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Glossary

A card activates successfully.

A card is removed from combat after resolving.

Place first, then let the dice decide.

Roll first, then place with information.

Anything that helps your deck keep functioning over time.

A weak hand state caused by overcommitting or failing to preserve future value.

The part of a chain that keeps a deck functional on ordinary turns.

The card or effect that turns setup into future momentum.

The card that cashes out a solved board state.

Generated junk or curses forcing their way into empty slots.

The repeating six-turn enemy action sequence used by a fight.

An enemy repeats the same six-turn order every cycle.

Turn 1 stays fixed, while turns 2-6 rotate in random order.

The baseline curse card currently surfaced on the site. It is an Akasha-aligned, unplayable slot tax generated by effects instead of a large public curse pool.