the card.
* The rarity of the card.
* The language of the card.
* And the year of printing.

### Cycle :

* 1 cycle is equivalent to a number of turns equal to the number of players in a game.
* If you are playing a two player game ( Duel) , it is equivalent to 2 turns, and a 4 player game will involve 4 turns.
* The first turn of the cycle being decremented to the next player's turn.

### Disease:

* In each case, look at the rule on the card, otherwise refer to the glossary of abilites.
* Most diseases can be cured.

### Defense point :

* Defense points are present on cards that go onto your battlefield, such as doors and creatures.
* They are present on the bottom right of the cards, behind a small shield icon.
* These points can be set, null or variable.
* They can't be negative but can change depending on bonus or malus charges.
* If null, the card is destroyed.
* Defense points are restored at the end of the turn.

### Direct purchase :

* You can directly spend your coins to activate the targeted action.
* If a purchase has a target, it will be limited to 1 per turn unless it is accompanied by the "Multi-target" ability.
* If the purchases have no targets, they are unlimited as long as you have enough money in stock.
* for more information, see Actions.

### Door :

* Doors are a constant card type.
* What makes them different from other cards is that they have attack and defense points but can't natively attack
* A door can defend several creatures at the same time.
* A door can defend against a creature of the same plane, even against those who have distance ability.
* if a door is open, it will not be able to defend.
* If a door attacks: in order for it to attack it must be closed, it will temporarily become a creature, but will not have to tilt to signify its attack.

### Edition :

* The edition of a card appears at the bottom and in the centre where you will find the rarity and the credits.
* The first edition is the Alpha. ( A )
* Kickstarter cards have a ( K )

### Exclusion :

* When a card is excluded; it does not go to the graveyard or the Ether.
* This card goes into the Exclusion zone.
* It is however possible to bring back cards from the exclusion.

### Fail :

* When you fail a coin toss, you activate the Fail effect of the action (if it exists), if there is none, nothing happens.

### Freeze :

* When a creature is frozen, it remains stuck in its position for a certain number of turns (depending on the card's rule) and receives an additional -1/-1 charge.
* when a summoner is frozen, it remains blocked in position and will not be able to do anything as long as the temporary freeze charge is in play

### Graveyard :

* When a card other than your "summoners" and "infinite rank" is destroyed it is placed in the graveyard.

### Imminent :

* An imminent card is a card that can be invoked every turn.
* Its stacking speed is the fastest.
* Even if a creature accumulates type imminently, it retains summon sickness.

### Inactive :

* A card, a skill, an effect, an action, or even a phase of play can become inneffective.
* This will result in it becoming null and void for a set period of time, or permanently.

### Indestructible :

* An indestructible card can only be destroyed by a sacrifice.
* If one card makes another indestructible, the card that adds the effect must be destroyed first before the other can be destroyed.

### Incantation :

* Incantation are a constant card type.
* Usually once in play it causes a special effect.
* Incantations often have actions.

### Phase :

* Each turn consists of a set of phases:
* awakening phase
* Restoration phase
* Invocation phase
* Attack phase
* End of turn phase

### Plan :

* There are 2 main planes, the celestial plane and the terrestrial plane :
* On the first one there are creatures that have the ability "Flight" and on the second one there is everything else.
* However, some creatures can also be positioned in the second line with the "Distance" ability.

* As a reminder, a celestial (flying) creature can block a terrestrial creature, but not vice versa, unless it has the Reach ability,
* However, a creature that has distance can only be blocked by a door on the same plane, a creature that has reach, or a creature that has distance too.
* The creature that has reach has the ability to defend in any situation.
* See ability

### Rank :

* The rank of a card is an information that defines the maximum number of times that card can be placed in your library.

### Rarity :

* The rarity of a card is indicated at the bottom of the card, around the edition.
* There are 4 levels of rarity: common / unusual /precious /legendary

### Skills :

* Skills are the special capacities of your summoners.
* Normally they are level 1, and can do their first skill.
* If your summoner has multiple levels, he has the same number of capacities and can perform multiple skills during the same turn.
* Unless a card says otherwise, your Summoner cannot perform the same skill more than once during a turn.
* To do a skill you must tilt your summoner.
* Skills have imminent stacking speed.

### Stacking :

* When you summon, attack or activate an action, your opponents can respond, and the responses can stack to resolve in order from the fastest and newest to the slowest and oldest :
* The fastest are imminent, summoner skills and actions (same speed), followed by summoning of the constant cards, and finally the attack and defense of creatures during an attack phase =
* Imminent = summoner skills = actions > summoning > attacks = defenses.

### Success :

* When you make a successful toss you activate the Success effect of the action.

### Summoning :

* Summon is the result of using capacity point of a summoner and it allows you to use a card from your hand.
* a summoner can summon during a turn as much as he has capacity point (level).

### Turn :

* A player's turn consists of a set of phases to be respected. see game rules