Infinity wars Rulebook.
This is a compilation of words, areas and game-play action that happen during the game, I strongly suggest you do not read trough all of it, but instead use ctr+F to find the keyword you are wondering about. If you cannot find a certain keyword, try shortening it, such as using "attack" instead of "attacking", or "play" instead of "in play". If you still cannot find the keyword, Go ahead and post it on the thread as it may be missing.
This compilation Include a Glossary, a overview of the field, of the cards, of the turn order and of win conditions. There is also a list of niches.
Ability: An ability is an effect that happen once.
Attributes. Each cards have attributes, such as power and health, but also include its type, cost and abilities. See the card attributes section.
Attack (Assault): When a Character is in the attack zone, During the attacking phase, it will attack once the first (Leftmost) opposing character in the opponent's defense zone, Dealing damage to each others equal to their respective power attribute. If there is no defending Character, the attacking character will deal damages to the opponent's health equal to its power attribute. If there is multiple characters in the attack zone, they will each attack once in order from the leftmost to the rightmost.
Battlefield: Include both player's attack, defense, and support zones.
Block: When a character in the defense zone go in combat with an attacking character.
Card: A card is a object such as a character/magics/etc, and is moved around by the player or by effects. See the card overview section.
Character: A character is a card that have attributes and possibly abilities. When in play they can be moved around in the “in play” zone by the player who own that character or by an effect.
Charge: A character with charge is placed directly into the assault zone when sent to play from the player's hand. This character cannot be moved to any other zone for this turn.
Create: Create a character of specified attributes into play.
Commander: Cards that are in the commander zone are commanders. They can use their abilities but to be moved to the battlefield or support zone their respective cost need to be paid.
Combat: When an attacking character attack a defending character.
Combat Zone: A player's attack and defense zones.
Control: Characters or locations on your own support, assault, defense and commander zones are in your control.
Damage: When a character or player take damage, it lose an equivalent amount of health. See combat.
Deck: A collection of cards that are faced down and that the player draw (By default) once a turn.
Defend: When a character is in the defense zone, they block the opponent's characters in the assault zone until they are destroyed.
Deployed: In play.
Destroy (kill): A destroyed Character is moved to the graveyard.
Draw: Remove one card from the library to add one into the player's hand. By default a player draw one card per turns.
Exhaust: A exhausted character cannot use any ability that would exhaust them or move into the battlefield while. IF a character is exhausted while in the battlefield, it move to the support zone. By default, characters entering play are exhausted.
Flying: The character can only be blocked by other characters who also have flying or specify that they can block characters with flying. If this character is blocking, it will also block non flying character.
Fortress: the player's health.
Graveyard: Cards that are destroyed (Killed) or Ability cards that are used are moved to the graveyard.
Cards in the graveyard cannot be moved or controlled but some cards (If specified) can still have some effects while in the graveyard.
Hand: A player's hand is the group of cards that they can pay its cost to send in play or use its effect.
Haste: This character does not get exhausted when it is send to play.
Heal: A character or player that is healed gain health equal to the healed amount, to a maximum of its health attribute.
Immolated: A immolated character take X damages at the start of every turn.
Invincible: This character cannot be destroyed by any mean.
Location: Location cards cannot be moved from the support zone and only one (Per players) can be in the field.
Morale: one of a player's attribute. once a character is destroyed, the player who own it lose morale equal to its cost. Characters with a cost of 0 make the player lose 1 morale. Characters that are sacrificed does not lower the player's morale.
Opponent: The player you are against. They start at 50 health and 50 morale, If either reach 0, you win.
Pay: A cost to use an ability, using resources.
Play: Such as "in play" or "to play". The play area is the combination of the assault, defense, and support zone.. When a card is put to play, they are exhausted unless specified otherwise. The commander zone does not count as in play.
Purity: A card's purity is the amount of commanders of its faction it need to be allowed in the deck. See the card overview section.
Raise: Move the character from the graveyard to the support zone, the character is exhausted. Slight note, If the character is raised during the ability phase, it is exhausted during that turn and not the next, making it skip the exhaust effect.
Remove (leave): A character that is removed is out of the game and cannot be affected in any ways unless specified otherwise.
Resource: What you use to pay the costs of characters and abilities. Base resource is the amount you get to use each turns. You get one base resource per turns until turn 10.
Sacrifice: Destroy a character you control to pay for the cost of this ability. You do not lose morale.
Trading post: Allow the player to use resources to buy effects, such as drawing extra cards and increasing the base resource.
Transform: This character take a new set of attributes. It also keep attributes gained from abilities.
Turn: A turn is a phase that start from the player drawing phase and end after the attacking phase. See turn order.
Unique: A player may only have one unique character of its name in play.
Unstoppable: During the attack phase, if this character kill the defending character, this character attack again.
untouchable: This character cannot be targeted by abilities. It is still affected by abilities that affect everything. (Such as mass death)
Vigilance: A character with charge is placed directly into the assault zone when sent to play from the player's hand. This character cannot be moved to any other zone for this turn.
Zone: There is 4 zones for each players, the supporting zone, the assault zone, the defense zone and the commander zone. each players can use ability of their characters/locations when they are in any zone assuming no other rules prevent them to. See the board section.
You: You as a player, you start at 50 health and 50 morale, If either reach 0, you lose.
+X/+Y: Target character gain X power and Y health.
In yellow is both player's resource and cards, as well as their portrait and their names. A portrait highlighted in green mean the player is ready to end hes turn, while when a player's name is green it mean that player got initiative this turn. (See turn order)
In Purple is the player's hand, from there the player can pay a card's cost to send a character to the field or use an ability card.
In green is the player's deck, at-least graphically.
In red is the player's graveyard. any player can click on a graveyard to see a list of cards that are currently in it.
The battlefield is any card in any player's defense and assault zone.
In play include the battlefield and the support zone.
In yellow is the card's name, type, rarity, and artist.
In blue is the card's cost.
In red is the card's power (Sword) and health (Shield).
In green is the card's ability.
In White is the card's purity cost.
The turn order
-Drawing phase: Each player draw a card and gain one extra base resource. (The resource gain stop at after turn 10) This is where most effect that say "at the end of your turn" actually happen.
-The decision phase: This is where both players simultaneously chose what action in what order to do
-The movement phase: characters are moved according to the player's choice in the decision phase.
-Ability phase of the player with initiative: ability are used in the order the player cast them.
-Ability phase of the other player.
-Attack phase: The player with initiative attack first. If a player is out of cards in hes deck during that phase, he also lose 10 morale.
-Win/lose phase: If either player reach a Winning condition, they win, If both player reach a winning condition, its a tie.
As of version .74, there is 3 Possible ways to win.
Bring down the enemy hp to 0.
Bring down the enemy morale to 0.
Filling up shrine of victory.
The list of niches.
When a player cannot draw anymore, he lose 10 morale per times he cannot draw.
The player who gain initiative on turn one is random.
When Mega unit is moved to the player's hand, The pilot is not removed.