- The ring
- The cycle the whole duel is built on. Might beats
Vitality beats Magic beats Guard beats Speed beats Leadership beats Might. Every way of
fighting beats one other and loses to one other.
- Corner
- One of the six stats, taken as a direction to build
toward. A warband that commits to a corner buys a strong position and pays for it against
that corner's answer.
- Attack
- The share of a stat your warband holds above the
average line. A stat at the line answers an attack but does not press one — so
committing to a shape is what gives a warband its attacks, and refusing to commit leaves
it with none.
- Battle stats
- Might, Guard, Speed, Magic, Vitality,
Leadership. Luck is not one of them — it sits outside the duel and only shifts
the final roll.
- Ability
- What a creature does beyond its stats. One at tier 2 or
more defines an archetype and never stacks. One at tier 1 reads the opponent
or reshapes its own warband, and may never simply add strength.
- Signature
- A rare's ability. It reads deliberate structure in
the warband, never the bare presence of a type, and pays a pile exactly nothing.
- Basic synergy
- What the game pays for a composition on its own:
faction ranks, purity, creature stacks, named recipes, type kinship, breadth. Anyone finds
it, and it is worth the same to everyone.
- Ability synergy
- A creature's ability paying other creatures
under a condition. It takes reading to see.
- Build
- Several synergies assembled into a whole that holds
together. Finding the best one is the game, and a build always beats a pile of basic
synergies of the same budget.
- Recipe
- A named set of specific creatures that pays when all
of them stand together.
- Kinship
- What members sharing a type earn — beasts,
undead, blades, and six more.
- Purity
- A warband entirely of one faction.
- Tech creature
- A creature whose ability
reads the opponent's shape. It pays when the read is right and costs when it is
wrong, so it belongs in the reserve first: brought in against a warband already on screen,
the read never misses.
- Reservethe only word for it
- The five creatures a
warband carries beside its sixteen, hidden from the opponent, that may come in during a
match. Five is where it starts, and the bench confirms it. Reserve is the word
everywhere it is written down, whatever a table calls it out loud.
- Adjustment
- The swaps a player makes for one match, three at
most, each one a reserve creature replacing a fielded one. The warband it produces has to
be legal in the bracket, exactly as the composed one is.
- Manual mode
- The warband's owner sees the opponent's sixteen
after the pairing and sends the adjustment inside a window. Silence plays the base
warband, and nothing is forfeited.
- Automatic mode
- The adjustment is written in advance, as one
condition about the opponent and a fixed set of swaps, and the contract applies it at
settlement.
- Base warband
- The sixteen as composed, before any adjustment.
It is what the lobby's odds are computed on, and what plays whenever an adjustment is
absent or refused.
- Adjustment window
- The time both players have to send a sealed
adjustment. A bracket parameter, one minute to start; at zero the bracket is automatic
only.
- Prestigerarity score
- What a warband is worth
in rarity. It is the number a listing shows, and nothing else.