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Glossary

Every term used in the Fawnalore rules, defined in plain language.


Action
A choice a Player makes during their Main Phase. By default, you have one Action per turn. Common Actions: Attack, use a Character Ability, use a card ability, Revive. Equipping a card is not an Action.
Bloom
A beneficial Event card. Half the Event Deck is Bloom cards; the other half is Wither cards. Bloom cards resolve when drawn (unless stated otherwise) and are discarded.
Burst
A card type. Burst cards resolve their effect once and are immediately discarded. They never occupy Relic Slots and are never considered equipped.
Adjacent
Two tiles that share a side. On a hex grid, each tile has up to six adjacent tiles. Range 1 means adjacent tiles only.
Attack
A specific type of damage-dealing Action. An Attack involves declaring a target, rolling your Attack Die, and applying damage. Attacks always hit. Not all damage in Fawnalore is an Attack.
Campaign Tile
A tile that is always visible on the board (never hidden). When you land on one, flip it and scan the QR code on the back — the website provides the episode instructions.
Character
The primary avatar of a Player. Each Player controls exactly one Character. Not the same as a PPC.
Clean Up Phase
The third phase of a Player's turn. End-of-turn effects resolve here, then the Player discards down to 7 cards. No Actions or card plays are allowed during Clean Up.
Controller
The Player responsible for resolving a PPC's movement, attacks, and abilities. When a Player draws a Makri, they become its Controller.
Damage Reduction
A flat amount subtracted from incoming damage. Stacks from multiple sources. Damage may be reduced to 0 but not below.
Dead
The state a Character or Monster enters when HP reaches 0. Makri are immediately removed from the board. Player death consequences depend on the game mode.
Downed
(Co-op / PVP) The state a Player's Character enters when HP reaches 0 — before being declared fully Dead. A Downed Player cannot act but may still control PPCs. There is no round timer — instead, each turn spent Downed you must discard 1 equipped Persistent card (then from hand once equipped cards are gone). Makri cannot target Downed Players.
Draw Phase
The first phase of a Player's turn. Draw exactly 1 card from your Relic Deck. Mandatory. Happens before movement or actions.
Effect Move
Movement caused by a card or effect — not by rolling the Movement Die. Does not count as the unit's normal movement and does not trigger tile reveals unless the effect specifies.
Equipped
The state of a Persistent card that occupies a Relic Slot. Equipped cards remain in play across turns and are public information.
Fading
A card type. Fading cards are temporary — they occupy a Relic Slot for a defined duration, then are removed. Card text defines when they expire.
Ether
The primary resource in Fawnalore, used to pay for card effects and abilities. Tracked individually per Player. Public information. No maximum cap currently.
Exhausted (tile)
A tile that has already been revealed. Landing on an exhausted tile does nothing — its resource has already been claimed. If an effect flips an exhausted tile back to hidden, its resource replenishes; it is gained again when the tile is next revealed (flipping back grants nothing by itself).
Interrupt
An effect that can be used outside your normal turn structure — "at any time" or "during any turn." Only effects that explicitly state interrupt timing may interrupt.
Main Phase
The second phase of a Player's turn. Move and/or take one Action, in either order. PPCs do not act during this phase.
Makri
A type of PPC typically drawn from the Makri Deck when a Player reveals a Makri Tile. The Player who drew the Makri becomes its Controller.
Passive Ability
An ability that is always active while its source is equipped or in play. Requires no Action to activate. Passives stack unless stated otherwise.
Player
A human participant in the game. Each Player is always represented by exactly one Character.
Persistent
A card type. Persistent cards remain equipped across turns and occupy a Relic Slot. Weapons and Armor are Persistent cards in dedicated slots.
PPC (Player-Piloted Creature)
Any non-Character entity controlled by a Player — Monsters, summoned allies, friendly NPCs. PPCs act after the controlling Player's turn, not during it.
PPC Turns
The fourth and final phase of a Player's round. After Clean Up, the Player resolves the turns of all their PPCs in stand-shape order.
Range
The maximum number of hex tiles between an attacker and a valid target. Line of sight does not exist. Terrain does not block range.
Relic Deck
Each Player's personal card deck. Also called Player Deck. You draw from it at the start of your turn and when effects instruct you to.
Relic Slot
A slot on your character mat that holds one equipped Persistent card. Your Relic Slot stat determines your maximum. Weapon and Armor slots are dedicated and count toward this total.
Revive
An Action that restores a Downed Player. Requires the reviving Player to be adjacent. The Downed Player returns to play at a flat 5 HP — no dice roll.
Round
The full cycle where every Player and every Controller/Makri has taken a turn. A Round is complete when all Players have finished their turn (including PPC turns). "Once per round" effects reset when the Round completes.
Target
Any Player, PPC, Makri, or other entity occupying a tile on the map. Effects that say "any target on the board" use this definition. Entities not on the map are not targets.
Turn
One Player's full cycle: Draw Phase → Main Phase → Clean Up Phase → PPC Turns. Makri, PPC, and Controller turns are not Player turns — effects that reference "your turn" or "once per turn" count only Player turns.
Wither
A harmful Event card. A Wither card remains in play on its target until it is resolved, discarded, or removed by a card effect. Effects that "remove a Wither card" target these.
Void Space
An impassable tile. Units may not enter or cross Void Spaces by normal movement unless an effect explicitly allows it. Agowa (Scout) is the exception — she may move through Void Spaces but not end movement on one.