Glossary

Last Updated on Jun. 6, 2024

PLAYER & PLAYER ACTIONS

Life: The Player’s health

Enemy: Opposing Player

“You”: “You” refers to you as the player.

Friendly: Friendly is an attribute of cards controlled by the player.

Paragon: The current deck’s chosen leader card. One is required for each playable deck and bestows both passive abilities that affect the game at all times and (in most cases) an activated ability when it is mustered onto the Field

Passive: An ability constantly being applied by a player’s Paragon.

Bank: The act of putting a card into a player’s Energy Bank

Waste (verb): Putting a card into the player’s Waste from their Deck.

Searching the Waste: An action taken when a player’s deck is empty and cannot draw a new card. A random card will be drawn from their Waste instead, losing Health Points exponentially each time Search the Waste is performed. This means players would lose 1, 2, 4, 8, etc. Health each time they would draw a card.

Reveal: The act of flipping over a Banked card face-up.

Conceal/Concealed: Concealed cards are hidden from the enemy player. Cards concealed by default include cards in hand and cards put into the bank. Concealing a card turns a revealed card back into a concealed card.

Destroy: Removing a Unit from the Field to the Waste Pile by reducing its Health value to/below 0. Certain Effect cards or Unit Abilities can also destroy a Unit or Relic.

Banish: Remove a card from the field and place it in the singularity.

Leaves Play: When a card leaves the Field for any reason to either the Waste, Singularity, Hand, Bank, etc.

Remove from the game: Cards removed from the game are inaccessible to both players for the remainder.

GAME FIELD AREAS

Bank (noun) / Energy Bank: The area designated for cards when they are Banked. Cards in the Bank are displayed as face-down to the Enemy unless Revealed by an ability.

Energy: The “currency” a player uses to pay Energy Costs to play their cards. Each Banked card grants 1 Energy. A player’s Energy refills at the start of their turn.

The Field: The area where Units, Relics, and Upgrades are played. Units will also engage in combat on the Field.

Waste (noun) / Waste Pile: A player’s discard pile. Defeated or Destroyed cards will go into this pile as well.

Singularity: An area designated for cards that have been Banished. This area only exists when a player has chosen to play as the Shroud. Any cards Banished will enter the Banishing player’s Singularity. If both players play the Shroud, each will have their separate Singularity. A Banished card in that scenario will still enter the Banishing player’s Singularity. Banished cards are not considered Destroyed and can ignore or prevent specific card functions.

CARD TYPES AND CARD ACTIONS

Energy Cost: A number located in the top right of every card in Parallel. This represents the cost of playing the card.

Unit: A card type mustered or placed on the Field. It has Stats and Abilities and can also have Keywords. These cards can engage in combat with other Units and/or Token Units and deal direct damage to the Player’s Health.

Stats: The numerical value of a Unit's Attack and Health. This number represents the damage a Unit can deal (attack) and take (health), located in the bottom Left and Right, respectively, on a Unit card.

Ability: Card text/actions

Activate: Cards that have Activated abilities may be activated by clicking a button that appears below the card when hovered over.

Keywords: These are words used to describe the Abilities multiple Units possess within and across parallel.

Passive: Refers to a Paragon’s passive influence over the match. This ability persists from the start of the game to the end. Destroying a Paragon does not disable the Passive ability.

Active: Refers to a Paragon’s abilities when played as a Unit onto the Field.

Fatigue: When Unit cards are played, they cannot Attack until the following turn. They can, however, be attacked by the Enemy’s Units on their turn or be used as a Defender if the card is capable of doing so.

Relic: A card type that is placed on the Field but does not fight, instead granting one or more abilities to a Player

Upgrade: A card type that attaches to a Unit on the Field and changes its Stats and/or Abilities

Effect: A card type that represents immediate one-time effects

Muster: An ability that triggers when a Unit enters play

Attach: Attach refers to the act of putting one card on another. Upgrades are attached to units.

Create a Unit: Generate a Token Unit from outside of the game (card rules will specify)

Token Unit: A Unit that has been created by another card. Tokens can have stats, keywords, and abilities, behaving identically to a normal Unit. However, when a Token is Destroyed, it does not enter the Waste Pile.

Combat Damage: Any damage done as a result of a unit attack.

Retaliate: Retaliate triggers after this card takes any form of damage. If the card does not survive, it gets destroyed only after the ability is triggered first.

Aftermath: Aftermath abilities will trigger after this card gets destroyed.

Counters: Counters are used for tracking purposes on some cards and may be referenced in card abilities.

Transform: Transforming a card turns it into a completely new card.

KEYWORDS

Armed: Units with the Armed Keyword deal their damage before non-armed Units do. However, if both units are armed, combat is normally resolved.

Assault: If Damage was dealt to the Enemy Player this turn, playing a Unit with this keyword triggers that Unit’s associated ability. This ability is not triggered if no damage is dealt to the enemy player during this turn.

Attuned: At the Start of the controlling player’s turn, this Unit changes between its Dormant and Awakened State.

Battle Ready: This card can attack on the same turn it is deployed onto the field.

Counter: A counter is a small marker placed on a card that modifies its characteristics or interacts with an ability

Decay: At the beginning of the controlling player’s turn, this unit and any adjacent units take 1 damage

Defender: Enables the Unit to block attacks targeting the Player or another Unit optionally.

Evasive: Defender Units cannot block an Evasive card’s attacks.

Intel X: If the Enemy has “x” or more revealed banked cards, this ability triggers when the associated Unit enters the Field

Pacifist: Cannot Attack (but can still defend if the Unit has a Defender)

Salvage X: When this Unit is Wasted, move up to X of its Equipped Upgrades to other Units

Shielded: This Unit is immune to the following Enemy Card Effect that targets it

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