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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.
note

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

KeywordEffectDuration
Guard NReduce next damage by N (stacks, max Guard 3)Until next damage instance
MarkedAll attacks must target this if possibleAs stated on card
VulnerableNext attack deals +1d4Until next attack
PinnedCannot move next turnTarget's next turn
BurnRemove card from play for the sessionPermanent (session)
BloomBeneficial Event cardResolves when drawn
WitherHarmful Event cardStays on target until removed