Fall from Grace
Colors: Kieran Oats   Line Art: Jordan Murray
Glossary

  • Active Ability: An Active Ability is an ability of a card, such as a Creature or Guard, which must be voluntarily activated, such as by Deploying the card or paying a certain amount of Flesh.
  • Alignment:
  • Armory: The 'pile' of cards containing Shields and Devices. Cards in the Armory can be Equipped to Creatures and Guards to be used in Combat, examples are things like Samurai Katana, MechaClown's Seltzer Bottle and Soul Wall.
  • Attack Phase: The part of a Player's turn in which they go to battle against another Player.
  • Barracks: The 'pile' of cards containing Creatures and Guards. Cards in the Barracks can Engage in Battle with each other and deal damage to enemy Mages, examples are things like Nexan Creator, Cerberus and Samurai Yojimbo.
  • Camouflage: This was the original name for Cloak during development, so simply refer to Cloak anytime you see Camouflage and play the card as if it said Cloak in place of Camouflage.
  • Cloak: If a card has Cloak it is kept face-down when in play and cannot be targeted specifically by Spells or abilities, but is still affected by Spells and abilities that do not target the card directly. For example, "Destroy target Creature/Guard" cannot affect a card with Cloak, but "Destroy all Creatures/Guards currently in play" can affect a Cloaked card. Also, If another player does not know anything about a Cloaked card, you don't have to tell them, except for if it's in play or not. Cloaked cards are always 'upright' like a Withdrawn card, but face-down. This is because if a Cloaked card affects anything in any way, even itself, through passive, active or innate abilities, being used to Create a Specific Spell, et cetera; it must be flipped face-up so other players can confirm that the card is really what it needs to be for such a thing to occur. Any cards with Cloak regain it and flip over face-down again during your next Maintenance Phase.
  • Combat Damage: Is the damage dealt between two Creatures/Guards by Ranged attacks of a Creature/Guard and/or its Devices. This does not include ability-based damage, such as the Raptor Mecha's ability, unless the ability says otherwise (for example; "8 Flesh: Deal 3 Long Range damage" would be combat damage, but "8 Flesh: Deal 3 damage to this card's opponent if currently at Long Range." is not Combat Damage). Whenever a Creature/Guard takes Combat Damage, reduce that amount by the total Defense of all of its Equipped Devices. Do not reduce non-Combat Damage taken in this way.
  • Creation: This is the term for bringing a card into play from one's hand.
  • Creation Cost: The amount of Flesh that a player must pay to put a card into play, also what is gained by an opponent who Kills that card.
  • Damage Absorption/Reduction: This is a phrase often used by players to refer to the amount of damage that is 'ignored' when a Creature or Guard takes combat damage, the amount of which being the amount of total Defense across all of that Creature's/Guard's currently Equipped Devices.
  • Deck: The source of a players cards for a game. Includes the Barracks, Armory and Spellbook 'piles'.
  • Deploy: To turn a card 45-90 degrees clockwise, basically indicating it is busy doing something and cannot be used for other actions that would require it to Deploy, as you cannot Deploy a card that is already Deployed. Cards Deploy to use many of their abilities, as well as when they attack. A card does not have to Deploy to block an attacking card.
  • Discard Phase: During the Discard Phase, if you have more than five cards in your hand, you must discard cards until you have five. You can also discard any cards you simply don't want. When a card is discarded, it goes to the bottom of the 'pile' it belongs to face-down.
  • Double-Strike: If a card can Double-Strike, then at Medium Range the card may attack once with its own attack, and once with any single Equipped Device's Medium Range attack at the same time.
  • Flesh Assembly: A Flesh Assembly is simply the term for when you gain Flesh from dealing combat damage to or Kill an enemy Creature/Guard and gain a certain amount of Flesh for it (either the amount of damage dealt, if that Creature/Guard is still alive at the end of the current Attack Phase, or its Creation Cost, if it has been Killed).
  • Flesh Points: A way of measuring how much Flesh something costs to Create (play). You have your own Flesh Pool where you store your Flesh Points, which are then spent to Create cards, use abilities, etc. You may keep track of your Flesh Points any way you want, as long as everyone else in the game is agreeable to your method and can check what you have in your Flesh Pool at any time.
  • Flesh Pool: The 'place' where Flesh Points are stored. This is not an actual place on the table where the game is being played, but simply what is referred to as the 'container' for Flesh points, the primary resource in the game of Mage Warfare. For example, a card may say to "remove 20 Flesh Points from target player's Flesh Pool".
  • Innate Ability: An Innate Ability is one which a card always has regardless of the situation, such as a Creature or Guard with Slow-Moving or that is a Flyer.
  • Looting: The act of a Creature or Guard taking a Device from another Creature or Guard that is just Killed. This is another term for Salvaging.
  • Maintenance Phase: The part of a Player's turn in which they Withdraw, pay any Maintenance Costs necessary, gain their Mage-Life Bonus, and Draw (a) card(s). This is the only part of any given turn during which no card abilities can be used and Spells cannot be Created (played).
  • Maintenance Cost: A Maintenance Cost is a cost or action that has to be payed or performed on every one of your own Maintenance Cost sub-phases to the Maintenance Phase, otherwise the card is Destroyed (put into your Graveyard).
  • Passive Ability: A Passive Ability is an ability of a card, such as a Creature or Guard, which takes affect because of another action. An example would be a card that returned to your hand anytime another player put a Creature or Guard into play.
  • Play Phase: The part of a Player's turn in which they Create (play) cards.
  • Range: A major part of the 'battle system' used in Mage Warfare. Where applicable, cards have three Ranges; Close, Medium and Long.
  • Reality: A Reality is a set of cards that share a common word or words in their name, such as the Nexan Reality (contains cards like the Nexan Fighter, Nexan Drone and Nexan Destroyer).
  • Salvaging: The act of a Creature or Guard taking a Device from another Creature or Guard that is just Killed. This is another term for Looting.
  • Stealth: If a card has Stealth and Engages in Battle, its opponent cannot deal any of its Ranged attacks (combat damage) to the card with Stealth until the card with Stealth hits its opponent at least once with one of its Ranged attacks (combat damage), thus 'revealing' itself. Until the Stealthed card 'reveals' itself, its opponent can only change Range or Retreat during any of its moves. If both cards have Stealth, they cancel and Stealth has no affect. Stealth is regained every time a card with Stealth Engages in Battle with a new card. An attacking card with Stealth may still be blocked as normal.
  • Slow-Moving: If a card is Slow-Moving, it cannot move a Range and attack at the same time while Engaged in Battle.
  • Spellbook: The 'pile' of cards containing Spells and Hexes. Cards in the Spellbook tend to be more individually potent than the other card types, examples are things like Mark of the Beast, No Creature Left Behind Act and Shockwave.
  • Withdraw (the action): To take a card out of its Deployed state. Performed by rotating a card back to 0 degrees (perfectly 'upright' in relation to its controller). If the card does not have Cloak it is face up, if it does, it is face down.
  • Withdraw (the phase): This is considered a sub-phase of the Maintenance Phase, during which you Withdraw (the action) any Deployed cards, as well as regain Cloak and restore its Defense back up to full. Disabled cards are also Enabled at this point.

 

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