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.