Glossary

*Note: This page lists* Storybook Brawl *terms. For a glossary of FANDOM and general wiki terms, see Help:Glossary.*
*Storybook Brawl* uses terminology common to games, especially card games, and has many of its own specific phrases and neologisms. In addition to terms used in the game itself, an expanded lexicon of jargon often borrows from the terms and slang from similar games.

This page aims to list important gaming and community phrases that are relevant to *Storybook Brawl*, and link to each term's wiki page for more information (where applicable). Note that descriptions of terms included in the game's tooltips may be adapted.

Contents: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

A

**Attack**
Attack has two meanings: a character stat, and a character action.
Attacking is when a character fights an enemy character during a brawl.
Characters have an *attack* stat, which is the amount of damage they deal in combat. Characters with zero attack cannot attack.
B

**Bonus**
*Bonuses* are buffs to characters' attack and health stats, or may refer to additional attacks.
**Buff**
*Buffs* are effects that increases the stats of a card, typically the attack or health of characters. Conversely, *debuff* effects reduce the stats of a card.
*See also: Bonus.*
C

**Card Type**
*See Type.*
**Character**
Character is one of the primary card types. Character cards fight in brawls.
**Cost**
*Cost* is a stat on character and spell cards, which is the amount of Gold required to buy or play it. Characters' initial costs are equal to their levels. Costs may be reduced by various effects, which are permanent changes unless otherwise noted, but this does not effect the card's level.
D

**Damage**
*Damage* is a mechanic that affects the *health* stat of characters or players.
Damage reduces the health stat of characters, equal to the *attack* stat of other characters in combat, or by an amount specified by some effects.
Players recieve damage when they lose a brawl, based on their opponent's level and their remaining characters.
Characters heal back to full health after each brawl. Damage to player health is permanent.
**Double**
When referring to a character's stats, double means to multiply its attack or health by two.
When referring to an effect, it means to do the effect an additional time.
E

F

**Flying**
Characters with the keyword Flying attack back-row characters before attacking front-row characters.
G

H

**Health**
Characters and players have a *health* stat. Players' starting health is determined by their selected hero.
Health is reduced by damage. When a character's health is reduced to zero, it dies for the current brawl. When a player's health is reduced to zero, they lose the game.
Units heal back to full health at the end of each brawl. Damage to player health is permanent. Player and unit health can be increased by effects.
**Hero**
Hero is one of the primary card types. Hero cards give unique effects and determine players' starting health.
I

J

K

**Keyword**
Keywords are words or short phrases that represent specific abilities and mechanics that replace larger explanations of their effects. Keywords appear as bolded text on cards.
L

**Last Breath**
Characters with the keyword Last Breath give an effect when they die.
M

N

O

P

Q

**Quest**
Characters with the keyword Quest are upgraded when specific requirements are met.
R

**Ranged**
Characters with the keyword Ranged do not take damage back when they attack.
S

**Slay**
Characters with the keyword Slay give an effect when they attack and kill an enemy character.
**Spell**
Spell is one of the primary card types. Spell cards are single-use effects.
**Subtype**
*See Type.*
**Summon**
Summoning a character plays it during a brawl.
**Support**
Characters with the keyword Support give a bonus to characters directly in front of them.
T

**Transform**
Transforming a character turns into another character. Sometimes the effect lasts for the duration of a brawl, and other effects are permanent.
**Treasure**
Treasure is one of the primary card types. Treasure cards have continuous effects. Treasures are obtained when a character is upgraded by obtaining multiple copies or when it completes a Quest.
**Triple**
When referring to a character's stats, triple means to multiply its attack or health by three.
When referring to characters (directly), triple means to aquire three copies of the character (and usually upgrade it).
When referring to an effect, it means to do the effect an additional two times.
**Type**
*Also used: Card Type, Subtype.*
Cards are divided into different *types*, each with it's own specific rules for how it is played and interacts in the game. The card types are: Hero, Character, Spell and Treasure.
*Subtypes* further split card types. All characters are assigned one or more flavor-based subtypes which can have various gameplay interactions.
Each card displays its subtype or type below its textbox.
U

**Upgrade**
Upgrading a character doubles its base attack and health and gives it a stronger ability.
Characters are usually upgraded by obtaining three copies (in which case the three regular characters are merged into a single upgraded one), or by completing a quest. Upgrading in this way gives a treasure equal to the character's level.
Characters may also be upgraded by effects. This does not give a treasure.
V

W

X

Y

Z