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Glossary

Short definitions, in our own words. The numbers point into the Comprehensive Rules (CR), the Procedure and Penalty Guide (PPG), and the Tournament Rules and Policy (TRP). Click a card name to see an example card and its current text.

Term Meaning Ref Example
Action point What you spend to play an action card or use an action ability. You get 1 at the start of your action phase, and you can only gain them on your own turn CR 1.13.2 Lead the Charge
Active chain link The chain link that's currently resolving CR 7.0.3b Flittering Charge
Allowance A rule or effect saying something may happen. The weakest of the three CR 1.0.2 Ghostly Visit
Arena The hero, equipment, weapon and permanent zones plus the combat chain. It isn't a zone itself, and it doesn't include arsenal, hand, deck, graveyard, banished, pitch or stack CR 3.0.5
Arsenal A private zone outside the arena. Each arsenal zone holds at most one of its owner's deck-cards, which can be played from there CR 3.3 Entangling Shot
Arena-card Any card that isn't a hero, token or deck-card, such as equipment and weapons. It can't start in the deck CR 1.3.2d Pillar of Unity
Assisted information Card text, rules and policy. A judge provides it on request TRP 5.1
Attack-layer A layer from an "attack with" effect. It isn't an attack, and it makes one when it resolves CR 1.4.4 And Again...
Attack-proxy The attack object a weapon or ally creates. It inherits its source's properties CR 1.4.3 Bone Basher
Attack queue Where an attack waits after leaving the stack, before it becomes a chain link CR 7.1
Card-pool Every card a player brings for the format: deck-cards and arena-cards CR 1.1.3
Caution Penalty level 0. Spoken only and not recorded PPG 1.4
Chain link One attack and its defenders on the combat chain CR 7.0.3 Double Strike
Chi Chi An asset that can pay resource costs. It has to be spent before resources CR 1.13.5 Inner Chi
Close step The last combat step. No priority. Permanents go home and the rest is cleared CR 7.7 Pillar of Unity
Controller Whoever controls an object. Only objects in the arena or on the stack have one CR 1.2.1b Sirens of Safe Harbor
Deadlock Every player refuses to move the game toward an end. The game is a draw CR 4.5.4e
Deviation The Head Judge choosing a different fix or penalty from the PPG PPG 1.2
Discrete effect A one-off effect that makes an event and is done CR 6.1 Sand Sketched Plan
Effect-cost A cost paid by doing something, such as destroying or discarding CR 1.14.4 Reckless Swing
FtMGS Failure to Maintain Game State. The opponent's side of a gameplay error PPG 2.2
Game state action A check made before priority: losses, clearing 0-life cards and extra uniques, then triggers CR 1.10.2 Blasmophet, the Insatiable Hunger
GRV Game Rules Violation PPG 2.1
HCE Hidden Card Error PPG 2.5
Historical information Something that used to be public but no longer matters, like a card revealed and returned to hand TRP 5.1
Inventory The cards from a card-pool that weren't chosen for the game. Private, and not a zone CR 4.1.7 Taylor
IP2 Intellect Penalty: -1 intellect Intellect, so you draw 1 fewer card for 2 end-of-turn draws PPG 1.4
Last known information A frozen snapshot of an object just before it left. Used when a rule needs that object CR 1.2.3 Endless Arrow
Layer A card, activated ability or trigger on the stack that hasn't resolved yet CR 1.6 Energy Potion
Layer-continuous effect An ongoing effect made by a layer resolving. Ends at end of turn unless it says otherwise CR 6.2.2 Come to Fight
LEC Looking at Extra Cards PPG 2.4
Macro An object in the arena that isn't a card and is created by tournament rules. An IP is one CR 1.5 Sanctuary of Aria
Multi-event Several similar events from one instruction, like "draw 3". Triggers fire once CR 1.9.2 Tome of Harvests
Out-of-order play Doing legal actions slightly out of sequence when the result is the same TRP 5.3
Partial fix Correcting the current game state instead of rewinding PPG 1.3
Permanent A card that stays in the arena: hero, equipment, weapon, token, ally, aura, item and so on CR 1.3.3 Energy Potion
Pitch Moving a card from hand to the pitch zone to gain resources Resource. Allowed only while a cost needs it CR 1.14.3 Sink Below
Priority Permission to play or activate something. Only in the action phase CR 1.11 Predatory Plating
Public information Facts not shown on the table but known to everyone, such as floating resources and choices made TRP 5.1
REL Rules Enforcement Level: Casual, Competitive or Professional TRP 1.2
Replacement effect Changes an event before it happens ("instead", "prevent") CR 6.4 Drone of Brutality
Requirement A rule or effect saying something must happen if possible CR 1.0.2
Restriction A rule or effect saying something can't happen. The strongest of the three CR 1.0.2 Hypothermia
Shortcut Skipping obvious priority passes in a way everyone understands TRP 5.2
Simple rewind Undoing the last action or two when the error is caught right away PPG 1.3
Stalemate No player can move the game toward an end. The game is a draw CR 4.5.4d
Static-continuous effect An ongoing effect from a static ability that updates live CR 6.2.3 Luminaris
Timestamp When an effect was created. It breaks ties when applying effects CR 6.3.4
Triggered effect "When / whenever / at / the next time" effects that put a layer on the stack CR 6.6 Gravekeeping
Turn-player The player whose turn it is. They break most ordering ties CR 4.0.3b
Unverified information A hidden fact that let a player do something, like a cloaked card. Shown on request at the end of the game TRP 5.1
Visible information What's shown on the table: cards, zones, counters, life totals TRP 5.1

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