Glossary

The game's terms, as they appear on the cards. Keywords, statuses and marks are taken straight from the game data.

The basics

Hex
A space on the board, with a rune on each of its six corners. It can rotate, be chosen for your reserve and hold a mark.
Reserve
The runes of the two hexes chosen this turn (one per flower). They are the only runes that pay for your cards.
Rotation
Turning a hex one notch: its six runes slide over one corner, which also moves the runes it shares with its neighbors.
Energy
Comes back every turn. It pays for the hero's abilities, such as rotation.
Empowered rune
Counts as two when paying. It loses its empowerment once spent.
Corrupted rune
Pays nothing and counts for no element. A bound corruption disappears when the enemy that placed it dies.
Two-color rune
Carries two elements: it pays as either one and counts in the Networks of both.
Resonance
The free effect triggered when you choose a pure hex. It depends on the element (see the rules).
Intent
What an enemy will do at the end of your turn, shown above it.
Corruption
Rises with every new place visited on the map. Its tiers add omens to your fights.
Omen
An effect drawn at the start of a fight, based on your corruption: Strength for the enemies, corrupted runes, a debuff for you…

Keywords

Statuses

Buffs in green, debuffs in orange. An intensity value is a strength; a duration value is a number of turns.

Marks and Seals

One mark per hex. Your Seals replace each other; an enemy mark destroys them.