A game of combat and cooperation
Copyright 2017 Randover Games©
VERSION BETA 3.6 1/23/2017
- Getting Started
- Minion of Wrath Miniboards
- Player Decks
- Flow of the Game
- Default Actions
- Damage and Monster Actions
Object of the Game
In Wrathborne Champions, you and your friends are the Wrathborne, a special group of individuals chosen by the gods and representing the strongest combatants the world has to offer. Using your class’ special skills, a variety of unique weapons, and a few sparse items, you must work together to defeat the Minions of Wrath, powerful opponents each intent on destroying the civilized world. To achieve victory, you and your team must defeat each of the Minions standing in your way! However, if all the players are defeated, the Minion gains too much Advantage, or the Battle Deck runs out, you all lose, and the innocent people of your world are sure to follow!
1 Rule Book * 9 Minion of Wrath Miniboards * 4 Side Boards * 70 Life Gems * 186 Player Cards * 18 Minion of Wrath Cards * 12 Ability Cards * 56 Battle Deck Cards * 108 Tokens
Set Up and Basic Rules
Divide the Player Cards into four distinct groups: Basic Class Card sets, Weapon Card sets, Item Cards, and Fabled Cards. Place the Fabled Cards back in the box. Note: There are Fabled Class, Item, and Weapon Cards; they can be identified by the golden accents. Fabled Cards are used to level up and are included in the Complete Rules.
Starting with anyone other than the person who owns the game, each player selects, or is randomly assigned, one of the six Class Card sets. To randomly assign Class Cards, shuffle one card from each class together and deal one to each player. Once your class is selected, collect the ten unique cards that make up your chosen class’ deck and place your class Ability Card in front of you.
Next, each player selects, or is randomly assigned, one of the six Weapon Card sets. If the players are selecting their weapons, players choose their weapon in the reverse order they used when selecting class (last person to select class goes first and first person to select class goes last). When you select your weapon, retrieve the ten unique cards that make up that weapon’s deck and place the weapon’s Ability Card in front of you.
The last person to receive a weapon also takes the Wrath Token.
Each player shuffles their 2o cards together; this is now their Player Deck for the rest of the game.
Retrieve the “Goblin Horde” Minion of Wrath (MoW) Miniboard and place it in the middle of the play area with the side showing “Level 1” face up. Place a Minion Token in the upper right corner of the MoW Miniboard on the “Level 1” to identify that you are fighting a Level 1 Minion.
As this is a Level 1 Minion, you will only need to pay attention to the blue numbers set against a white background on the Miniboard for this battle. Keeping this in mind, set a number of Life Gems on each square (or sector) equal to the blue number in the upper right hand corner of that square using Clear Gems to count as one and Red Gems to count as five.
Once all the Life Gems are in place, retrieve the “Default Action” Sideboard from the box and place it adjacent to the MoW Miniboard in whichever position you like. Players may reference this board at any time for a reminder of the Default Actions, Enemy Advantage, and Flow of the Game. Place the remain side boards, Battle Deck Cards, Minion of Wrath Cards, Item Cards, and Fabled Cards in the box for use
You are now ready to battle the Goblin Horde!
Once you have completed the Goblin Horde, use the Complete Rules to experience all that Wrathborne Champions has to offer!
Minion of Wrath Miniboards
Minion of Wrath (MoW) Miniboards are the primary adversaries in Wrathborne Champions. The main feature on each MoW Miniboard is nine identically sized squares called sectors. Each sector is comprised of four specific components.
MoW Miniboards have multiple levels, allowing players to choose the difficulty and length of their game. Each level is defined by different colored numbers reflecting the particular aspects of each sector as they increase in power. Sector life, damage, and other attributes will alter greatly as a Minion increases level, with each being color coded to the level identifier in the upper right hand corner of the MoW Miniboard.
Sector Type identifies what type of creature or object is the target of a specific sector. The base game has the following six sector types.
Understanding the Sectors
To resolve sector activities, please refer to the following grid. Unless otherwise stated on the MoW Miniboard, all sectors perform their actions in the order shown below, starting with 1 and going in ascending numerical order to 9.
Note: If any Sector Activity causes a DISABLED sector to reactivate, but that sector has already been passed, it does not act until the next turn.
Minion life is tracked by each sector using Life Gems. These clear and red gems indicate how much life is still remaining for a particular sector with the clear gems equaling 1 point of life and the red gems equaling 5 points of life.
Throughout the course of play, the cards of each Player Deck can be in one of three distinct piles: the Draw pile, the Discard pile, and the Death pile.
- The Draw pile is a face down stack of cards players use to draw new cards for their hand.
- The Discard pile is a face up stack of cards comprised of cards from each player’s hand, whether used or unused, discarded each turn. When the Draw pile is depleted, this pile is shuffled and becomes the new Draw pile.
- The Death pile is a face up stack of cards turned horizontally above the Discard pile that holds all the cards removed from play in the form of damage.
Player Decks represent a character’s life in Wrathborne Champions. Any time a character takes damage, cards are removed from the top of that character’s Draw pile and placed into their Death pile. When a player is healed, cards from the Death pile are then moved to the Discard pile, which will eventually become the new Draw pile.
Cards moving to the Death pile cannot be drawn like other cards for use during play. This represents a character weakening over time, limiting options and possibility of survival. If an entire Player Deck is moved into the Death pile, that player is Defeated!
Weapons in Wrathborne Champions are represented by sets of 11 cards (ten Basic Cards and one Fabled Card) that will either damage one or more sectors or affect the overall battle in some manner. Each Weapon Card is comprised of five specific components.
Class and Item Card Classifications
Each Class and Item Card is classified using the following identifiers that define how the cards are played.
- Armed – Armed cards are identified by a sword icon. These cards can be played on the same turn as a Weapon Card.
- Unarmed – Unarmed cards are identified by closed fist icon. These cards cannot be played on the same turn as a Weapon Card.
- Buff – Some Class and Item Cards have persistent effects and are identified with an hourglass in the background of the Detail box. When playing a Buff, place the card face up on the table near the Draw pile to track that it is currently in effect. Buff cards remain on the table until they are resolved, the current MoW Miniboard is DEFEATED, or if it is the last card remaining in the deck when a player receives damage. NOTE: Buff cards are NOT retroactive and only apply from the moment they are played forward!
Card Utility Text
Utility Text is found on many cards that explain unique attack patterns or choices. This text will normally utilize one of the following key phrases.
- ANY(#) – This indicates that a card can target any specified number of sectors, as defined by the number in brackets. Damage applied to each sector is noted after the bracketed number.
- ANY VERTICAL – This indicates that a card can target any one of the three columns on the Sector Grid [1,4,7 ~ 2,5,8 ~ 3,6,9]. Damage for these sectors is noted after the brackets.
- ANY HORIZONTAL – This indicates that a card can target any one of the three rows on the Sector Grid [1,2,3 ~ 4,5,6 ~ 7,8,9]. Damage for these sectors is noted after the brackets.
- HEAL – When a card with HEAL is used, the target searches through their Death pile and retrieves a number of cards of their choice equal to the number specified. Cards retrieved this way are then placed in that player’s Discard pile.
- REORIENT – This means a Weapon Card can be physically turned 90° to the left or right, or a full 180°. After turning the card, this new perspective becomes the new TARGETED sector(s) and damage (i.e. if a Weapon Card normally hits sector 1 of the Battlefield, using REORIENT at 180° would make that Weapon Card hit sector 9).
- State [STUN, POISON, BLESS, etc.] – Some special texts on Cards list one or more of the States (see States section). When playing these cards, simply apply the State as normal to a single TARGETED sector unless otherwise specified.
- DEATH – This is an effect that can activate when a card is moved into the Death pile. Death effects are completely optional and players may choose to ignore them should they wish. Death effects will not trigger in any way other than being moved into the Death pile.
NOTE: All sectors on an ANY card with a reticle icon are considered TARGETED sectors, but damage increases and States can only be applied to sectors that receive weapon damage, unless otherwise specified on the card.
Class and Weapon Ability Cards
While selecting your Class and Weapon Cards, you will receive the Ability Card for your chosen sets. These cards have powerful passive effects and active abilities that can be used throughout the course of play. The conditions for using these abilities are defined on the cards themselves, so players need to pay close attention in order to make the most of their actions each turn! NOTE: The Assassin, Enchanter, and Ranger Class Randomizer abilities involve the Battle Deck and will only be used after you defeat the Goblin Horde and begin using the Complete Rules!
On the back sides of the Ability Cards are unique Last Stand Abilities. When the last card of a player’s Deck is placed in the Death pile, that player is DEFEATED and they flip over their Ability Cards, gaining two new abilities. During their turn, DEFEATED players may choose one of their Last Stand Abilities to perform.
If a player is no longer DEFEATED, return the Ability Cards to being face up.
The Wrath Token is the key to what order the players engage with the MoW Miniboards in Wrathborne Champions; this marker also denotes which player the Minion is currently focusing on. In addition to being moved by players and random effects, the Wrath Token rotates around the board clockwise from player to player at the end of each round.
If the controller of the Wrath Token is DEFEATED, the Wrath Token instantly shifts to the next person in order; this person is the new controller of the Wrath Token and all remaining sector activities are now focused there.
Flow of the Game
Each encounter in Wrathborne Champions is broken up into two phases: a Player Phase and a Minion Phase. Use the following list to determine the flow of the game.
2) Player Turn
- Set Actions
- Resolve Actions
- Draw from Battle Deck
- Discard Resolved Cards
3) Next Player
4) Player Countdown
5) Sector Activities
6) Monster Countdown
7) Move Wrath Token
All players draw from the top of their Draw pile until they have a hand of five cards. If a player draws the last card of their Draw pile before reaching five cards, their Discard pile is then shuffled and becomes the new Draw pile. If the player has less than five cards in their combined Draw and Discard piles, their hands are limited to that number of cards.
2] Player Turn
Starting with the player who controls the Wrath Token, each player takes a turn. Each turn is comprised of four distinct steps.
Set Actions: The player chooses what card or cards to play this turn. Players are limited to playing one Class/Item Card and/or one Weapon Card on their turn. Once cards are selected, place them face up on the table; these cards are then considered Set and cannot be changed
Instead of choosing specific cards, a player may choose to place any number of cards from their hand (min 1) face down on the table during this step to declare they are going to perform one of the Default Actions. (see Default Actions section).
Resolve Actions: The player next resolves the Set cards, one at a time. When executing card effects, Class Cards are always resolved first, followed by Item Cards, and finally Weapon and Weapon Item Cards.
Draw from Battle Deck (Complete Rules Only): After the Set cards are fully resolved, the player draws one Battle Deck Card for each resolved card, in order, immediately performing any actions activated by the Battle Deck Card.
Discard Resolved Cards: Finally, the player places all resolved cards into their Discard pile (unless otherwise instructed by an active effect)
3] Next Player
Once a player completes their Player Turn, play advances to the next player in clockwise order; this player then performs their own Player Turn. Once all players have completed one Player Turn, proceed to Player Countdown.
4] Player Countdown
Each player resolves any States currently affecting them (see States section). Players also check to see if any damage was done to the MoW Miniboard during the Player Phase. If no Life Gems were removed, place one Enemy Advantage Token on the Default Actions side board.
5] Sector Activities
At the start of the Minion Phase, each sector on the MoW Miniboard executes the activities shown on the card. Sectors are resolved one at a time using the order described in “Understanding the Sectors.” No sector can perform actions out of turn, unless stated on the MoW Miniboard.
6] Monster Countdown
Players must resolve any State Tokens currently effecting Sectors.
7] Move Wrath Token
Move the Wrath Token from its current controller to the next player in a clockwise motion. This is done every turn except for when a card or Monster action says otherwise.
During the Set Actions Phase, players can choose to perform one of three Default Actions instead of playing cards from their hand by setting any number of cards from their hand face down (min 1). NOTE: These actions are NOT augmented by Buffs or States.
- Defend – The player gains 1 DEFENSE.
- Punch – The player deals 1 damage to any ACTIVE sector.
- Bandage – The player may HEAL 1 to themselves or any other player.
Damage and Monster Actions
Player vs Minion
When a player damages a Minion, that damage is applied to each sector according to the TARGETED sectors on the card(s) played using the damage values listed. If the damage equals or exceeds the number of Life Gems remaining on that particular sector, that sector is considered DISABLED. If all Life Gems are removed from a specific monster, that monster is considered DEFEATED.
At the end of the turn, if there are no ACTIVE sectors with attacks, the MoW Miniboard is considered conquered with the players the victors. If it is the final MoW Miniboard, the players win!
During the Player Countdown step, players must check to see if any Life Gems were removed during their turn. If none were removed during the Player Phase, place an Enemy Advantage Token on the Default Action side board. If there are already four Enemy Advantage Tokens in play, the Minion has gained complete control of the battle and the players lose!
For each Enemy Advantage Token in play, the players’ max hand size is reduced by one for the remainder of the game.
Minion vs. Player
During the Sector Activities step, all ACTIVE sectors perform the Sector Activities listed on the MoW Miniboard. There are four major types of activities that a sector can perform: AURA, DISABLE, Monster Action, and Monster Attack.
Sectors marked with AURA represent a passive skill or effect a particular sector is doing to influence the battle. AURAs are always in effect and may affect sectors out of normal order, requiring players to review all AURAs before performing other activities. AURAs do not go away when a sector is affected by STUN and are considered to always be in effect until the sector producing the AURA is DISABLED.
Sectors marked with DISABLE represent a passive skill or effect that activates as soon as the last Life Gem is removed from a sector. These effects normally impact another part of the MoW Miniboard, and should be instantly resolved when the final Life Gem is removed.
Sector Activities that do not inflict direct damage or States to players are called Monster Actions. These actions involve activities such as reviving (reactivating a DEFEATED sector), healing, or buffing one or more sectors.
Monster Attacks are the primary form of damage to players in Wrathborne Champions. There are two basic Monster Attacks: Wrath Target Attack and Flanking Target Attack.
• Wrath Target Icon:
– This is a targeted attack directed at the player currently controlling the Wrath Token.
• Flanking Target Icon: -or-
-These are targeted attacks directed only at the player sitting to the left or right of the Wrath Token controller, depending on which arrow is displayed. If the player sitting in the direction of a Flanking Attack is DEFEATED, the next person sitting in that direction is targeted instead. NOTE: If there are only two ACTIVE players, the person WITHOUT the Wrath Token is targeted by both types of Flanking Attacks.
When a player takes damage from a Monster Attack, a number cards equal to the damage listed is removed from the top of the player’s Draw pile and placed face up on the player’s Death pile.
If there are no more cards in the player’s Draw pile, the player’s Discard pile is shuffled to become the new Draw pile and the remaining damage is removed from there. If there are no more cards in a player’s Draw and Discard piles, that player chooses which cards to discard from their hand, followed by Buffs in front of them.
If all of a player’s cards are in the Death pile, they are considered DEFEATED. If all players are DEFEATED, the Minions of Wrath win and the game is over.
States are recurring effects that can affect both Players and Minions. Most States are temporary, lasting one or two turns, and are tracked by placing a State Token with either the 2 or 1 side showing, depending on the State.
Permanent States (such as DEFENSE on all Minions, POISON on the Decaying Dead, and BLESS on the Fallen Angel) still receive State Tokens to identify that an effect is present but they are not removed during the normal Countdown Step; these States can only be removed by player or sector actions.
Some States are unique and can only be applied to a specific character or sector once. If any Unique State is applied while the target is already affected, flip the State Token to reveal the 2 side. If the 2 side is already displayed, ignore the added State. The following are Unique States.
– Sectors with STUN are unable to perform their action during the Sector Activities Phase. Players with STUN are unable to play cards from their hand and may only perform Default Actions. STUN is tracked by placing a STUN Token on the affected sector or on the player’s Class Ability Card. NOTE: If a single monster has multiple sectors, non-stunned sectors can still perform their Sector Activities as normal.
– Players and sectors with BLESS do an additional 2 damage each turn. Players with Bless can choose to apply this bonus to any single sector they successfully damage. BLESS is tracked by placing a Bless Token with the 2 side face up. If a player already has a Curse Token, return both tokens to the box as these effects nullify each other.
– Players and sectors with CURSE do 2 less damage each turn. Players with CURSE can choose to remove this damage from any one successfully damaged sector. CURSE is tracked by placing a Curse Token with the 2 side face up. If a player already has a Bless Token, return both tokens to the box as these effects nullify each other.
Some States are stackable and can be applied to a specific character or sector multiple times. If a Stackable State is applied while the target is already affected, add an additional token of the corresponding type following the rules applied to that State.
– DEFENSE is tracked by placing DEFENSE Tokens with a total value of the amount added to the sector or Class Ability Card (e.g. DEFENSE 3 would be a token with 2 face up and a token with 1 face up, or three tokens with 1 face up). Whenever a player or sector would take damage, that damage is reduced by the total face up value of all DEFENSE tokens. DEFENSE listed on MoW Miniboards is considered permanent and is not reduced during the Countdown Phase.
When a sector or player gains DEFENSE, the damage reduction from this new DEFENSE does not take effect until another attack takes place (e.g. if a player gains 1 DEFENSE via a Death Effect, that DEFENSE will not reduce damage until they encounter another source of damage).
When resolving a State affecting a player or Minion during their respective countdown phases, the following actions are taken. First, any applicable damage or healing is performed. Next, all State Tokens showing 1 are removed from play. Finally, all State Tokens showing 2 are flipped over to reveal the 1 side.
Once you are familiar with the basic rules, players are allowed to select any 5 items to augment their decks. This can be done one player at a time, or round robin. While multiple copies of the same item are allowed in game, players are only allowed to have one of any particular Item Card in their personal Player Deck.
If you are uncertain which items to pick, use the following suggestions for each class.
Assassin: Exploding Dust; Focusing Eyepiece; Poison Vial; Sharpening Stone; Throwing Knives
Berserker: Battle Horn; Healing Tonic; Sharpening Stone; Statue of Mimicry; Stiletto
Cleric: Battle Horn; Focusing Eyepiece; Concealing Cloak; Stiletto; Vile Rune
Enchanter: Battle Horn; Focusing Eyepiece; Healing Tonic; Rejuvenating Vine; Throwing Knives
Ranger: Concealing Cloak; Exploding Dust; Poison Vial; Rejuvenating Vine; Throwing Knives
Warrior: Concealing Cloak; Exploding Dust; Healing Tonic; Statue of Mimicry; Stiletto
Items and Item Weapons Cards in play
There are two different types of Item Cards: Item Cards and Item Weapon Cards. Item Cards work like most Class Cards, either performing a unique action or augmenting a Weapon Card. There are both Armed and Unarmed Item Cards and are resolved as though they are Class Cards.
Item Weapon Cards work like most Weapon Cards, directly damaging the sectors of the Minion. These support weapons are normally very functional, allowing players to choose their TARGETED sectors at the cost of overall damage. Item Weapon cards are resolved as though they are Weapon Cards.
Minions of Wrath
Selecting a Minion
Shuffle the Minion of Wrath Cards; these will be used to determine what creatures you will fight, what order you will fight them in, and what Minion Specials that particular version of the Minion has.
If you want to play a Fast Game (~30-40 min), simply draw a single Minion of Wrath Card from the shuffled stack to determine what Minion you will be fighting. Reveal the card, retrieve that MoW Miniboard from the box, and set it up to be a level equal to the number of players (i.e. if there are 4 players, you will fight a level 4 Minion).
To play a Full Game of Wrathborne Champions (~1.5-3 hours depending on players), deal a number of Minion of Wrath Cards face down on the table equal to the number of players. Reveal the top card of this pile, retrieve that MoW Miniboard from the box, and set it up as a Level 1 Minion.
When that Minion is DEFEATED, all remaining players complete their actions for the round, and then the next Minion of Wrath Card is revealed. This new Minion is the next opponent for the group; retrieve the correct MoW Miniboard from the box, shuffle and reset the Battle Deck, and set up the enemy up as a Level 2 Minion.
While each successive Minion is being set up, players use the Fabled Deck to Level Up (see Level Up section). Players do not heal between Minions and must start playing each new Minion in whatever condition they were in upon defeating the last.
This process repeats until the final Minion is overcome, with each successive Minion being a higher level than the one before. Only by defeating all the Minions, do the players claim victory and prove themselves to be true Wrathborne Champions!
In addition to the Default Action Side Board, place the remaining side boards around the MoW Miniboard, in whatever placement you prefer. Place the Minion of Wrath Card you revealed earlier on the Active Minion space (if you are playing a Full Game, place the remaining dealt Minion of Wrath Cards beside it on the same side board).
Next, gather all of the Fabled Cards, remove all Class and Weapon Cards belonging to any sets not used this game, and place those back in the box. Then, shuffle the Fable Cards together, and place them on the side board.
Finally, shuffle the Battle Deck together and place it on the Battle Deck side board.
The Battle Deck represents the randomness of combat. Each player card has a Skill Type denoting what type of random effect that card may have on the flow of combat. There are four different Skill Types: Attack, Healing, Support, and Controlled.
After a player has fully resolved their face-up, set cards, reveal one card from the Battle Deck for each card with an Attack, Healing, or Support icon shown. Player cards with a Controlled Skill Type are less chaotic and do not cause a draw from the Battle Deck.
When a card is drawn from the Battle Deck, instantly resolve the card effect that matches the Skill Type of the card that caused it to be drawn (e.g. a player card with the Attack Skill Type will only cause an Attack Effect on a card from the Battle Deck).
Refreshing and Exhausting the Battle Deck
The Battle Deck is fully reset at the start of each new Minion of Wrath (minus any cards that were removed from game by a player, Minion, or Battle Deck effect). Shuffle all of the Battle Deck cards in game together, then place them back on the Battle Deck side board.
If a player plays a card that requires them to draw from the Battle Deck and there are no cards to draw, the monster gains control of the battle and the players lose!
Some Battle Deck cards are Minion Specials. When a Minion Special is revealed, place a Minion of Wrath Token on the Title side board in the matching numbered location to identify that that Minion Special is in effect. Next, reference the current Minion of Wrath Card and perform the action that matches this Minion Special. During the Monster Countdown step, remove all the Minion of Wrath Tokens on the Title side board.
Advanced Monster Attacks
Using the full complement of Minions, there are 4 additional types of Monster Attacks: Cone, Group, Healer, and Critical.
• Cone Icon:
– Cone Attacks are always centered on the player who controls the Wrath Token, and deal full listed damage and effects to the player controlling the Wrath Token and each player sitting to their left and right. NOTE: Players can only be affected by any particular Cone Attack once per turn. If a player is able to be targeted multiple times by the same Cone, only apply the damage once.
• Group Icon:
– Group attacks deal full listed damage and effects to all players.
• Healer Icon:
– This attack is directed at the player who caused the most healing on a given turn. If multiple people caused the same amount of healing, this attack targets the player closest to the Wrath Token, following the order of play. If no one healed during the Player Phase, this attack does not trigger.
• Critical Icon:
– This attack is directed at the player who did the most total damage on a given turn. If multiple people damaged for the same amount, this attack targets the player closest to the Wrath Token, following the order of play. If no one caused any damage during the Player Phase, this attack does not trigger.
Throughout the course of play, there are multiple ways in which a player will be able to gather new Fabled Cards, both increasing their power and their life total. When acquired, Fabled Cards are drawn randomly from the Fabled Deck, and are automatically attained by whichever player has the Class or Weapon set needed for that card. Fabled Item Cards are neutral and may be attained by any player, thus the entire group must decide who receives them. NOTE: Due to the random nature of the Fabled Deck, it is entirely possible that one player may gather their skills quickly while another might take longer.
When Fabled Cards are attained, they are immediately placed on top of the player’s Discard pile.
There are three ways players can Level Up:
- Level Up card – If a Level Up card is revealed from the Battle Deck, that matches the Skill Type of the card played, that player has the option of drawing a number of cards from the Fable Deck equal to the number of ACTIVE players. For each Fabled Card drawn, the top card of the Battle Deck is removed from the game.
- Battle Deck Effect – Three Battle Deck effects (Epiphany, Inspiration, and Scavenge) will cause players to draw a single Fabled Card from the Fabled Deck. If the conditions on the Battle Deck Card are met, the drawn card will be attained by one of the players, increasing their effective level.
- Defeating a Minion – When playing a Full Game, players will Level Up immediately after defeating a Minion. While the next MoW Miniboard is being set up, draw a number of Fabled Cards off the top of the Fabled Deck equal to the number of players. The drawn Fabled Cards are instantly attained by the respective players and should be fully distributed before the next round begins.
When playing the Full Game of Wrathborne Champions, players will have to contend with Minions increasing in strength as well. Each time a Minion is overcome, the following MoW Miniboard is set up at the next higher level, offering an even greater challenge to the party.
Active – Any player with cards outside of the Death Pile or any sector that still has Life Gems.
Adjacent – Any sector sharing a border with another sector. Diagonal sectors do not count as adjacent.
Attained – Adding a card to a Player Deck from another source (e.g. Fabled Cards).
Defeated – Any player with all of their cards in their Death Pile or any enemies on a Minion of Wrath Miniboard that is entirely comprised of DISABLED sectors.
Directed – Referencing damage; Any damage aimed at a specific target, regardless of success.
Disabled – Any sector with no Life Gems that is part of a monster that still has other ACTIVE sectors.
Monster Attack – Any action taken by a sector that applies a state or damages a player.
Permanent States – Any State that does not resolve during the Countdown Step.
Player Deck – The deck of cards each player uses containing all their Class, Weapon, and Item Cards.
Received – Referencing damage; Any damage successfully applied to a target causing Life Gems to be removed or Player Cards moved to a Death pile.
Sector – One of the nine squares on a Monster Card.
Set – Cards placed on the table by players during the Set Action step. These cards cannot be changed once they are placed.
State – Any status effect that is temporarily or permanently attached to a player or sector.
Targeted – The marked sectors on a Weapon Card that denote the sectors that are affected by that card.