Key Terms
Adjacency: Some spells may refer to adjacent breaches. Breaches are always adjacent to the one or two directly next to them physically.
For example, I is adjacent to II. II is adjacent to I and III.
Aether Token: Certain effects allow players to gain aether tokens. If you have aether tokens, you can use them during your turn as aether, Each aether token is worth 1 aether. When you use the token, discard it. You can have any number of aether tokens. During your draw phase, any unused aether tokens will be discarded.
Ally: An ally is any player other than you.
Attach: Some relics allow you to Attach them to a breach. When you attach a relic to a breach, place that relic underneath that breach token. You cannot attach a relic to a breach that already has a relic attached to it. Attached relics are not discarded at the end of the turn. If an attached relic is discarded, it is placed in the discard pile of the player whose breach it was attached to. If a breach with a relic attached to it is destroyed, the attached relic is discarded. You may NOT choose to discard an attach relic if there is no text causing it to be discarded.
Banished: When a card is banished, place it in the banished section of the game box. Banished cards will not be used again during the current campaign or expedition.
Barracks: Between games, the Barracks is where players store all of the content they have access to for the current expedition. This includes player cards, player mats, unique breaches, treasure cards, nemesis basic cards, and nemesis upgraded basic cards.
Conjure: When you use the Conjure effect of a card, you look at the top card of your deck, then you may prep it facedown to one of your opened breaches or a closed breach that was focused this turn. Facedown cards prepped to breaches are considered spells that cost 2 aether and have the text "Cast: Deal 2 damage." When you cast one of these cards, place it faceup in your discard pile. You may look at facedown cards prepped to your breaches at any time.
"DEFEATED:" Some minions have a "DEFEATED:" effect. This effect is resolved by the player who causes that minion to be discarded from play, at the moment the minion is defeated.
Degrade: When a nemesis card forces a player to degrade a card, that player must destroy a card that costs 2$ or more. Then, that player may gain a card of the same type from any supply pile which costs less than the cost of the destroyed card and place it into their hand. If a player cannot degrade a card, that player suffers 2 damage.
Destroy: Cards which are destroyed are permanently removed from the game and are not used or interacted with in any way once they are destroyed. These cards can be used during the next game.
Develop: Some cards have a number below their aether cost, which is the Develop cost. During a players turn, they can Develop a card by paying its Develop cost. If the card is in the supply when the Develop cost is paid, that card is moved to the Develop zone. If the card is in the Develop zone when the Develop cost is paid, the player gains that card.
Echo: When you cast a spell with Echo, resolve that Cast effect twice. Any additional effects granted for casting the spell are added to both resolutions of the spell.
For example, you cast a spell with Echo that has a Cast effect of “Deal 2 damage.” That spell was prepped to a breach that has the following two effects: “Deals +1 damage” and “Gravehold gains 1 life.” You will resolve the following: “Deal 3 damage. Gravehold gains 1 life.” then “Deal 3 damage. Gravehold gains 1 life.”
Enhancements: During the Legacy of Gravehold campaign, players have have enhancement stickers on the map, their breaches their player mat, or their starter cards. During setup, you may place enhanced starter cards anywhere in your hand or starting deck that corresponds with that card's name. For example, if you have an enhanced Crystal, you can place that anywhere your player mat says "Crystal."
Fire Tokens: These are used to track how much damage has been done to the location where you are fighting. Players lose the game if there are 10 or more fire tokens in play.
Knowledge: Some effects will gain you Knowledge. Knowledge is tracked with Knowledge tokens and stays with you until you spend it. There is no limit to the amount of Knowledge you can have.
Link: Some spells have the Link ability. You may prep two spells with Link to the same breach as long as they are the only two spells prepped to that breach. When you cast one of these spells, you do not have to cast any other spell prepped in this breach.
Nemesis Tier: Some effects refer to the nemesis tier. The nemesis tier is the highest number in the tier section of any nemesis card in the nemesis discard pile or in play. This is typically the tier of the last card drawn from the nemesis deck.
“OR” effects: When a card gives two options separated by an “OR”, you may choose either option, unless you cannot fully resolve one of them. In that case, you must choose the effect that you can fully resolve.
"PERSISTENT:" These effects are resolved during the nemesis main phase.
Pulse Tokens: These are used with certain player cards. Each player may not have more than 5 pulse tokens at any time. Any pulse tokens gained beyond 5 are lost. Pulse tokens are carried over from turn to turn. When the game ends, players discard all of their pulse tokens.
Recall: The Recall effect of a card can only be used when it is in your discard pile. Recall means "Once per turn, during your main phase, if this is in your discard pile, you may resolve this effect." You can use this effect when you gain this card on your turn since it will be in your discard pile during your main phase.
Revealing Cards: Whenever you reveal a card from the top of any deck, return it to the top of that deck. If you reveal more than one card, return them in any order you choose.
Shield: If a minion has a shield symbol with a number in it, that minion comes into play with the number of shield tokens indicated on the shield symbol. When a minion is dealt any amount of damage while it has at least one shield token, remove a shield token from the minion instead of removing any life tokens. Remove only one shield token each time a source deals damage to the minion regardless of the amount of damage dealt.
Silence: Place a silence token on a minion. On the next nemesis turn, skip that minion's "PERSISTENT:" effect and discard the token.
Swap: When a card says to Swap this card for another card, place that card into the Swap zone, find the card that it swaps into, and place the new card on top of your discard pile. If for some reason you can't place the original card into the Swap zone, do not place the new card on top of your discard pile.
“To Discard:” Some nemesis power cards have “TO DISCARD:” effects on them. During a player’s main phase, that player may resolve the text following “TO DISCARD:” to discard that power card from play. If a player does discard a power card this way, that card has no effect.
Unleash: Some nemesis cards will say “Unleash.” Each nemesis has a unique effect that is resolved when this happens. This effect is listed on each nemesis mat.
Wandering: Some minions have Wandering. This means that you reduce to 1 all damage that is dealt to this minion by abilities and player cards. During any player's main phase, that player may spend any amount of aether to deal an equal amount of damage to this minion.