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Glossary

Key terms used throughout The Fathoming and on card text.

Card Types

Warrior
A card type; the primary combatants. Played to your Warrior Zone by paying its Summon Cost. Warriors have a Class, Summon Cost, Health, Attack, and Attack Cost, and may have a Constant, When Played, or Activate ability. You may have up to 4 Warriors in play.
Terrain
A card type representing the environment. Has a Class, Summon Cost, and Health, and may have a Constant or Activate ability. Played to either the Personal Terrain Zone or the Global Terrain Zone. Destroying a Terrain grants no Loot.
Asset
A card type with a Summon Cost and a tactical effect. Assets come in two subtypes: Actions and Items.
Action
An Asset subtype. Played by paying its Summon Cost; its effect resolves immediately unless stated otherwise, after which it is placed in the discard pile.
Item
An Asset subtype. Played by paying its Summon Cost and equipped to one of your Warriors, granting an ongoing effect. A Warrior may have up to 1 Item attached unless an effect states otherwise. An Item is discarded when the Warrior it is attached to is discarded or destroyed.

Core Concepts

Class
The identifying group a Warrior or Terrain belongs to. Many abilities trigger, buff, or debuff based on Class. The base Classes are Fairy, Pixie, Vampire, Werewolf, Mermaid, Wiccan, Human, and Goblin, plus Divine. A card can belong to more than one Class at the same time (for example, through Medallions).
Field
A player's play area — their Warrior Zone, Terrain Zones, and Asset Zone. "Your field" refers to your side; effects that reference "the field" without a side may affect both.
In Play / On the Field
A card is in play when it occupies a zone on the field (Warrior Zone, a Terrain Zone, or the Asset Zone while resolving), as opposed to being in a hand, deck, or discard pile.
Personal Terrain
A Terrain in a player's Personal Terrain Zone. Its effects apply only to that player's side of the field. Each player may have 1 active Personal Terrain.
Global Terrain
The Terrain in the shared Global Terrain Zone. Its effects apply to both players' sides. Only 1 Global Terrain can be active at a time; to remove an opponent's Global Terrain, you must destroy it. When Terrain effects are applied, the Global Terrain's effects apply before Personal Terrain effects.

Stats / Damage

Energy
Resource used to play cards and activate abilities. Energy is used by spending Energy Credits.
Summon Cost
Energy that must be spent to play a card onto the field.
Attack Cost
Energy that must be spent to attack with a card.
Attack
The amount of damage that a card can deal to an opposing card.
Damage
Dealt by attacks or effects of cards. Total damage on a card is always compared against its Health.
Health
The amount of damage that can be suffered by a card before it is destroyed.
Heal
An action to remove an amount of damage from a warrior or terrain.
Loot
Points gained by defeating opponents' warriors.
Ability Types
Constant
The card's ability is always active as long as it is in play under the specified conditions.
Activate
The card's ability requires player activation under specific conditions.
When Played
The card's ability immediately takes effect when played onto a player's field from their hand.
Equip
Cards with this ability must be attached to a warrior card.
No Ability
The card does not have a secondary effect.
Base Attack / Base Health
The underlying Attack or Health value of a card — its printed value as modified by permanent effects — before temporary (this-turn / until-end-of-turn) effects are applied. Effects that change a "base" stat adjust this underlying value. Temporary bonuses are added on top of the base value and expire at end of turn.
Suffer Damage / Take Damage
To add damage to a card's accumulated damage total, whether from an attack or a card effect. "Suffer" and "take" are used interchangeably. A card is destroyed when its total damage is greater than or equal to its Health.

Gameplay

Destroy / Destroyed
The player puts the card in question in their discard pile. The opposing player takes Loot according to the Loot Collection Guide.
Discard
The player puts the card in question in their discard pile. The opposing player does not take any Loot for discarded cards.
Permanent
The effect described persists until that card exits play.
Search
To look through your deck for a specified card or cards. When an effect has you search your deck, you must show your opponent the card(s) you selected before putting them into your hand, and you must shuffle your deck afterward unless the effect states otherwise.
Shuffle
To randomize the order of your deck. Searching your deck always ends with a Shuffle unless stated otherwise.
Coin Flip
Some abilities have you flip a coin for a random result, resolving one way on heads and another on tails. Effects that disable coin flips prevent those abilities from being used or from resolving. You may also roll dice instead of flipping a physical coin.
Adjacent
The Warriors in each Warrior Zone are arranged in a left-to-right row of slots. Two Warriors are adjacent when they occupy directly neighboring slots on the same player's field.
Does Not Stack
When a card states that its ability does not stack, multiple copies of that same ability in play do not combine. Only one instance of the effect applies.
Lead in Loot
You lead in Loot when you have strictly more Loot than your opponent. Equal Loot totals are not a lead for either player.
Effects
Changes to a warrior, terrain, or the game's rules as stated by a card's ability.
Positive Effects
Effects considered positive when done to a warrior:
  • Healing
  • Attack Increase
  • Attack Cost Decrease
  • Health Increase
  • Damage Reduction (from an opponent's attack)
Negative Effects
Effects considered negative when done to a warrior:
  • Attack Decrease
  • Attack Cost Increase
  • Health Decrease
  • Attack Prevention
  • Healing Prevention

Win / Loss Conditions

Loot Victory
The first player to collect 10 Loot wins the game.
Deck Out
If a player begins their turn with no cards left in their deck, they lose, and their opponent wins the game.