Keyword Description
Armor Armor reduces physical damage by the Armor value.
Base Countdown When a unit's Countdown resets after having reached 0, it counts up to its base Countdown.
Beast Rat Creature, 1/2/2.
Bunny Creature, 0/3/1. Can spawn Bunnies instead of attacking.
Current Current resources are the remaining resources for this turn.
Curse Curse increases physical and poison damage by the Curse value.
Dominion Dominion traits are scroll-specific rules that are active only when at least one opponent idol is down.
Effects Temporary effects that changes a unit's stats or rules, but don't count as enchantments.
Gun Automaton Creature, 2/2/3. Ranged.
Heal Healing increases a unit's current Health and removes any poison. Healing cannot increase a unit's Health above it's maximum.
Healed Healing increases a unit's current Health and removes any poison. Healing cannot increase a unit's Health above it's maximum.
Heals Healing increases a unit's current Health and removes any poison. Healing cannot increase a unit's Health above it's maximum.
Husk Creature, 3/3/2.
Illthorn Structure, 0/-/3. Spiky 1.
Lingering Lingering spells give effects that last several turns.
Magic Damage Magic damage is reduced by Magic resistance, but ignores Armor and Curse.
Magic Resistance Magic resistance reduces magic damage by the Magic resistance value.
Mangy Rat Creature, 1/2/1. Inflicts poison.
Melee combat Any attack that is not a ranged attack.
Mire Shambler Creature, 3/2/1. Moves randomly before attacking.
Monstrosity Creature, 3/2/3. +1 Attack per adjacent Monstrosity, -1 from others.
Move Units can move a number of times per turn equal to its Move.
Nog Creature, 2/2/3.
Owl Creature, 1/1/1. Flying.
Physical Damage Physical damage is reduced by Armor and increased by Curse, but ignores Magic resistance.
Piercing When a Piercing unit damages a unit, half of the damage (rounded down) is also dealt to the unit behind it.
Pillage Pillage traits are scroll specific rules that activate only when a unit damages an idol.
Poison Damage Poison damage is increased by Curse, but ignores Armor and Magic resistance.
Poisoned Poisoned units are dealt 1 damage at the beginning of each turn. Being healed removes the poison.
Pure Damage Pure damage cannot be reduced or increased.
Ragged Wolf Creature, 1/2/2. Haste.
Random Units with non-zero Countdowns are prioritized when selecting which unit to count down.
Relentless When a Relentless unit destroys another unit, it keeps attacking with its remaining Attack value.
Revenant Creature, 2/1/1. Ward. Destroyed after attacking.
Sift When sifting, you are shown a number of scrolls and pick one of them. The remainder are shuffled back.
Slayer When a Slayer unit deals combat damage to a creature, that creature is destroyed.
Spiky When a Spiky unit is attacked in melee combat, it deals physical damage to attacking unit equal to the Spiky value.
Triggered Triggering a curse means dealing pure damage equal to the Curse value.
Ward Units with Ward cannot be targeted by opponent Spells or Enchantments.