Glossary

Every term of the game from A to Z, with the rules that define it, how it meets the others, and its edge cases.

Codex92 termsRules for game version 0.4.0

A

Activated EffectAlso: Activated Effects, Activated

An effect its controller uses on purpose, normally in their Preparation Phase. It goes on the Cascade.

Events are Activated Effects; so are effects on Souls and Realms marked "Activated". A Soul needs a proactive slot to use one; a Realm does not. An Activated Effect marked Fast may be used whenever Fast effects may.

See also
Fast, Cascade, Limit
Active

Face up on the field. Only active cards have effects.

Souls on soul slots, Armaments under their Souls and Realms on realm slots are active while face up. Captured Souls, shattered Realms, unsprung Ambushes and cards anywhere else are not.

See also
Capture, Shatter
AltarAlso: Leader's altar

The Leader's slot at the back of the field, the root of the tree of soul slots.

The altar is a rank-3 soul slot. Every other soul slot hangs from it, directly or through others. It always holds the Leader.

For the Escalation Spiral it counts as a rank-3 slot.

See also
Leader, Slot
Rules
4.1.1, 8.2.1
AmbushAlso: Ambushes

A trap set face down at a Soul's slot and sprung later, even in the opponent's turn.

An Ambush is set in the Emplacement Phase at the slot of an active Soul on a proactive slot whose rank is at least the Ambush's. It belongs to the slot from then on.

It is sprung (turned face up and used) while the Soul now on its slot is active and in the Front Line. Ambushes are Fast: in the opponent's turn they can only be sprung in a response window.

It resolves even if its Ambusher has been captured or moved, but not if the Ambusher went back to the hand. Then it goes to the Elysium.

Ambusher

The Soul on an Ambush's slot when it is sprung.

It must be active and in the Front Line. "Ambusher: Any Dark Soul" limits which Souls may spring the Ambush. The Ambush still resolves if the Ambusher is captured or moved, but not if it went back to the hand.

See also
Ambush, Spring
ArmamentAlso: Armaments

Equipment that lies under a Soul and adds its values to the Soul's.

An Armament is equipped to an active Soul on a proactive slot whose rank is at least the Armament's; the Soul need not stand in the Front Line. A Soul carries one at most.

Its values add to the Soul's and its effects are Static. It goes to the Elysium when its Soul is captured or exiled, to the hand when its Soul is returned, and moves along when its Soul is teleported.

See also
Wielder, Equip
ATK

Attack: the damage a Soul deals when it attacks, before the target's DEF.

Battle damage is ATK minus the target's DEF, never below 0, rounded down to a step of 5.

See also
DEF, Battle
Rules
2.4.1, 9.4.1
AttackAlso: attacks, attacker, attacking

A Soul declares a battle against an opposing Soul in the Front Line or an opposing Realm.

Attacking needs an active Soul in the Front Line (Second Line with Range) on a proactive slot, recruited in an earlier turn, with attacks left and no restriction. Each Soul attacks once per Combat Phase, twice with Dual Wielding.

A battle started by an effect counts as an attack only if the effect says so.

Attack TargetAlso: attacked Soul

The opposing Soul or Realm an attack is aimed at.

It must be an active Soul in the Front Line not protected by Taunt, or an active Realm. Taunt is checked only when the attack is declared. If before the fight the target is no longer the same active card on its slot, or a target Soul has left the Front Line, the attack is cancelled (9.5.3).

See also
Attack, Taunt
Attribute

Light or Dark. Each is the other's opposite.

Attributes matter only where a card asks about them. Decks may mix both freely.

See also
Light, Dark
AuraAlso: Auras

A Static Effect that gives something to other cards.

What an aura gives ends as soon as its card is no longer active or is negated.

Rules
13.1.2

B

BattleAlso: battles

One attack from declaration to aftermath, or a fight started by an effect.

Declare, respond, check, fight (with Defiance at the same moment), capture, Berserk, aftermath. Battles started by effects begin at the fight. Only one battle runs at a time.

Berserk

An Instant Effect that triggers when this Soul captures the Soul it attacked.

Berserk triggers right after the Soul captures its Attack Target in battle. What it does is printed after the keyword ("Berserk: This Soul gains 10 ATK permanently").

It counts only when the attack damage itself brought the target to 0 HP and the target was captured in the battle's capture step (9.5.8). A target captured by an effect, or brought down by an effect during the battle, does not count.

Only the attacker's Berserk can trigger. A defender whose Defiance captures the attacker has not captured a Soul in battle.

If the attacker is captured in the same step as its target (by the target's Defiance, for example), it is no longer active and Berserk does not trigger.

A Soul that battles itself (Confusion) can never trigger its Berserk.

Berserk is an Instant Effect: it resolves at once and can't be answered.

C

CaptureAlso: captured, captures, Captured Soul

A Soul at 0 HP is captured: turned face down, it stays on its slot.

A captured Soul is no longer active. It blocks its slot (and so the empty slots hanging directly under it), no longer counts for the lines, and its Armament goes to the Elysium. Ambushes at its slot stay.

The game captures Souls at 0 HP after every step of play, except between the attack damage and the capture step of a battle. Effects can also capture a Soul directly, whatever its HP.

Capturing the opposing Leader wins the duel.

CascadeAlso: Cascades

The stack of effects waiting to resolve. The last one added resolves first.

Effects are added in a response window. When it closes, the Cascade resolves from the top without interruption. Instant Effects never go on it.

CastAlso: casting, casts

Play an Event through one of your Souls, its Caster.

Events are cast in the Preparation Phase only.

See also
Event, Caster
Rules
10.2.1
Caster

The Soul that casts an Event. If it is no longer active when the Event resolves, the Event fizzles.

The Caster must be active, in the Front Line and on a proactive slot of at least the Event's rank. "Caster: Any Dark Soul" limits which Souls may cast. "The Caster pays 10 HP": the Caster takes that damage.

See also
Event, Cast
Combat Phase

The second phase: the turn player's Souls may attack.

Between battles the turn player may use Fast effects and spring Ambushes.

See also
Attack, Battle
Rules
7.3.1, 7.3.2
ConditionAlso: conditions

What must be true to use an effect. Checked when it is used, not when it resolves.

An "If …" inside the effect is different: it is checked when that part resolves.

See also
Trigger
Controller

The player on whose side a card is; "you" on a card.

The controller of an effect makes its choices, unless the card names the other player.

See also
Owner
CostAlso: costs

What must be paid for an effect, paid just before it resolves.

Paid in full or not at all; an effect whose cost can't be paid does not resolve. A negated effect costs nothing; a paid cost stays paid.

See also
Pay HP, Discard

D

DamageAlso: damaged

What lowers current HP. It comes in steps of 5 and stays until healed.

Damage comes from attacks, Realm counterblows and effects, always in steps of 5, rounded down. It never wears off by itself. Damage from an effect only reaches a Soul that still has HP. Paying HP is damage too.

See also
HP, Heal, Pay HP
DarkAlso: Nefarious

The attribute of the Nefarious side. Its opposite is Light.

The Nefarious: night and violet.

See also
Attribute, Light
Rules
2.3.1
Decked Out

A player whose deck is empty at the start of their Preparation Phase; they lose a few turns later.

A Decked Out player stays Decked Out for the rest of the duel and loses at the end of their third turn counted from then, the first being the turn they became Decked Out. Drawing from an empty deck does nothing.

See also
Draw
DEFAlso: Shield, Defence, Defense

Defence, called Shield on cards: it lowers the battle damage a card takes.

DEF is subtracted from the attacker's ATK. "Shield" on a card means DEF. Precision ignores it. It does not reduce damage from effects.

See also
ATK, Precision
Defiance

When this Soul is attacked, it deals the given damage to the attacker at the same moment.

Defiance is an Instant Effect that triggers when the Soul is attacked. It deals its damage to the attacking Soul at the same moment as the attack damage, so it works even if the defender has just dropped to 0 HP (9.5.6).

It triggers in battles that count as attacks, including Confusion, where the Soul is its own attacker. It does not trigger when the Soul attacks, nor when a Realm's counterblow is dealt.

Defiance only reaches an attacker that still has HP. Two instances of Defiance on one Soul each deal their damage.

Defiance does not target. An attacker that is Unyielding against it (the source's rank no higher than the attacker's) takes no damage from it. For Defiance granted by another card, that card is the source (13.2.2).

A Defiance kill is not a capture in battle for the defender: it triggers no Berserk.

Direct Superior

The nearest active Soul on the way from a Soul to the Leader.

Empty slots and captured Souls in between are passed over. The Leader has no Direct Superior. Souls "that share the same Direct Superior" are those whose nearest active Soul towards the Leader is the same Soul.

Rules
5.1.3
Direct UnderlingAlso: Direct Underlings

The nearest active Souls further out on a Soul's branch.

A Soul's line is 1 plus the highest line among its Direct Underlings.

See also
Underling, Line
Rules
5.1.4, 5.2.2
DiscardAlso: discards, discarded

Put cards from a hand into the Elysium. The discarding player chooses.

Discarding is a common cost. When an effect makes your opponent discard, they choose the card.

See also
Cost, Elysium
DrawAlso: draws

Take the top card of your deck into your hand.

Every Preparation Phase begins with a draw. With an empty deck, drawing does nothing.

See also
Decked Out
Dual Wielding

This Soul may attack twice in each Combat Phase.

A Soul with Dual Wielding may declare two attacks in each Combat Phase instead of one. The attacks are separate battles and may target different Souls or Realms.

A cancelled attack does not count (9.5.3). Two instances of Dual Wielding still allow two attacks.

Battles started by effects do not use up attacks.

E

Elysium

Each player's public, face-up pile of spent cards.

Resolved Events and Ambushes, discarded cards and the Armaments of captured Souls go to their owner's Elysium.

See also
Exile, Discard
Rules
4.2.3
Emplacement Phase

The last phase: set Ambushes face down. No Fast effects are possible.

Setting an Ambush can't be answered, because it is not an effect.

See also
Ambush, Setter
Enlist

Search your deck for a matching card, show it and take it; then shuffle.

If nothing matches, you take nothing, and the deck is still shuffled.

Rules
15.6.2
EquipAlso: equipped

Put an Armament under one of your Souls.

One Armament per Soul. The Soul needs a proactive slot of at least the Armament's rank, but need not stand in the Front Line.

See also
Armament, Wielder
Escalation SpiralAlso: spiral

In each player's first four turns, only proactive slots may act, one rank more each turn.

At the start of their first four turns a player wakes one of their slots of rank 0, 1, 2 and 3 in turn; at the start of the following turn every slot of that rank wakes. After the rank-3 choice every slot is proactive.

Recruiting, invoking Realms, springing Ambushes and effects that are not activated are never limited.

See also
Proactive
EventAlso: Events

A one-time effect, cast by one of your Souls in your Preparation Phase.

An Event is cast by an active Soul in the Front Line on a proactive slot whose rank is at least the Event's: its Caster. It lies on the event slot while it resolves, then goes to the Elysium.

It resolves only if the Caster is still active. Only one Event can be on the event slot at a time.

Event slot

Where an Event lies while it resolves. Only one fits.

While an Event lies on the event slot, no other Event can be cast. Afterwards the Event goes to the Elysium.

See also
Event
ExileAlso: exiled, exiling

A public pile from which nothing returns; to exile a card is to put it there.

An exiled card goes face up into its owner's Exile and stays there for the rest of the duel.

Exiling a captured Soul (Final Resting Place) frees its slot, so the branch behind it opens again. An exiled Soul's Armament goes to the Elysium.

See also
Elysium, Capture

F

FastAlso: Fast effect, Fast effects

Effects usable outside your Preparation Phase: in windows and between battles. Every Ambush is Fast.

In your turn: in your Preparation and Combat Phases, outside a battle. In either turn: in any response window while you hold priority. Never in the Emplacement Phase.

FizzleAlso: fizzles

An effect that can no longer resolve does nothing, and its cost is not paid.

Effects of Souls and Realms fizzle when their card is no longer active, Events when their Caster is not, Ambushes when their Ambusher went to the hand; any effect fizzles when negated or when its cost can't be paid.

See also
Cost, Negate
Rules
11.6.1
Front Line

Souls with no active Underlings. Only they attack, are attacked, cast and spring.

Souls in the Front Line attack (Range allows the Second Line too), can be attacked, cast Events and spring Ambushes, and most effects may only target them.

When a Front Line Soul is captured or leaves, the Soul behind it may step into the Front Line. Once every Soul in front of the Leader is gone or captured, the Leader stands in the Front Line and can be attacked.

See also
Line, Second Line
FrozenAlso: Freeze

This Soul can't attack, and no Soul can be recruited as its Underling.

A Frozen Soul can't declare attacks, and an attack it declared is cancelled if it becomes Frozen before the fight. It does not battle in battles started by effects that count as attacks.

No Soul can be recruited as its Underling, which means anywhere further out on its branch, not only on the slot directly in front of it.

Frozen often comes from an effect laid on a Soul Spot (Baltic Blizzard): then every Soul on that slot is Frozen while it stays there, including one that arrives later, until the effect ends. Leaving the slot ends it for that Soul.

A Frozen Soul may still cast Events, spring Ambushes, use effects and be attacked.

H

HealAlso: Healing, heals

Remove damage from a card, never more than it has.

Healing comes in steps of 5, rounded down. Healing a card without damage does nothing.

See also
Damage
HPAlso: hit points, Max HP, maximum HP, current HP

Hit points. Current HP is maximum HP minus damage; at 0 a Soul is captured.

Maximum HP is the HP value after the Armament and all bonuses. Current HP is maximum HP minus damage. Neither goes below 0. A Soul whose maximum HP falls to its damage or below is captured.

See also
Damage, Heal, Capture

I

Instant EffectAlso: Instant Effects, Instant

An effect the game applies the moment its trigger happens, even mid-effect. It can't be answered.

Instant Effects resolve at once, the turn player's first. Defiance and Berserk are Instant. An Instant Effect counts towards its limit when it begins to resolve.

Before an Instant Effect resolves, Souls at 0 HP are captured (except in a battle's fight step); if its card is no longer active by then, it does nothing.

InvokeAlso: invoked, invoking

Put a Realm onto an empty realm slot.

Realms are invoked in the Preparation Phase and are not limited by the Escalation Spiral.

See also
Realm
Rules
10.5.1

L

LeaderAlso: Leaders

The Soul on the altar. Capture it and its player loses.

Each player chooses one Leader from their deck when the duel begins and places it on their altar. It is a Soul like any other: it has effects, a line, and can attack and be attacked once nothing active stands in front of it.

A Leader never leaves its altar: effects that would return or teleport it leave it in place. When it is captured, its player loses at once.

Other Leader cards in the deck are recruited as ordinary Souls. They keep the label, so card text about "your Leader" reaches them too (2.5.3).

Leaders are rank 3, and their Activated Effects usually have limits such as "2/Game, 1/Turn". A Leader's Activated Effect needs its altar to be proactive, so it is available from its controller's fourth turn on.

See also
Altar, Capture
LightAlso: Ethereal

The attribute of the Ethereal side. Its opposite is Dark.

The Ethereal: light, gold and morning.

See also
Attribute, Dark
Rules
2.3.1
LimitAlso: limits, 1/Turn, 2/Game

"1/Turn" or "2/Game": how often one card's effect may be used.

Limits belong to the one card on the field and start again when it leaves and comes back.

LineAlso: lines

How far back a Soul stands: the Front Line is 1, the Second Line 2, and so on.

A Soul with no active Underlings stands in the Front Line. Any other Soul stands one line behind its furthest-back Direct Underling.

Line numbers count from the front, so "the Second Line or lower" means line 1 or 2, and "or higher" means further back. Lines change at once whenever a Soul arrives, leaves or is captured.

Look at the top

Look at the top cards of your deck, take some, put the rest on the bottom.

You choose the order of the cards you put on the bottom. The deck is not shuffled.

See also
Enlist
Rules
15.6.3

M

Moral

All Underlings of this Soul gain the given values.

Moral is an aura: each of its controller's Souls that is an Underling of the Moral Soul gains the values, anywhere on its branch, not only the next slot out (5.1.2).

The Moral Soul does not gain the values itself. When it leaves or is captured, the bonus ends.

An opposing Soul is never an Underling of yours, so Moral never reaches the opponent.

Mulligan

Right after the opening draw, lay aside any number of hand cards, draw as many new ones, then shuffle the laid-aside cards back.

Both players choose at the same time, without seeing the other's choice.

See also
Setup

N

NegateAlso: negated, negation, negates

Stop an effect on the Cascade from resolving.

A negated effect costs nothing. An effect of a Soul can't be negated by an effect the Soul is Unyielding against.

O

Owner

The player whose deck a card started in.

Cards go to their owner's hand, Elysium or Exile. In EvN the owner of a card on the field is always its controller.

See also
Controller
Rules
1.3.2, 1.3.4

P

Pay HPAlso: pays HP, paying HP

A cost: the named Soul takes that much damage.

Paying HP is damage in every respect and can capture the paying Soul. The Soul must be active to pay. If paying captures it, the effect still resolves as far as it can.

See also
Cost, Damage
Player A

Chosen by chance; draws 10 cards and recruits first, but takes the second turn.

Player A gets 4 recruiting rounds before the first turn.

See also
Player B, Setup
Player B

Draws 9 cards and takes the first turn of the duel.

Player B gets 3 recruiting rounds before the first turn.

See also
Player A, Setup
Precision

This Soul's attack damage is not reduced by the target's DEF.

When a Soul with Precision attacks, the target's DEF counts as 0, including every DEF bonus. Its full ATK is dealt, rounded down to a step of 5.

Precision changes only the damage of its own attacks. It has no effect on a Realm's counterblow or on damage from effects.

See also
ATK, DEF, Battle
Rules
9.4.2
Preparation Phase

The first phase: draw a card, then recruit, cast, invoke, equip and activate.

The turn player draws a card, then may recruit one Soul, cast Events, invoke Realms, equip Armaments, use Activated Effects and use Fast effects, in any order.

Rules
7.2.1, 7.2.2
Priority

The right to respond in a window. The turn player holds it first.

While nobody has responded, both players must pass in a row to close the window; after a response, one pass is enough. The game passes for a player who has no visible way to respond.

Proactive

A slot whose Soul may act during the Escalation Spiral.

During a player's first four turns, only Souls on their proactive slots may attack, cast, set Ambushes, be equipped and use Activated Effects. Proactive belongs to the slot, not to the Soul. From the fourth turn on, every slot is proactive.

R

Range

This Soul may attack from the Second Line.

A Soul with Range may attack while it stands in the Front Line or in the Second Line. All other requirements for attacking still apply: a proactive slot, recruited in an earlier turn, attacks left (9.1.1).

Range does not let the Soul be attacked from the Second Line, nor cast Events or spring Ambushes from there.

If a Soul with Range is pushed further back than the Second Line before the fight, its attack is cancelled.

Rules
9.1.1, 9.5.3
Rank

A number from 0 to 3 on every card and every slot.

A card's rank decides which slots it may use; a slot's rank is the highest rank it allows. For Events, Armaments and Ambushes, the rank of the Soul's slot counts, not the Soul's own. Rank also decides whom Unyielding protects against.

See also
Slot, Unyielding
RealmAlso: Realms

A place with its own values, invoked onto a realm slot.

A Realm is invoked in the Preparation Phase onto an empty realm slot of at least its rank. It belongs to no Soul and is not limited by the Escalation Spiral.

Any opposing Soul that may attack can attack it, wherever it stands; it strikes back with its ATK. At 0 HP it shatters and blocks its slot for the rest of the duel.

Realm slotAlso: realm slots

One of three slots beside the tree, of rank 1, 2 and 3, each holding one Realm.

A shattered Realm blocks its realm slot for the rest of the duel.

See also
Realm
RecruitAlso: recruited, recruiting

Put a Soul from your hand onto an empty soul slot.

You may recruit one Soul in your Preparation Phase, onto an empty slot whose highest rank is at least the Soul's, directly under a slot holding an active Soul, and not under a Frozen Soul.

Before the first turn there are setup recruiting rounds. A recruited Soul may attack only in a later turn.

See also
Soul, Slot, Frozen
Reinforcement

When this Soul is recruited, its controller may use this Timing Effect.

Reinforcement is an optional Timing Effect that triggers when the Soul is recruited, also during the recruiting rounds before the first turn (6.4.3). Its controller decides whether to use it.

It goes on the Cascade, so the opponent may respond. If the Soul is no longer active when it resolves, it fizzles.

Targets are chosen when it is used; costs are paid when it resolves (11.5.1). It is not limited by the Escalation Spiral.

Response windowAlso: window, windows

A moment in which players may respond with Fast effects: after an attack declaration or a new Cascade entry.

Only in a window can a player act in the opponent's turn.

See also
Priority, Fast
RestrictionAlso: cannot attack, can't attack

An effect that forbids something, such as "cannot attack". A restriction beats a permission.

"Cannot attack" stops attacks, cancels a declared attack if it takes hold before the fight, and stops battles started by effects that count as attacks. Frozen is a restriction too.

See also
Frozen
RetractAlso: retracted, return to the hand

Return a Soul to its owner's hand, with its Armament.

Everything that applied to the Soul ends. Leaders can't be retracted.

See also
Teleport, Exile

S

Second Line

Souls whose Direct Underlings all stand in the Front Line.

Souls with Range may attack from the Second Line.

See also
Line, Range
Rules
5.2.2
SetterAlso: set, setting

The Soul at whose slot an Ambush was set.

Each Soul may control one set Ambush at a time, until it is sprung, even after the Soul has been teleported. The Ambush stays at the slot when the Setter leaves; a Soul that comes back to the field is a new card and may set another.

See also
Ambush, Ambusher
SetupAlso: Setting up

Everything before turn 1: Leaders, Player A and B, opening hands, mulligan, recruiting rounds.

See chapter 6 for every step.

ShatterAlso: shattered, shatters

A Realm at 0 HP shatters: face down, it blocks its slot for the rest of the duel.

Shattering is to Realms what capture is to Souls.

See also
Realm, Capture
SlotAlso: slots, soul slot, soul slots

One of the fifteen places on a player's field where a Soul can stand.

Soul slots form a tree under the altar. Each shows the highest rank a Soul on it may have. A slot holds one Soul, plus the Ambushes set there.

The Codex names the slots L2, L1, L0, L1·0 (left branch), C3, C2, C2·0, Cm1, Cr1, Cr1·0 (centre) and R2, R1, R0, R1·0 (right branch), with the altar at the root.

SoulAlso: Souls

A fighter with ATK, DEF and HP, recruited onto a soul slot.

Souls are the only cards that fight. They are recruited onto soul slots, form the chain of command, attack, cast Events, spring Ambushes and carry Armaments.

Each player's Leader is a Soul too.

See also
Recruit, Leader, Line
Soul SpotAlso: Spot, Spots

The cards' word for a soul slot. Some effects target a spot instead of a Soul.

An effect that targets a Soul Spot targets the slot. Without further words any slot will do, empty or not, and the effect acts on whatever Soul stands there when it resolves.

When the target names the Soul on the spot ("with an active Soul in the Front Line on it"), it targets that Soul too: Unyielding protects it, and Principle of Stolen Energy may answer.

An effect laid on a spot stays with the slot, not with a Soul (13.3.3).

See also
Slot, Target
SpringAlso: sprung, springs, set off

Turn a set Ambush face up and use it.

The Soul now on the Ambush's slot must be active and in the Front Line. In your own turn, in your Preparation and Combat Phases; in either turn, in any window in which you hold priority.

See also
Ambush, Ambusher, Fast
Static EffectAlso: Static Effects, Static

An effect that simply applies while its card is active.

It never goes on the Cascade. Unyielding protects against opposing Static Effects of its rank or lower.

See also
Aura
SuperiorAlso: Superiors

Every Soul on the way from a Soul back to the Leader.

The Leader is a Superior of every other Soul of its player.

Rules
5.1.1, 5.1.5

T

TargetAlso: targets, targeted, targeting

What an effect is aimed at, chosen when the effect is used.

By default only active Souls in the Front Line; "Any Soul" reaches every line, "captured Soul" reaches captured ones, and a Soul Spot target aims at a slot. A target that is gone at resolution is skipped.

TauntAlso: Radius, Taunt Radius

While this Soul is in the Front Line, opposing Souls can't attack the Souls in its radius.

Each Taunt names a radius, a group of its controller's Souls ("Your Souls that share the same Direct Superior as this Soul"). While the Taunt Soul stands in the Front Line, no opposing Soul may choose a Soul in the radius as its Attack Target.

The Taunt Soul is not part of its own radius and can be attacked as usual. A Soul in the radius that has Taunt itself and whose rank is at least the protecting Soul's rank can still be attacked; the Souls' own ranks count, even when an Armament grants the Taunt.

Taunt only protects against attacks, never against effects.

An attacker that is Unyielding against the Taunt's source, which must have the attacker's rank or a lower one, ignores it. When an Armament grants Taunt, the Armament is the source.

Taunt protects only while the Taunt Soul stands in the Front Line. Once a Soul is recruited in front of it, the protection ends.

TeleportAlso: teleported

Move a Soul to another empty slot of exactly its rank where it could be recruited.

The Soul does not leave the field and keeps everything; its Armament moves with it, Ambushes stay. Not onto a slot directly under its own. Leaders can't be teleported.

See also
Retract
Third Line

Souls one line behind the Second Line.

The lines go on the same way: one behind the furthest-back Direct Underling.

See also
Line
Rules
5.2.2
Timing EffectAlso: Timing Effects, Timing

An effect a player may use when something happens. It goes on the Cascade.

Optional unless the card says otherwise. Reinforcement is a Timing Effect. Timing Effects triggered while a Cascade resolves go on a new Cascade afterwards.

TriggerAlso: triggers, triggered

The event a Timing or Instant Effect waits for.

Only active cards' effects trigger. Conditions and limits are checked at the moment of the trigger.

Turn player

The player whose turn it is.

The turn player acts first in every window and has their simultaneous triggers handled first. Before the first turn, the player who acted last counts as the turn player. If both Leaders are captured at once, the turn player wins.

U

UnderlingAlso: Underlings

Every Soul further out on a Soul's branch of the tree.

"Underlings" always means the whole branch, not just the next slot out. Only active Underlings count for the lines; captured ones still count as "captured Underlings" for cards that count them.

Unyielding

Unaffected by opposing Targeting, Static and Instant Effects of its rank or lower.

An Unyielding Soul ignores its opponent's effects of three kinds, as long as the source of the effect has the Soul's rank or a lower one: effects that target it, Static Effects (auras, Taunt) and Instant Effects (Defiance).

Targeting: such effects can't choose it as a target, nor a Soul Spot whose target names the Soul on it (Cyber-Wormhole, Mystic Wormhole). If it becomes Unyielding after being targeted, the effect does nothing to it when it resolves.

Static: opposing auras don't change it, and an opposing Taunt doesn't stop it from attacking.

Instant: opposing Defiance does no damage to it.

Negation: an opposing effect can't negate an effect of the Unyielding Soul (Principle of Stolen Energy).

Unyielding does not protect against its controller's own effects, battle damage, opposing effects that don't target it and are neither Static nor Instant, or an effect laid on its Soul Spot without naming the Soul (Baltic Blizzard).

The rank of an Event or Ambush is its own; the rank of a granted effect is that of the card that grants it.

W

WielderAlso: equipped Soul

The Soul that carries an Armament, "the equipped Soul".

The Armament's values add to the Wielder's and its Static Effects work through it.

See also
Armament

Loading the index…