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 |
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 |
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 |
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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