Glossary of Terms
Perfect — that’s exactly the kind of surgical refinement we need as we lock down StarCore’s terminology canon. Here’s the corrected and updated version reflecting your intent and modern StarCore systems:
📘 StarCore Glossary of Terms
Version: 1.1 Purpose: Canonical reference for all in-game terminology Tone: Player-facing, written in Guidebook Voice
🎮 Core Gameplay
Grid
The battlefield under a player’s control. Standard size: 7 columns × 3 rows. All placement, movement, and range are measured across the Grid.
Tile
A single playable space on the Grid. A Tile can be Empty or Occupied, and is identified by its coordinate (e.g., Tile B-4).
Target
Any valid object or location chosen for an effect or action. Can be a Unit, Structure, Program, or Tile.
Core (Player Core)
Represents your command center and HP total. Reduce your opponent’s Core HP to zero to win.
Deck
Your library of 80 cards. Draws, searches, and shuffles all reference the Deck.
Hand
Cards held privately. Effects that “reveal” or “discard” interact with the Hand.
Scrapyard
Your face-up discard pile. Destroyed, used, or discarded cards go here unless otherwise stated.
Void
Cards removed from play entirely. Effects in the Void cannot be targeted, retrieved, or interacted with unless specifically allowed.
⚔️ Card Types
Unit
A mobile combat card placed on a Tile. Units can Move, Attack, and take Damage.
Structure
A stationary card placed on a Tile. Structures cannot move but often provide effects, defense, or resource generation.
Program
A software-based card that provides ongoing or one-time effects. Programs are typically installed rather than deployed.
Module
A hardware attachment that enhances a Unit or Structure. Modules connect via Ports and can modify stats or add effects.
Upgrade
A persistent enhancement applied to a Unit or Structure. Upgrades remain in play as long as the host remains in play.
Aura
An environmental effect that modifies multiple Tiles or Units within a defined area.
Trigger
A defined condition that causes an effect to activate automatically. Example: “When this Unit is destroyed…”
Keyword
A predefined ability or mechanic with a specific rules meaning. Example: Pierce, Cloaked, Splash, Delay.
Status Effect
A temporary modifier applied to a card or Tile that changes its properties for a set duration.
⚙️ Actions & Mechanics
Deploy
Place a Unit or Structure from your Hand onto an empty Tile on your Grid.
Move
Shift a Unit to an adjacent Tile following its movement rules (normally 1 Tile per turn).
Attack
Engage a Target within Range. Both attacker and defender deal damage simultaneously unless otherwise stated.
Range
The number of Tiles a Unit’s attacks or abilities can reach, measured orthogonally unless specified otherwise.
Link
A connection between two cards that enables shared effects or resource flow.
Port
A connection point on a card used to establish Links with other cards.
Output
The effect or resource a card generates (Energy, Matter, Life, or Signal).
Stack
The order of pending effects waiting to resolve. StarCore uses last-in, first-out resolution.
Trigger Window
A defined step in gameplay where Triggers and Responses can be activated.
🧠 Resources & Systems
Resource Types
Four fundamental StarCore forces:
Energy — power and electricity
Matter — construction and durability
Life — regeneration and biology
Signal — data and control
Universal
A wildcard resource compatible with any type.
Network
The system of connected cards created via Links and Ports. Networks allow cards to share resources and effects.
Cluster
A group of connected Units, Structures, or Modules acting as a single networked system.
🧱 Card Anatomy
Profile
The section displaying a card’s stats (Attack, Defense, Range, HP, Cost, etc.).
Interactions
The rules text area describing Keywords, Triggers, and Effects.
Lore
Flavor text that provides narrative context.
Faction
Indicates allegiance (Neurals, Dragoons, Stellari, Sparkforge). Factions determine aesthetic, not gameplay restrictions.
Corporation
A manufacturing or industrial entity within the StarCore universe. Corporations define sub-flavor and mechanical identity but are not faction-locked.
🧩 Game Zones (Revised & Canonical)
Zone
Description
Grid
Your active battlefield area
Hand
Hidden cards you currently hold
Deck
Your draw pile
Scrapyard
Your face-up discard pile
Void
Permanently removed from play; inaccessible unless stated otherwise
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