Learn to Play

Glossary

Every word the course teaches, in one sentence each. Keywords are the words in brackets on the cards. Tap a lesson to see the word in action.

2-for-1
Spending one card to remove two of theirs, which leaves you a card ahead. Lesson: Card Advantage →
[Accelerate]
As you play the unit, you may pay 1 Energy and 1 Power of its Domain more, and it enters Ready instead of exhausted. Lesson: Fast Units →
[Action]
Lets a card also be played during Showdowns, on either player's turn. Lesson: Actions →
Activated ability
An ability you choose to use by paying its cost, written "cost: effect". Lesson: Activated Abilities →
[Add]
Put Energy or Power straight into your Rune Pool. Lesson: Extra Resources →
Additional cost
A cost you pay on top of a card's normal cost. Cards say "as an additional cost". Lesson: Extra Resources →
[Ambush]
You may play this unit as a [Reaction] to a battlefield where you already have units. Lesson: Responding on Their Turn →
[Assault]
+1 Might while the unit is attacking ([Assault 2] is +2). Lesson: Combat Keywords →
Attacker
A unit that moved into a battlefield to fight there. Lesson: Showdowns →
Awaken
The first step of your turn: ready everything you control. Lesson: The Turn →
[Backline]
This unit must be assigned combat damage last. Lesson: Keyword Reference →
Ban list
Cards Riot doesn't allow in organized play. Lesson: Deckbuilding basics →
Banishment
A face-up place for cards removed in a hard-to-undo way. Lesson: Zones →
Base
Your safe zone on the board, where new units usually arrive. Lesson: The Goal →
Battlefield
A place you fight over for points. A duel has two, one chosen by each player. Lesson: The Goal →
Beginning Phase
Where "at the start of your turn" effects happen, then your Holds score. Lesson: The Turn →
Budget
The Energy and Power your runes can give you this turn. Count it before you play anything. Lesson: Spending a Whole Turn →
[Buff]
+1 Might that stays on a unit. A unit can have only one buff. Lesson: Playing Units →
[Burn]
Put the top cards of your Main Deck into your trash ([Burn 3] is three). Lesson: Keyword Reference →
Burn Out
Drawing from an empty deck: you shuffle your trash in as a new deck, your opponent gains a point, then you draw. Lesson: Burn Out →
Card advantage
Being ahead on cards: your opponent has lost more cards than you have spent. Lesson: Card Advantage →
Chain
The pile of spells and abilities waiting to happen. The newest one happens first. Lesson: The Chain →
Champion unit
A unit tagged with a champion's name. Your Chosen Champion is one. Lesson: Card Types →
Champion Zone
Where your Chosen Champion waits until you play it. Lesson: Zones →
Channel
Putting runes from your Rune Deck onto the board, ready to use. You channel 2 each turn. Lesson: Runes →
Chosen Champion
One champion unit that matches your Legend. It starts beside your Legend, so you can always play it. Lesson: The Goal →
Clock
How many turns a player needs to reach 8, counting their Holds and Conquers. Lesson: Racing →
Coach
A helper in the coached game that points out a clear mistake right after you make it. Lesson: Coached game →
Combat
A fight at a battlefield where both players have units: each side deals damage equal to its total Might. Lesson: Showdowns →
Conquer
Scoring a battlefield by taking control of it during a turn. Lesson: The Goal →
Contested
A battlefield someone has moved into without controlling it. Lesson: Moving →
Control
A battlefield is yours as long as you have units there. You lose it when your last unit there leaves. Lesson: Holding Ground →
Copy
One card of a name. A Main Deck may hold up to 3 copies of a name. Lesson: Deckbuilding basics →
Cost
The number in a card's top-left corner. You pay it to play the card. Lesson: Reading a Card →
Cost reduction
An effect that makes a card cost less, to a minimum of 0 or what the card says. Lesson: Extra Resources →
Counter
To cancel a spell while it waits on the Chain: it does nothing, and its cost stays paid. Lesson: Responding on Their Turn →
Damage
What a unit takes in a fight. When its damage reaches its Might, it dies; damage heals when the fight ends. Lesson: Damage →
[Deathknell]
"When I die": an effect that happens as this unit dies. Lesson: Triggers →
Defender
A unit that was already at the battlefield when the enemy moved in. Lesson: Showdowns →
[Deflect]
A spell or ability an opponent aims at this unit costs them 1 more Power of any Domain. Lesson: Combat Keywords →
Deny
Taking or emptying a battlefield before the opponent's turn starts, so they can't Hold it. Lesson: Counting to 8 →
[Deploy]
This gear is played to a battlefield (any one), stays there, and is killed when an opponent holds that battlefield. Lesson: Gear and [Equip] →
[Disarm]
When this unit attacks, an enemy unit there gets -1 Might this turn ([Disarm 2] is -2). Lesson: Keyword Reference →
Discard
Put a card from your hand into your trash. Lesson: Zones →
Domain
One of the six colours: Fury, Calm, Mind, Body, Chaos and Order. Every rune and card belongs to one or more. Lesson: Runes →
Domain identity
The two Domains on your Legend. Your deck can only use cards in them. Lesson: Your Legend and Chosen Champion →
Duel
A one-on-one game, the kind you play here. Lesson: Setting up →
[Empower]
Pay the cost to make this Empowered, if it isn't already. Lesson: Keyword Reference →
[Empowered]
A unit that's Empowered gets the bonus printed after [Empowered] on its card. Lesson: Keyword Reference →
Ending Phase
End-of-turn effects, then damage heals and "this turn" effects wear off. Lesson: The Turn →
Energy
The plain number in a card's top corner. Tap any rune to add 1 Energy. Lesson: Runes →
[Equip]
Pay the cost to attach this gear to a unit you control. It only works on gear that isn't attached. Lesson: Gear and [Equip] →
Equipment
Gear with an [Equip] cost that attaches to a unit to help it. Lesson: Gear and [Equip] →
Exhaust
Turn a card sideways to show it's used up. It can't be exhausted again until it's readied. Lesson: Your Legend and Chosen Champion →
Exhaust cost
A cost written [Exhaust]: turn this card sideways. An already-exhausted card can't pay it. Lesson: Activated Abilities →
Exhausted
Turned sideways. A unit that just arrived or just moved is exhausted and can't move until it readies. Lesson: Playing Units →
First player
The player who takes the first turn. The other player channels an extra rune on their first turn. Lesson: Setting up →
Floating
Energy or Power you added but haven't spent yet. It is lost when the pool empties. Lesson: The Pool Empties →
[Flow]
You may play this spell from your trash for its Flow cost; then it's removed from the game. Lesson: Keyword Reference →
Focus
In a Showdown, your turn to play an [Action] or [Reaction] card or pass. Whoever contested the battlefield gets it first. Lesson: Showdowns →
Friendly
On your side: your own units. Lesson: Playing Units →
[Ganking]
Lets a unit move from one battlefield straight to another, without going home first. Lesson: Battlefield to Battlefield →
Gear
A card you play to your base that stays on the board. Lesson: Card Types →
Gold
A token piece of gear. Kill it to add one Power of any Domain. Lesson: Tokens →
Graduate
Finish Learn to Play by winning, or reaching 6+ points in, a game with no help. Lesson: Graduation →
Hand
Cards you've drawn, which you play from. Only you can read them. Lesson: Zones →
[Hidden]
Pay 1 Power to hide this card face down at a battlefield you control; from the very next turn on (your opponent's), it's a [Reaction] you may play for free while that battlefield is yours. Lesson: Hidden →
Hold
Scoring a battlefield you still control at the start of your turn. Lesson: The Goal →
[Hunt]
When this unit conquers or holds, you gain 1 XP ([Hunt 3] is 3). Lesson: Keyword Reference →
Keyword
A word in [brackets] that names a longer rule. Each is explained in a later lesson. Lesson: Reading a Card →
Kill
Sending a unit straight to the trash, whatever its Might or damage. Lesson: Stun, Kill, Buffs →
Legend
The card beside the board all game: it sets your deck's two Domains, and most Legends have an ability you can use. Lesson: The Goal →
Legend ability
Text on your Legend that you can choose to use, like "[2], [Exhaust]: ...". The part before the colon is the cost. Lesson: Your Legend and Chosen Champion →
[Legion]
A bonus that works only if you've already played another card this turn. Lesson: Triggers →
[Level]
While you have the listed amount of XP or more, this card gets the effect. Lesson: Keyword Reference →
Main Deck
Your face-down draw pile. Its order is secret. Lesson: Zones →
Main Phase
The part of your turn where you play cards, move and fight, in any order, until you end your turn. Lesson: The Turn →
Might
The number on a unit: how much damage it deals in a fight, and how much it takes to kill it. Lesson: Playing Units →
[Mighty]
A unit is Mighty while it has 5 or more Might. Lesson: Keyword Reference →
Move
Sending a Ready unit from your base to a battlefield, or from a battlefield back to your base. Moving exhausts it. Lesson: Moving →
Mulligan
Once, before the first turn: set aside up to 2 cards from your hand, draw that many, then put the set-aside cards on the bottom of your Main Deck. Lesson: Setting up →
On curve
Spending all your runes on cards every turn: a 2-cost with 2 runes, a 4-cost with 4. Lesson: Your first turns →
Once per turn
Each battlefield can score you only one point per turn, however often it changes hands. Lesson: Once per Battlefield per Turn →
Open runes
The runes a player still has ready on a turn that isn't theirs: they show what they could still pay for. Lesson: Reading Open Runes →
Opening hand
The 4 cards you draw before the game starts. Lesson: Setting up →
Overcommit
Sending so many units into a fight that nothing is left to guard what they can still reach. Lesson: When to Fight, When to Hold →
Pass
Choosing to do nothing when it's your move. When both players pass in a row, the Showdown ends. Lesson: Showdowns →
Permanent
A unit or gear. It stays on the board after you play it. Lesson: Card Types →
Play around
Choosing a line that still wins if they have the card you fear: worth it only when they can really play it. Lesson: Reading Your Opponent →
Points
You score points from battlefields; the first player to 8 points wins. Lesson: The Goal →
Power
The coloured part of a cost, like 1 Fury. Recycle a rune to add 1 Power of its Domain. Lesson: Runes →
Power icon
A Domain's rune icon under a card's cost, like [Fury]. You pay that Power as well as the cost (recycle 1 Fury rune). Lesson: Reading a Card →
[Predict]
Look at the top card of your Main Deck. You may recycle it. Lesson: Keyword Reference →
Priority
Your chance to respond to what's on the Chain before it resolves. Lesson: Reactions →
Private
Only you can look at it, like your hand. Lesson: Zones →
Public
Anyone can look at it, like the board and both trashes. Lesson: Zones →
Put them on a hand
Working out which cards your opponent could hold, from their Legend, the cards you've seen, how many they hold and their ready runes. Lesson: Reading Your Opponent →
[Quick-Draw]
This gear has Reaction, and when you play it, it attaches to a unit you control. Lesson: Keyword Reference →
Racing
Ignoring their board and scoring, because you will reach 8 before they do. Lesson: Racing →
Rainbow [C]
Power of any Domain. In a cost any rune pays it; when a card adds it, it pays any Domain cost. Lesson: Power and Domains →
[Reaction]
Everything [Action] allows, plus playing the card while something is on the Chain. Lesson: Reactions →
Ready
Upright and able to act. Your cards ready at the start of each of your turns. Lesson: Playing Units →
Recruit
A token unit with 1 Might. Lesson: Tokens →
Recycle
Sending a rune from the board back into your Rune Deck to add 1 Power of its Domain. Lesson: Runes →
Reminder text
Words in (parentheses) that re-explain a rule. They never change it. Lesson: Reading a Card →
[Repeat]
Pay the extra cost to do the spell's effect a second time. Lesson: Keyword Reference →
Resolve
When something on the Chain finally happens. Lesson: The Chain →
Rules text
The part of a card that says what it does. Lesson: Reading a Card →
Rune
A card from your separate 12-card Rune Deck. Runes make the Energy and Power you pay for cards with. Lesson: Runes →
Rune Deck
Your small separate deck of runes. Chapter 2 explains it. Lesson: Zones →
Rune Pool
Where the Energy and Power you add wait until you spend them. It empties at the start of each Main Phase and at the end of each turn. Lesson: Runes →
Score
Gaining a point from a battlefield, by a Conquer or a Hold. Lesson: Conquer and Hold →
Sequencing
The order you play your cards and moves in. The same cards can win or lose depending on it. Lesson: Sequencing →
[Shield]
+1 Might while the unit is defending ([Shield 2] is +2). Lesson: Combat Keywords →
[Show Off]
As you play the card, you may reveal a fitting card from your hand or pick one of yours on the board, for a bonus. Lesson: Show Off →
Showdown
A pause at a contested battlefield where the players take turns to play an [Action] or [Reaction] card, or pass. Lesson: Showdowns →
Signature card
A card tied to one champion. Allowed only if it matches your Legend, and at most 3 in a deck. Lesson: Keyword Reference →
Spell
A card that does what its text says, then goes to your trash. It never stays on the board. Lesson: Card Types →
Starter deck
A ready-made legal deck for learning: here, Master Yi or Ahri. Lesson: Deckbuilding basics →
[Stun]
A Stunned unit deals no combat damage this turn, but still needs its full Might in damage to die. Lesson: Stun, Kill, Buffs →
Tag
An extra word on a card. It does nothing alone, but other cards can look for it. Lesson: Reading a Card →
[Tank]
In a fight, the damage dealt to this unit's side must give it lethal damage before its friends without [Tank]. Lesson: Combat Keywords →
Tap
Exhausting a card (turning it sideways) to use it, like tapping a rune for 1 Energy. Lesson: Runes →
Tapped out
Having every rune tapped: no Energy left, so nothing that costs Energy can be played until your next turn. Lesson: Reading Open Runes →
Tempo
Speed: spending your runes and cards now to score or take a battlefield before the other player can answer. Lesson: Tempo vs Value →
[Temporary]
The unit is killed at the start of its controller's next turn, before they score. Lesson: Stun, Kill, Buffs →
The Final Point
One point from winning, a Conquer gives the last point only if you've scored every battlefield this turn; otherwise you draw a card instead. A Hold has no such catch. Lesson: The Final Point →
This turn
A change that wears off at the end of the turn. Lesson: Stun, Kill, Buffs →
Threat
A unit or card that can hurt you on their turn, such as a unit that can reach a battlefield you hold. Lesson: When to Fight, When to Hold →
Token
A unit or gear made by a card's effect, not from a deck. Lesson: Card Types →
Trash
Your face-up pile of used spells, defeated units and discarded cards. Lesson: Zones →
Trigger
An ability that happens by itself when something happens ("When…", "At…"). It goes on the Chain like a spell. Lesson: Triggers →
Type line
The line that says what a card is, like Unit or Spell. Lesson: Reading a Card →
Uncontrolled
A battlefield nobody controls, like one where both sides were wiped out. Lesson: Ties, Wipes and Leftovers →
[Unique]
Your deck can have only 1 card with this name. Lesson: Keyword Reference →
Unit
A fighter. You play it to your base or to a battlefield you control. Lesson: Playing Units →
Value
Getting the most out of a card by keeping it (and your runes) ready for a better moment. Lesson: Tempo vs Value →
Victory Score
The points you need to win, with more than your opponent. In a duel it's 8. Lesson: The Final Point →
[Vision]
When you play this, look at the top card of your Main Deck. You may recycle it. Lesson: Keyword Reference →
[Weaponmaster]
When you play this unit, you may attach one of your Equipment to it for free. Lesson: Gear and [Equip] →
Zone
A place a card can be, like your hand or your trash. Lesson: Zones →