Berserk: Trading Card Game
Berserk: Trading Card Game Rulebook
Table of Contents
Table of Contents
- Part 1: Game Objects. Card Properties and Abilities. Effects. Tokens and Markers. Non-Game Card Text
- Part 2: Zones in Berserk. Game Actions. Blocking, Protection and Interruption. Golden Rules
- Part 3: Object of the Game. Recruiting Squads. Pre-Battle Placement and Game Actions at the Start of the Battle. Moving Cards Around the Battlefield
- Part 4: Conducting Combat. Strike Table. Appointing a Defender. Death of a Card
- Part 5: Priority and Pass. Slow and Fast Game Actions. The Stack
- Part 6: Phases of the Game. Structure of a Player's Turn
- Part 7: Victory. Draw. Defeat
- Part 8: Campaign as a Variant of One-on-One Play
- Part 9: Glossary of Terms
Part 1: Game Objects. Card Properties and Abilities. Effects. Tokens and Markers. Non-Game Card Text
1.1. Berserk uses the original cards of Mir Fantasy LLC, tokens and markers to denote the various states of cards, a six-sided die numbered 1 to 6 in the standard way (the face with 1 is opposite the face with 6, 2 opposite 5, 3 opposite 4), and a battlefield of 6 by 5 squares.
1.2. A player begins the game with his own deck of cards. Players take their turns in alternation. A player must announce to his opponent the game action he is about to perform and, if necessary, specify the target(s).
1.3. A card contains game information and non-game text (usually set in italics). Game information is the card's properties and the card's abilities. Non-game text does not explain how to use the card.
1.4. Card properties:
1.4.1. Card name. Located in the center of the card under the illustration.
1.4.2. Card element, Neutrals. A card may belong to one of five elements: Steppes, Forests, Mountains, Swamps, Dark Forces, or to none of the elements, being a neutral card (Neutrals are not an element). The element of a card and Neutrals are denoted as follows:
- Steppes (steppe, plains): sun pictograms in the corners of the illustration, yellow overall background.
- Forests (forest): smooth square wooden tablets in the corners of the illustration, green overall background.
- Mountains (mountain): mountain peak pictograms in the corners of the illustration, dark blue overall background.
- Swamps (swamp): moss hummock pictograms in the corners of the illustration, dark green overall background.
- Dark Forces (dark): skull pictograms in the corners of the illustration, black overall background.
- Neutrals (neutral): crossed sword and mace pictograms in the corners of the illustration, brown overall background.
1.4.3. Card cost in crystals: the number after the symbol [gold]/[silver].
1.4.4. Eliteness. Whether the card is elite (if the card's cost includes [gold]) or ordinary (if the card's cost does not include [gold]).
1.4.5. Card type. A card belongs to one of the following types: "Creature", "Artifact" or "Terrain".
1.4.6. Initial number of life: the number after the symbol [life] (for the types "Creature", "Artifact").
1.4.7. Movement allowance: the number after the symbol [move] (for the type "Creature").
1.4.8. Simple strike power: three numbers X-Y-Z after the symbol [hit] (for the type "Creature").
1.4.9. Kind of simple strike: weak (power X), medium (power Y) or strong (power Z).
1.5. A creature has the following basic properties: [gold]/[silver] - cost; [life] - life; [move] - movement allowance; [hit] - simple strike. A special group of creatures is made up of flying creatures and symbiotes (parasites).
1.5.1. A flying creature has the flight symbol [flight] instead of the movement allowance symbol [move]. Before the cards are revealed, a flying creature is placed on a separate square of the battlefield. After the cards are revealed it is transferred to the auxiliary zone.
Rules for flying creatures:
a) A flying creature is not standing next to any cards on the battlefield nor to any cards in the auxiliary zone.
b) A flying creature does not move and cannot be moved.
c) A flying creature may declare a game action (an attack) against cards on the battlefield as well as against cards in the auxiliary zone.
d) A flying creature may act as defender for another flying creature, both against an attack by a flying creature and against an attack by a non-flying creature. A flying creature may act as defender for a card on the battlefield against an attack by another flying creature, but cannot act as defender against an attack by a non-flying creature. A non-flying creature standing next to the target of an attack may act as defender against an attack by a flying creature.
e) Flying creatures may be recruited up to a total not exceeding 15 crystals (gold and/or silver).
1.5.2. A symbiote (parasite) has the symbol [symbiote] instead of the movement allowance symbol [move] (on some older cards, [move]-X), and the card's text field states the property "Symbiote" ("Parasite"). Before the cards are revealed, a symbiote (parasite) is placed on a separate square of the battlefield. After the cards are revealed, the symbiote (parasite) is placed on the same square as a creature, which becomes the "host of the symbiote". A symbiote (parasite) dies if, after the cards are revealed, it has no host. A symbiote can be placed only on a creature from its own squad, and a parasite only on an enemy creature that is in the enemy's first row.
Rules for symbiotes (parasites):
a) A symbiote cannot be placed on a flying creature. If a creature leaves the battlefield (dies, becomes flying, etc.), its symbiote dies.
b) A non-incorporeal symbiote cannot be placed on an incorporeal creature. If a creature becomes incorporeal, its non-incorporeal symbiote dies.
c) Only one symbiote can be placed on a creature. A symbiote cannot be placed on another symbiote. If a creature becomes a symbiote, its symbiote dies.
d) A symbiote and its host are on the same square of the battlefield and are considered cards standing next to each other. The host may attack the symbiote, and the symbiote may attack the host, under the general rules.
e) Cards standing next to the host are considered to be standing next to the symbiote. Either the host or a creature standing next to the host may act as defender for the symbiote.
f) A symbiote is considered to be standing next to the cards that stand next to the host. The symbiote may act as defender both for the host and for a creature standing next to the host.
g) Finishing off ("добивание") cannot be applied to a symbiote.
h) A symbiote cannot move separately from its host. Abilities that accompany the host's movement may affect its symbiote and, conversely, abilities that accompany the symbiote's movement may affect its host. The symbiote and its host move to the square simultaneously.
1.6. Any creature has the following additional properties, which can be used only by an open creature:
- attack with a simple strike,
- parry a simple strike of an enemy creature,
- act as defender against a simple strike of an enemy creature,
- move around the battlefield (except symbiotes and flying creatures).
1.6.1. Also counted among the properties of a card (creature, artifact or terrain) are special ways of calculating cost, of movement around the battlefield, of determining the power/kind of a strike, and of delivering a strike. On the card they are marked by the symbol "x" followed by a description "x: [text]", where [text] up to the nearest period is considered a property of the card, not an ability.
1.7. An artifact has the basic properties: cost [gold]/[silver] and life [life]. An artifact is placed on the battlefield. An artifact does not attack. All attacks against an artifact are calculated as against a closed card according to 4.9. An artifact cannot be healed or gain additional life. Finishing off, poisoning, carrion-eating and vampirism cannot be applied to an artifact.
1.8. A terrain has the basic property cost [gold]/[silver]. Before the cards are revealed, a terrain is placed on a separate square of the battlefield. After the cards are revealed it is transferred to the auxiliary zone. Each player may take only one terrain into his squad. A terrain does not attack. A terrain has the property of blocking all attacks and cannot receive wounds. A terrain may have a class (desert, mountains, swamp, forest, river, steppe, city), which is its property. A terrain may have several classes.
1.9. All of the game text of a card other than its properties is called the card's own abilities. Each separate own ability is one sentence in the card's ability text that begins with a capital letter (or a symbol) and ends with a period.
Abilities are of three kinds: constant, triggered or playable.
1.9.1. A constant ability influences the game throughout the entire game (throughout the span of time stated in the ability's text). The description of the ability usually follows the word "While...", or is not specially marked in any way.
EXAMPLE: Elyata: "...Your other coven members get [poison-protection] while Elyata is on the battlefield..."
A constant ability is not announced and does not use the stack. Once it appears, a constant ability is immediately applied to its target. A constant ability influences the target without choosing that target.
EXAMPLE: If a player has a Bone Barrow, his Zombies and Skeletons (including hidden ones) get 2 additional life each. The Bone Barrow's ability does not reveal hidden cards.
Whether a constant ability continues to influence the game is checked every time a player gets priority.
1.9.2. A triggered ability is announced every time all of the conditions defined in the text of that ability arise. The description of a triggered ability and of the conditions for announcing it begins with the words "On...", "Before...", "After...", "If..." and "When...".
EXAMPLE: Lonely Ghost: "Incorporeal: blocks all attacks. Dies when it remains the last creature in its squad (not counting flying ones)."
A player must announce a triggered ability if all the necessary conditions for this ability are met. A player has the right to decline to use a triggered ability if its text additionally says "may... / you may...", but if the player passes priority to the opponent, he can no longer return to announcing that triggered ability.
EXAMPLE: Thunder God: "Effect 'armor of the God' - when the God is closed, he may block one simple strike per turn."
1.9.3. A playable ability has the form "[payment]: [text]" and may be announced by a player in the Main phase of his turn when he has priority and all the necessary conditions for using this ability are met.
Here and below, [payment] is a description of the resources that must be spent to announce and carry out the ability, and [text] is a description of the conditions for announcing and carrying out the ability and of the effect that carrying out the ability will produce.
EXAMPLE: Dzar the Archer: "[tap]: Shot at 1-2-2, range 3."
1.9.4. An ability of the form "[instant] [payment]: [text]" is called a sudden (instant) ability. This playable ability may be used in any phase of either one's own turn or the opponent's turn.
EXAMPLE: Targ the Monk: "[instant][tap]: special unanswerable strike at 3."
1.9.5. An ability obtained as the result of using some other abilities (properties) is called an acquired ability. Acquired abilities are likewise divided into constant, triggered and playable abilities. An acquired ability is kept until the end of the game unless its text says otherwise.
EXAMPLE: Cleric: "[tap]: Effect 'prayer' - a creature standing next to him receives a blessing (+1 to the die roll) until the end of the battle." In this case the blessing becomes an acquired ability of the creature on which the Cleric acted.
1.10. An effect is the result of a successfully performed game action that makes changes in the game. An effect belongs to the cards on which it is imposed. An effect may be imposed on cards (for example, a card receives wound markers, tokens, acquired abilities, is transferred from one zone to another, etc.) as well as on squares of the battlefield (for example, the abilities of Krondak, the Scarlet Dragon, the Digger, etc.). An effect on a battlefield square belongs to the player who, at the moment the effect appeared, controlled the card that created it.
EXAMPLE: Raennat: "When an enemy creature moves onto your half of the battlefield or across it - effect 'lashing branches' - wound it for 1." A creature that has moved one square receives 1 wound.
EXAMPLE: Izhor poisons the target on a strong strike or shot. Poisoning is an acquired ability (effect) that Izhor imposes on the target. The target receives the effect "poisoning" - at the beginning of its turn, if open, it is wounded for 1.
1.11. To use and pay for some game actions a card must possess a token (tokens). A card either can accumulate a token on its own, or can receive a token (tokens) as a result of fulfilling certain conditions. Unless otherwise specified, the maximum number of tokens on a card is not limited. When a card pays for a game action with a token (tokens), it loses exactly as many tokens as are required to pay for that game action.
1.11.1. A card that can accumulate a token (tokens) has an ability of the form "[tap]: accumulate 1 token". If a card has an ability of the form "[token][tap]" or "X[token][tap]", such a card automatically has the ability "[tap]: accumulate 1 token" (sometimes absent from the card's text).
EXAMPLE: Mara: "X[token][tap]: Spell 'abduction' - destroy an enemy ordinary creature (except symbiotes) with cost X+1 or less, then resurrect it as a creature in your squad (next to herself, closed)."
1.11.2. A card that can use a token (tokens) cannot accumulate tokens on its own if its text lacks the ability given in 1.11.1. Any card can receive a token as a result of fulfilling certain conditions.
EXAMPLE: Mercenary Spearwoman: "At the beginning of your turn receives a token. If she has 5 or more tokens, she returns to the deck."
1.12. A marker visually shows temporary states of a card. A marker is not considered a token.
1.12.1. A "wound" marker shows the current number of wounds on a card.
1.12.2. A "negative/positive effect" marker shows a certain effect imposed on a card.
EXAMPLE: poisoning, blessing, curse.
1.13. Non-game elements on a card serve for the artistic and auxiliary decoration of the card.
1.13.1. Elements of non-game text:
- flavor text
- illustration
- set symbol
- sequential collector number
- illustration author
- name of the manufacturing company (Mir Fantasy LLC)
- year of issue
- card rarity symbol ([icon] - numerous, [c] - frequent, [r] - rare, [u] - ultra-rare, promo)
1.13.2. Flavor text is of two kinds:
- text in quotation marks following immediately after the description of some ability of the card.
EXAMPLE: on Thunder God: "armor of the God".
- text in italics following after the description of all the abilities of the card.
EXAMPLE: on Corsair Ellion: "Fifteen men on the dead man's chest, yo-ho-ho, and a bottle of rum..."
Part 2: Zones in Berserk. Game Actions. Blocking, Protection and Interruption. Golden Rules
2.1. Berserk has the following zones:
2.1.1. Battlefield. A rectangular zone with sides of 6 squares vertically and 5 squares horizontally. The battlefield is conventionally divided into 6 rows of 5 squares each. A player's half of the battlefield is the three rows nearest to him of 5 squares each. The remaining three rows are the opponent's half of the battlefield. The first row of a player's half of the battlefield is the five squares that directly touch the opponent's half of the battlefield. Next comes the 2nd row and then the 3rd row. Non-flying creatures, symbiotes, parasites and artifacts are placed on the battlefield. A card taken into the squad is laid in this zone without tokens, markers or any effects.
2.1.2. Auxiliary zone. The zone to which players' flying creatures and terrains are transferred after the cards are revealed. A card may use a shot, discharge, throw, spell or effect against a card in the auxiliary zone (a flying creature) regardless of the range of that ability (attack).
2.1.3. Deck. The zone in which cards not directly participating in the game are kept face down. The order of the cards in the deck may not be changed. After a game action extracts a card (cards) from the deck or puts a card (cards) into the deck, the deck is shuffled.
2.1.4. Graveyard. The zone to which destroyed cards are transferred. Each player has his own graveyard zone. Cards are transferred to the graveyard of their owner on top of the cards already there. A card may get to the graveyard from the deck (without being destroyed). In the graveyard a card lies face up. A player may at any moment look at the cards in the graveyard (his own or his opponent's). The order of the cards in the graveyard may not be changed. When a card gets into the graveyard, it loses all tokens, markers and acquired abilities except abilities of the form "one (X) time(s) per battle".
2.2. The game zone is the battlefield zone and the auxiliary zone. The properties and abilities of cards influence the game zone and can be used only while those cards are in the game zone and only on cards that are in the game zone.
2.3. A game action is any manipulation by a player of cards, the die and battlefield squares that is performed in accordance with these rules. Game actions are divided into slow game actions (see 5.5.1) and fast game actions (see 5.5.2), and into those using the stack and those not using the stack (applied immediately) (see 5.3).
2.4. A card's action is:
- attacking with a simple strike,
- appointing a defender,
- closing for a strike against a flying creature,
- accumulating a token,
- using an ability of the form "[tap]: [text]" or "[instant][tap]: [text]".
The payment for a card's action is closing that card. Payment for some actions may require additional resources.
2.4.1. A card is considered acting from the moment the action begins up to its payment. After it has acted, the card loses all of its movement allowance (cannot move).
EXAMPLE: Witcher "[tap]: Magic strike at 2." After the Witcher delivers the magic strike he closes and loses the ability to move or act.
2.5. Any card may act only once per turn. Some cards have abilities that allow certain actions to be used X times per turn. If a card is opened during the turn, it regains its entire movement allowance and may again act one (X) time(s) per turn.
EXAMPLE: it is possible to attack with Baraka (this counts as using one action per turn); after attacking, Baraka does not close, but does not act either, since the one action per turn has already been spent.
2.6. A card's abilities can be divided into magical abilities and non-magical abilities, into attacks and non-attacks. Attacks, in turn, are divided into close attacks and ranged attacks.
Table of abilities
| Magical | Non-magical | |
|---|---|---|
| Close attack | Magic strike | Simple strike (property), Special strike |
| Ranged attack | Discharge | Shot, Throw, Strike through a row |
| Not an attack | Spell | Effect |
If a card uses an ability without closing, this is not considered the card's action; the card keeps its movement allowance and its ability to act.
2.7. To block a game action (use of an attack, spell, effect, etc.) of a source (card) means that the source (card) carries out all the steps prescribed for the announced game action (pays for this game action), but the game action is not carried out (does not inflict wounds and none of the abilities accompanying the game action triggers).
2.8. If the target of a game action (use of an attack, spell, effect, etc.) has protection from attack, protection from spell, etc., the game action does not inflict wounds on this target and none of the accompanying abilities triggers with respect to this target. If a card gains protection from [text], that card also loses all abilities received from [text].
EXAMPLE: If a card with poisoning gains protection from poison, the poisoning is lost.
2.9. To interrupt a game action (use of an attack, spell, effect, etc.) means to make it impossible under the rules of the game and/or the text of a card. An interrupted game action (attack, spell, effect, etc.) is cancelled without payment for this game action (attack, spell, effect, etc.). A game action that is already being carried out (has left the stack) cannot be interrupted.
EXAMPLE: The Assassin announces a finishing-off of a Stone Golem that has 4 current life left. In response the Hermit announces a sudden action and heals the Stone Golem for 1. The Stone Golem now has 5 current life and the Assassin cannot finish it off. As a result the finishing-off is interrupted, the Assassin remains open and is not considered a creature that has acted.
2.10. The "Axe" rule: if in some game situation the text of a card conflicts with these Rules, the card text has precedence in that situation. If the texts of several cards conflict directly with each other, the text of the card that preserves the original game situation (does not change the course of the game) has precedence.
EXAMPLE: the ability of the Joker: "Cannot accumulate or receive tokens" and of the Archmage: "Enemy creatures gain the ability to accumulate tokens." In this case the Joker's text takes precedence, as it does not change the course of the game.
2.11. The legality rule: if a game action cannot be announced, calculated or carried out in accordance with these Rules or the card text, it is considered illegal and is cancelled without payment.
EXAMPLE: Michael announces an attack on a Horned Demon, but the Horned Demon has a stash ("схрон"). Since under the rules Michael cannot attack cards with a stash, he remains open and is not considered a card that has acted this turn (he may attack another card).
In particular, an attempt to open an already open card or to close an already closed card is an illegal game action.
2.12. A sequence (chain) of triggered abilities arises when a new triggered ability is announced as a result of carrying out another triggered ability. A repetition of the effect of a triggered ability is the repeated triggering of that ability with the same targets and sources.
Rule of endless chains: if any effect of a sequence (chain) of triggered abilities repeats, the carrying out of this sequence stops before the first repetition of that effect from this sequence (chain).
EXAMPLE: A player's Charon accumulated a token, the opponent's Cursed Mage received a token for Charon, the player's Cursed Mage received a token for the opponent's Cursed Mage, the opponent's Cursed Mage wants to receive a token again (for the player's Cursed Mage). In this chain of triggered abilities he has already received a token, but for Charon, so the chain does not break. The player's Cursed Mage wants to receive a token again for the opponent's Cursed Mage, but he already received one for him, so the chain breaks. Result: Charon and the (player's) Cursed Mage received one token each, the opponent's Cursed Mage received two tokens.
2.13. Rule of stacking attack modifiers: all modifiers to an attack are added together and applied in the following order:
2.13.1. modifiers received from other cards in the squad of the source of the attack.
2.13.2. modifiers from the source of the attack.
2.13.3. modifiers received from cards in the squad of the target of the attack.
2.13.4. modifiers from the target of the attack.
The order of applying several modifiers within each of 2.13.1-2.13.4 is determined by the player controlling them.
EXAMPLE: The Dwarf Basaarg [hit] 2-3-4 in formation with the Dwarf King gets +1 to strike for formation with the King, +1 for striking a closed enemy creature and +1 to strike for his own ability (formation: +1 to strike); as a result the Dwarf Basaarg in formation with the King will deal a strike of power 5-6-7 to a closed creature.
If the power of an attack (strike), taking all modifiers into account, becomes less than 0, the power of the attack (strike) is taken as 0.
EXAMPLE: when the Forest Bandit applies to the Shadow the ability "a standing-next enemy creature gets -1 to strike, the Forest Bandit gets +1 to strike", the Shadow's simple strikes remain [hit] 0-0-0. But if after that Ingri's ability (+2 to strike until the end of this turn) is applied to the Shadow, the Shadow's simple strikes become [hit] 1-1-1.
2.14. Rule of stacking roll (die) modifiers: all modifiers to a die roll are added together and applied in the following order:
2.14.1. modifiers received from other cards in the squad of the card rolling the die.
2.14.2. modifiers from the card rolling the die itself.
2.14.3. modifiers received from the opponent's cards.
The order of applying several modifiers within each of 2.14.1-2.14.3 is determined by the player controlling them. If a die roll, taking all modifiers into account, becomes less than 1 (greater than 6), the rolled value is taken as 1 (as 6) in all cases except the calculation of a simple strike against an open enemy creature in the Combat sub-phase (6.4.4).
2.15. Rule on named abilities and named modifiers. Named abilities add together with each other and with other abilities under the usual rules, except when several identical named abilities apply. In that case, of several identical named abilities only the single largest ability applies.
Similarly, named modifiers add together with each other and with other modifiers under the usual rules, except when several identical named modifiers apply. In that case, of several identical named modifiers only the single largest modifier applies.
EXAMPLE 1: A creature with "Regeneration 2" gets "Regeneration 1". As a result this creature keeps "Regeneration 2".
EXAMPLE 2: A creature with "Experience in attack 2" gets "Experience in attack". As a result this creature will have "Experience in attack 2", which gives +2 to the die roll when attacking.
2.16. The 0 wounds rule. If an attack (strike) at 0 is made against a card, or if an ability wounds it for X where X=0, this also counts as inflicting wounds. A "wounds" marker is not placed on the card, but all abilities connected with making an attack (strike) against the card and with the card receiving wounds trigger.
2.16.1. The 0 tokens rule. It is not possible to accumulate, receive or use a zero number of tokens.
Part 3: Object of the Game. Recruiting Squads. Pre-Battle Placement and Game Actions at the Start of the Battle. Moving Cards Around the Battlefield
3.1. The object of the game is to deprive the opponent of all his creatures in the game zone before the player himself loses all of his creatures in the game zone. This can be achieved by destroying all of the opponent's creatures, removing them from the game, or taking them under one's own control.
3.2. The start of the game proceeds in Steps in the order given below:
Step 1. Shuffling the decks.
The players shuffle their decks in any way, but so that the arrangement of cards in the deck is random and unknown. Having shuffled his own deck, each player may shuffle his opponent's deck and/or cut it. After that the player may cut his own deck (the last time).
3.3. Step 2. Drawing cards.
To recruit their squads the players receive 23 gold and 22 silver crystals each, then each player takes the top 15 cards of his deck, which are called the deal. If a player does not wish to build a squad from the cards of the deal, he may shuffle those cards back into the deck, pay 1 gold crystal and redeal himself another deal in accordance with 3.2. The number of redeals is limited only by the player's supply of gold crystals.
3.4. Step 3. Determining turn order.
The players roll the die. The player who rolled the higher number chooses which player to become - the First or the Second. His opponent becomes, respectively, the Second or the First player. The Second player additionally receives 1 silver crystal when the Squad Recruitment sub-phase arrives (6.2.1).
3.4.1. Step 4. Applying "before squad recruitment" abilities.
Starting with the First player, the players alternate applying "before squad recruitment" abilities. If a player in his turn declined to use such an ability, he cannot play it later.
3.5. Step 5. Recruiting squads.
For a card from the deal to get into the squad, the player must pay its cost with the crystals he has. Elite cards are recruited with gold crystals, and ordinary cards with gold or silver crystals. Crystals remaining after recruiting the squad stay with the player (do not vanish).
3.6. Cards are recruited into the squad one at a time. After a card is taken into the squad, it is considered to be in the game zone and may influence the further recruiting of the squad. Cards remaining in the deal after the squad has been recruited are put back into the deck.
EXAMPLE: Soultrad - as soon as he is taken into the squad, the player gains the ability to spend 1 crystal less on recruiting Coven members.
3.7. For each element in his squad above two, the player loses 1 gold crystal. If a player's squad has only one element or no elements at all (the squad consists of neutral cards), that player receives 1 additional gold crystal.
3.8. Step 6. Placing the cards.
All cards of the squad are initially placed on the battlefield face down. One card occupies one square. First the First player places the cards of his squad on his half of the battlefield, then the Second player does the same.
3.9. The First player may place cards only on the squares of the central 3x3 part of his half of the battlefield. Only after all those squares are occupied does the First player gain the right to place cards on the remaining squares of the 2nd and 3rd rows. Cards on the empty squares of the 1st row are placed last.
3.10. In addition to the central 3x3 zone of his half of the battlefield, the Second player may immediately place cards on the 5 squares of his 1st row. The Second player places cards on the edge squares of the 2nd and 3rd rows only when all other squares of his half of the field are occupied.
3.11. Step 7. Revealing the cards.
The First player reveals all his cards and transfers flying creatures and terrains to the auxiliary zone. The First player assigns all his symbiotes to creatures in his squad. After that the Second player reveals his cards and transfers flying creatures and terrains to the auxiliary zone. After that the Second player assigns all his symbiotes to creatures in his squad.
3.11.1. The Second player may leave any cards of his 3rd row (except symbiotes) hidden (turned face down) until the end of the First player's turn. If a hidden card announces a game action or becomes the target of a game action (ability), it is revealed. Only the player who has priority may reveal his card. Revealing a card does not use the stack - players cannot play anything in response to this game action.
3.12. The First player assigns parasites to creatures in the Second player's first row, then the Second player assigns parasites to creatures in the First player's first row. After that, symbiotes (parasites) left without hosts die and are transferred to the graveyards of their owners.
3.13. Step 8. Applying "at the beginning of the battle" abilities.
After all cards have taken their corresponding positions on the battlefield and in the auxiliary zone, the cards' "at the beginning of the battle" abilities are applied. If both players have cards with an "at the beginning of the battle" ability, the players, starting with the First, alternate applying the abilities of their cards.
3.13.1. Each card applies an "at the beginning of the battle" ability once per battle.
3.14. Creatures (cards) on the battlefield may change their location. If a creature has not yet acted in its turn, it may move; when moving it occupies an adjacent, vertically or horizontally, unoccupied square of the battlefield (a square on which there are no cards) and spends one unit of movement on this (the number of units of movement is given after the symbol [move]). Only an open creature may move. A creature may move until it has spent all its units of movement.
3.15. Teleportation is made to any unoccupied square of the battlefield. A Jump - X is made to any unoccupied square that is within range X of the square from which the jump is made. A jump (teleportation) is made if the creature has not yet moved in its turn. After a jump (teleportation) the card loses all units of movement and does not move any more this turn. A card may make a jump (teleportation) even if its initial number of units of movement equals 0 or it has no units of movement.
3.16. A card on the battlefield may move (be moved) both by means of its own properties or abilities and by means of the abilities of other cards. Only a card on the battlefield may move (be moved), and only to an unoccupied square of the battlefield.
Part 4: Conducting Combat. Strike Table. Appointing a Defender. Death of a Card
4.1. An attack proceeds in the following sequence:
- announcement of the attack,
- determination of the target on which the attack will in the end be made (appointing a defender or redirecting the attack may change the original target of the attack),
- calculation of strikes according to the Strike Table, determination of the number of wounds received and placing them on the cards,
- death of a card (if the number of wounds on the card has reached or exceeded the number of life),
- payment for the attack and for appointing a defender (for example, by closing the card).
4.1.1. If a card attacks or announces some other action, unused units of movement vanish; the card no longer moves this turn.
4.2. If a creature attacks with a simple strike (other than unanswerable) and the target of the attack is an open enemy creature, the attacking card rolls the die, then the parrying card rolls the die, the difference is calculated and, according to the Strike Table, the kind of strikes (weak, medium or strong) that the cards exchange is determined. The attacking and parrying cards deal their strikes simultaneously.
4.3. Strike Table for determining the result of combat. The difference on the dice is calculated after all roll modifiers have been applied.
Strike Table
| Difference on the dice in favor of the attacker | Attacker deals | Parrier deals |
|---|---|---|
| 1 | Weak strike | Miss |
| 2 | Medium strike | Weak strike |
| 3 | Medium strike | Miss |
| 4 | Strong strike | Weak strike |
| 5 or more | Strong strike | Miss |
| Difference on the dice in favor of the parrier | Attacker deals | Parrier deals |
|---|---|---|
| 1 | Weak strike | Miss |
| 2 | Miss | Miss |
| 3 | Miss | Weak strike |
| 4 | Weak strike | Medium strike |
| 5 or more | Miss | Medium strike |
| Difference on the dice 0 and | Attacker deals | Parrier deals |
|---|---|---|
| both players rolled 4 or less | Weak strike | Miss |
| both players rolled 5 or more | Miss | Weak strike |
4.4. If the parrier deals a strike according to the Strike Table, this strike is called a return strike (counter-strike), is a simple strike and is dealt with all abilities accompanying a simple strike. A return strike is not a separate action and does not require closing the card. A return strike cannot be redirected.
4.5. If both creatures are to deal simple strikes, the creature that rolled the higher number on the die may move up one line on the Strike Table. This game action is called "weakening the strike on the Strike Table"; it does not use the stack (players cannot play anything in response to this game action).
4.6. After the power and kind of the strike are determined, the attacking and parrying cards exchange strikes and receive wounds simultaneously.
4.7. On a miss, no strike is dealt, the target of the strike receives no wounds and no abilities accompanying the strike trigger. On a miss, the attacking card and the defender are considered cards that have acted this turn.
4.8. A card on which a strike has been dealt receives wounds marked by wound markers. Wounds received as a result of a strike or other game action are inflicted regardless of the life the card has left.
4.9. If the parrying card is closed at the moment of the die roll (does not fight), only the attacking card rolls the die and the parrying card receives:
- a weak strike, if 3 or less was rolled,
- a medium strike, if 4 or 5 was rolled,
- a strong strike, if 6 or more was rolled.
4.10. Only the Inactive player - the player who has passed, or has not yet received, the right to the turn - may appoint a defender. The Inactive player may appoint a defender for any cards under the rule for appointing defenders (4.11, 4.12, 4.13, 4.14), including for the opponent's cards.
4.11. When the Active player - the player whose turn is currently in progress - announces a simple strike (other than unanswerable or directed), the Inactive player may appoint a defender against this attack. The defender may be an open creature of the Inactive player that stands on the battlefield next to both the card that announced the attack and the card against which the simple strike is announced. The defender becomes the target of the strike (the parrying card), fights according to 6.4.4 taking 4.1-4.7 into account, and after the combat closes.
4.12. A defender for a card on the battlefield against an attack by a flying creature of the Active player may be any open creature of the Inactive player standing next to the target of the attack, or another open flying creature of the Inactive player.
4.13. A defender for a card in the auxiliary zone (a flying creature) may be only another creature in the auxiliary zone (flying creature).
4.14. Appointing a defender is a sudden action aimed at the card that announced the attack. An open creature that acted as defender fights and closes after the combat. Closing the card is the payment for the action "appoint a defender". A defender cannot be appointed a defender.
4.15. If a card of the Active player attacks a card in his own squad, the combat proceeds according to 6.4.4 taking 4.9 into account. In this case the abilities of both the attacking and the parrying card work.
4.16. If the opponent has only flying creatures left among his creatures, the player's non-flying creatures may attack the opponent's flying creatures with a simple strike. All non-flying creatures have this property. To announce each such strike the creature must close "for a strike against a flying creature". On the next turn the creature may once announce a simple strike against any flying creature. A defender against such a strike may be an open flying creature of the opponent.
4.17. Whenever, as a result of applying an attack, an ability or in some other way, the number of wounds on a card (creature or artifact) reaches or exceeds the maximum life of that card, it receives the destruction effect. A card may receive the destruction effect without being dealt wounds.
EXAMPLE: finishing-off at X; Charon's spell; the Unicorn's ability, etc.
4.17.1. The destruction effect is put on the stack, after which the players may announce sudden actions and abilities. Some game actions can interrupt the destruction effect (for example, by removing the lethal number of wounds) or block the destruction effect.
EXAMPLE: Targ the Monk received 11 wounds, the Destruction Effect of the Monk went on the stack. On top of this effect the Hermit announces healing. After both players pass, the Hermit's healing is carried out, and the Monk is healed for 1. The Destruction Effect becomes the top of the stack. After both players pass, it becomes illegal, because the cause that produced it has disappeared (the Monk has fewer wounds than life). The destruction effect is interrupted.
If the destruction effect is on top of the stack and, after both players pass, has not been removed, the card dies - is transferred to the graveyard of its owner.
Part 5: Priority and Pass. Slow and Fast Game Actions. The Stack
5.1. To announce and carry out any game action a player must have priority (that is, the right to announce game actions and to complete steps, sub-phases and phases of the turn). At the start of the turn priority always belongs to the Active Player. When a player passes, priority goes to the opponent. At any moment during the game only one of the players may have priority.
5.2. All game actions are announced without payment and are paid for after being carried out. It is not allowed to announce game actions that it will later be impossible to pay for.
EXAMPLE: The Ice Guardian acts as defender against a simple strike; after the combat he closes, so the Ice Guardian can no longer use the sudden action "shackles of ice", which also requires closing.
The scheme for using a game action is as follows:
- announcement of the game action,
- calculation and carrying out of the game action,
- payment for the game action.
5.3. Game actions are divided into those using the stack and those not using the stack.
A game action that uses the stack, after being announced and before it is calculated, carried out and paid for, is first put on the stack.
A game action that does not use the stack is calculated, carried out and paid for immediately after being announced.
5.3.1. Game actions using the stack are:
- a card's action (the card closes after carrying out the action),
- using an ability or property of a card that is not an action,
- using a card's movement,
- using an acquired ability of a battlefield square,
- a die roll,
- putting a destruction effect on the stack.
5.3.2. All other game actions do not use the stack. Game actions not using the stack are:
- using a constant ability,
- revealing a card,
- weakening a strike on the Strike Table,
- opening all of a player's closed cards at the start of his turn,
- announcing the end of a step, sub-phase or phase of the turn.
5.4. The stack consists of a sequence of announced game actions. After both players pass, the game action most recently put on the stack is carried out.
EXAMPLE: The Shaman Soul-Gnawer with a token announces "hypnosis" on the Bone-Crusher. The Ice Guardian from the Bone-Crusher's squad announces "shackles of ice" on the Shaman Soul-Gnawer. Both game actions are put on the stack and are carried out in reverse order: first the Ice Guardian closes the Shaman Soul-Gnawer, then the Shaman Soul-Gnawer's "hypnosis" is interrupted without payment of its cost (the Shaman Soul-Gnawer does not lose the token), because it cannot be paid for, since the Shaman Soul-Gnawer has already turned out to be closed.
5.5. Game actions using the stack are subdivided into slow game actions and fast game actions. A slow game action may be announced only when there are no game actions on the stack (the stack is empty). A fast game action may be announced by a player at any moment of the game when he gets priority.
5.5.1. Slow game actions are:
- a creature's movement around the battlefield,
- attacking with a simple strike,
- using any abilities of the form "[tap]: [text]"; "X[token][tap]: [text]" (including accumulating a token, closing for a strike against a flying creature),
- announcing the end of a step, sub-phase or phase of the turn.
5.5.2. Fast game actions are all other game actions using the stack, except the slow ones:
- a sudden action (including a sudden attack),
- appointing a defender,
- using a triggered ability,
- a die roll.
5.6. A carried-out game action is removed from the stack, after which the Active Player again gets priority. The players have the right to announce new fast game actions. After both players pass, the process described above repeats. This continues until all game actions on the stack have been carried out and removed from the stack. The stack is considered empty if there is not a single game action on it.
5.7. If several triggered abilities (other than modifiers) arise simultaneously during the game, they are likewise put on the stack. First the abilities from the Active Player's cards are put on the stack in the order chosen by that player, then the abilities from the Inactive Player's cards in the order chosen by that player.
5.8. If for any reason it becomes impossible to pay for or carry out a game action, it is considered illegal and is removed from the stack without payment.
5.9. A die roll is made so that the value rolled is random and equally probable. A die roll is a game action that accompanies an attack, some actions, or the use of properties or abilities of some cards. A die roll is always put on the stack as the result of the rolled value from 1 to 6 without modifiers. When a die roll becomes the last on the stack, all modifiers are applied to it in accordance with the rule of stacking roll modifiers (2.14). The value of the die roll after all modifiers have been applied to it is considered the rolled value of the die roll and is removed from the stack.
Part 6: Phases of the Game. Structure of a Player's Turn
6.1. The game phases proceed in the order given below. The Active player (the First player) announces the end of a phase (sub-phase, step) of the game after both players pass, when there are no game actions and effects left that must be considered in this phase (sub-phase, step). Immediately after the transition to a new phase (sub-phase, step) the Active player (the First player) gets priority.
The Preliminary Phase is carried out once per game. In this phase (unlike all the others) the announcement, calculation and carrying out of each game action happens without passing priority. The exception is abilities of cards whose text directly states blocking of the abilities of other cards. Such abilities are played in response to the game actions they block. In the Preliminary Phase, after each carried-out game action, priority automatically passes to the opponent.
6.2. Preliminary Phase
6.2.1. Recruitment sub-phase.
In this sub-phase the game proceeds in accordance with 3.3-3.7 of these Rules.
6.2.2. Placement sub-phase.
In this sub-phase the game proceeds in accordance with 3.8-3.10 of these Rules. After that the players, starting with the First, alternate applying the "after placement" ability of their cards, which are applied once for each such card.
6.2.3. Revealing sub-phase.
In this sub-phase the game proceeds in accordance with 3.11-3.13 of these Rules. The players cannot act with their cards or use the playable abilities of their cards in this sub-phase.
6.2.4. Vanguard sub-phase.
The players, starting with the First, alternate applying the vanguard ability of their cards, which strike adjacent enemy cards, once for each card with this ability. The players cannot act with their cards or use the playable abilities of their cards in this sub-phase.
6.3. Initial Phase
6.3.1. Turn Preparation sub-phase.
Neither player gets priority in this sub-phase. All decisions that must be made "before the start of the player's turn" are made in this sub-phase. After that all "at the beginning of the turn" abilities connected with opening cards trigger and are applied - the Active player chooses the cards that will be opened at the start of his turn.
6.3.2. Start of Turn sub-phase.
The Active player simultaneously opens all his closed cards. All other "at the beginning of the turn" abilities trigger.
6.4. Main Phase
6.4.1. Choice sub-phase.
The Active player chooses the Movement sub-phase (6.4.2), the Action sub-phase (6.4.3), the Combat sub-phase (6.4.4) for a card in his squad, or the Final Phase (6.5); after this the game goes to the chosen sub-phase (phase).
6.4.2. Movement sub-phase.
The Active player announces how and to which battlefield square the chosen card will move. After both players pass, this card moves. The Active player returns to the Choice sub-phase (6.4.1).
6.4.3. Action sub-phase.
The Active player announces the action of the chosen card and, if necessary, specifies the target(s). After both players pass, the card acts. The Active player returns to the Choice sub-phase (6.4.1).
6.4.4. Combat sub-phase.
Before-Attack Step.
At the start of the step the "before attack" abilities trigger. The Active player announces with which attack (strike) and against which card his creature will attack. The Inactive player may appoint a defender for this card. If it became illegal, the Inactive player may announce the appointment of a defender again. After mutual passes, when the target of the attack has been determined, the game goes to the next step.
In-Attack Step.
At the start of the step the "on attack" abilities trigger. The creature that announced the attack becomes the attacker. The defender, or in his absence the original target, becomes the parrier. The Active player rolls the die, then the Inactive player. The player who rolled higher on the die gets the opportunity to play weakening of the strike on the Strike Table. The card making the attack (strike) becomes the attacking card, and the target of the attack becomes the attacked card. Modifiers to the attack (strike) are applied. Blocks and/or protections from attacks (strikes) trigger. Then wounds are inflicted on the players' cards. After that the "on attack" abilities (on strike, on shot, etc.) trigger.
After-Attack Step.
At the start of the step payment for the game action occurs (in particular, the attacking card and the defender against the strike close). The cards cease to be attacker and parrier, attacking and attacked. The "after attack" and "after the attack" abilities trigger. The Active player returns to the Choice sub-phase (6.4.1).
6.5. Final Phase
"At the end of the turn" abilities trigger at the start of this phase. The Active player gets priority. After the passes of all players, the Active player passes the turn and becomes the Inactive player, and the Inactive player receives the turn and becomes the Active player.
Part 7: Victory. Draw. Defeat
7.1. If a player has no creatures under his control and there are no game actions on the stack (the stack is empty), that player is awarded defeat and his opponent is awarded victory in this game. The game ends immediately.
7.2. A player may at any moment concede. The game ends with victory being awarded to the opponent.
7.3. If game time has run out and neither player has won, a technical victory is awarded to the player under whose control is the squad with the greatest total cost in gold and silver crystals (when counting, a gold crystal is equated to a silver one).
7.4. If game time has run out, neither player has won, and under the control of each player is a squad with the same total cost in gold and silver crystals, a draw is awarded to both players.
7.5. If both players lose (or win) simultaneously, a draw is awarded to both players.
EXAMPLE: A parasite and its host are left in the game. There are no other creatures in the game. If the parasite destroys its host, the player controlling the host does not lose, because the parasite's destruction effect is on the stack (the parasite has no host); when the parasite dies, the stack turns out to be empty and both players must lose simultaneously. In this situation a draw is awarded to both players.
7.6. If for 5 full turns in a row of each of the players no card in the game has had its current life count change, a draw is awarded. A draw is likewise awarded if for 5 full turns in a row the game situation repeats.
EXAMPLE: One player's Thunder God and the other's Leshy, left as the last cards on the battlefield, repeat the game situation for 5 full turns in a row. Each turn the God will attack, but will not be able to destroy the Leshy with one strike - the Leshy will heal completely. This is a draw, even though the God costs more crystals than the Leshy.
7.7. While the game has not ended, a player may offer a draw. If the opponent accepts the offer, the game ends with a draw being awarded to both players. Otherwise the game continues, and that player has no right to insist on his offer.
7.8. After a player has been awarded victory, a draw or defeat, no game effects or actions can change this decision or influence this game. After the end of each game all cards lose their effects and acquired abilities.
Part 8: Campaign as a Variant of One-on-One Play
8.1. A campaign consists of a series of games. The player who first wins two games wins.
8.2. In a campaign, retreating with creatures is permitted.
8.2.1. A creature retreats if it has once closed for retreat in its third row or (for a flying creature) in the auxiliary zone. After opening at the start of its turn, this creature is removed into the deal cards of its owner for the next game.
8.2.2. A symbiote, like any creature, must close "for retreat" in its third row. On opening at the start of its turn, the symbiote leaves the battlefield and is considered to have retreated. If the host retreated but the symbiote did not, the symbiote dies and is transferred to the graveyard. A symbiote may retreat separately from its host.
8.2.3. Terrains and artifacts do not retreat. The terrain and artifacts of the winning player remaining after the retreat are put into their owner's deck, and those of the losing player into their owner's graveyard.
8.2.4. Cards of the losing player that remain under the winning player's control after the retreat are transferred to the graveyard of their owner.
8.3. Cards in the players' graveyards remain with all their effects for participation in the next game. Cards remaining in the game zone and retreated cards are added to their owners' cards and make up the deal for the next game.
8.4. The player who lost the previous game has the right, in addition to the retreated cards, to choose two cards from the deck. The players deal themselves up to 15 cards and form new squads in accordance with Part 3 of these Rules.
8.5. A redeal is made under the general rules (3.3), except that the loser chooses 2 cards from the deck and deals the remainder up to 15 cards.
Part 9: Glossary of Terms
Vanguard (Авангард). Triggered ability. In the Vanguard sub-phase (6.2.4) a creature with the ability "vanguard" may, without closing, announce one unanswerable simple strike against an adjacent enemy card. The players, starting with the First, alternate vanguard abilities of their cards, which for each card with this ability may be used only once.
Active player. The player whose turn is currently in progress.
Artifact. Card type. Property. See 1.7.
Attack. A shot, strike, discharge or throw. An attack may be close or ranged, magical or non-magical.
Attack at X. If a single number X is given as the power of an attack (strike), this means the card has an attack X-X-X (strike X-X-X). To determine the kind of attack the player must roll the die.
Attacked card. A card becomes attacked after the die rolls that determine the power and kind of the attack against this card, except when the result of the attack is a "miss". At the end of the After-Attack step the card ceases to be attacked.
To attack. To attack is to deal a shot, strike, discharge or throw at the target of the attack.
Attacking card. A card becomes attacking after the power, kind and type of the attack for this card are determined, except when the result of the attack was a "miss". At the end of the After-Attack step the card ceases to be attacking.
Unanswerable strike. An ability of a simple or special strike. An unanswerable strike is a directed strike. A defender cannot be appointed against an unanswerable strike. Only the card that announced the unanswerable strike fights, determined in accordance with 4.9, while the target of the attack does not fight.
Incorporeal creature. An ability of a creature written as "Incorporeal." or "Incorporeal: [text]", where [text] is an ability connected with incorporeality. On cards, instead of "Incorporeal" the forms "Incorporeals", "Incorporeal" (feminine) or "Incorporeal" (neuter) may also occur. An incorporeal creature, unlike a corporeal one, may move to any square of the battlefield (including a square occupied by another card). If an incorporeal creature is on a square occupied by another card, it dies when the player controlling this creature announces any game action (except triggered abilities) other than announcing further movement of this creature. An incorporeal creature cannot be healed, but may receive additional life. An incorporeal creature may become host only to an incorporeal symbiote. Finishing off, poisoning, carrion-eating and vampirism cannot be applied to incorporeal creatures.
Blessing. A named die roll modifier. On any roll for a card with this ability, add 1 to the number rolled on the die. If a card receives blessing several times, the modifier to the die roll does not change.
Close strike (attack). Simple strike, special strike, magic strike. A close strike by a card on the battlefield is dealt only against an adjacent card. A close strike by a flying creature may be dealt against any card in the game zone.
To block (an attack, action). See 2.7.
Bonus. A card with a bonus has an advantage over the same card without a bonus.
Armor X. Triggered ability. Named ability. Armor prevents the first X wounds from non-magical attacks dealt during each player's turn. Abilities and properties accompanying the attack are carried out. Wounds prevented by the ability "armor X" are not considered dealt to the card. Several "armor X" abilities on one creature do not add together. The largest armor applies.
Die roll. If the card's text specifies a die roll, this roll is made by the player controlling the card. For more detail see 2.14 and 5.9.
Booster (additional set). A booster contains 7 random cards, 6 of which are frequent and 1 rare (sometimes ultra-rare) card. A booster contains no promo cards. Boosters are used in some types of tournaments.
In the game zone. A card (effect) located in the battlefield zone or in the auxiliary zone. See 2.1.1 and 2.1.2.
At the beginning of the battle. See 3.13.
In the direction of movement (a square in the direction of movement). Two adjacent squares, the first (from which the card moved) and the second (to which the card moved), define the direction of movement for a third square. The third square must be adjacent to the second and lie on one line (including diagonally) with the first and second squares.
In the direction of the strike (attack). Two adjacent squares, the first (on which the attacking card is placed) and the second (on which the attacked card is placed), define the direction of the strike (attack) for a third square (the target of the attack). The third square (the target of the attack) must be adjacent to the second square and lie on one line (including diagonally) with the first and second squares. "In the direction of the strike" cannot be determined for a "strike with range X" and a strike through a row.
Vampirism. An ability of a simple strike. When a creature with vampirism inflicts X wounds, it heals itself of X wounds. If the creature with vampirism has fewer than X wounds, the remaining difference goes to adding life. It is not possible to heal and/or receive additional life in excess of what the target had before the strike. Vampirism cannot be applied to artifacts and incorporeal creatures.
To take into the squad. To get a card when recruiting a card into the squad from the cards of the deal, when summoning from the deck or resurrecting from the graveyard, on incarnation, or when taking a card under one's control. The taken card is placed on an unoccupied square of the battlefield or in the auxiliary zone.
Kind of attack (strike). Any attack (strike) is subdivided into 3 kinds: weak, medium or strong.
Owner of a card. The player in whose deck the card was before the start of the game is called the owner of this card. After the game all cards return to their owners.
Sudden attack. A sudden attack may be either a playable ability of the form [instant][tap]: [attack], or a triggered ability. The target of a sudden attack does not fight, and a defender cannot be appointed against a sudden attack. A sudden attack is not considered an attack by the card that announced this attack.
Sudden action. Denoted [instant]. A sudden action may be announced at any step, sub-phase, phase of either one's own turn or the opponent's turn. A sudden action may be announced at a moment when you have priority. When a game action leaves the stack the sudden action is carried out, after which the player pays the entire cost stated in the text of this action.
Returns to the deck. An own or acquired ability of a card that (on fulfilling certain conditions) transfers the card from the game zone to the deck. After that the deck is shuffled.
Effect (Воздействие). Non-magical ability. The description of the effect is given on the card after the word "effect". Also counted as an effect: poisoning at X; finishing-off at X. If an effect accompanies another game action and the target of the effect is not specified, the target of the effect is the same as that of the game action.
Resurrection (summoning from the graveyard, to resurrect). A card from the graveyard is placed open on a battlefield square adjacent to the card applying the resurrection (a flying creature is placed open in the auxiliary zone). On resurrection, the legality of the resurrected card's presence in the squad is checked.
Revealing a card. A game action. A hidden card is revealed when the corresponding phase of the battle arrives; when revealing of a hidden card is announced; when a hidden card announces movement or an action; when it is required to indicate that a card (battlefield square) has an ability from a hidden card; or when a hidden card becomes the target of a game action. Revealing a card does not use the stack.
Second player. See 3.4, 3.8, 3.10-3.12.
A player's second row. The five squares horizontally that touch both the first row and the third row of the player's half of the battlefield.
Chosen creature (card). If the ability's text says "chosen creature (card)", only a legal creature (card) may become the target of this ability.
Chosen attack (strike). A separate attack (strike) located on the stack (after the attack has been calculated but before wounds are dealt to the card).
Summoning (to summon). A card is extracted from the deck of the player controlling the card that applies the summoning. The card from the deck is placed revealed and open on a battlefield square adjacent to the card applying the summoning (a flying creature is placed open in the auxiliary zone). On summoning, the legality of the summoned card's presence in the squad is checked.
Shot at X (at X-Y-Z). Ranged attack. The kind and power of an attack at X-Y-Z (at X) is determined by a die roll: 3 or less - X; 4, 5 - Y; 6 or more - Z. "Shot at X" is always "shot at X-X-X".
Warrior hero. Ability. Class of a creature. For more detail see Class of a creature.
Mage hero. Ability. Class of a creature. For more detail see Class of a creature.
Death (of a creature, card). See 4.17.
Wrath. Named modifier. +1 to a simple strike against cards that have already received wounds from attacks this turn.
Range X. A card ability of the form "[text], range X" means that the [text] of this card can be applied only to a card (battlefield square) to which X (or fewer) squares can be counted vertically, horizontally or diagonally (in any combination). If range is not specified, there is no range limit. Game actions may be announced against cards in the auxiliary zone regardless of the range of that game action.
Ranged attack. Shot; throw; discharge; strike through a row. A ranged attack cannot be announced against an adjacent card.
Gift of Life X. Named ability. When a card with the named ability "Gift of Life X" dies, the player controlling it chooses a creature of the same element in his squad, which receives X additional life. If a creature has the ability "maximum Y life", "Gift of Life X" can increase the maximum life of that card only up to a value equal to "Y".
Movement (to move). See 3.14 and 3.15.
Card action. See 2.4.
To act X times per turn. Ability. A card may use the action stated in the ability X times during the turn. The card remains open unless the text of the ability specifically states otherwise.
Diagonal. See Diagonally.
Before attack. An ability that triggers after the kind of attack is determined by die rolls or otherwise.
Until the end of the battle gets ... An acquired ability of a card or of a battlefield square that is kept even if the source of this ability has left the game zone. An acquired ability of a battlefield square is controlled by the player whose card imposed this ability.
Before recruiting the squad. Ability. After all redeals, before recruiting the squad, the players, starting with the First, may apply an ability stated after "before recruiting the squad". A player applies one such ability of his card, after which he passes the right to play an ability to the opponent. If a player declined to apply an ability in his turn, he cannot play this ability later.
Before attacking. An ability stated after the words "before attacking". This is a triggered ability of the attacking card, applied in the Before-Attack step.
Finishing off at X (Добивание). An effect that destroys an adjacent creature that has X or fewer current life. Finishing off does not inflict wounds. Finishing off cannot be applied to artifacts, symbiotes and incorporeal creatures.
Additional life (adding life). An effect imposed on a card. Life received in excess of the number on the card after the symbol [life] is considered additional life. Additional life is kept until the end of the game unless the contrary is directly stated. Adding life is placing an additional-life marker on the card, which increases the maximum life. This is not considered healing of the card.
Life of a card (current life). The sum of the initial life and additional life of the card minus the wounds on this card.
Spell. Magical ability. The description of the spell is given on the card after the word "spell". If the target of the spell is not specified, the target may be any card in the game zone.
To close (a creature, a card). Denoted [tap]. An open card (in vertical position) is closed, that is, turned 90 degrees clockwise and takes a horizontal position. Payment for a card's action is (among other things) that the card closes after carrying out the action. A closed card cannot announce and/or carry out any actions and cannot move. If a player's card is closed by an ability of another card applied to it, the player's card is not considered to have used its action. It simply loses the ability to use its action, because it cannot pay for it.
Occupied battlefield square. A square on which a card is located is considered an occupied battlefield square. Some effects can make a square occupied even if there are no cards on it. Movement or relocation of a card cannot be announced onto an occupied square (except movement of an incorporeal creature). If a corporeal creature has moved to a square occupied by another card, it receives the destruction effect as soon as the player controlling this creature gets priority.
Movement allowance. Property. The number after [move]. See 1.4.7.
Protection from attack (action, ability). Triggered ability. See 2.8.
Protection from [text]. If the target of a [text] (attack, spell, effect) has "protection from [text]", the [text] is blocked with respect to this target (wounds are not dealt and all abilities accompanying the [text] do not trigger).
Protection from shots (ЗОВ). Triggered ability. Denoted [shot-protection]. A shot does not inflict wounds and all abilities accompanying the shot do not trigger with respect to this card.
Protection from ranged attacks (ЗоДА). Protection from ranged attacks is a short designation for 4 independent abilities: "protection from shots", "protection from throws", "protection from discharges" and "protection from strikes through a row".
Protection from ranged non-magical attacks (ЗДНА). Protection from ranged non-magical attacks is a short designation for 3 independent abilities: "protection from shots", "protection from throws" and "protection from strikes through a row".
Protection from spells (ЗОЗ). Triggered ability. A spell is carried out without inflicting wounds on a card with protection from spells and all abilities accompanying the spell do not trigger with respect to this card.
Protection from magic (ЗОМ). Denoted [magic-protection]. Protection from magic is a short designation for 3 independent abilities: "protection from spell", "protection from magic strike" and "protection from discharge".
Protection from poisoning (poison) (ЗОЯ). Triggered ability. Denoted [poison-protection]. A creature cannot receive poisoning. If a poisoned creature receives [poison-protection], it loses the poisoning.
Strike value. The number in the properties or abilities of a card that determines the power of this card's strike. If the card's text says "strike value", this value is counted without modifiers.
Icon (Значок). See Symbol.
Gold crystal. A resource in Berserk. Denoted by the symbol [gold].
Zone(s). See 2.1.
Ignore [ability] on [game action]. A triggered ability that does not use the stack (applies immediately). To ignore [ability] means that when the [game action] is announced and carried out, [ability] does not trigger on this [game action]. The time during which [ability] ceases to trigger is determined in the description of the [game action]. If the [game action] inflicts on a card a destruction effect as a result of which the card dies, [ability] likewise does not trigger.
Game action (game action aimed at several targets). See 2.3. A game action aimed at several targets is nevertheless considered one game action. Such a game action imposes the effect on all targets simultaneously.
Game text of a card. The properties of the card and the abilities of the card.
To heal (healing) for X [target] (to heal oneself for X). The card removes X wounds from the creature (target). If there are fewer than X wounds, the card removes all the wounds, and the creature is healed for the number of wounds actually removed from it. To heal oneself for X: the target and the source of the healing are the same card.
Named ability. See 2.15.
Named modifier. See 2.15.
Incarnation - X. Triggered ability. If at the start of its owner's turn a creature with this ability is in the graveyard, it receives an incarnation token. When the number of incarnation tokens on the card reaches X, all tokens are removed and the creature is transferred closed to its owner's third row (a flying creature is transferred closed to the auxiliary zone). If there are no free squares in the third row or incarnation violates any rules, the card remains in the graveyard and is transferred to the third row when a square becomes free or the rules cease to be violated. A creature with incarnation may apply it only once per battle. If a creature has several incarnation abilities, only one of them is applied (the one with the smallest value of X).
To use a card's ability (property). To announce and apply an ability (property) of one's own card.
Source. A card that acts on or influences another card (cards) or battlefield square (squares) is the source of the action (ability). See Target.
As against a closed card. See 4.9.
Campaign. See 8.1-8.5.
Card. The basic game unit in Berserk. In official tournaments only original cards of Mir Fantasy LLC may be used. A creature, artifact or terrain in the game zone is also called a card.
A card cannot be taken into the squad with [text]. A player cannot summon or resurrect a card with this ability if [text] is present in his squad. A player cannot recruit a card with this ability if [text] is already present in his squad, and cannot recruit [text] if this card is present in his squad.
Class of a creature. Ability. The following creature classes exist: Akkenian, angel, Arhaalite, warrior hero, mage hero, dwarf, demon, dragon, inquisitor, coven (coven member), Koyar, Linung, orc, river maiden, forest guardian, elemental, elf. An ability aimed at a creature class applies to all cards having this class.
Square. An element of the battlefield on which one card can be placed, except when a host and its symbiote (parasite) are placed on the square. A square, like a card, may be the target of a game action (attack). If a card (cards) is on the square, the player controlling the game action chooses, when calculating the game action, the card on this square as the target. A square may also receive abilities.
"Constructed" deck. A stack of cards built under the rules of the Berserk TCG. The minimum number of cards in a "constructed" deck is 30 cards, the maximum is 50 cards. Before the start of the game a player's deck must not contain more than three cards with the same name. For more on the "constructed" format see the Tournament Rules.
"Draft" ("sealed") deck. A stack of cards built under the rules of the Berserk TCG. The minimum number of cards in a "draft" ("sealed") deck is 20 cards, the maximum is 28 cards. The deck may contain any number of cards with the same name. For more on the "draft" ("sealed") format see the Tournament Rules.
Player controlling a card. Before the game the owner of a card is the player controlling the card. A player who has obtained at his disposal the opponent's card as a result of applying some game actions becomes the player controlling the card. After the game all cards return to their owners.
Copy (of a card). Cards with the same names are copies of each other.
Flying creature. See 1.5.1, 2.1.2, 3.11, 4.12, 4.13, 4.16.
Magical attack. Magic strike or discharge.
Magical ability. Spell, magic strike or discharge.
Magic strike. Ability of a strike. A type of close magical attack. A defender cannot be appointed against a magic strike. Only the card that announced the magic strike fights, determined in accordance with 4.9, while the target of the attack does not fight.
Maximum life. The total of the initial life and additional life of a card.
Maximum tokens. The greatest number of tokens that a card can accumulate or receive.
Maximum X life. Ability. A card with this ability cannot have maximum life greater than X. If the maximum life of the card is to become greater than X, additional life in excess of X is not imposed on the card (is removed from the card).
Marker. Along with tokens, markers are used to track some states of a card (wounds, poisonings and others). See 1.12.
Meditation. A card with this ability may use (as its own) the tokens of other cards from its squad that belong to the same element as the card itself.
Terrain. Card type. Property. See 1.8.
Throw at X (at X-Y-Z). Ability. It is a ranged attack inflicting X wounds (for X-Y-Z determined by a die roll: 3 or less - X; 4, 5 - Y; 6 or more - Z). "Throw at X" is always "throw at X-X-X". Protection from shots and discharges does not give protection from throws.
Modifier. A triggered ability that is applied to an attack or to a die roll to determine the kind of attack, the numerical value of the power of the attack, or the numerical value of the die roll.
For one (for X) of the player's turns. In the player's next turn (X turns), while this player is the Active player, the abilities stated after "for one (X) of the player's turns" will apply.
Recruiting the squad. See 6.2.1.
Card name. Property. Before the start of the game, for a "constructed" tournament, a deck may contain no more than 3 cards with the same name. If the card's text gives the name of this card, it refers to this card, and does not refer to other cards in the game zone with the same name.
To appoint a defender. See 4.11, 4.12, 4.13, 4.14.
To accumulate a token. See 1.11.1.
Inflicting wounds. The result of an attack that goes through against a card is the infliction of wounds, which are marked with "wound" markers. Effects and spells may also inflict wounds on a card in accordance with the text of those abilities.
To inflict a wound (wounds) - To remove a wound (wounds). To change the number of wounds on a card (marked by a "wound" marker). To inflict a wound (the same as to wound a card) is to increase the number of wounds on the card. To remove a wound (the same as to heal a card) is to reduce the number of wounds on the card.
To attack (attack). Action. Using a creature's property to announce a simple strike, or a card's ability to announce an attack, in the Main phase of one's own turn. For more detail see 4.1.
Directed strike. Ability of a simple or special strike. Denoted [directed]. A defender cannot be appointed against a directed strike.
Opposite the specified. One square up vertically from the specified card from the point of view of the player controlling this card.
Initial life. Property. Initial number of life - the number after the symbol [life] for the types "Creature", "Artifact".
Begins the battle with [text]. Triggered ability. When the card is revealed, all of the [text] stated after "begins the battle with [text]" is carried out.
Without closing. Means that the card uses an ability that is not an action. An open card remains open and this turn may act under the usual rules.
Cannot ... (It is not allowed to ...). Illegally ...
Does not fight (cannot fight). If a card does not fight, it does not roll the die in the Combat sub-phase (including not using an ability replacing the die roll) to determine the kind of its attack (strike).
Inactive player. The player who has passed, or has not yet received, the right to the turn.
Unoccupied battlefield square (free square of the field). A battlefield square on which there are no cards and on which there are no effects indicating that this square is considered occupied.
Illegality (illegal game action). A game action (ability) that cannot be announced or applied in accordance with the rules or the card text is considered illegal.
Non-magical attack. Strike (other than magic strike), shot, throw.
Clumsiness (X). Named modifier. Triggered ability. Applied to the die roll. When determining the power of the simple strike of the attacking or parrying creature, X is subtracted from the value rolled on the die. If X is not specified, X=1. If several abilities give a creature clumsiness, the largest applies.
Draw. See 7.4-7.7.
To announce (an ability, property). To announce an ability (property) is to specify which ability (property) is being used and at which target it is aimed.
Obligation (mandatory) to attack. An ability that makes a player carry out one or more of the following game actions:
- The card must announce an attack. If the obligation to attack imposes a penalty for refusing to announce an attack, the card may take the stated penalty and not announce an attack. Otherwise it is not possible to refuse to announce an attack.
- If the card announces an attack, it must choose the target stated in the text of the ability obliging it to attack.
If the card has chosen a target stated in the text of the ability obliging it to attack, and there are several such targets in the game zone, this card is no longer obliged to choose other targets.
One (X) time(s) per battle (fight, game). Ability. After the card has applied this ability one (X) time(s), the card loses this ability while it is in the game zone or in the graveyard. If the card is put into the deck, the lost ability returns to it.
Payment for a game action. After a game action is carried out, the card pays for this game action with the resources required to pay for it. Such resources may be: closing the card, movement allowance, removing tokens from the card, inflicting on the card the number of wounds stated in the game action, imposing a destruction effect, etc. In the text of an ability, the payment is stated before the colon. A card cannot announce a game action if at the moment of announcing it the card does not have enough resources to pay. The amount of resources a card uses must be stated at the moment the game action is announced. A card cannot use resources that are used to pay for another game action.
Experience in attack (X). Named modifier. Triggered ability. Applied to the die roll. When determining the simple strike of the attacking creature, X is added to the number rolled on the die. If X is not specified, X=1. If several abilities give a creature experience in attack, the largest applies.
Experience in attack and defense (X). Experience in attack and defense (X) is a short designation for 2 independent abilities: "Experience in attack (X)" and "Experience in defense (X)".
Experience in defense (X). Named modifier. Triggered ability. Applied to the die roll. When determining the simple strike of the parrying creature, X is added to the number rolled on the die. If X is not specified, X=1. If several abilities give a creature experience in defense, the largest applies.
Experience in shooting (X). Named modifier. Triggered ability. Applied to the die roll. When determining the shot of the attacking creature, X is added to the number rolled on the die. If X is not specified, X=1. If several abilities give a creature experience in shooting, the largest applies.
Horde. In a deck for a constructed tournament there may be identical cards with the ability Horde in a quantity of 5 (or fewer) cards.
Weakening a strike on the Strike Table. See 4.5.
Ability (in card texts). If the card's text says "ability", "ability" is to be understood as "own ability". If the card's text says that the card gives or receives an "ability", "ability" is to be understood as "acquired ability". If the type of ability is not singled out in the card's text, such an ability is considered an effect. For more detail see 1.9.
Strike ability. All abilities of a card connected with dealing a strike and all effects, spells and other abilities accompanying the strike.
Special strike. A type of close non-magical attack. Ability. A special strike is always an unanswerable strike. Abilities and properties influencing a simple strike do not influence a special strike and vice versa. Only the card that announced the special strike fights, determined in accordance with 4.9, while the target of the attack does not fight.
X current life remains. An ability that removes from or imposes on a card such a number of wounds that the card has exactly X current life left. If X is greater than the card's maximum life, all wounds are removed from the card. This ability is not considered healing or wounding the card.
To fight back (Отбиваться). See To take a strike (attack).
Return strike. See 4.4.
Poisoning at X (poisoned). Triggered ability. Named ability. Shown by a "poisoning" marker that shows how strongly the creature is "poisoned". An effect that triggers at the start of the turn after all cards are opened. An open creature at the start of its turn receives X wounds. If the creature did not open at the start of its turn, the poisoning does not trigger. Poisoning triggers if the creature was already open at the start of its turn. Several poisonings on one creature do not add together. The largest poisoning applies.
Parrying card. The card that became the target of the announced attack at the start of the In-Attack step.
Squad. The squad is the cards under a player's control in the game zone.
Retreat in a campaign. On opening at the start of its turn, the card leaves the game zone. Played as a triggered ability. For more detail see 8.2.
Parasite. Card type. Property. Denoted [symbiote]. A parasite is a symbiote that is assigned immediately to an enemy creature. See 1.5.2, 3.12.
First player. See 3.4, 3.8, 3.9, 3.11-3.13, 6.2.2, 6.2.4.
First row. The five squares horizontally of a player's half of the battlefield that touch the opponent's half of the battlefield.
Turned-over card. The same as Hidden card.
Moving (a creature) (Передвижение). The same as movement; for more detail see 3.14, 3.15.
Relocation (of a card). See 3.16.
Transfer of (X) life. Inflicting X wounds on one card (X cannot be greater than the number of current life of this card) and healing another card for X. If on healing there are fewer than X wounds, the remaining difference goes to increase the card's additional life.
Transfer of (X) wounds. Healing one card for X and inflicting X wounds on another card. If on healing there are fewer than X wounds (say, Y), that card is healed completely, and Y wounds are inflicted on the other card.
Redirecting an attack (strike). Redirecting an attack (from card A to card B) is an ability that may be applied before the target of the attack that was announced against card A is determined. When calculating the attack against card B, card B is considered to be on the same square as card A, but the actual location of card B does not change (that is, it does not move) and it stays on the same square on which it was before the attack was redirected. Both all abilities arising from card B's actual location and all abilities of its new position (at the location of card A) apply to card B. An already redirected attack cannot be redirected. A simple strike cannot be redirected after a defender has been appointed against it, and vice versa. An attack of a card cannot be redirected onto that card itself.
Redistribute wounds from [game action]. To heal the creature of wounds received as a result of carrying out the [game action], and to inflict on the cards onto which the wounds are redistributed the number of wounds that the creature received as a result of carrying out the [game action].
Redeal (mulligan). See 3.3.
Diagonally. A square located at an angle (not left, not right, not above and not below) of the adjacent square for which "diagonally" is specified.
Victory. See 7.1-7.3.
Damage. See Wounds.
To die (dies, to destroy, to kill). See Death.
Battlefield (your half of the field). The game zone. It consists of 6 rows of 5 squares in each row. The bottom 3 rows are the player's half of the battlefield (your half of the field), the top ones are the opponent's half of the battlefield.
Flight (flying creature). Property. Denoted [flight]. See 1.5.1.
Receives [text] (receives an ability). Ability. The card receives [text] (that is, receives an acquired ability). If it is not directly stated for what period of time the card receives the ability, or other conditions for maintaining this ability are not stated, the acquired ability is kept until the end of the battle. If the ability's text says "while X, a target with Y receives Z", the target receives Z while X is fulfilled and while the target has Y.
To receive life. See Additional life (adding life).
To receive a token. Triggered ability. See 1.11.2.
To swap (swap places). Simultaneous relocation of two or more cards from the squares they occupy to other squares of the field stated in the text of this ability. To swap places is the simultaneous relocation of the first card onto the square of the second card and the second card onto the square of the first card.
Placing (a card) on a battlefield square. A game action. The card occupies the stated battlefield square. A card placed on top of another card (placed on an occupied battlefield square) receives a destruction effect when priority passes to the player controlling this card. The exceptions are an incorporeal creature and a symbiote (parasite) placed on a host.
Defeat. See 7.1-7.3.
After attack. A triggered ability of the attacking card stated after the words "after attack". This ability triggers at the start of the After-Attack step.
Interruption. See 2.9.
On attack. A triggered ability stated after the words "on attack". The ability triggers when the card makes a strike (attack), even if the power of the attack is 0.
On death. Triggered ability. As a result of carrying out the destruction effect the card is transferred to its owner's graveyard, and all triggered "on death" abilities of this card are put on the stack. When an "on death" ability becomes the top of the stack, after both players pass it is simply carried out (the "on death" ability does not check for the presence in the game zone of the source that created this ability).
On attacking. An ability that triggers at the start of the In-Attack step, when the card becomes the attacker.
On strike. An ability stated after the words "on strike". Triggers when the card makes a strike (even if the power of the strike is 0).
To apply (an ability, property). An ability (property) that leaves the stack and creates a certain effect in the game.
To take a strike (attack). A card that has become the target of a strike (attack) is considered to have taken the strike.
Curse (cursed). Named die roll modifier. On any roll for a card with this ability the player subtracts 1 from the number rolled on the die. If a card receives a curse several times, the modifier to the die roll does not change.
Miss. A result of combat (see 4.7). On a miss the strike does not inflict wounds and all abilities accompanying the strike are not carried out.
Simple strike. Property. The three numbers after the symbol [hit] denote the power of the strike: weak - medium - strong. It is a close non-magical attack. All creatures in the game zone have this strike. A creature whose simple strike is calculated in a special way has X (X-X-X) after the symbol [hit], followed by a description of the method of calculating the power of this strike in the card text.
Pro-set (pro-deck). A ready-made deck consisting of cards of one element (and neutral cards) for one player.
Jump -X. Ability. If the creature has not yet moved in its turn, it may relocate to any unoccupied battlefield square that is within range X of the square from which the jump is made. After the jump the creature loses its entire movement allowance (cannot move), remains open and may act.
Deal. See 3.2.
Discharge at X (at X-Y-Z). Ability. It is a ranged magical attack inflicting X wounds (for X-Y-Z determined by a die roll: 3 or less - X; 4, 5 - Y; 6 or more - Z). "Discharge at X" is always "discharge at X-X-X".
To wound for X [target] (to wound oneself). To put on the target (card) stated in the ability's description an "X wounds" marker. To wound oneself: to wound itself (the source and the target are the same card).
Wounds. The "wound" marker on a card.
Regeneration X. Triggered ability. Named ability. Denoted [regeneration]. Regeneration triggers at the start of the turn after all of the Active Player's cards are opened. An open creature with "Regeneration X" at the start of its turn removes X wounds from itself (heals itself for X). If the creature did not open at the start of its turn, regeneration does not trigger. Regeneration triggers if the creature was already open at the start of its turn. Several regenerations on one creature do not add together. The largest regeneration applies.
Row. A row is 5 battlefield squares located horizontally one after another.
Ordinary creature (card). Card property. A card whose cost has no gold crystals (only silver).
Independent creature. A creature (other than symbiotes) that is on the battlefield (occupies 1 square of the field).
Reducing a strike to [text] with all abilities. Modifier. The power and kind of the strike become those stated in [text] of this ability (effect). All abilities accompanying this strike also trigger.
Reducing a strike to weak on the Strike Table. The same as Weakening a strike on the Strike Table. See 4.5.
Reducing a strike to X. Ability. The power of the strike is reduced to X; the kind of strike and all accompanying abilities remain unchanged. If the power of the strike was less than X, the strike is not reduced to X.
Free battlefield square. See Unoccupied battlefield square.
Property (of a card). See 1.4.
One's own card. For a player, all cards that this player controls at the moment are considered his own.
Silver crystal. A resource in Berserk. Denoted [silver].
Behind the specified. One square down vertically from the specified card from the point of view of the player controlling this card.
Strike power. The number stated in the properties or abilities of a card. In combat, it is the calculated value of the strike taking all modifiers into account.
Symbiote. Card type. Property. Denoted [symbiote]. A symbiote is assigned to a creature and placed on the same square as it ("sits" on it, so to speak). See 1.5.2, 3.11, 8.2.2.
Symbol (icon). Designations on cards: [instant] [unique] [gold] [hit] [life] [long-range] [magic-protection] [move] [directed] [shot-protection] [poison-protection] [regeneration] [silver] [tap] [token] [flight] [symbiote].
Hidden card. A hidden card is placed on the battlefield card-back up, "in open form" (as printed; i.e. untapped), and must not have any additional distinguishing marks. When a hidden card is revealed, it begins the game in the form stated after "begins the battle (game) with ...". A hidden card keeps all its effects, tokens, markers and acquired abilities, which become visible to all players again when this card is revealed. A hidden card is considered a legal target for any game action applied to this card, and if it turns out to be illegal, it is blocked instead of being interrupted (cancelled). The opponent has the right to treat a hidden card as a [text], which he chooses at his own discretion.
Stealth. A card with this ability may remain unrevealed when the corresponding phase of the battle arrives (may continue to stay hidden throughout the entire game).
To the left of the specified. One square left horizontally from the specified card from the point of view of the player controlling this card.
Adjacent battlefield square (to a card/square). A battlefield square located to the left, right, opposite, behind or diagonally from the specified card (square).
Adjacent card (to a card/square). A card (creature) on the battlefield located to the left, right, opposite, behind or diagonally from the specified card (square). A host and a symbiote, as well as symbiotes of one host, are considered adjacent cards.
Ability (Способность). The same as ability (особенность). Denotes both own and acquired abilities.
To the right of the specified. One square right horizontally from the specified card from the point of view of the player controlling this card.
Triggered ability. An ability that arises when the conditions stated in the card's text are fulfilled.
Fights (to fight). A card fights if in the Combat sub-phase it rolls the die (including using an ability replacing the die roll) to determine the kind of its attack (strike).
Starter. A ready-made deck for play containing 30 (or more) pre-selected cards.
Element(s). See 1.4.2.
Cost. See 1.4.3.
Costs X less. If (while) [text1] is in the squad, [text2] costs X less. Ability. Used only when recruiting the squad. "[Text2] costs X less" means that if [text1] is present in the squad, then when recruiting [text2] the player spends X fewer crystals.
Fortitude (Стойкость). Ability. A card with this ability does not receive wounds from effects of the opponent's cards and from effects controlled by the opponent, but does receive wounds from effects of cards of its own squad. Fortitude does not protect from the effect itself.
Standing next to (a card). A card standing to the left, right, above, below or diagonally (at an angle) of the specified one on the battlefield. A symbiote and its host are also considered cards standing next to each other. In the auxiliary zone all cards may attack or use their abilities and properties on other cards as if they were standing next to each other, but these cards are not considered standing next to each other nor to cards on the battlefield.
Formation. Ability. Two creatures in one squad that have this ability and stand next to each other (but not diagonally) receive the acquired abilities stated after "formation" (each creature receives its own ability). As soon as the formation is broken (for example, one of the creatures moves, dies or passes under the opponent's control), the acquired "formation" abilities are lost.
Stack. See 5.5-5.9.
Creature. Card type. Property. This card type includes creatures on the battlefield (non-flying), flying creatures and symbiotes (parasites). For more detail see 1.5, 1.6.
Stash (Схрон). Triggered ability. A flying creature cannot announce an attack on a card with a stash. But if a creature with the ability stash acts as defender against a flying creature, or the attack of a flying creature is redirected to a card with a stash, the flying creature will be able to inflict wounds and all accompanying abilities will trigger.
Teleportation. Ability. Teleportation is a jump without a range limit. For more detail see Jump.
To lose life. To lose life means that the card's initial amount of life is reduced and a "damage" marker is placed on the card; this is not inflicting wounds. To lose additional life means that an additional-life marker is removed from the card; this is not inflicting wounds.
To lose abilities on [text]. On carrying out [text], the card is deprived of all its own abilities for the time stated in [text].
Accuracy. Ability. The attack of a card with "accuracy" cannot be redirected, and this card ignores all abilities obliging it to attack.
A player's third row. The five squares horizontally that touch only the second row of the player's half of the battlefield.
Carrion-eating. Triggered ability. If a creature with carrion-eating, as a result of applying a close attack or another action against an adjacent enemy creature, or a close strike against an enemy flying creature, inflicts the destruction effect on it, it is healed completely of wounds and poisoning. The carrion-eating of a flying creature triggers if by any action other than a ranged attack it inflicts the destruction effect on an enemy creature. Carrion-eating does not trigger against incorporeal creatures and artifacts.
To put into the deck. See Returns to the deck.
Fading X. Triggered ability. Named ability. An effect that triggers at the start of the turn after all of the Active Player's cards are opened. An open card at the start of its turn receives X wounds. If the card did not open at the start of its turn, fading does not trigger. Fading triggers if the card was already open at the start of the Active Player's turn. Several fadings on one card do not add together. The largest fading applies.
Strike (Strike with range X). A generalized name for simple strike, directed strike, unanswerable strike, strike through a row, special strike, magic strike. A strike with range X is an ability that allows a card to choose targets within range X as if they were adjacent cards. The target of the strike fights under the usual rules.
Strike at X. See Attack at X.
Strike through a row (УЧР). Ability. A non-magical ranged attack (strike). Denoted [long-range]. If the power of this strike is not stated, it equals 1. It is dealt through one's own card or an unoccupied square vertically or horizontally, but not diagonally. A strike cannot be dealt through an enemy card. A defender cannot be appointed against a strike through a row. A strike through a row is dealt as against a closed card, even if the target of the strike is an open card.
Uniqueness. Ability. Denoted [unique]. It is not possible to take into the squad several unique cards with the same name, but it is possible to take unique cards with different names. If several unique cards with the same name appear in the game zone under a player's control, the opponent chooses one card that remains in the game zone, and the rest return to their owners' decks.
To destroy (To kill). See 4.17.
Vulnerability X (vulnerable to X). Named modifier. Any attack against a card with vulnerability gets +X to the attack. If a card has received several vulnerabilities, only the single largest applies. If X is not stated in the ability's text, X=1. A card may have vulnerability not to all attacks (for example, vulnerability to shots). Vulnerability of this kind is called "Vulnerability to [text]", and abilities connected with Vulnerability X influence it only with respect to the part of the ability stated in [text].
Token. Denoted [token]. May be accumulated by a card on its own or received as a result of fulfilling some conditions. Used to pay for special abilities of a card. See To accumulate a token and To receive a token.
Incarnation token. A card with incarnation, while in the graveyard, receives a special "incarnation token" at the start of its turn. When the card incarnates, all incarnation tokens are removed from it.
X-Y-Z in an ability's text. If the notation X-Y-Z occurs in an ability's text, it means that to determine the numerical value the card with this ability rolls the die. The numerical value is determined similarly to determining the power of a simple strike against a closed card (see 4.9).
+X/-X to attack. Ability of an attack. Modifier. The source of the attack gets +X/-X to the power of its attack.
-X/+X from attack. Ability of the target of an attack. Modifier. The target of the attack imposes a modifier -X/+X on the power of an attack directed at this target.
-X from shots and throws. "-X from shots and throws" is a short designation for 2 independent abilities: "-X from shots" and "-X from throws".
Characteristic (of a card). See Property.
A player's turn. The totality of all phases, sub-phases and steps of the Initial phase, Main phase and Final phase until the turn is passed to the opponent. It begins in the Transition sub-phase of the opponent's Final phase and ends with the transition sub-phase of your Final phase.
Host of a symbiote. The creature on whose square the symbiote is placed.
Target (of an attack, strike, action). The card at which a game action is directed becomes the target if this game action is not redirected to another card or (in the case of an attack) a defender is not appointed against it.
Penalty. A card without a penalty has an advantage over the same card with a penalty.
Elite creature (card). Basic property. A card whose cost includes a gold crystal or gold crystals ([gold]).
Effect. See 1.10.
Destruction effect. See 4.17.