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.
- 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, draw 1 Campaign card.
- 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. Has 3 rounds to be Revived.
- 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.
- 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 Monster 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 rolls 1d6 and gains that much HP.
- Round
- The full cycle where every Player completes one turn. A Round is complete when all Players have finished their turn (including PPC turns).
- Burst Card
- A card that resolves its effect once, then is immediately discarded. Does not occupy a Relic Slot.
- Turn
- One Player's full cycle: Draw Phase → Main Phase → Clean Up Phase → PPC Turns.
- 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.