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  • The Dragon

Card Symbols

Card Symbols

✱ = [One]. Affect a single Fighter in your combat lane.

⁂ = [Multi]. Affect all Fighters on one side of the Ritual in your combat Lane. When combined with Reach, this affects all Fighters on one side of the Ritual with no mind to normal combat lane restrictions.

⊙ = [Self]. Affect only you, the Rite’s player.

✦ = [Special]. Rites with Special targeting rules are slightly more complicated or weird, are explained in each Rite individually.

⤨ = [Reach]. Rites with Reach ignoring combat lane targeting restrictions.

≋ = an Echo effect. The words inside two ripple marks indicate how long the Echo effect will last for, while the text outside denote what the actual Echo effect is.

Keywords

Damage. Used interchangeably with Stress increases in the context of combat in relation to your Tolerance. If you’ve taken enough damage to reach your Tolerance, you’ve been Defeated and can no longer participate in the fight.

Defend. Grants a target Defense equal to the indicated value. When a target has Defense, any damage that sustain is deducted from their Defense before the remainder is applied as Stress. A target can only have a maximum amount of Defense equal to their Block Cap, which is generally 10.

Deploy. Activating a Stratagem and its effects.

Destroy. Rather than moving the card to your draw pile or discard pile, you remove it from your deck entirely. It can’t be drawn or used again for the rest of the Ritual for any reason. If it was a Rite you started the Ritual with and was in you deck before the Ritual began, it regenerates and returns to your deck after the Ritual ends.

Discard. Remove a number of cards equal to the given value from your hand and place them in the discard pile.

Draw. Take a number of cards equal to the given value from your draw pile and place them in your hand.

Echoing. Lingering effects that are activated later in the encounter, rather than immediately when the Rite is played. Echoing effects generally affect either a single Rite played after the fact, or last until the end of the current round, though some exceptions may apply.

Enchant Buffs and Debuffs that last for the remainder of the combat ritual. Can be placed on both normal fighters as well as fiends.

Fiend Summoned creatures with their own Tolerance pools and card hands. They can be targeted by Rites, just like a normal combatant. Fiends act at the same time as the fighter that created them, but do not take the creator’s turn to perform an action. Fiends can’t Refresh, and are destroyed at the end of the combat encounter. Each Fighter may have up to one of each type of fiend on the field at once; attempting to summon a fiend you already have in play simply restore heals all of its Stress, returning it to pristine condition.

Play Activate a Rite and its effects. You may generally only play one Rite on each of your turns.

Quick Generally you can only perform one Rite per turn, but anything with the Quick keyword can be played without ending your turn. When this happens, you’re free to play another Rite before moving on, if desired.

Recover Lower your Stress levels by the indicated value, allowing you to fight for longer before being defeated. If you’ve already been defeated, you can’t Recover.

Refresh Increase your Stress by 1, then Discard your entire hand, then Draw 4. You can refresh a single time at the start of each of your turns, if desired. Several passive effects can grant bonus effects that happen when you Refresh.

Return Remove the card from your hand and return it to your draw pile.

Scry Search your draw pile for a number of cards equal to the value given, and place them in your hand.

Stress Increases the amount of Stress on the target. Generally this is used in place of Strike to denote a penalty taken on by the user of a Rite.

Strike An attack that increases stress in the target by the indicated value.