Keywords

Date: October 28, 2025

PRIMITIVES DEFINITIONS

Card Types

Card Type
Subtypes
Description

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)

Class
Description
Function

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)

Class
Categories

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

Tribal

Support

Type Synergy

Bonus for each ally of type X (card text specifies: Infantry, Vehicle, etc.)

1-5

None


🎯 CONTROL CLASS

Debuffs

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Keyword
Class
Category
Mechanic
N Range
Condition Applied

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

Class
Keyword Count
% of Total

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

Total Keywords
Apply Conditions
% 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):

  1. Leech → Merged into Drain (healing amount specified in card text)

  2. Disintegrate → Merged into Destroy ("cannot be revived" in card text)

  3. Banish → Merged into Destroy ("permanently exiled" in card text)

  4. 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