Glossary
156 Riftbound terms and keywords, explained. Click a keyword on any card to jump here.
A
- Accelerateเร่งความเร็วKeywords
- Optional additional cost keyword on units. As you play the unit you may pay an extra
C (1 Energy plus 1 Power of the unit's domain); if you do, it enters ready instead of exhausted. It only matters while the card is being played and does nothing on the board.
- A 2-cost unit with Accelerate paid for with
C total enters ready and can use its standard move that same turn.
- → Ready → Exhaust → Unit → Power → EnergySee cards with AccelerateRule 805
- Actionแอ็กชันKeywords
- Permissive timing keyword. A card or ability with Action can also be played or activated during showdowns, on any player's turn, in addition to its normal timing. It still cannot be played while a chain exists (that needs Reaction). On abilities it is written Action.
- → Reaction → Showdown → Open State → Closed StateSee cards with ActionRule 806, 159.2.a
- Activated Abilityความสามารถแบบกดใช้Other
- An ability written as 'cost: effect' (e.g. '
: Draw 1'). Its controller may use it during their own Main Phase in an Open State (unless it has Action/Reaction), and it goes on the chain like a spell. Card text calls activating it 'use' or 'play'.
- → Chain → Triggered Ability → Passive Ability → ExhaustRule 376–381
- Addเพิ่ม (ทรัพยากร)Keywords
- Add puts Energy and/or Power into your Rune Pool, e.g. Add
= add 2 Energy, Add
= add 1 Energy and 1 Calm Power. Abilities that Add resolve immediately and can't be responded to; Add abilities with Reaction can be used any time you need to pay a cost. Unspent resources are lost when the pool empties.
- A basic rune has 'Reaction : Add
': exhaust it to add 1 Energy.
- → Rune Pool → Energy → Power → Rune → ReactionRule 430, 168
- Additional Turnเทิร์นเพิ่มเติมTiming
- Effects that say a player 'takes a turn after this' insert an extra turn for that player right after the current one without changing the regular turn order. Multiple extra turns are queued in the order they were created.
- → Turn → Turn PlayerRule 734–738
- Aloneโดดเดี่ยวCombat
- A unit is alone when no other friendly units are at its location. It is 'one on one' when it and the enemy unit at that location are both alone.
- → Friendly → Enemy → Location → CombatRule 740.2
- Ambushซุ่มโจมตีKeywords
- A unit with Ambush may be played to a battlefield where you control units (even if you don't control that battlefield), and it has Reaction while being played there, so it can drop into an ongoing showdown or combat. Cards may also use 'Ambush' as a verb meaning 'play with Ambush's permissions'.
- → Reaction → Battlefield → Unit → ShowdownSee cards with AmbushRule 822
- AssaultบุกโจมตีKeywords
- Assault N: while this unit is an attacker it has +N Might (N is 1 if omitted). Assault from multiple sources adds together.
- A unit with Assault that is given Assault 3 has Assault 4 that turn.
- → Attacker → Might → Shield → CombatSee cards with AssaultRule 807
- AttachติดActions
- Linking two cards on the board (e.g. an Equipment to a unit). The attached card's own rules text becomes inactive, while its Effect Text and Might Bonus are added to the top-most card, and it moves along with it. Units can never be attached. Attaching is not a move.
- → Detach → Equip → Equipment → Effect Text → Might BonusRule 435, 716–719
- Attackerฝ่ายโจมตีCombat
- In combat, the player whose units made the battlefield contested (usually by moving in) is the attacker, and their units there gain the Attacker designation. 'When I attack' abilities trigger the first time a unit gains it in that combat.
- → Defender → Combat → Contested → Assault → DisarmRule 466.2.c, 383.4.e
- Awaken Phaseเฟสตื่นTiming
- First phase of the turn: the turn player readies everything they control that can be readied (units, gear, runes, legend, etc.). Also called the Awakening Phase in one place in the rules.
- → Ready → Beginning Phase → TurnRule 315.1, 416.3.a
B
- BacklineแนวหลังKeywords
- A unit with Backline must be assigned combat damage last: the opponent must assign lethal damage to every unit of the same controller without Backline before assigning any to it. It is the opposite of Tank.
- → Tank → Combat Damage Step → Lethal DamageSee cards with BacklineRule 826
- BanishเนรเทศActions
- Puts a card from any zone directly into Banishment. It is not a kill or a discard, so it doesn't trigger Deathknell. Banished cards are harder to get back than trashed ones, unless the effect that banished them lets you use them.
- → Banishment → Kill → Discard → FlowRule 428
- BanishmentโซนเนรเทศZones
- Each player's non-board zone for banished cards. It is public and unordered, and is sometimes used to hold cards temporarily while effects resolve.
- → Banish → Trash → ReplaceRule 108.6
- BaseฐานZones
- Each player's own area on the board, and a location. Units can always be played here, and gear and runes live here. Being in base scores nothing; units must move to battlefields to conquer or hold.
- → Battlefield → Location → Standard Move → RecallRule 107.1
- Basic Runeรูนพื้นฐานCard types
- There are six basic runes, one per domain. Each has two Reaction abilities: exhaust it to Add 1 Energy, or recycle it to Add 1 Power of its domain.
- To pay
, exhaust two runes for 2 Energy and recycle a Fury Rune for
.
- → Rune → Energy → Power → Recycle → ExhaustRule 164
- BattlefieldสนามรบCard types
- Cards placed in the middle at the start of the game; players fight over them to score by conquering and holding. They are never played, killed or moved, and may have abilities controlled by whoever controls them. Mode of Play sets how many are used (2 in 1v1, one per player). Cards may call them occupied, uncontrolled, or open (unoccupied and uncontrolled).
- → Conquer → Hold → Control → Battlefield Zone → ContestedRule 169–172, 107.2
- Battlefield ZoneโซนสนามรบZones
- The part of the board holding all battlefields. Each battlefield is its own location, everything there is public, and each has an attached Facedown Zone.
- → Battlefield → Facedown Zone → BoardRule 107.2
- Beginning Phaseเฟสเริ่มต้นTiming
- Second phase of the turn. Beginning Step: 'start of Beginning Phase' effects happen (including Temporary). Scoring Step: the turn player holds every battlefield they control and gains points.
- → Hold → Temporary → Awaken Phase → Channel Phase → ScoreRule 315.2
- BoardกระดานZones
- The main play area: every player's base, the battlefield zone (with facedown zones) and the legend zone. Hand, decks, trash, banishment and the chain are non-board zones. An object that moves to a non-board zone becomes a new object and loses damage, counters and temporary effects.
- → Base → Battlefield Zone → Legend Zone → Game ObjectRule 105–109, 124
- BodyDomains
- One of the six domains: orange, a blocky diamond symbol, shorthand
.
- → Domain → Power → Basic RuneRule 134.2.d
- Bonus DamageดาเมจโบนัสResources
- Extra damage added to a Deal action. Multiple sources are summed and applied once; with multiple targets it applies to each target separately; for split damage it increases the total to split; if no damage is dealt, it doesn't apply.
- 'Deal 6 to each of up to two units' with 1 Bonus Damage deals 7 to each.
- → Deal → Damage → PreventRule 712–715
- BuffบัฟKeywords
- To Buff is to put a buff counter on a unit; each buff gives +1 Might. A unit normally holds only one buff, so buffing an already-buffed unit does nothing. Players can 'spend' a buff from a unit they control to pay for effects. Buffs are removed when the unit leaves the board.
- → Might → Counters → Mighty → UnitSee cards with BuffRule 427, 701–705
- Burnเผาการ์ดActions
- Burn X: move the top X cards of your Main Deck to your trash. If there aren't enough, you burn out partway and then burn the rest. (Added in the Vendetta rules update.)
- → Burn Out → Main Deck → TrashRule 441
- Burn Outหมดเด็คActions
- Happens when you must move more cards out of your Main Deck (e.g. draw) than it holds: do as much as possible, recycle your trash into your Main Deck (randomised), choose an opponent to gain 1 point, then finish the action. Looking at, revealing or predicting too many cards doesn't cause a burn out.
- → Draw → Burn → Recycle → Point → Main DeckRule 432
C
- CalmDomains
- One of the six domains: green, a leaf symbol, shorthand
.
- → Domain → Power → Basic RuneRule 134.2.b
- ChainเชนTiming
- A temporary zone where cards and abilities sit while being played. While a chain exists the turn is Closed and only Reactions can be played. Units, gear and Add abilities resolve right after being finalized; spells and other abilities wait while players respond. When all players pass in a row, the newest item resolves first.
- → Closed State → Reaction → Priority → Counter → ResolveRule 108.1, 327–340
- ChampionแชมเปียนCard types
- A supertype that applies only to units: the main League of Legends characters (e.g. Jinx, Rebel). A champion unit whose champion tag matches your Champion Legend can be your Chosen Champion.
- → Chosen Champion → Champion Legend → Tag → Unit → SignatureRule 133.7.a
- Champion Legendแชมเปียนเลเจนด์Deckbuilding
- The one legend every deck needs. It starts in the Legend Zone and can't be removed. Its domains (top-left) set the deck's Domain Identity, and its champion tag determines your Chosen Champion and Signature cards.
- → Legend → Legend Zone → Domain Identity → Chosen Champion → SignatureRule 103.2, 107.4
- Champion ZoneโซนแชมเปียนZones
- Each player's zone where the Chosen Champion starts the game. You can play the champion from here just like from hand; it normally can't return here. Public information.
- → Chosen Champion → Hand → PlayRule 108.3
- ChannelแชนเนลActions
- Taking runes from the top of your Rune Deck and putting them onto the board (in base). They enter ready unless the effect says exhausted. You channel 2 runes each Channel Phase; if there aren't enough, channel as many as possible.
- → Rune → Rune Deck → Channel Phase → RecycleRule 431
- Channel PhaseเฟสแชนเนลTiming
- Third phase of the turn: the turn player channels 2 runes. In 1v1, the player going second channels one extra rune in their first Channel Phase.
- → Channel → Rune → Beginning Phase → Draw PhaseRule 315.3, 487.7
- ChaosDomains
- One of the six domains: purple, a hexagon with swirls from its centre, shorthand
.
- → Domain → Power → Basic RuneRule 134.2.e
- Chosen Championแชมเปียนที่เลือกDeckbuilding
- One champion unit whose tag matches your Champion Legend. It starts in the Champion Zone and can be played from there. Other copies with the same name anywhere also count as your Chosen Champion, and it counts toward the 3-copy limit. Signature cards can't be chosen.
- → Champion → Champion Zone → Champion Legend → Main DeckRule 103.3.a
- Cleanupการเคลียร์สถานะTiming
- A frequent automatic state check (after moves, objects entering/leaving the board, phase changes, etc.). In order: check for a winner, update attacker/defender, kill units with lethal damage, remove control of empty battlefields, recall misplaced gear/runes and trash invalid hidden cards, then stage and start showdowns or combats at contested battlefields.
- → Lethal Damage → Showdown → Combat → Contested → RecallRule 318–324
- Closed StateสถานะปิดTiming
- The state of the turn while a chain exists. Only cards and abilities with Reaction can be played. It is 'Showdown Closed' during a showdown or combat and 'Neutral Closed' otherwise.
- → Open State → Chain → Reaction → ShowdownRule 309, 310
- Combatการต่อสู้Combat
- Happens when units of two opposing players are at the same battlefield. Three steps: (1) Combat Showdown — attacker/defender are set and players take turns playing Actions/Reactions; (2) Combat Damage — each side totals its Might and assigns it as damage to the other, dealt simultaneously; (3) Resolution — all units heal, surviving attackers are recalled if any defenders remain, and the only player left there gains control (possibly conquering). Only two players can be in a combat.
- → Attacker → Defender → Combat Damage Step → Showdown → ConquerRule 461–468
- Combat Damage Stepสเต็ปดาเมจการต่อสู้Combat
- After the combat showdown, if both sides remain, each side sums its units' Might (stunned units don't count) and assigns that much damage to the other side's units, attacker first. Each unit must be assigned lethal damage before moving to the next, respecting Tank and Backline; then all damage is dealt at once.
- → Combat → Lethal Damage → Tank → Backline → StunRule 467
- ConquerยึดครองActions
- Gaining control of a battlefield you haven't scored this turn (usually by winning a combat or a showdown at an empty battlefield). It gives 1 point and triggers 'when I/you conquer' abilities. If you are 1 point from winning, you only get the final point by conquering if you've scored every battlefield this turn; otherwise you draw 1 instead.
- → Hold → Score → Final Point → Control → BattlefieldRule 471.1, 473, 383.4.c
- Contestedถูกช่วงชิงCombat
- A temporary status on a battlefield when a unit whose controller doesn't control it arrives (moved or played there). A contested battlefield gets a showdown (no enemies) or a combat (enemy units present) and stays contested until control is settled. The player who contested it is the attacker.
- → Control → Showdown → Combat → AttackerRule 190.3
- ControlการควบคุมOther
- You control what you play, hide or create, plus your legend. A battlefield is controlled by the player with units left there after a showdown or combat, for as long as they keep units there; with none left they lose control in the next cleanup. The battlefield's controller controls its abilities.
- → Owner → Battlefield → Contested → Conquer → HoldRule 188–192
- CopyสำเนาActions
- Making a game object take on another object's copyable traits (name, types, tags, cost, domain, text, Might, etc.). The Radiance update gave copy effects their own first layer and specified that objects created as copies (e.g. Zilean's extra token) simply have those traits as their printed traits.
- → Token → Replace → Game ObjectRule 446, 479.1
- Costค่าร่ายResources
- What you pay to play a card or use an ability. Main Deck cards show it top-left: the number is the Energy cost and the stacked domain symbols are the Power cost. There are also mandatory and optional additional costs (Accelerate, Repeat, Deflect…) and non-resource costs like exhausting, killing or discarding. Discounts apply after additions and can't go below 0.
- → Energy → Power → Pay → Accelerate → RepeatRule 131, 201–206, 356
- Counterล้มล้างActions
- Cancelling a card or ability on the chain. It does nothing and is removed (cards go to the trash), it doesn't count as played for 'when you play' triggers, and costs paid are not refunded.
- → Chain → Reaction → SpellRule 426
- Countersเคาน์เตอร์Other
- Markers placed on objects on the board to track semi-permanent effects, such as buffs. They aren't targeted, have no controller, can only be spent by the controller of the object they're on, and vanish when that object leaves the board.
- → Buff → Game ObjectRule 741–749
- Createสร้างActions
- Producing a new game object (usually a token) in the zone the effect names; otherwise permanents go to a location they could be played to, spells to the chain, runes to base, legends to the legend zone, battlefields to the battlefield zone. The creator owns it. 'Play a … token' creates it on the chain and plays it.
- → Token → Play → ReplaceRule 440
D
- DamageดาเมจResources
- A value marked on a unit when it is dealt damage (not a game object). If non-zero damage equals or exceeds the unit's Might, it dies in the next cleanup. All damage heals at the end of every turn and in the combat cleanup.
- → Deal → Lethal Damage → Heal → Might → PreventRule 142, 143.3
- Dealสร้างดาเมจActions
- Marking damage on units, written 'Deal X to …'. Damage must be a positive whole number. The source is the spell/ability, or the unit the card names; in combat the opposing units are the source. 'Deal X for each …' is a single instance of damage.
- → Damage → Bonus Damage → Prevent → KillRule 418
- DeathknellKeywords
- Triggered ability on permanents, written Deathknell effect, meaning 'When I die, effect'. It triggers only when the permanent is killed and actually goes to the trash; if the death is replaced (e.g. recalled or banished instead), it doesn't. Information about the card just before it died is remembered.
- 'Deathknell Discard 2, then draw 2.' When it dies, discard 2 then draw 2.
- → Kill → Trash → Triggered Ability → PermanentSee cards with DeathknellRule 808
- Defenderฝ่ายป้องกันCombat
- In combat, the player who did not contest the battlefield is the defender, and their units there gain the Defender designation. 'When I defend' abilities trigger the first time a unit gains it in that combat; Shield adds Might while defending.
- → Attacker → Combat → ShieldRule 466.2.c, 383.4.f
- Deflectเบี่ยงเบนKeywords
- Deflect N: opponents' spells and abilities that choose this pay N more Power (of any domain) for each time they choose it, as a mandatory additional cost. N is 1 if omitted; multiple instances add up.
- → Target → Power → CostSee cards with DeflectRule 809
- DeployประจำการKeywords
- Gear keyword (new in the Radiance update). Deploy gear can only be played or created to a battlefield, but any battlefield, including enemy-occupied or empty ones. It isn't recalled in cleanups and can be moved by effects, but it is killed when an opponent holds that battlefield.
- The Bomb gear token has Deploy and a Deathknell that deals 2 to an enemy unit there.
- → Gear → Battlefield → Hold → RecallRule 830
- DetachถอดActions
- Unlinking an attached card from its top-most card. The detached card's own rules text becomes active again and it stops granting Effect Text/Might Bonus, staying at the same location; gear left at a battlefield is recalled in the next cleanup. When a unit leaves the board, everything attached to it detaches.
- → Attach → Equipment → RecallRule 436
- DisarmปลดอาวุธKeywords
- New in the Radiance update; an attack trigger. Disarm N means 'When I attack, give an enemy unit here -N Might this turn.' N is 1 if omitted; multiple sources are summed and it triggers only once with the total.
- → Attacker → Might → AssaultRule 831
- Discardทิ้งการ์ดActions
- Moving a card from your hand straight to your trash without using its text; the discarding player chooses which. Written 'Discard X'. As a cost you must be able to discard them all; as an effect, discard as many as you can.
- → Hand → Trash → BanishRule 423
- DisempowerถอนพลังActions
- Removing the Empowered status from an object. Does nothing if it isn't Empowered; removes one if it has several stacked.
- → Empower → EmpoweredRule 443
- Domainโดเมน (สาย)Domains
- Most cards belong to one or more of six domains: Fury
, Calm
, Mind
, Body
, Chaos
, Order
, shown bottom-right. Domains decide which Power pays for cards and which cards fit your Domain Identity.
means Power of any domain; C means Power of the card's own domain.
- → Fury → Calm → Mind → Body → Chaos → Order → Domain Identity → PowerRule 134, 135.2.e
- Domain Identityอัตลักษณ์โดเมนของเด็คDeckbuilding
- The set of domains a deck may use, set by the Champion Legend's domains. Single-domain cards need that domain in the set; multi-domain cards need all of theirs; domainless cards fit any deck. Runes must match too.
- → Domain → Champion Legend → Main Deck → Rune DeckRule 103.2.b
- Doubleเพิ่มเป็นสองเท่าActions
- Increasing a number (e.g. Might) by its current value, as a fixed bonus for the effect's duration; if the current value is negative it increases by 0. Doubling damage works as a replacement effect.
- A 5-Might unit that is doubled gets +5 for the turn, even if its other modifiers later change.
- → Might → SwapRule 433
- Drawจั่วActions
- Taking the top card of your Main Deck into your hand, written 'Draw X'. You draw 1 each Draw Phase and otherwise only when an effect says so. Everyone draws 4 at the start. Drawing from an empty deck causes a burn out.
- → Draw Phase → Hand → Main Deck → Burn Out → MulliganRule 414
- Draw Phaseเฟสจั่วTiming
- Fourth phase: the turn player draws 1 (burning out first if their deck is empty). In 3–4 player modes the first player skips their first draw; 1v1 has no such rule.
- → Draw → Burn Out → Channel Phase → Main PhaseRule 315.4, 489.7
E
- Effect Textข้อความเอฟเฟกต์Other
- A separate text box below the rules text on some cards (e.g. Equipment). It is inactive until the card is attached to a unit, at which point its abilities are added to that unit.
- → Rules Text → Attach → Equipment → Might BonusRule 136
- EmpowerเสริมพลังKeywords
- Activated ability keyword on permanents and legends: Empower Cost means 'Cost: Empower this. Play only if not Empowered.' Paying it gives the object the Empowered status indefinitely until it is disempowered. (Added in Vendetta; Radiance clarified that objects allowed to be Empowered multiple times ignore the restriction.)
- 'Empower —
or C ': pay 1 Energy or 1 Power of the card's domain to empower it.
- → Empowered → Disempower → Activated Ability → LegendSee cards with EmpowerRule 827, 442
- EmpoweredถูกเสริมพลังKeywords
- Both a status and a dependent keyword. Text after Empowered is active only while the object has the Empowered status, and 'when I become Empowered' abilities trigger as it gains it. The status does nothing by itself.
- → Empower → Disempower → Level → LegionSee cards with EmpoweredRule 828, 442.2
- Ending Phaseเฟสจบเทิร์นTiming
- Last phase. Ending Step: 'end of turn' effects happen. Expiration Step: all units heal, every 'this turn' effect expires at once (stuns too), and every Rune Pool empties. Then the next player's turn begins.
- → Main Phase → Heal → Rune Pool → Stun → TurnRule 317
- Enemyฝ่ายศัตรูOther
- Two game objects are enemies if one's controller is an opponent of the other's. An 'enemy unit' is a unit an opponent controls.
- → Friendly → ControlRule 740.1.b
- EnergyResources
- Domainless resource used to pay the numeric Energy cost (top-left of the card). Usually gained by exhausting runes (Add
); written as a number like
.
- → Power → Rune Pool → Add → Cost → RuneRule 163.1, 131.2
- Equipสวมใส่Keywords
- Activated ability on Equipment: Equip Cost means 'Cost: Attach this to a unit you control' (the unit is targeted), used at normal activated-ability timing. Once attached, the unit is Equipped.
- → Equipment → Attach → Weaponmaster → Quick-Draw → GearSee cards with EquipRule 818
- Equipmentอุปกรณ์Card types
- Gear with the Equipment tag. It has Effect Text and a Might Bonus that the unit it's attached to gains. It attaches via Equip, Quick-Draw or Weaponmaster; if the unit leaves the board, the Equipment detaches and returns to base.
- → Gear → Equip → Attach → Might Bonus → Effect TextRule 150
- ExhaustตะแคงActions
- Turning a card on the board sideways to show it's spent. The symbol in an ability means 'exhaust this' as a cost; an already-exhausted card can't be exhausted again to pay. Units normally enter exhausted, and a standard move exhausts the unit.
- → Ready → Standard Move → Awaken Phase → AccelerateRule 415, 135.2.e.2
F
- Facedown Zoneโซนคว่ำหน้าZones
- A sub-zone of each battlefield for one facedown card (e.g. one hidden with Hidden), usable only by the battlefield's controller. If control is lost, the card there is trashed in the next cleanup. The zone is public but the card face is private.
- → Hidden → Hide → BattlefieldRule 107.3
- Final Pointแต้มสุดท้ายOther
- Special scoring rule: when you are 1 point from the Victory Score, conquering only gives you that point if you've scored every battlefield this turn; otherwise you draw 1 instead. Points from other sources (holding, card effects, burn outs) ignore this rule.
- → Conquer → Victory Score → Point → ScoreRule 473.1
- FlowKeywords
- Spell keyword (added in Vendetta): Flow Cost lets you play the spell from your trash by paying the Flow cost instead of its normal cost; afterwards it is banished instead of returning to the trash. Timing is unchanged.
- → Spell → Trash → Banish → CostSee cards with FlowRule 829
- FocusโฟกัสTiming
- The right to act during a showdown when no chain exists. The player with Focus also has Priority and may play an Action/Reaction card or ability, or pass. After the chain they started resolves, Focus passes on; when everyone passes in a row the showdown ends. The player who contested the battlefield gets Focus first.
- → Priority → Showdown → Action → ReactionRule 311–313, 345–348
- Friendlyฝ่ายเราOther
- Two game objects are friendly if they share a controller or their controllers are teammates (2v2). So 'friendly unit' includes a teammate's units.
- → Enemy → Control → AloneRule 740.1.a
- FuryDomains
- One of the six domains: red, a circle with three projecting points, shorthand
.
- → Domain → Power → Basic RuneRule 134.2.a
G
- Game ObjectวัตถุเกมOther
- Anything that can produce game effects: Main Deck cards, runes, legends, battlefields, tokens, abilities on the chain, counters. An object moving to or from a non-board zone becomes a new object and loses temporary modifications.
- → Board → Token → CountersRule 119–124
- Gankingแกงก์Keywords
- A unit with Ganking can use its standard move to go directly from one battlefield to another (normally only base↔battlefield). No extra cost; multiple instances are redundant.
- → Standard Move → Move → BattlefieldSee cards with GankingRule 810, 144.4.c
- Gearเกียร์Card types
- A non-unit permanent card type. It is played to your base (unless something like Hidden or Deploy says otherwise) and enters ready; it often has activated abilities. Unattached gear at a battlefield is recalled to base. Some gear is Equipment.
- → Equipment → Permanent → Deploy → BaseRule 147–152
- Golden RuleกฎทองOther
- When card text contradicts the rules, the card wins. Also, 'can't' beats 'can', and when following card text you do as much as possible and skip impossible parts.
- → Rules TextRule 001–056
H
- HandมือZones
- Where drawn cards go. Card faces are private but the number of cards is public. Normally you can only play cards from your hand or Champion Zone.
- → Draw → Discard → Play → Champion ZoneRule 108.7
- HealฮีลActions
- Clearing damage marked on units. It happens when an effect says so, and automatically to all units at the end of each turn and in the combat cleanup.
- → Damage → Ending Phase → CombatRule 419, 143.3.b
- Hideซ่อนActions
- Placing a card facedown at a battlefield you control, a discretionary action enabled by Hidden. Hiding is not playing and doesn't open a chain, but playing the card from facedown does.
- → Hidden → Facedown Zone → PlayRule 422
- Holdยึดไว้Actions
- If you still control a battlefield during the Scoring Step of your own Beginning Phase, you hold it and gain 1 point, triggering 'when I/you hold' abilities. Each battlefield can only be scored once per turn.
- → Conquer → Score → Beginning Phase → Point → HuntRule 471.2, 315.2.b, 383.4.d
- Huntล่าKeywords
- Hunt N: when this unit conquers or holds, its controller gains N XP (N is 1 if omitted). Hunt from multiple sources adds up.
- → XP → Level → Conquer → HoldSee cards with HuntRule 823
K
- Killฆ่าActions
- Sending a permanent (unit or gear) from the board to the trash, either by a 'Kill …' instruction (including as a cost) or automatically when a unit has lethal damage in a cleanup. A killed unit 'dies', triggering Deathknell. Battlefields and legends can't be killed.
- → Deathknell → Lethal Damage → Trash → BanishRule 429
L
- Legendเลเจนด์Card types
- A card type that lives in the Legend Zone. Legends aren't played, killed or moved and aren't permanents; they have domains and abilities (often activated by exhausting). Every deck has one Champion Legend; some effects create extra legends.
- → Champion Legend → Legend Zone → Domain IdentityRule 173–176
- Legend Zoneโซนเลเจนด์Zones
- The board space for each player's Champion Legend. It is not a location, and the Champion Legend can never leave it; extra created legends can sit here and may be removed.
- → Legend → Champion Legend → BoardRule 107.4
- LegionกองทัพKeywords
- Dependent keyword: text after Legion is active only if you've played another card this turn (a countered card still counts, since it was finalized). One earlier card satisfies all your Legion abilities.
- 'Legion I cost
less.' If you've played another card this turn, it costs 2 less.
- → Level → Empowered → PlaySee cards with LegionRule 812, 727
- Lethal DamageดาเมจถึงตายCombat
- Non-zero damage equal to or greater than a unit's Might; such a unit is killed in the next cleanup (a 0-Might unit needs at least 1). In combat, each unit must be assigned lethal damage before damage goes to the next.
- → Damage → Might → Kill → Combat Damage StepRule 142.4
- LevelเลเวลKeywords
- Dependent keyword: Level N text is active while the card's controller has at least N XP, and stops as soon as they have less.
- 'Level 3 I have +1 and Ganking.' With 3+ XP the unit gets +1 Might and Ganking.
- → XP → Hunt → Legion → EmpoweredRule 824
- Locationตำแหน่งZones
- Places on the board where permanents and runes can be: each base and each battlefield. They are the origins and destinations of moves; 'here' on a card means its location. The Legend Zone and facedown zones are not locations.
- → Base → Battlefield → MoveRule 197–200
M
- Main Deckเด็คหลักDeckbuilding
- A deck of at least 40 units, gear and spells (including the Chosen Champion), with at most 3 copies of any name, at most 3 Signature cards in total, all within your Domain Identity. In play it sits facedown; its size is public but its order is secret. 'Card' in card text means a Main Deck card.
- → Rune Deck → Chosen Champion → Signature → Domain Identity → UniqueRule 103.3, 108.4, 052
- Main PhaseเฟสหลักTiming
- The phase where the turn player acts freely. Every Rune Pool empties first, then the turn player may play cards, use abilities and move units in any order and as often as they can, which may cause showdowns or combats. They then declare the end of turn and move to the Ending Phase.
- → Standard Move → Showdown → Combat → Ending Phase → Rune PoolRule 316
- MightResources
- A unit's combat stat, shown top-right with the symbol (sword and shield). It is summed as combat damage and is the threshold at which damage kills the unit. Negative Might counts as 0 when referenced or summed.
- → Damage → Mighty → Buff → Might Bonus → Combat Damage StepRule 143.2, 135.2.e.3
- Might Bonusโบนัส MightResources
- A +N value in the lower right of cards like Equipment; it adds to the Might of the unit it's attached to while attached (it can be +0).
- → Equipment → Attach → MightRule 137
- MightyทรงพลังKeywords
- A unit is Mighty while its Might is 5 or more, and 'becomes Mighty' the moment its Might goes from below 5 to 5 or more (a 5-Might unit getting +1 doesn't 'become' Mighty). Off the board, printed Might is used.
- → Might → BuffSee cards with MightyRule 706–711
- MindDomains
- One of the six domains: blue, a sun-and-moon symbol, shorthand
.
- → Domain → Power → Basic RuneRule 134.2.c
- Mode of Playโหมดการเล่นOther
- Defines player count, teams, Victory Score, battlefield count and first-turn adjustments. Sanctioned modes: 1v1 Duel (Bo1) and 1v1 Match (Bo3) at 8 points with 2 battlefields (each player brings 3 and uses 1); FFA3 Skirmish and FFA4 War at 8 points with 3 battlefields; 2v2 Magma Chamber at 11 points with shared team points.
- → Victory Score → Battlefield → SetupRule 483–491
- Moveเคลื่อนที่Actions
- A permanent changing location on the board. It is instant, doesn't use the chain and can't be responded to; it comes from a standard move or an effect. Units can't move to a battlefield holding units of two other players. Entering a battlefield you don't control contests it. Recalls and attached cards following their unit are not moves.
- → Standard Move → Recall → Ganking → Contested → LocationRule 421, 447–455
O
- Open StateสถานะเปิดTiming
- The state of the turn when no chain exists. 'Neutral Open' (no showdown) is when the turn player can play anything normally during their Main Phase; 'Showdown Open' (during a showdown or combat) lets the player with Focus play only Actions or Reactions.
- → Closed State → Showdown → Main Phase → ActionRule 308–310
- OrderDomains
- One of the six domains: yellow, an angular winged symbol, shorthand
.
- → Domain → Power → Basic RuneRule 134.2.f
P
- Passive AbilityความสามารถติดตัวOther
- An ability stated as a fact that applies continuously (e.g. 'I get +1 while …'), possibly conditional with 'if' or 'while'. It normally works only on the board unless the text says otherwise.
- → Triggered Ability → Activated Ability → Replacement EffectRule 363–366
- Payจ่ายActions
- Removing Energy or Power from your Rune Pool. Paying is always optional (declining a card's cost undoes playing it). While paying you can use Add abilities with Reaction to top up.
- → Cost → Rune Pool → AddRule 445
- Permanentเพอร์มาเนนต์Card types
- The umbrella category for Main Deck cards that stay on the board after being played: units and gear. Runes, legends and battlefields are not permanents.
- → Unit → Gear → SpellRule 133.4.a
- PickคัดเลือกOther
- 'Pick' means a choice that does not target, whereas 'choose' targets. The distinction was formalised in the Radiance update; older card text will move to 'pick' in the Legacy update.
- → Target → Show OffRule 355.7
- Playเล่นActions
- Putting a card (or token/ability) on the chain and completing the steps: make choices and targets, total the cost, pay, check legality, finalize. Normally from your hand or Champion Zone; units go to your base or a battlefield you control. 'When you play' triggers happen once the card resolves.
- → Chain → Cost → Target → Hand → Champion ZoneRule 349–359, 420
- Play Effectเอฟเฟกต์ตอนลงสนามOther
- A 'When you play me/this' triggered ability on a unit or gear. It goes on the chain after the permanent enters the board, and its targets are chosen then, not while the card was being played.
- → Triggered Ability → Play → Vision → WeaponmasterRule 383.4.a
- Pointแต้มResources
- Victory points, gained by holding and conquering battlefields (1 each), from card effects ('score X points'/'gain a point'), or when an opponent burns out. Points can't go below 0. Reaching the Victory Score with more than everyone else at a cleanup wins.
- → Victory Score → Score → Conquer → Hold → Final PointRule 193–196
- PowerResources
- Domain-specific resource that pays the domain symbols in a cost. Usually gained by recycling runes. Written
;
is Power of any domain; C is Power of the card's own domain (treated as
on domainless cards).
- → Energy → Domain → Rune Pool → Basic Rune → CostRule 163.2, 131.3, 135.2.e
- PredictทำนายActions
- Predict X: look at the top X cards of your Main Deck, recycle any number of them, and put the rest back on top in any order. X is 1 if omitted; with too few cards you predict what's there without burning out.
- → Vision → Recycle → Main DeckRule 437
- Preventป้องกันดาเมจActions
- An effect reducing the next damage a unit would take, e.g. 'Prevent the next 3 damage…'. Prevented damage uses up the prevent value; fully prevented damage counts as never dealt. In combat, lethal assignment must account for the prevent value.
- → Damage → Deal → Replacement Effect → Bonus DamageRule 438
- Priorityสิทธิ์ลงมือTiming
- The exclusive right to take discretionary actions such as playing cards or using abilities. You get Priority in your Main Phase when nothing is pending, when you gain Focus in a showdown, and in turn while a chain exists so players can respond or pass.
- → Focus → Chain → Showdown → ReactionRule 311–312
Q
- Quick-DrawKeywords
- Keyword on Equipment with Equip. It means Reaction plus 'When you play this, attach it to a unit you control', so you can play it mid-chain or mid-combat and it attaches immediately.
- → Equip → Equipment → Reaction → AttachSee cards with Quick-DrawRule 819
R
- Reactionรีแอ็กชันKeywords
- Permissive timing keyword. It includes everything Action allows and also lets the card or ability be played during Closed States (while a chain exists) on any player's turn, so it can respond to things on the chain and resolves before them. Written Reaction on abilities.
- → Action → Chain → Closed State → CounterSee cards with ReactionRule 813, 159.2.b
- Readyพร้อมActions
- The upright, available state, and the action of turning a card back upright. In the Awaken Phase you ready everything you control. Gear and runes enter ready; units enter exhausted unless Accelerate or another effect says otherwise.
- → Exhaust → Awaken Phase → AccelerateRule 416
- RecallเรียกกลับฐานActions
- Relocating a permanent to its controller's base without it being a move, so move triggers don't fire and movement restrictions can't stop it; damage and statuses stay. It happens to surviving attackers if defenders remain after combat, and to gear left at a battlefield.
- → Move → Base → Combat → CleanupRule 456–460
- RecycleรีไซเคิลActions
- Putting cards from a zone on the bottom of the matching deck: Main Deck cards under the Main Deck (randomised if several), runes under the Rune Deck (owner's order). Cards always go to their owner's deck. Recycling runes is the main way to get Power.
- → Rune → Basic Rune → Main Deck → Rune Deck → PredictRule 417
- Repeatทำซ้ำKeywords
- Repeat Cost: optional additional cost on spells and abilities. If paid when played, its instructions are executed one more time on resolution. Choices for the extra execution are made when playing and can differ, but it still counts as played once.
- A spell that plays a 2 Sand Soldier with Repeat
makes two tokens if you pay the extra 2.
- → Spell → Cost → Activated AbilitySee cards with RepeatRule 820
- Replaceแทนที่Actions
- Creating a token in place of another card or token without playing it. The token inherits all effects and statuses and is treated as the same object; the original goes to Banishment as 'replaced' (not banished) and may later be swapped back.
- → Token → Banishment → CreateRule 439
- Replacement Effectเอฟเฟกต์แทนที่Other
- An ability that changes how an event happens, usually worded with 'would', 'instead' or 'as' (e.g. 'If a friendly unit would die, … instead'). It doesn't use the chain, and the original event never happens. Burn Out, Prevent and Skip work this way.
- → Passive Ability → Prevent → Burn Out → SkipRule 367–375
- ResolveทำงานTiming
- Carrying out a spell's or ability's instructions on the chain, top to bottom. When all players pass in a row, the newest finalized item resolves. Instructions tied to targets that became illegal are skipped, the rest still happen; resolved spells go to the trash.
- → Chain → Priority → Target → SpellRule 340, 158, 359.3
- RevealเปิดเผยActions
- Showing cards from a hidden zone (e.g. top of deck, hand) to all players. They stay in their zone while revealed, until the spell or ability finishes resolving. Voluntarily showing a card doesn't count as revealing.
- → Hand → Main Deck → Show OffRule 425
- Rules Textข้อความกฎบนการ์ดOther
- The text describing what a card does: abilities, instructions, keywords (with a coloured highlight), italic reminder text in parentheses (no game effect) and symbols like , ,
, C . Cards refer to themselves as I/me (units, legends), this (gear, spells) or here (battlefields).
- → Effect Text → Golden Rule → Passive AbilityRule 135, 053
- RuneรูนCard types
- Rune Deck cards that produce resources. They are channeled onto the board (not played) and sit in base; they are not permanents. Exhaust them for Energy and recycle them to the Rune Deck for Power.
- → Basic Rune → Rune Deck → Channel → Energy → PowerRule 160–164
- Rune Deckเด็ครูนZones
- A separate deck of exactly 12 runes matching your Domain Identity, shuffled and kept apart from the Main Deck. You channel 2 runes from it each turn, and recycled runes go to its bottom.
- → Rune → Channel → Recycle → Domain Identity → Main DeckRule 103.4, 108.5
S
- Scoreทำแต้มActions
- Conquering or holding a battlefield you haven't scored this turn, gaining up to 1 point (subject to the Final Point rule) and triggering conquer/hold effects. Each battlefield can be scored once per player per turn. Note: card text 'score X points' just means gaining points, not scoring a battlefield.
- → Conquer → Hold → Point → Final PointRule 469–474
- SetupการเตรียมเกมTiming
- Before play: put the Champion Legend in the Legend Zone and the Chosen Champion in the Champion Zone, place battlefields per the Mode of Play, shuffle Main and Rune Decks separately, randomly pick the first player, everyone draws 4, mulligan in turn order, then the first player starts.
- → Mulligan → Mode of Play → Champion Legend → Chosen ChampionRule 110–118
- Shieldโล่Keywords
- Shield N: while this unit is a defender it has +N Might (N is 1 if omitted). Multiple sources add up.
- A unit with Shield given Shield 3 has Shield 4.
- → Defender → Might → Assault → TankSee cards with ShieldRule 814
- Show OffKeywords
- New in the Radiance update: Show Off Object means that as you play the card you may reveal matching card(s) from hand and/or pick matching friendly objects on the board. Linked text ('If you showed off…') uses the shown object's information as of that moment; later changes don't matter.
- 'Show Off a unit' plus 'If you showed off a unit, deal damage equal to that unit's Might to a unit.'
- → Reveal → Pick → PlayRule 832
- Showdownโชว์ดาวน์Timing
- A window that opens when a battlefield becomes contested. The contesting player gets Focus first, then players take turns playing one Action or Reaction card/ability at a time until everyone passes in a row. In a non-combat showdown (moving to a battlefield with no enemies), if only one player's units remain they take control (and conquer). With enemies present, the showdown is the first step of combat.
- → Focus → Combat → Contested → Action → ReactionRule 341–348, 316.8
- Signatureซิกเนเจอร์Deckbuilding
- A supertype for a champion's special cards (e.g. Tibbers for Annie). A deck may contain at most 3 Signature cards in total, all with the champion tag of its Champion Legend. They aren't champion units and can't be the Chosen Champion.
- → Champion → Champion Legend → Tag → Main Deck → UniqueRule 103.3.d, 133.7.b
- Skipข้ามActions
- Replacing an event or turn procedure with nothing, e.g. skipping a Draw Phase or the next point from conquering; anything triggered by it doesn't happen. (Added in Vendetta.)
- → Replacement Effect → TurnRule 444
- Spellสเปลล์Card types
- A card type that does its effect once and then goes to the trash; it never stays on the board. Normally playable only on your turn in a Neutral Open State (no chain, no showdown) unless it has Action or Reaction. Its player controls it, chooses targets and pays costs.
- → Action → Reaction → Chain → Flow → RepeatRule 153–159
- Standard Moveการเคลื่อนที่มาตรฐานActions
- Every unit's inherent ability: exhaust it to move from base to a battlefield or from a battlefield to base, during your Main Phase with no chain and no showdown/combat. Several units can move together if going to the same place. Units with Ganking can also move battlefield to battlefield.
- → Move → Exhaust → Ganking → ContestedRule 144, 421.3
- StunสตันKeywords
- Giving a unit the Stunned status. A stunned unit doesn't add its Might to combat damage but still needs full lethal damage to die. The status wears off in the end-of-turn cleanup. An already-stunned unit can't be stunned again (so 'when you stun' won't trigger).
- → Combat Damage Step → Might → Ending PhaseSee cards with StunRule 424
T
- Tagแท็กCard types
- Category words listed after the card type, such as champion, region or species names (Jinx, Noxus, Yordle, Mech). They have no rules meaning of their own but other effects reference them. Tags linking legends, champion units and Signature cards are Champion Tags.
- → Champion → Signature → Champion LegendRule 133.8, 143.1, 763
- Tankแทงก์Keywords
- A unit with Tank must be assigned lethal combat damage before any of its controller's units without Tank. Among several Tank units the assigning player picks the order. Opposite of Backline.
- → Backline → Combat Damage Step → ShieldSee cards with TankRule 815
- Targetเป้าหมายOther
- When a card or ability 'chooses' a specific object, player or zone, it targets it. Targets are chosen while playing and must be legal; if a target is illegal on resolution (moved, left the board, etc.), instructions involving it are skipped. Things that are 'picked', in hidden zones, or affected by criteria like 'all units' are not targets. Deflect and 'can't be chosen' effects work on targeting.
- → Pick → Deflect → Resolve → PlayRule 355.6–355.17, 756–758
- Temporaryชั่วคราวKeywords
- Triggered ability on permanents: at the start of its controller's Beginning Phase, before scoring, kill it. So it lasts until the start of your next turn and won't help you hold. Multiple instances trigger only once.
- A 3 Sprite token with Temporary dies at the start of your next turn.
- → Beginning Phase → Kill → Token → HoldSee cards with TemporaryRule 816
- TokenโทเคนCard types
- Game objects created by effects during play; not cards, and can be represented by anything. They follow the rules of their type (token units enter exhausted), cost 0 and have no domain. A token that goes to a non-board zone other than the chain ceases to exist. Examples: 1 Recruit, 3 Sprite with Temporary, 3 Mech, 2 Sand Soldier, Gold gear.
- → Create → Replace → Temporary → UnitRule 179–187
- Trashกองทิ้งZones
- Each player's zone for cards that are killed, discarded, resolved spells, or otherwise trashed. Public and unordered. Some cards can be used from here (e.g. Flow).
- → Kill → Discard → Burn → Flow → BanishmentRule 108.2
- Triggered Abilityความสามารถแบบทริกเกอร์Other
- An ability that happens automatically when its condition is met, starting with 'When…', 'At…' or 'The first time…'. It goes on the chain even on other players' turns or mid-chain. If its effect starts with 'you may', the controller decides as it goes on the chain. Named kinds: play effects, conquer/hold effects, attack/defend triggers, Deathknell.
- → Activated Ability → Passive Ability → Play Effect → Deathknell → ChainRule 382–393
- Turnเทิร์นTiming
- Players take turns in turn order. Each turn's phases, in order: Awaken (ready everything), Beginning (start-of-turn effects, then holding to score), Channel (2 runes), Draw (draw 1), Main (act freely) and Ending (end-of-turn effects, heal, expire 'this turn' effects). The first four together are the Start of Turn.
- → Awaken Phase → Beginning Phase → Channel Phase → Draw Phase → Main Phase → Ending Phase → Turn PlayerRule 301–317
- Turn Playerผู้เล่นเจ้าของเทิร์นTiming
- The player taking the current turn. Simultaneous events are ordered starting with the turn player. They also make the choices for uncontrolled battlefields' abilities and pick which staged showdown/combat starts first.
- → Turn → PriorityRule 304, 303.2.a
U
- Uniqueใบเดียวในเด็คKeywords
- Deckbuilding restriction: a deck may include only 1 copy of a card with Unique (instead of 3). A Unique Signature card still counts toward the 3 Signature cards but only one copy of each Unique name is allowed. No effect during play.
- → Main Deck → SignatureSee cards with UniqueRule 825
- UnitยูนิตCard types
- The character permanent card type. Units have Might, are located in a base or at a battlefield, and fight for battlefields. They are played to your base or a battlefield you control, enter exhausted, have the standard move, and die when damage reaches their Might. Units can't be attached to anything.
- → Might → Standard Move → Champion → Permanent → TokenRule 140–146
V
- Victory ScoreคะแนนชนะResources
- The points needed to win: 8 by default (11 in 2v2). You win when, at a cleanup, you have at least the Victory Score and more points than every opponent; ties keep playing until someone leads.
- → Point → Final Point → Mode of Play → CleanupRule 194.2–194.3
- VisionนิมิตKeywords
- Triggered ability on permanents: when it's played, Predict (look at the top card of your Main Deck and choose whether to recycle it). Multiple instances trigger separately.
- → Predict → Play Effect → RecycleSee cards with VisionRule 817
W
- Weaponmasterปรมาจารย์อาวุธKeywords
- Play effect on units: when you play it, you may choose an Equipment you control and pay its Equip cost reduced by
to attach it to this unit right away, regardless of Equip's normal timing. If the Equip cost has no
, it can still be paid but isn't reduced.
- → Equip → Equipment → Attach → Play EffectSee cards with WeaponmasterRule 821