Icons

Activate

A cost that can be paid by rotating the activated stack 90°

Active

One of 4 card types that are a part of your Arsenal. Indicated by a capital A in the top left and bottom right corners of the card

Aim

The name for the Ranged attack Engage Phase roll.

Callidus

One of the 7 Paragons of Genki energy. Jumon cards of this Paragon tend to focus on versatility and altering the Battlefield to your advantage.

Chain

 Chain cards are played to the Battlefield face-up, but their effects can only be triggered and resolved when the conditions indicated immediately after this icon are fulfilled.

Consume

Send card(s) from an in-play stack on the Battlefield to Scrapyard (This is not a forced action, the owner of the card stack chooses when to activate this effect).

Consilium

One of the 7 Paragons of Genki energy. Jumon cards of this Paragon tend to focus on manipulation and debilitating your opponents.

Defense

The name for the target/defending player’s Strike Phase (Melee or Ranged) roll.

Divinus

One of the 7 Paragons of Genki energy. Jumon cards of this Paragon tend to focus on card recycling and draw power.

Finesse

One of two kinds of Stamina cards. Finesse cards are spent to activate bonus or special effects of various cards

Gambit

One of 4 card types that are a part of your Arsenal. Indicated by a capital G in the top left and bottom right corners of the card. 

Genki

Genki cards are classified into one of 7 different Paragons and are used to activate Jumon cards of the matching Paragon.

Inspirante

One of the 7 Paragons of Genki energy. Jumon cards of this Paragon tend to focus on utilizing creature companions to assist you in battle.

Interritus

One of the 7 Paragons of Genki energy. Jumon cards of this Paragon tend to focus on raw offensive power and Jumon that significantly boost your damage.

Jumon

One of 4 card types that are a part of your Arsenal. Indicated by one of the 7 Paragon symbols in the top left and a capital J in the bottom right corner of the card. 

Melee

The name for the turn player’s Strike Phase (Melee) roll.

Passive

One of 4 card types that are a part of your Arsenal. Indicated by a capital P in the top left and bottom right corners of the card.

Praesidium

One of the 7 Paragons of Genki energy. Jumon cards of this Paragon tend to focus on defensive strategies and board control.

Profectus

One of the 7 Paragons of Genki energy. Jumon cards of this Paragon tend to focus on healing and life-based abilities.

Ranged

The name for the turn player’s Strike Phase (Ranged) roll.

Reaction

Reaction cards are played to the Battlefield face-down and are flipped face-up once their trigger condition, indicated by the text following this symbol, has been fulfilled.

Remove

Send card(s) from an in-play stack on the Battlefield to Scrapyard (This is a forced action initiated by a card effect or opposing player).

Scrap

Send card(s) from your Hand to the Scrapyard.

Speed

The name for the Engage Phase Melee roll (applies to both the turn player and the targeted player.

Void

Send card(s) from the Hand to the Abyss.

Terms & Keywords

Abyss – For Genki and Finesse cards once they have been used, as well as Arsenal cards that have been removed-from-play or banished. This zone is located in the top left corner of the board.

Activate – Use the effect of a card stack, paying required cost if necessary. Signified by rotating the activated stack 90° to show it has been used for that turn.

Active – One of 4 card types that are a part of your Arsenal. Indicated by a capital A in the top left and bottom right corners of the card. These cards will have an effect that requires the controlling player to Activate them, but will typically persist on the Battlefield across multiple turns/the game.

Advantage – Roll 2d20 for this combat roll. You must take the higher result.

Aim – The name for the Ranged attack Engage Phase roll.

Arsenal – The name for your Main Deck. Composed of a total of 40-60 Active, Passive, Gambit, and/or Jumon cards. This zone is located in the bottom right corner of the board.

Barrage – If you possess two or more “Weapon” stacks with this keyword on your Battlefield, you may make up to two separate attacks on your turn. Each of these attacks acts as an independent instance and are resolved consecutively, not simultaneously. Each attack must also be declared with an applicable Weapon stack that has the “Barrage” keyword.

Battlefield – The primary play zone in the center of the board. All card stacks in this zone are considered “in play”.

Blitz – A type of critical buff that gives Advantage during this Strike Phase. This buff is automatically granted when you roll a natural 20 (unmodified 20 die result) during the Engage Phase as the turn player.

Callidus – One of the 7 Paragons of Genki energy. Represented by the color white, Jumon cards of this Paragon tend to focus on versatility and altering the Battlefield to your advantage.

Chain – One of two types of conditions that limit the timing by which certain card stacks can be used. Chain cards are played to the Battlefield face-up, but their effects can only be triggered and resolved when the conditions indicated immediately after this icon are fulfilled.

Cleanse  – A player with this buff cannot have their combat rolls be negatively affected by any other card effects or statuses (ex. Disadvantage or -3). Any negative statuses currently affecting the player are also removed. Positive effects and statuses still apply (ex. Advantage or +3). This buff lasts until the end of the turn the Cleanse was applied.

Consume – Send card(s) from an in-play stack on the Battlefield to Scrapyard (This is not a forced action, the owner of the card stack chooses when to activate this effect)

Counter(s) – An ancillary tracking mechanic for certain cards that helps monitor a specific condition, value, or effect. When a card uses this mechanic, it will explain exactly how to track it in its own card text. Always follow the instructions on the card, as tracking methods can and will vary from one effect to another. The max number of counters allowed to exist on any card will always be 20, and the minimum 0.

Consilium – One of the 7 Paragons of Genki energy. Represented by the color purple, Jumon cards of this Paragon tend to focus on manipulation and debilitating your opponents.

Counterattack (roll) – A non-contested 1d20 roll, performed by a player during the Counterattack Phase or as the result of a card effect, where the result – 10 = damage dealt. Only cards with the “Counterattack” keyword are allowed to be used or have their effects apply to this roll. For cards that do have this keyword, any effect that modifies Melee Damage is applicable to the counterattack roll.

Counterattack Phase – When the turn player fails (rolls lower) than the target player during a Melee Strike Phase, the game proceeds to this phase, where the targeted player must perform a counterattack roll (non-contested 1d20 roll, result – 10 = damage dealt to turn player). Only cards with the “Versatile” keyword, reaction, or chain cards are allowed to be used or have their effects apply to this roll.

Crushing Blow – A type of critical buff that allows you add additional damage to a roll. Before calculating damage, roll an additional 1d20 and add the result, rounded down, to your original total (card effect modifiers do not apply to this second roll). Damage dealt should now = original roll + modifiers + Crushing Blow result (- Defense if Ranged attack). This buff is automatically granted when you roll a natural 20 (unmodified 20 die result) during the Strike Phase as the turn player (Melee or Ranged both applicable).

Disadvantage – Roll 2d20 for this combat roll. You must take the lower result.

Defense – The name for the target/defending player’s Strike Phase (Melee or Ranged) roll.

Double-Up – A keyword that provides an opportunity to deal additional damage to a target player after dealing combat damage as the turn player. Double-Up damage is calculated as 1d20 – 10 for each individual instance of Double-Up, where a positive result (ex. 13 – 10 = 3) is the damage dealt. Negative results (ex. 5 – 10 = -5) deal 0 damage and do not count as an instance of damage.

Divinus – One of the 7 Paragons of Genki energy. Represented by the color yellow, Jumon cards of this Paragon tend to focus on card recycling and draw power.

Draw – Add a card from your Arsenal to your Hand.

Fatigue – You are unable to Draw cards until the conditions of the card that applied this effect are resolved. These conditions are subjective to each card that applies Fatigue.

Finesse – One of two kinds of Stamina or resource cards. Finesse cards are spent to activate bonus or special effects of various cards and represent one’s ability to do physical feats beyond the normal.

Fountain – Where unused Genki and Finesse (Stamina) cards are stored. Can hold up to a total of 20 Stamina cards. This zone is located in the bottom left corner.

Gambit – One of 4 card types that are a part of your Arsenal. Indicated by a capital G in the top left and bottom right corners of the card. These cards will have an effect that requires the card itself to be Consumed or Removed in order to use its effect. Gambit cards are considered to be limited-use cards that can help or hinder players in a pinch.

Genki – One of two kinds of Stamina or resource cards. Genki cards are classified into one of 7 different Paragons and are used as a necessary cost to activate Jumon cards of the matching Paragon. All Genki cards in a player’s fountain must be the same, and must match the Paragon of all Jumon cards that are in their Arsenal.

Hand – The interim zone where cards go after being Drawn from the Arsenal but before they are played to the Battlefield. These cards can be interacted with in limited capacity by some card effects, but are typically hidden, or kept face-away from your opponent.

Indestructible – A keyword that prevents cards with it from being sent to the Scrapyard or Abyss unless otherwise stated by the card itself. Cards with this keyword can still be sent back to the Hand or Arsenal.

Inspirante – One of the 7 Paragons of Genki energy. Represented by the color orange, Jumon cards of this Paragon tend to focus on utilizing creature companions to assist you in battle.

Interritus – One of the 7 Paragons of Genki energy. Represented by the color red, Jumon cards of this Paragon tend to focus on raw offensive power and Jumon that significantly boost your damage.

Jumon – One of 4 card types that are a part of your Arsenal. Indicated by one of the 7 Paragon symbols in the top left and a capital J in the bottom right corner of the card. These cards require the consumption of Genki cards to use their effects, and can act as Active, Passive, or Gambits depending on the Jumon card.

Melee – The name for the turn player’s Strike Phase (Melee) roll.

Passive – One of 4 card types that are a part of your Arsenal. Indicated by a capital P in the top left and bottom right corners of the card. These cards typically provide a constant effect without the need to specifically activate it, although some may still have activatable abilities as well.

Piercing – If you deal damage with a Ranged attack using a card that has this keyword, your damage calculation changes to the number shown on your die +/- any modifiers (calculated the same as a successful Melee attack).

Purge – Send a card from the Scrapyard to The Abyss. This action can be performed during your Opening Phase instead of a Draw. This action must be performed if you are unable to Draw. 

Praesidium – One of the 7 Paragons of Genki energy. Represented by the color blue, Jumon cards of this Paragon tend to focus on defensive strategies and board control.

Profectus – One of the 7 Paragons of Genki energy. Represented by the color green, Jumon cards of this Paragon tend to focus on healing and life-based abilities.

Ranged – The name for the turn player’s Strike Phase (Ranged) roll.

Reaction – One of two types of conditions that limit the timing by which certain card stacks can be used. Reaction cards are played to the Battlefield face-down and are flipped face-up once their trigger condition, indicated by the text following this symbol, has been fulfilled.

Recharge – Allows cards to be re-added to a stack of the same name directly from the hand during your Opening Phase. The total number of cards on the stack cannot exceed the original cost (this rule can be overridden if the card also has Stockpile).

Remove – Send card(s) from an in-play stack on the Battlefield to Scrapyard (This is a forced action initiated by a card effect or opposing player).

Revenge – A type of critical buff that gives advantage to your Counterattack roll during this Counterattack Phase. This buff is automatically granted when you roll a natural 20 (unmodified 20 die result) during the Strike Phase as the target/defending player.

Scrap – Send card(s) from your Hand to the Scrapyard.

Scrapyard – For Arsenal cards that have been used or destroyed. Cards here are considered not-in-play, however they can be brought back to the Arsenal or Hand through the use of other card effects, or Purged to the Abyss. This zone is located in the top right corner.

Speed – The name for the Engage Phase Melee roll (applies to both the turn player and the targeted player.

Stack – Multiple copies of the same card that are played in a single group together to the Battlefield. The necessary stack size to play a given card is indicated by the numeric value in the top right and bottom left corners of each card. Cards of the same name cannot be played on top of a previously placed stack, unless otherwise specified through keywords like Recharge or Stockpile.

Steadfast – A type of critical buff that gives advantage on your Defense roll during this Strike Phase. This buff is automatically granted when you roll a natural 20 (unmodified 20 die result) during Engage Phase as the target/defending player where the turn player also rolls a natural 20.

Stockpile – A keyword that forces cards with this keyword to be played directly on top of a preexisting stack on the Battlefield with the same name if one exists. The stack must still be played at the original cost, unless the card also has the keyword Recharge.

Temporary HP – Health that is added to your HP pool that is subtracted first when you receive damage or when the conditions of the effect that provided the HP expire.

Versatile – A keyword that indicates a card’s effect applies to and/or can be Activated during a Counterattack.

Vigilant – A type of critical buff that gives advantage during your next Engage Phase roll as the turn player. This buff is automatically granted when you roll a natural 20 (unmodified 20 die result) during the Engage Phase of a Melee attack or Strike Phase of a Ranged attack as the target/defending player.

Void – Send card(s) from the Hand to the Abyss.