Mulligan:
Replace cards from your opening hand before the game starts.
Archetype:
A family of decks that share a game plan and key pieces (e.g., discard aggro with Jinx, go-wide with Viktor, buffs with Lee Sin). Usually derived from your two Domains and chosen Legend.
Base:
Your home zone. Some objects enter or “return” here. For example, Gear can only be played at Base. Zone rules live in the Rules document.
Battlefield:
Each player brings 1; they’re shuffled and all are “contested.” Conquer a battlefield (win a combat as attacker) to gain +1 point; Hold it at the start of your turn for +1 more. Win by reaching 8 points (11 in team formats).
Chain:
The effect stack. While the Chain exists, the game is in a Closed state and only Reactions may be played.
Champion Unit:
A unit card with your Legend’s champion tag (name must match the Legend). Played normally from the Champion Zone.
Champion:
The champion unit copy that starts available in your zone. Build around it— you’ll always have access to play it.
Conquer:
Attack and win the combat on a battlefield. Score +1 and often trigger the battlefield’s own effects.
Domains (Colors):
Six identities: Fury (red), Calm (green), Mind (blue), Body (orange), Chaos (purple), Order (yellow). Your Legend sets 2 Domains— all cards in your main & rune decks must belong to them.
Gear:
A card type with intrinsic properties. Enters Ready and can only be played at Base. Activated abilities are typically used on your turn in Open state.
Turn States:
- Neutral Open: no Showdown, no Chain → active player may act.
- Neutral Closed: no Showdown, Chain present → only Reactions.
- Showdown Open: during combat, no Chain → combat Actions & Reactions allowed.
- Showdown Closed: during combat, Chain present → only Reactions.
Focus & Priority:
Priority decides who may act; Focus is the special permission to start Chain in Showdown Open. After resolving the Chain, Focus/Priority pass to the next player.
Hold:
At the start of your turn, if you control a battlefield (you have a unit there), score +1. Complements Conquer.
Legend:
The deck’s centerpiece. Defines your two Domains and often grants a strong passive. In Origins, all Legends are dual-domain.
Main Deck:
Typically 40+ cards, up to 3 copies per name (including your Champion if it’s in-deck). Practical rule of thumb: ~9+ cheap units and ~6+ interactive cards for consistency.
Rune Deck:
A separate 12-card deck of runes (resources). Each turn draw 2 runes: either exhaust (temporary) or recycle (strong) to pay. Managing rune split vs your costs is key to tempo.
Points:
Victory condition. 1v1/FFA/3P: 8 points. Teams: 11. Earned by Conquering and Holding battlefields.
Reaction:
Speed/timing: playable only in Closed state (when the Chain exists) or during Showdown per timing—respond to Actions/effects before they resolve.
Rune (Resource):
Resource cards that pay costs. Basic runes exist for each Domain (Fury, Calm, Mind, Body, Chaos, Order).
Showdown:
The combat window. During Showdown, players can play combat Actions/Reactions, then units deal damage and casualties are removed. Surviving units heal after combat ends.
Signature:
Special associated cards for some Legends (e.g., Tibbers for Annie). Not a champion unit; cannot be your Champion.
Card Types:
Unit, Spell, Gear, plus Legend, Runes, and Battlefields. Each type has distinct rules/timing.
Trash / Discard:
Where used/removed/discarded cards go (spells after resolving, destroyed units, etc.). Public info; each player has their own Trash.
Zones:
- Legend Zone
- Champion Zone
- Main Deck Zone
- Rune Deck Zone
- Trash
- Banishment
Their behavior (public/private info, zone changes, clearing temporary modifiers) is defined in the Rules.
“Card” (rules text):
In card text, “card” refers to a card from the Main Deck unless otherwise specified.