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Keywords

A keyword is an attribute that conveys specific rules to its card.

  • If a card gains multiple instances of a keyword, any additional instances have no effect unless that keyword is followed by a number (e.g. Hinder X, Retaliate X), in which case the numbers for each instance are added together.

The following keywords are used in the game:

  • Alliance: When a player declares their intention to play an alliance card, any player(s) may help pay the costs for that card. (See: Alliance)

  • Assault: When a character makes a basic thwart against a scheme with the assault keyword, that character uses its ATK instead of its THW. (See: Assault)

  • Discount X (trait): When a player plays a card with discount X, its resource cost is reduced by X if that player's identity has the specified trait, if more than one trait is specified, the cost is reduced by X if the player's identity has any of the specified traits.

    Keyword new to "Fear No Evil" expansion.

  • Form: A card with the form keyword grants an identity a unique form. (See: Form)

  • Guard: While a minion with guard is engaged with a player, that player cannot attack the villain. (See: Guard)

  • Hinder X: A card with the hinder X keyword enters play with X threat on it. (See: Hinder X)

  • Incite X: When a player reveals a card with incite X, that player places X threat on the main scheme. (See: Incite X)

  • Linked (Card Title): Cards with the linked keyword are set aside until the card named in parentheses brings the linked card into the game. (See: Linked (Card Title))

  • Overkill: Excess damage from attacks with overkill are dealt to the identity or villain. (See: Overkill)

  • Patrol: While a minion with patrol is engaged with a player, that player cannot thwart the main scheme. (See: Patrol)

  • Peril: While a player is resolving a card with peril, other players cannot help that player. (See: Peril)

  • Permanent: Cards with permanent cannot leave play. (See: Permanent)

  • Piercing: Attacks with piercing discard tough status cards from the attacked character before damage is dealt. (See: Piercing)

  • Prerequisite (trait): A player can play a card with prerequisite (trait) only if their identity has the specified trait.

    Keyword new to "Fear No Evil" expansion.

  • Quickstrike: After this enemy engages a player, it immediately attacks that player if they are in hero form. (See: Quickstrike)

  • Ranged: Attacks with ranged ignore retaliate. (See: Ranged)

  • Requirement (Resources): A card with the requirement keyword cannot be played unless each resource of the specified type is spent while paying for that card’s cost. (See: Requirement (Resources))

  • Restricted: A player cannot control more than two restricted cards at a given time. (See: Restricted)

  • Retaliate X: After a character with retaliate X is attacked, deal X damage to the attacker. (See: Retaliate X)

  • Setup: Cards with setup start the game in play. (See: Setup)

  • Stalwart: Characters with Stalwart cannot be stunned or confused. (See: Stalwart)

  • Starting: A card with starting may be added to its owner's starting hand during setup. Each deck cannot include more than one card with starting. Before drawing their starting hand during player setup, each player with a starting card in their deck may search their deck for that card and add it as the first card of their starting hand. That card does count against their hand size and can be discarded for the mulligan.

    Keyword new to "Fear No Evil" expansion.

  • Steady: A character with the steady keyword is not stunned or confused unless it has two stunned or confused status cards, respectively. (See: Steady)

  • Surge: After a player reveals a card with surge, that player reveals an additional encounter card. (See: Surge)

  • Team-Up: Cards with team-up cannot be played unless both characters listed by the keyword are in play. (See: Team-Up)

  • Teamwork (Trait): After a minion with teamwork enters play and engages a player, if there is at least one other minion that shares the specified trait in play, the minion that just entered play activates against the player it is engaged with. (See: Teamwork (Trait))

  • Temporary: A card with temporary must be discarded from play at the end of the round. (See: Temporary)

  • Toughness: When a character with toughness enters play, place a tough status card on it. (See: Tough/Toughness)

  • Uses (X “type”): When a card with uses enters play, place X all-purpose counters from the token pool on that card. After the last all-purpose counter is removed from a card with uses (and the effect resolves), discard that card. (See: Uses (X “type”))

  • Victory X: When a card with victory X is defeated, add it to the victory display. (See: Victory X)

  • Villainous:

    When a character with villainous uses a basic power, give it a facedown boost card from the top of the encounter deck. When resolving that basic power, turn the boost card faceup, resolve any boost ability on that card, and apply its boost icons to the character's stats for this use. Discard the boost card after the basic power resolves.

    Term updated in the "Fear No Evil" expansion.

    (See: Villainous)

  • Vulnerable: When a character with vulnerable becomes stunned or confused, that character is immediately discarded. That character is not considered defeated. If the character would be simultaneously defeated by damage and become stunned or confused, the first player chooses whether that character is considered defeated or not.

    Term updated in the "Fear No Evil" expansion.

    (See: Vulnerable).