Keywords
Date: October 28, 2025
PRIMITIVES DEFINITIONS
Card Types
Commander
Assault, Swarm, Volatility, Fortress, Recursion, Adaptation, Network, Combo, Enhancement, Lockdown, Tempo, Manipulation, Generator, Efficiency, Conversion, Scout, Mobility, Transformer
Battlefield leader, defines deck archetype
Unit
Infantry, Vehicle, Spaceship, Construct, Structure
Cards that occupy grid spaces and engage in combat
Module
Weapon, Armor, Ammunition, Targeting, Shield, Defensive System, Repair System, Stat Booster, Keyword Granter, Jammer, Disruptor, Status Inflictor, Generator, Capacitor, Converter, Scanner, Mobility, Stealth, Special
Equipment and upgrades attached to units
Action
Combat, Defense, Support, Control, Resource, Utility, Movement, Coordination, Deployment
One-time effects played from hand
Pet
Combat, Defense, Support, Control, Resource, Utility
Special cards that track gameplay metrics
Card Classes (6-Box System)
Combat
Offense and aggression
Damage dealing, removal, direct attacks
Defense
Protection and survivability
Damage prevention, blocking, revival
Support
Enhancement and enablement
Buffs, heals, stat boosts, card advantage
Control
Disruption and manipulation
Denial, debuffs, positioning, resource control
Resource
Economy and production
Generation, network optimization, resource management
Utility
Mobility and infrastructure
Movement, intel, networks, special abilities
Keyword Categories (Subcategories by Class)
Combat
Direct Damage, Area Damage, Life Steal, Damage Over Time, Removal, Execution, High Risk Offense
Defense
Damage Reduction, Blocks, Evasion, Revival, Immunity, Deflection, High Risk Defense
Support
Stat Buffs, Healing, Card Draw, Cost Reduction, Synergy, Auras, Type Synergy
Control
Debuffs, Disable, Movement Control, Resource Denial, Mind Control, Manipulation
Resource
Generation, Acceleration, Network Effects, Storage, Conversion, Theft
Utility
Movement, Range, Infrastructure, Transformation, Card Manipulation, Special Abilities, Sequences
🗡️ COMBAT CLASS
Direct Damage
Strike
Combat
Direct Damage
Deal X damage to target
1-6
None
Pierce
Combat
Direct Damage
Deal X damage, ignore armor
1-5
None
Cleave
Combat
Direct Damage
Deal X damage to target and X/2 to adjacent
2-8
None
Execute
Combat
Direct Damage
If target ≤X HP or ≤X%, destroy it
1-10
None
Snipe
Combat
Direct Damage
Deal X damage to target at range Y
2-7
None
Assassinate
Combat
Direct Damage
Deal X damage, if kills target gain bonus
3-9
None
Area Damage
Blast
Combat
Area Damage
Deal X damage to all units in radius Y
2-8
None
Splash
Combat
Area Damage
Deal X damage to target, X/2 to adjacent
2-10
None
Nova
Combat
Area Damage
Deal X damage to all adjacent units
2-8
None
Shockwave
Combat
Area Damage
Deal X damage in line, penetrates targets
3-12
None
Bombardment
Combat
Area Damage
Deal X damage to area, roll 2d12 for each target
DICE + 4-14
None
Wildfire
Combat
Area Damage
Deal X damage to random targets, roll 2d12 for spread
DICE + 3-15
None
Life Steal
Drain
Combat
Life Steal
Deal X damage, heal self for Y (specify full X or X/2)
1-6
None
Feast
Combat
Life Steal
When destroys unit, heal for X
2-8
None
Damage Over Time
Burn
Combat
Damage Over Time
Deal X damage at start of target's turn for Y turns
1-5
Burning
Poison
Combat
Damage Over Time
Deal X damage at end of target's turn for Y turns
1-4
Poisoned
Corrode
Combat
Damage Over Time
Deal X damage per turn, stacks
1-3
Corroded
Bleed
Combat
Damage Over Time
Deal X damage when target acts
1-4
Bleeding
Radiation
Combat
Damage Over Time
Deal X damage to target and adjacent units per turn
2-6
Irradiated
Removal
Destroy
Combat
Removal
Remove target from grid/game (card text specifies: permanent, no revival, etc.)
—
None
Sacrifice
Combat
Removal
Destroy own unit for benefit
—
None
High Risk Offense
Overload
Combat
High Risk Offense
Roll 2d12 ≥ 10: double effect, else destroy self
DICE
None
Overcharge
Combat
High Risk Offense
Roll 2d12 ≥ 8: gain +X stats, else take X damage
DICE + 2-10
Overcharged
Kamikaze
Combat
High Risk Offense
Destroy self to deal X damage to all nearby
4-16
None
Volatile
Combat
High Risk Offense
Roll 2d12 ≤ 6: explode for X damage to all
DICE + 4-16
None
Unstable
Combat
High Risk Offense
Each turn roll 2d12: ≤ 4 destroys self
DICE
Unstable
Misfire
Combat
High Risk Offense
Roll 2d12 ≤ 4: effect hits self instead
DICE
None
Backfire
Combat
High Risk Offense
Roll 2d12 ≤ 6: take X damage
DICE + 2-8
None
Frenzy
Combat
High Risk Offense
Must attack each turn, gain +X attack
1-6
Frenzied
Rampage
Combat
High Risk Offense
Gain +X attack for each enemy destroyed this turn
1-4
None
Bloodlust
Combat
High Risk Offense
Gain +X/−X for each attack
1-3
None
All-In
Combat
High Risk Offense
Pay all resources for X effect
—
None
Double Down
Combat
High Risk Offense
Pay double cost for double effect
—
None
Gambit
Combat
High Risk Offense
Roll 2d12 for tiered outcome: low = penalty, mid = normal, high = bonus
DICE
None
Chaos
Combat
High Risk Offense
Random effect from pool
DICE
None
🛡️ DEFENSE CLASS
Damage Reduction
Armor
Defense
Damage Reduction
Reduce incoming damage by X
1-6
None
Resist
Defense
Damage Reduction
Reduce damage from specific type by X
1-5
None
Fortify
Defense
Damage Reduction
Increase armor by X for Y turns
2-8
Fortified
Harden
Defense
Damage Reduction
Gain +X armor when attacked
1-4
None
Shell
Defense
Damage Reduction
Reduce first instance of damage per turn by X
2-6
None
Blocks
Block
Defense
Blocks
Prevent next X damage (card text specifies: absorb then break, etc.)
2-10
None
Wall
Defense
Blocks
Reduce incoming damage by X each turn
1-5
None
Bulwark
Defense
Blocks
Adjacent allies gain +X block
2-6
None
Deflect
Defense
Blocks
Block X damage, reflect X/2 to attacker
2-8
None
Evasion
Dodge
Defense
Evasion
Roll 2d12 ≥ X: avoid attack
—
None
Phase
Defense
Evasion
Roll 2d12 ≥ 12: ignore damage this turn
—
None
Stealth
Defense
Evasion
Cannot be targeted until acts
—
Stealthed
Cloak
Defense
Evasion
Invisible to enemies outside range X
DICE
Cloaked
Intangible
Defense
Evasion
Takes X% reduced damage from all sources
—
None
Revival
Revive
Defense
Revival
Roll 2d12 ≥ X: return to grid with Y HP (self-trigger)
DICE + 1-6
None
Resurrect
Defense
Revival
Return destroyed ally to grid with X HP or X/2 stats (active effect)
1-8
None
Undying
Defense
Revival
When destroyed, roll 2d12 ≥ X: return with Y HP (specify timing in card text)
1-10
None
Recursive
Defense
Revival
When destroyed, return to hand instead of graveyard
—
None
Immunity
Immune
Defense
Immunity
Cannot be affected by X effect type
—
None
Invulnerable
Defense
Immunity
Cannot take damage for X turns
—
None
Hexproof
Defense
Immunity
Cannot be targeted by opponent effects
—
None
Deflection
Reflect
Defense
Deflection
Return X damage to attacker
2-8
None
Redirect
Defense
Deflection
Send attack to different target
—
None
Counter
Defense
Deflection
Negate effect, return X to source
1-5
None
High Risk Defense
Last Stand
Defense
High Risk Defense
When ≤ X HP, gain +Y stats
2-10
None
Desperate
Defense
High Risk Defense
Roll 2d12 ≥ 10: negate all damage, else take double
DICE
None
Martyr
Defense
High Risk Defense
Destroy self to save ally
—
None
💚 SUPPORT CLASS
Stat Buffs
Boost
Support
Stat Buffs
Grant +X attack or HP (specify in card text)
1-8
None
Inspire
Support
Stat Buffs
Allies gain +X/+X for Y turns
2-6
None
Rally
Support
Stat Buffs
All allies gain +X attack this turn
1-4
None
Embolden
Support
Stat Buffs
Target gains +X HP permanently
2-10
None
Healing
Heal
Support
Healing
Restore X HP (card text specifies target: single, all allies, etc.)
1-10
None
Regen
Support
Healing
Restore X HP at start of turn
1-5
None
Repair
Support
Healing
Restore X HP to Structure
2-8
None
Recovery
Support
Healing
Heal X over Y turns
2-6
None
Card Draw
Draw
Support
Card Draw
Draw X cards (card text specifies: simple, discard first, conditions, etc.)
1-4
None
Scry
Support
Card Draw
Look at top X cards, keep Y
1-5
None
Tutor
Support
Card Draw
Search deck for card type X
—
None
Cost Reduction
Discount
Support
Cost Reduction
Reduce cost of card type by X
1-4
None
Refund
Support
Cost Reduction
Return X resources when played
1-3
None
Efficiency
Support
Cost Reduction
Next card costs X less
1-5
None
Synergy
Link Bonus
Support
Synergy
Gain +X per linked ally
1-3
None
Combo
Support
Synergy
If Y condition met, gain X bonus
—
None
Stack
Support
Synergy
Gain +X per Module attached
1-4
None
Auras
Aura
Support
Auras
Grant effect to all allies in area (card text specifies range/zone)
—
None
Neighboring
Support
Auras
Allies within X tiles gain bonus
1-3
None
Type Synergy
Tribal
Support
Type Synergy
Bonus for each ally of type X (card text specifies: Infantry, Vehicle, etc.)
1-5
None
🎯 CONTROL CLASS
Debuffs
Weaken
Control
Debuffs
Reduce target stats by X (card text specifies: attack, HP, or both)
1-6
Weakened
Curse
Control
Debuffs
Target takes +X damage from all sources
1-4
Cursed
Decay
Control
Debuffs
Lose X HP at start of turn
1-5
Decayed
Corrupt
Control
Debuffs
Reduce all stats by X%
—
Corrupted
Disable
Stun
Control
Disable
Target cannot act next turn
—
Stunned
Jam
Control
Disable
Disable target's abilities
—
Jammed
Suppress
Control
Disable
Prevent attack for X turns
—
Suppressed
Silence
Control
Disable
Remove all keywords
—
Silenced
Disable
Control
Disable
Prevent specific action type
—
Disabled
Movement Control
Root
Control
Movement Control
Target cannot move
—
Rooted
Slow
Control
Movement Control
Reduce movement by X
1-2
Slowed
Push
Control
Movement Control
Move target X spaces (card text specifies: away, closer, direction)
1-4
None
Teleport
Control
Movement Control
Move target to location (card text specifies: swap positions, etc.)
—
None
Resource Denial
Drain
Control
Resource Denial
Remove X resources from target
1-5
None
Throttle
Control
Resource Denial
Reduce resource generation by X
1-3
Throttled
Sever
Control
Resource Denial
Break X Link connections
1-4
None
Plunder
Control
Resource Denial
Steal X resources (card text specifies: from structure, etc.)
1-4
None
Mind Control
Charm
Control
Mind Control
Control target for X turns
—
Charmed
Confuse
Control
Mind Control
Target attacks random unit
—
Confused
Berserk
Control
Mind Control
Must attack, cannot control target
—
Berserked
Manipulation
Hijack
Control
Manipulation
Take control of target permanently
—
None
Override
Control
Manipulation
Replace target's effect with yours
—
None
Clone
Control
Manipulation
Create copy of target
—
None
💰 RESOURCE CLASS
Generation
Generate
Resource
Generation
Produce X resources per turn
1-5
None
Harvest
Resource
Generation
Gain X resources when condition met
2-8
None
Yield
Resource
Generation
Produce X at end of turn
1-4
None
Acceleration
Ramp
Resource
Acceleration
Increase resource production by X
1-3
None
Surge
Resource
Acceleration
Gain +X resources this turn only
2-6
None
Cascade
Resource
Acceleration
Each resource generated creates +1
1-2
None
Network Effects
Network
Resource
Network Effects
Gain +X per linked card (card text specifies bonus type)
1-3
None
Relay
Resource
Network Effects
Extend link range by X
1-2
None
Hub
Resource
Network Effects
All linked cards gain +X output
1-3
None
Storage
Bank
Resource
Storage
Store up to X resources
2-10
None
Reserve
Resource
Storage
Carry over X unused resources
1-5
None
Cache
Resource
Storage
Store X resources when played
2-8
None
Conversion
Convert
Resource
Conversion
Change resource type X to Y
—
None
Exchange
Resource
Conversion
Trade X resources for Y different type
—
None
Universal
Resource
Conversion
Counts as any resource type
—
None
Theft
Steal
Resource
Theft
Take X resources from opponent
1-4
None
Siphon
Resource
Theft
Drain X resources per turn
1-3
None
Pirate
Resource
Theft
When destroys enemy, steal X resources
1-5
None
⚙️ UTILITY CLASS
Movement
Rush
Utility
Movement
Can act immediately on deploy
—
None
Swift
Utility
Movement
Can move X additional times per turn
1-3
None
Blink
Utility
Movement
Instantly move to location (card text specifies: direction, swap, etc.)
—
None
Deploy
Utility
Movement
Place unit on grid at location X
—
None
Reposition
Utility
Movement
Move ally X spaces (card text specifies: direction, etc.)
1-4
None
Range
Range
Utility
Range
Can target up to X tiles away
1-8
None
Long Range
Utility
Range
Range +X beyond normal
2-6
None
Sniper Range
Utility
Range
Can target anywhere on grid
—
None
Infrastructure
Link
Utility
Infrastructure
Can connect to X adjacent cards
1-4
None
Port
Utility
Infrastructure
Can attach X Modules
1-3
None
Anchor
Utility
Infrastructure
Cannot be moved or repositioned
—
None
Transformation
Transform
Utility
Transformation
Change into different card
—
None
Morph
Utility
Transformation
Gain stats/abilities of target
—
None
Adapt
Utility
Transformation
Roll 2d12 to gain random keyword
DICE
None
Card Manipulation
Mill
Utility
Card Manipulation
Opponent discards X cards from deck
1-5
None
Discard
Utility
Card Manipulation
Opponent discards X from hand
1-3
None
Return
Utility
Card Manipulation
Return card to hand or deck
—
None
Special Abilities
Scout
Utility
Special Abilities
Reveal X cards from opponent deck
1-4
None
Reveal
Utility
Special Abilities
Show opponent's hand or top X cards
1-3
None
Vision
Utility
Special Abilities
See hidden information
—
None
Deploy Token
Utility
Special Abilities
Create X/Y token at location
1-8
None
Sequences
Chain (X)
Utility
Sequences
Bounces between targets X times (specify decay in card text)
—
None
Spread (X)
Utility
Sequences
Propagates to adjacent on condition (X propagations max)
—
None
Radial (X)
Utility
Sequences
Effect expands in rings (X rings, specify decay)
—
None
Linear Decay (Direction) X
Utility
Sequences
Effect travels in direction, decaying each tile (X tiles)
—
None
Wave (Direction) X
Utility
Sequences
Pushes all affected cards in direction while applying effect (X tiles)
—
None
Pull Wave (Direction) X
Utility
Sequences
Pulls all affected cards toward source while applying effect (X tiles)
—
None
Cascade (X)
Utility
Sequences
Each successful hit triggers next hit in chain (max X cascades)
—
None
Pulse (X)
Utility
Sequences
Repeats at specified intervals (X pulses total)
—
None
Echo (X)
Utility
Sequences
Effect repeats after X turns (single delayed copy)
—
None
Delayed Spread (X)
Utility
Sequences
Propagation occurs after X turns delay
—
None
KEYWORD STATISTICS
Total Keywords by Class
Combat
29
16.7%
Defense
23
13.2%
Support
25
14.4%
Control
28
16.1%
Resource
25
14.4%
Utility
44
25.3%
TOTAL
174
100%
Keywords That Apply Conditions
174
28
16.1%
Conditions Applied: Burning, Poisoned, Corroded, Bleeding, Irradiated, Fortified, Stealthed, Cloaked, Overcharged, Frenzied, Weakened, Cursed, Decayed, Corrupted, Stunned, Jammed, Suppressed, Silenced, Disabled, Rooted, Slowed, Throttled, Charmed, Confused, Berserked, Unstable
REMOVED KEYWORDS (v3.2 → v3.5)
High Priority Similarity Merges (18 keywords removed)
Combat (7 removed):
Leech → Merged into Drain (healing amount specified in card text)
Disintegrate → Merged into Destroy ("cannot be revived" in card text)
Banish → Merged into Destroy ("permanently exiled" in card text)
Finish → Merged into Execute (% or flat HP in card text)
Defense (5 removed): 5. Barrier → Merged into Block ("then breaks" in card text) 6. Reanimate → Merged into Resurrect ("at X/2 stats" in card text) 7. Phoenix → Merged into Undying (timing/HP in card text) 8. Rebound → Merged into Reflect (both return damage to attacker)
Support (5 removed): 9. Empower → Merged into Boost ("all allies +X attack" in card text) 10. Mend → Merged into Heal ("all allies for X" in card text) 11. Cycle → Merged into Draw ("discard first" in card text)
Control (3 removed): 12. Enfeeble → Merged into Weaken ("-X/-X" in card text) 13. Freeze → Merged into Stun (already prevents all actions including movement) 14. Swap → Merged into Teleport ("swap positions" in card text)
Resource (1 removed): 15. Pillage → Merged into Plunder (target type in card text)
Utility (5 removed): 16. Leap → Merged into Blink (both instant repositioning) 17. Flank → Merged into Reposition (direction in card text) 18. Reach → Merged into Range (functionally identical)
Medium Priority Similarity Merges (8 keywords removed)
Combat (4 removed): 19. Critical → Merged into Gambit (high-roll damage bonus) 20. Risk → Merged into Gambit (binary outcome subset) 21. Lottery → Merged into Gambit (extreme version)
Support (3 removed): 22. Field → Merged into Aura (zone effects) 23. Adjacent → Merged into Neighboring (Neighboring 1 = Adjacent) 24. Kindred → Merged into Tribal (type synergy)
Resource (1 removed): 25. Hub → Merged into Network (connection scaling)
Control (1 removed): 26. Knockback/Pull → Merged into Push (direction in card text)
DESIGN NOTES
Flexibility Through Card Text
Many merged keywords gain flexibility by moving specific mechanics to card text:
Drain X or Drain X/2 (was Leech)
Destroy permanently or Destroy, cannot be revived (was Banish/Disintegrate)
Execute ≤30% HP or Execute ≤5 HP (was Finish)
Block 5, then breaks (was Barrier)
Boost all allies +2 attack (was Empower)
Heal all allies for 3 (was Mend)
Push 2 spaces away or Push 2 spaces closer (was Knockback/Pull)
Teleport to target's space, swap positions (was Swap)
Neighboring 1 (was Adjacent)
Plunder: When destroys structure (was Pillage)
Card Text Convention
When a keyword supports multiple variants:
✅ Good: "Drain 3" (heal for full damage)
✅ Good: "Drain 3/2" or "Drain half" (heal for half damage)
✅ Good: "Destroy permanently" or "Destroy, exiled"
✅ Good: "Execute ≤5 HP" or "Execute ≤30%"
✅ Good: "Push 3 away" or "Push 3 closer"
CHANGELOG
Version 3.5 - October 28, 2025
MAJOR: Applied similarity deduplication (26 keywords removed)
Reduced keyword count from 200 → 174 (13% reduction)
Merged functionally similar keywords with card text flexibility
Updated all merged keyword descriptions to note card text options
High Priority merges: 18 keywords (clear redundancy)
Medium Priority merges: 8 keywords (moderate similarity)
Added Design Notes section explaining card text conventions
Merge Philosophy:
Keywords with only minor mechanical differences were consolidated
Card text now handles variants (damage amounts, target types, timing)
Preserves design space while reducing cognitive load
Maintains all unique tactical mechanics
Version 3.2 - October 28, 2025
Eliminated System class entirely
Moved High-Risk keywords to Combat/Defense
Removed 22 System keywords (timing/lifecycle)
Applied gentle deduplication (13 keywords)
Added Rarity Score, Min Rarity, Condition Applied columns
Total keywords: 243 → 200
Version 3.1 - October 28, 2025
Added PRIMITIVES DEFINITIONS
Added neighboring and type synergy keywords
Added 15 Sequences
Maintainer: StarCore Design Team Next Review: After card generation matrix validation
Document Status: ✅ OPTIMIZED - Base20 Generation Ready Total Keywords: 174 (lean 6-Box framework)
Last updated
