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 →
- 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 →