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Glossary

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ACTION - action cards have a green border and a time-of-day phase in the center showing when it can be played.

AERIE - Is an area outside your city where Bird species Beasts must be placed. The aerie is separate from your city and as such most birds cannot act as defenders.

ANYTIME - This is a time-of-day phase symbol that when found on an action card or ability means that it can be played during any time-of-day phase.

ARMY - This is the term for the collective group of Beasts that are chosen to attack an opponent's city. Some cards have abilities that will affect the entire Army.

ATTACK (ATK) - This is the first of the three statistics on each Beast card. It is used in Battle, during a Duel, and to calculate other effects. The symbol underneath the number is three crossed swords.

BASIC RESOURCES - These are cards that begin on the top row of the market for all formats and in deck-building you have one of each in your starting deck. Including: Plants, Bugs, Wood, Stone, and Crystal.

BASIC STRUCTURES - These are cards that begin in the second row of the market for al formats and in deck-building you have one of each in your starting deck. Including: Farm, Hive, Timber Mill, Stone Quarry, and Mineral Mine.

BATTLE - This is an action that can be taken during the Dusk phase of a player's turn. Choose Beasts for your army and head to Battle against an opponent's city!

BEASTS - these are your personalities that populate your city. Each Beast has a Fealty cost to be paid to acquire them from the market, a Recruit cost to place them in your city, statistics, and abilities.

BUILD - This is an action that you can take once during the Day phase. To build a Structure you have to pay its build cost in the center of the card and attach it to an empty space either on your Den or another Structure. You may build more structures in the same turn if you have any cards or abilities that give you "Build +1".

BURY - This is an effect that happens to cards when they are removed from your deck and placed in the Ravine. Cards that are buried cannot be shuffled back into your deck without a special ability or effect.

DAWN - The first phase of the turn, often when resources are produced or where votes results are calculated.

DAY - The second phase of the turn, where a player may Barter at the Market, Build a Structure, Recruit a Beast, or Forge an Item. Other actions can also be played during the Day phase if they have the Day symbol.

DEFENSE (DEF) - This is the third of the three statistics on each Beast card and the only statistic on a Structure. It is used in Battle, during a Duel, and to calculate other effects. The symbol underneath the number is a shield.

DEN - This is the center of your city, on which you attach other structures and creatures. The Den has a base Vitae of 10, which when reduced to zero means you lose the game. The Den also represents your deck of cards.

DEN DISCARD - This is a pile where you discard cards from your hand, or from your city or under other circumstances. Once your Den is out of cards, you shuffle your Den Discard and create a new Den deck.

DUEL - This is function where two Beasts will compete for supremacy. Duels follow a specific sequence of events that compares each of their main statistics (STR, INT, DEF). There are also special duels that only focus on one of the three statistics.

DUSK - The third phase of the turn, where a player may initiate a Battle and call a Vote. Other actions can also be played during the Dusk phase if they have the Dusk symbol.

EVENTS - These are optional game-play phases that govern Seasons in the game. Each event has a turn duration and a special effect that impacts all players. Some pose great challenges, offer massive rewards, or just alter game-play in some particular way.

FATIGUE - this is an effect that occurs to Beasts after a Battle. Fatigued Beasts remain in recovery until their controller's next Dawn phase, upon which they can reattach to Structures or the Den.

FEALTY VALUE - This is a value that denotes the number of cards that must be discarded. Fealty value is depicted by a symbol of a wreath. All cards have a Barter cost to purchase them at the market which usually is depicted by a Fealty value in the upper right-hand corner. Fealty values also appear on Build, Recruit, and Forge costs, and on special abilities and actions.

FIGHT - This is one option during a Duel where you place a card from your hand face-down and reveal it to add its fealty value to the relevant statistic.

FLIGHT - This is one option during a Duel where you place a card from your hand face-down and don't reveal it, taking it back to your hand and having no effect on the Duel calculation.

FORGE - This is an action that you can take once during the Day phase. To Forge an Item you have to pay its Forge cost in the center of the card and attach it to a Beast in your city. You may Forge more Items in the same turn if you have any cards or abilities that give you "Forge +1".

INTELLIGENCE (INT) - This is the second of the three statistics on each Beast card. It is used in Battle, during a Duel, and to calculate other effects. The symbol underneath the number is a brain.

ITEM - these are the special tools to be used by the Beasts in your city. Each Item has a Fealty cost to be paid to acquire it from the market, a Forge cost to attach it to a Beast, and provides bonuses to the Beast's statistics, and other special abilities.

MARKET - The Market is where you Barter for cards in the game. All Formats use the Market and it is set up with two rows: A top row with Basic Resources, a second row with Basic Structures.

NIGHT - The fourth phase of the turn, where a player may choose to discard any number of cards and draw up to 3, no more than their hand size of 6. Other actions can also be played during the Night phase if they have the Night symbol.

OPEN DUEL - This is an invitation to a Duel where opponents beginning to the left of the player that played an Open Duel effect can choose a Beast in their city to join the Duel. If no one joins, then usually there is some consequence described on the card.

RAVINE - This is the area where buried Beasts, Structures, and other cards go. Cards can only be retrieved from the Ravine using a special ability.

RECRUIT - This is an action that you can take once during the Day phase. To Recruit a Beast you have to pay its Recruit cost in the center of the card and attach it to a Den or Structure in your city. You may Recruit more Beasts in the same turn if you have any cards or abilities that give you "Recruit +1". Recruit is also an ability printed on Beasts that have an effect when they enter play. For example: A Beast may have "Recruit: Draw 2." meaning that when that Beast is played in your city, you may Draw 2.

RELICS - Relics are options game-play cards that have powerful effects. Relics are added to your discard when obtained and put into play during your Dusk phase. Once in play, they provide the effect written on the card. Relics can be obtained through fulfilling Event challenges.

RESOURCES - These are card types that can be purchased in the Market or add to your constructed deck if they are not Basic resources.

RETURN TO DEN - This is an effect which places a card on the bottom of your Den deck rather than the Den discard or in the Ravine. It can be a much faster way to access the card and can be part of a number of useful strategies.

SEASON - Many cards, particularly Beasts, will have a Season symbol in the upper left-hand corner. This means that during that Season, those cards are are "Seasonal" and worth two Fealty points when discarded rather than one. Seasons are governed by Events that also have a Season marker and they usually last a number of turns before changing Season with a new Event.

SKIRMISH - A Battle consists of one or more skirmishes at a particular Structure or at the Den. Usually after a skirmish is concluded, the defending player may choose to fatigue one Beast in the opposing Army before the attacking player can choose to continue to another skirmish at another Structure.

STRUCTURES - these cards help build your city and can be attached to the Den or other Structures to expand your capacity. Each Structure has a Fealty cost to be paid to acquire it from the market, a Build cost to attach it to your city, a DEF statistic, and other special abilities.

VOTE - This is an action that can be taken during the Dusk phase. Most votes consist of comparing the total Intelligence (INT) in a player's city unless otherwise noted. If no other players have more INT in their city by the next Dawn phase of the player who called the Vote, then they win. The win and loss conditions are described on the card or ability.

There is also an Open Vote, that can be initiated by any player during their Dusk phase as long as they have at least one Beast in their city. If the player that called the vote wins, they draw 1. If the player that called the vote loses, they discard 1.

WILDS - The Wilds is used for the deck-building format and consists of a collection of cards with no more than one copy that slowly populates the second row of the market. When there is an empty space in the second row, place the top card of the Wilds face-up in that space. Also, when a Basic resource is bartered for from the top row, place the top card of the Wilds face-up in the space below it. This way, cards that were already in the second row can be covered and more difficult to access.

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