Keywords
Keywords are standardized terms that appear on cards. Each card shows an abridged definition in parentheses the first time a keyword appears, so you rarely need to look anything up mid-game. This page holds the full, canonical definition of every keyword for when you want the complete ruling.
Guard N
On card: (reduce next damage by N, then remove Guard)
The next time this target would take damage, reduce that damage by N. Then remove Guard.
- Guard reduces the next instance of damage only, then it's gone — even if it didn't absorb its full value.
- Multiple Guard values stack, to a maximum of Guard 3. Applying Guard to a target that already has Guard increases its value (Guard 1 + Guard 1 = Guard 2). Any Guard beyond 3 is lost.
- Guard reduces damage taken, following the normal damage pipeline. Damage can be reduced to 0 but not below.
Guard replaces the older "Shield" term. They are the same mechanic — any older component referencing "Shield N" should be read as "Guard N."
Marked
On card: (all attacks must target this if possible)
While a target is Marked, all attacks must target it if possible. If targeting the Marked target is not possible (out of range, no valid line, etc.), another target may be chosen.
- Marked is a taunt effect — it forces attackers onto the Marked target.
- The card that applies Marked defines how long it lasts (usually "until the start of your next turn").
Vulnerable
On card: (next attack deals +1d4)
The next attack against this target deals an additional 1d4 damage. Then remove Vulnerable.
- Applies to the next attack only, then it's gone.
- The bonus 1d4 is added to the attack's damage before damage reduction.
Pinned
On card: (can't move next turn)
This target cannot move on its next turn. Then remove Pinned.
- Pinned stops movement only — the target may still take Actions, attack, and use abilities.
- Affects the target's next turn, then expires.
Burn
On card: (set aside, out of play for the session)
Remove this card from play for the rest of the session. A Burned card does not go to the discard pile and cannot be recovered, reshuffled, or replayed for the remainder of the session.
- Distinct from Discard, which sends a card to the discard pile where it can potentially be recovered.
- Use Burn for one-time, session-permanent effects.
Bloom
On card: (a beneficial Event card)
A Bloom card is a beneficial Event card. The Event Deck is built half-and-half: half Bloom (beneficial), half Wither (harmful).
- Bloom cards resolve their effect when drawn (unless the card states otherwise) and are then discarded.
- Effects that reference "a Bloom card" only interact with Event cards marked Bloom.
Wither
On card: (a harmful Event card — stays on its target until removed)
A Wither card is a harmful Event card. Unlike Bloom cards, a Wither card remains in play on its target until it is resolved, discarded, or removed by a card effect.
- While a Wither card is on a target, its effect persists as written.
- Some card effects specifically remove Wither cards from a target — this is what "remove a Wither card" refers to.
- Wither cards do not occupy Relic Slots.
Quick Reference
| Keyword | Effect | Duration |
|---|---|---|
| Guard N | Reduce next damage by N (stacks, max Guard 3) | Until next damage instance |
| Marked | All attacks must target this if possible | As stated on card |
| Vulnerable | Next attack deals +1d4 | Until next attack |
| Pinned | Cannot move next turn | Target's next turn |
| Burn | Remove card from play for the session | Permanent (session) |
| Bloom | Beneficial Event card | Resolves when drawn |
| Wither | Harmful Event card | Stays on target until removed |