Each player has their own deck, representing their army. Each player begins with an equal number of Points Tokens, representing their starting Points (P); these are spent to play cards. Once in play, cards remain in play unless destroyed.
Characters: Character (Thing) cards are played alone, or on units without a Character of the same type upon it. Character stats add to Unit stats. A free-standing Characters count as their own Division, and other Characters or Units played on them add to that Division.
Creatures: Creatures can be played singly on Characters, or used to create their own Division.
Units: A unit represents a specific number of troops of a given type. Units can be played onto other, identical Units, making Divisions. Units in a Group have stats add with each other. Only one of any given type of Character may join a Division. If a Division is dealt damage, discard one Unit card from the Group. If no Unit cards remain, discard one of the Unit's Character cards. If the only Character remaining has a Victory Point (VP) on it,
Items: Item (Thing) cards are played on Characters or Units.
Combat: Use Engage (Action) cards to activate a unit's combat ability. Special Action cards can also be used to cast spells or perform other actions. Compare a Division's Attack to the target Division's Defense; if it's higher, the target looses and discards one Unit from the Group.
*(P): Abbreviation for Points or Point Tokens.
*(VP): Abbreviation for Victory Points.
*Action, Lingering: An Action card that is not discarded until the condition on the card is met.
*Action: A card which is played, dictating an action, and is then discarded.
*Attack: A number representing a card's offensive combat ability.
*Caster: A spell casting Character.
*Character: A Thing card that represents a unique individual in combat. Characters always have a PV. A Character wishing to join a Unit riding creatures (including horses or other cavalry mounts) must be played with one of that Creature cards.
*Creatures: Monstrous beings that can be stacked into a Division, or stand on their own. They can be ridden by Characters.
*d6: A six-sided die. AKA 1d6.
*Defense: A number representing a card's defensive combat ability and armor.
*Destroy: Place an in-play card into the owner's discard pile.
*Discard: Place a card from your hand into the discard pile.
*General: The leader of an army; each player begins with one. When the General is killed, the game ends.
*Items: Cards that can be played, sometimes on Units but usually on Characters, that increase their combat effectiveness in various ways.
*Mana Die: A six-sided die (d6) used to track Mana; each spell-casting Character has their own Mana Die.
*Mana: Energy used to cast spells.
*Point Token: Tokens spent to play Cards.
*Spells: Special Actions that are put into play using Mana instead of PT.
*Structure: A building that gives a division an advantage or disadvantage in play. These can be played on your own, or another player. A played Structure card replaces any already existing Structure card they have in play.
*Terrain: A Thing that gives all of a player's Units an advantage or disadvantage in play. These can be played on your own, or another player. A played Terrain card replaces any already existing Terrain card they have in play.
*Thing: A card which remains in play, until Destroyed.
*Division: A group of cards that add their Attack and Defense scores together. They are made of identical Units OR Creatures, plus optional Characters.
*Unit: A Thing card that represents a number of soldiers. Units do not have a PV.
*Victory Point: Numbers on certain cards; when captured (killed) by an opponent they are used to determine the game's victor.
*Ambush: May force an Attack to target them, instead of the original target.
*AoE: Area of Effect; a Magic attack against a Division deals +1 damage.
*Archery: The Unit has been trained in the use of bows and crossbows, and may use such weapons.
*Armor: A worn Armor Item, this improves a Unit's defense by +1, unless otherwise stated.
*Barrage: A Ranged trait, deal +1 damage when Attacking.
*Berserk: The Unit automatically Attacks every round, and is immune to Fear and Terror.
*Brace: If equipped with long weapons, deal +1 Damage to Charging, Crushing, Creature, and Mounted Units.
*Breathe: A ranged breath weapon that affects an entire Division.
*Burrow: Dig underground; immune to all damage except Earth, Explosion, and Sapper.
*Charge: The Unit gains a +1 bonus when Attacking.
*Cleaving: A Melee Weapon Item trait, a successful Melee Attack or Defense deals +1 damage.
*Command: The Unit can bestow one trait onto another Unit or Division instead of his own, once per turn. Available traits will be listed on the card.
*Counterattack: If Attacked, regardless of outcome, may then Attack their attacker. If the original attacker has Counterattack, he cannot also use it.
*Crazy: The Unit deals +1 Damage when Attacking, even if it fails. It is also immune to Fear.
*Crew: The Unit is used to operate a war machine.
*Crewed: The Unit is a war machine and does nothing unless it has a crew, unless otherwise specified.
*Crushing: The Unit deals +1 Damage in Melee, even if it looses the fight.
*Decoy: May force an Attack to target another target, instead of themselves.
*Devour: A Large, Creature trait, target a Character who is not with any other Units or Monsters in a Division, and roll 1d6; if you roll a 6, you capture the Character.
*Dig In: Reduce damage taken from all sources by -1. Enemies that You gain Fast against Charging enemies.
*Discipline: All Ranged Attacks against the Unit deal -1 damage.
*Dispel: A special kind of magic that all Casters may spend 1 Manna to cast.
*Disruptive: Magic attacks against the Unit deal -1 damage.
*Dual Wield: This Item is a pair of weapons used in both hands, granting a +1 Attack bonus and +1 Defense bonus. Cannot also equip Items with Two-Handed or Shield traits.
*Envelop: Melee attacks against a Division deals +1 damage.
*Evasive: May choose to avoid Melee Attacks completely. This does not apply to Fast attackers or spells.
*Explosive: A Ranged, Magical, and Magic trait that deals +1 damage.
*Fast: Always counts as Attacking, even when Defending.
*Fear: Fear gives attackers a -1 penalty to Attack. Units that cause Fear are immune to Fear and Terror.
*Fearless: The Unit is immune to Fear and Terror.
*Firearm: A Ranged Weapon Item trait, reduces Armor and Natural Armor effectiveness by -1 per unit in the Division.
*Flaming: The unit is on fire and deals +1 extra damage. Causes Fear.
*Flammable: The unit takes +2 extra damage from fire.
*Flying: The Unit can fly, and is immune to most attacks. Flying creatures can only be attacked by Ranged, Flying, and Magic attacks.
*Fodder: Weak Units with a low (P) cost; when killed they are returned to their owner's hand.
*Frost: The unit emits cold, and slows opponents.
*Guardian: The Unit deals +1 Damage when Defending.
*Hatred: The Unit Hates a specific target type, and is immune to Fear and Terror against them.
*Hurl: A Large, Creature trait, target a Character who is not with any other Units or Monsters in a Division, and roll 1d6; if you roll a 6, you may make a single ranged attack, using him as a projectile. Use your Attack +2, and Destroy the character - you do not gain VP from the Character.
*Horsemanship: The Unit has been trained in combat riding, and may ride any kind of horse mount.
*Interrupt: The Unit may act during your opponent's turn, but only once.
*Large: Large Units suffer a -1 Defense penalty against Ranged attacks.
*Long Weapon: A Melee Weapon Item trait, successfully Defending against a Melee attack deals +1 damage.
*Magic: Magic attacks and spells. These are usually ranged.
*Magical: Items with the Magical tag count as Magic for Attacking and Defending.
*Master: A Character that gives Creatures in its Division a bonus to Attack and Defense.
*Melee: The default for all Units that are not Ranged, unable to fight at a distance.
*Mounted: Mounted units deal +1 Damage when Attacking or Charging.
*Multi-Strike(#): The Unit may Attack up to # number of Divisions whenever it attacks.
*Musical: An trait belonging to musicians and their instruments; pipes, flutes, etc. for Pipers, drums, tambourines, etc. for Drummers, horns, trumpets, etc. for Trumpeters, and lutes, lyres, etc. for Bards. *Natural Armor: A Unit that has, or gains, this cannot loose its Armor, and its Armor cannot be bypassed.
*Outflank: Immune to Counterattacks.
*Piercing: The Unit ignores enemy Defense granted by Items.
*Poison: The attack deals +1 Damage every round.
*Quick Draw: Successfully Defending against a Melee attack deals +1 damage.
*Quickshot: A Ranged Weapon Item trait, successfully Defending against a Melee attack deals +1 damage.
*Ranged: The Unit fires a ranged weapon; they may target Flying creatures. If the Unit looses the fight, they take no damage unless the target has a Ranged or Magic attack.
*Rank(#): A unit that can be used as the army's General has this trait; the Rank's # indicates their seniority. Lower Ranked Characters may take over as General if their superiors are killed/captured. When no Ranked officers remain on a side, play ends. *Regenerate: The Unit returns to the player's hand if Destroyed.
*Reinforcements: Play face down; at any time, flip it over to activate it. The Action allows you to remove a Unit card from the discard, and return it to play.
*Resistant: The Unit gains a bonus to Defense against Magic and Magical Attacks.
*Revive: When killed, the Unit returns to the player's hand, and they collect 1/2 the card's (P).
*Rifleman: The Unit has been trained in Firearms handling, and may use such weapons.
*Sapper: A unique explosive melee attack that deals +1 Damage against Structures, Terrain, and Crewed. Using this ability Destroys this Unit.
*Scout: When Attacking with a Scout Unit, you may choose to Destroy it to double its Attack.
*Shield Wall: If equipped with a Shield, all Melee Attacks against this Unit deal -1 damage.
*Shield: A Defensive Item held in the off hand, this improves a Unit's Defense by +1, unless otherwise stated. Incompatable with Two-Handed and Dual Wield. Cannot also equip Items with Dual Wield or Two-Handed traits.
*Shock: Shock Units gain a bonus to Attack against other Units, except Shock, Cavalry, Characters, and Creatures.
*Skirmish: A Melee trait; if the Unit fails an Attack, they take no damage unless the target has Ranged.
*Skittish: The Unit suffers Fear against certain targets, when outnumbered, and against Creatures.
*Slow: Always counts as Defending, even when Attacking.
*Sniper: A Ranged trait, if you successfully Attack an opponent, you may choose which unit is Destroyed. If it is a Character, you may keep it instead.
*Spectral: Incorporeal Units, they can only be attacked by Things or Actions with the Magic and Magical tags. Causes Fear.
*Split Shot: A Ranged Unit or Item that may Attack up to three different Units when activated. If the attack is Melee, they must all be in the same Division.
*Stand & Fire: This Ranged Unit that is attacked by a non-Ranged unit always Attacks first.
*Steadfast: The Unit is immune to Fear, but not Terror.
*Stealth: Play a Stealth card face down. It may be flipped over during your opponent's turn, gaining Interrupt. It may be turned face down on your turn, OR it may be used to Attack (but not both).
*Strider: Ignore listed type of Terrain.
*Stunning: An attack trait, a Stunning attack that deals damage also causes the target Unit or Division to loose their next turn.
*Stupid: The Unit may not choose it's target; the Defending player does.
*Swarm: Swarming units deal extra damage to other units, unless they are Creatures or Swarms.
*Terror: Terror prevents a card from being attacked unless the attacker causes Fear or Terror, or is Fearless.
*Two-Handed: This Item is a single, large weapon wielded in both hands, negating the target's Armor OR Shield. Cannot also equip Items with Dual Wield or Shield traits.
*Vanguard: Play the Unit face down; on your turn, flip it over to enter it into play.
*Volley: Ranged attacks against a Division deals +1 damage.
*Vulnerable: the Unit suffers a penalty to Defense against certain targets.
Army 1: Human Empire
Army 2: Orcish Hordes