Skip to content

Wiki / Mechanics

Mechanics And Keywords

Rules-facing glossary for combat, economy, and card effect timing.

Blockade

Defensive/frontline behavior that forces combat respect and often protects backline value engines.

Example Cards: Monument Guard, Ironclad Warship, The White Company

Infiltrate

Bypasses normal board friction to pressure targets or leader directly depending on effect context.

Example Cards: Hired Scout, Infiltrator, Yaroslav Sellsword

Inspired

Enhanced attack state, frequently tied to first strike windows, tempo pushes, or conditional buffs.

Example Cards: Mutineer of Carthage, Carolean Cavalry, Teutonic Heavy Cavalry

Armor

Damage mitigation layer that improves survivability against pings and incremental trading.

Example Cards: Plated Landsknecht, Ironclad Warship, USS Chesapeake

Raid

Reward trigger for aggressive combat lines; often converts attacks into economy or additional pressure.

Example Cards: Looting Opportunist, Vinland Plunderer, Viking Longship

Reclaim

Recursion mechanic that enables cards to return for additional use, usually at modified value.

Example Cards: Erase And Improve, Persistent Soldier, Izmailovsky Regiment

Entrenched

Durability scaling that hardens units for board-holding and attrition matchups.

Example Cards: Varangian Shieldbearer, East India Trade Ship, Druzhina Boyar

Ranged

Damage projection at a distance, enabling removal, poke pressure, or tempo control from safer positions.

Example Cards: Uragan Monitor, Archery Hulk, Grenadier Deserter

Last Act

Death trigger that converts unit loss into follow-up value, pressure, or board rebuild effects.

Example Cards: Brothers with Muskets, The White Company, Houjin

Conviction

Yellow faction resource axis that powers scaling effects and strategic life/value conversion.

Example Cards: No direct sample in current keyword extraction.

Colonize

Board/economy advancement action used heavily by Blue and allied control/value packages.

Example Cards: No direct sample in current keyword extraction.

Temporary Resource

Short-lived mana acceleration used for burst turns and explosive sequencing windows.

Example Cards: No direct sample in current keyword extraction.

Turn Fundamentals

  1. 1. Start-of-turn effects resolve and resources refresh according to game rules.
  2. 2. Player sequences units, ideas, monuments, and leader ability actions.
  3. 3. Combat decisions are validated server-side using current legal action state.
  4. 4. End-of-turn triggers resolve, then priority passes to the opponent.