Mechanics

Achieve - This keyword triggers an effect each time the card resolves and objective. This includes Bolster or Hazard.

Ambush - This attack ignores Block and Counter.

Arrival - This ability triggers when the card enters play.

Block - Each time damage is taken, reduce the amount by 1.

Counter - Deal 1 damage when defending against melee attacks. Does not apply to Ranged attacks.

Defense - Selecting a Character's "Defense" button gives that unit the "Guard" keyword until it acts (e.g., attacking a target, engaging an Objective) or is attacked. After the Character loses "Guard" you can give it "Guard" on a subsequent round by triggering "Defense" again. A unit with "Flying" or "Stealth" loses that keyword while "Guard" is active.

Fleeting - This card is removed at the end of the round.

Guard - When active, no other target [except other targets with guard] can be engaged until the unit with Guard acts, is exhausted, or is attacked in melee combat. Also, the Guard unit deals it's Attack value in reciprocal damage when attacked in melee combat. Attacking or exhausting the unit removes Guard. A unit with Stealth cannot Guard. A unit with Flying or Stealth loses that keyword whilst Guard is active.

A unit with the Guard keyword activates the Defense as a free action at the start of each round.

Locked - A card with this keyword cannot be affected in any way. This includes using units or playing cards.

Power - An ability that you may choose to activate.

Preparation - An Event card type whose effect triggers based on a timing window or circumstance.

Protect - this keyword cancels the next damage, trauma, or defeat effect against a unit with they keyword active. this keyword has a single use - after cancelling the effect the Protect is removed from the unit.

Pursuit - Follows your Heroes from one Location to the next.

Ranged - This attack ignores Guard and Counter.

Recover - The term used when a card goes back to your hand.

Restriction - This term indicates that you cannot use a Character to attack or engage a card as long as the listed restriction is in play. You may still take other actions against the restricted card (e.g. play Attachments or Events; apply Upkeep abilities).

Return - This keyword is used when a card goes back into your deck, at the bottom.

Revenge - This ability triggers when the card is defeated.

Shed - The listed number of cards are discarded from the top of the player's deck and removed from play.

Stalwart - Does not exhaust after the first action each round.

Stealth - Cannot be attacked or targeted while Stealth is active. Ignores Guard for Enemies and Objectives. An exhausted card does not receive the benefit of Stealth. A card with Stealth cannot Guard.

Surge - Gain an immediate action after this card is played.

Timed - This keyword applies 1 progress to the related Objective automatically at the end of every round.

Upkeep - This ability triggers at the start of the round.

Vanquish - This ability triggers upon defeating a target.