Ambush – Devote this card to deal its Attack value as damage to a target Soul or Summoner. This damage counts as combat damage.
Armor X – Negate X damage to this card that comes from combat or Ability damage. Armor can activate only once per event chain but does so for its full amount.
Arrival – An effect that triggers when this card is summoned.
Aura – An effect that is active while this card is in play.
Blocker – An effect that triggers when this card is used to Hand Block damage.
Bloodlust – This card may attack the turn it is summoned without needing to Devote.
Bodyguard – This card Can’t Attack, Can’t Defend, and Can’t be Hunted. Anytime their controlling Summoner is targeted by a Spell or Ability, or is attacked in combat when defending, this card can replace them. A Summoner may only have one Bodyguard in play, so if they summon a second, they must choose which to keep and the other is Destroyed.
Bolster X – When counting Hand Size, the controller of this card adds X.
Bulwark – If this card is damaged by Overkill, Overkill has no effect.
Camouflage – This card may be summoned face down as a Trap for a cost of 2 Any. As a Slow effect, the controlling summoner may flip the card face up by Paying its remaining cost. Revealing this card counts as summoning it.
Can’t Attack – This card may not be used to initiate an attack.
Can’t Defend – This card may not be used to defend against attackers.
Charge X – This card has +X Attack when it is their controlling Summoner’s turn.
Counter – Stop the type of card listed from resolving any of its effects. The Countered card goes straight to Discard.
Devote – Moving a card that is Ready 180 degrees to the right. While Devoted, the card Can’t Defend, is Inert, and is Vulnerable. If a Summoner is Devoted, they can only Focus and Devote their Source on their turn. Devoting is a Slow effect.
Dodge – Focusing this card ignores one instance of damage entirely, except for any type of Overkill damage. This Ability can be activated during combat, but if so, the Dodger counts as Inert.
Double-Handed – This card takes up both Relic Hand slots of a Soul or Summoner.
Dying Breath – An effect that triggers when this card is Destroyed or Purged while in play.
Entrench X – This card has +X Attack when it is not their controlling Summoner’s turn.
Expire – This card is Destroyed at the end of the turn.
Fast Attack – This card deals damage before others in combat. If multiple combatants have Fast Attack, they strike simultaneously. If this card is Focused when defending, Fast Attack does not trigger.
Flurry – This card deals combat damage twice, once at this card’s regular combat speed, and again in the next combat speed phase.
Focus – Moving a card that is Ready 90 degrees to the right. While Focused, the card Can’t Defend. If a Summoner is Focused, they can only Devote their Source on their turn. Focusing is a Fast effect.
Flying – Souls can only be assigned to defend against this card if they have Flying or Tall.
From the Grave – Summon this card when it is Destroyed from the Deck as damage. It enters play Devoted.
Hardy – The Attack value of this card equals their current Health in all situations that Attack value would be checked except for combat or when damage is being dealt.
Heal X – Replenish X Health to a damaged Soul. Healing cannot take a Soul above its maximum Health value. If targeting a Summoner, move X cards from the bottom of their Summon Discard, one at a time, to the bottom of their Summon Deck in the same order they were moved.
Hunt – This card can target a specific Soul in combat when initiating an attack. Other Souls can’t defend with the Soul being Hunted unless both they and the Hunted Soul have Unit.
Immovable – This card ignores enemy and friendly effects that would Focus, Devote, or Refresh it or would return it to Hand.
Immune to Damage – This card takes no damage. If damaged by Overkill, damage beyond this card’s current Health still carries on to this card’s Summoner.
Incapacitate – If a Soul loses health to damage dealt by this card it is placed on the bottom of its Summon Deck and then that Summon Deck is shuffled. A Soul will never be Destroyed by Incapacitate damage.
Indestructible – This card ignores Destroy effects. It can still be Destroyed from damage.
Inert – In combat, this card cannot do damage with its Attack value or the Attack value of Weapons.
Intervene – Focus this card to redirect one instance of damage or a Destroy effect targeting a friendly Soul to this card instead. Alternatively, Focus this card to redirect one enemy Hunting Soul or Unit of enemy Hunting Souls to this card instead.
Lifesap – Combat damage done by this card Heals them by an equal amount. This Healing happens at the same time as damage is resolved, so only damage beyond the amount Healed is taken. The user of Lifesap can’t receive more Healing than the target of their attack has current Health. Lifesap still triggers when a summoner Hand Blocks damage.
Lumbering – This card must Devote to initiate an attack if a Soul or Devote for use in combat if a Weapon Relic.
Mount – This card attaches to its controlling Summoner when summoned. They always attack and defend together. If one cannot initiate an attack, the other cannot. When taking any form of damage, the controlling Summoner decides damage distribution between this card and the Summoner. The amount of damage assigned can’t be higher than lethal damage. This card can’t be equipped with non-Mount specific Relics and it can’t receive non-Mount specific Ability or Spell buffs (stat increases or beneficial Abilities). Opponents cannot use Focus or Devote effects on this card that can’t target Summoners, and this card Can’t be Hunted. A Summoner may only have one Mount in play, so if they summon a second, they must choose which to keep and the other is Destroyed.
Overkill – If this card Destroys a Soul, any excess damage this card would have done beyond lethal is applied to that Soul’s Summoner after damage to the Soul is fully resolved. Overkill does not trigger if this card is defending in combat.
Pay X – Pay listed cost to trigger listed effect.
Precision – Damage dealt by this card ignores Armor.
Purge – Cards removed in this way are placed in a separate stack outside of Discard that cannot be interacted with unless a card specifically states otherwise.
Ready – A card that is in the upright position, neither Focused nor Devoted.
Regenerate X – Heal X damage to this card at end of your turn.
Resist X – Negate X damage to this card that comes from Spell damage. Resist can activate only once per event chain but does so for its full amount.
Retreat – Focus this card to return it to Hand. This Ability can be activated during combat.
Slow – Souls can’t initiate an attack the turn they are summoned. Summoners can’t initiate an attack on their first turn.
Sneak Attack – If this card deals damage to a Summoner, the Summoner cannot use cards from Hand to Block that damage.
Stalwart – This card ignores opposing effects that would Focus or Devote them.
Stealth – This card cannot be targeted by opposing Summoners or their cards while it is Ready. Also, any Relics equipped to it or Spells active on it can’t be targeted while this card is Ready. Summoners with Stealth follow the same rules. If a Summoner is Stealthed, enemy Souls can’t initiate attacks unless they are Hunting other Souls.
Strike Last – This card attacks after regular combat damage resolves. If a Soul or Summoner has both Fast Attack and Strike Last, Strike Last takes precedence. If a Soul or Summoner has Strike Last and Flurry, the first Flurry attack happens at Last Strike timing and the next after that.
Strong – Souls can only be assigned to defend against this card if they currently have 3 or more Attack. If the defender has Hardy, check their current Health instead of their Attack.
Structure – This card Can’t Attack and has Hardy. It also can’t be equipped with non-Structure specific Relics and it can’t receive non-Structure specific buffs or debuffs (stat changes or Abilities).
Tall – This card can defend against Flyers.
Territorial – After an opponent declares attackers and targets, this card may be summoned from Hand if adequate Source is available and be used to defend if it is Ready.
Terror – Souls can only be assigned to defend against this card if there are 2 or more of them defending together.
Toughness X – Negate X damage to this card from any type of damage. Toughness can activate only once per event chain but does so for its full amount.
Transform – Souls Heal all damage from their previous form but retain any effects and equipped Relics. Summoners follow the same rules but they do not Heal. While Transformed, Summoners may not summon cards. They may still play Source, use Source Powers and Explosions, and Pay for Abilities.
Triumph – An effect that triggers when this card Destroys a Soul.
Unit – This card can initiate attacks or act as a defender with other cards that have the Unit Ability. Their controlling Summoner decides the damage distribution done to them when they are in combat together. Damage beyond lethal damage can’t be assigned until all members of the Unit have been assigned lethal damage. If a member of the Unit has any of the following abilities when initiating an attack, all members of the Unit count as having it for this attack:
- Flying, Hunt, Overkill, Strong, Terror, Unstoppable
If a member of the Unit has any of the following abilities when defending, all members of the Unit count as having it for this defense:
- Bodyguard, Flying, Intervene, Tall, Wide
Unstoppable – Souls cannot be assigned to defend against this card when it initiates an attack.
Venom – If a Soul loses Health to damage dealt by this card it is Destroyed.
Vigor – This card doesn’t need to Focus to initiate an attack. It must still Devote to attack on its first turn summoned.
Vulnerable – This card can be Hunted by any Soul or Summoner that can initiate an attack.
Wide – This card can defend against two attackers at once.
