- Action Points
- AP is used to take action, spent on Basic Attacks, Signature Moves, Guard, and Modifier Cards. It resets to 3 at the start of each turn. The player who opens the match receives 2 AP on their first turn.
- Hype
- Hype is used to take special actions, spent on certain Signature Moves and Modifier Cards, and it carries between turns. You normally gain 1 at the start of each turn up to a maximum of 3, but the opening player gains none on their first turn.
- Health
- Damage that is not absorbed by Shield reduces a Character’s Health. A Character is KO’d at 0 Health and cannot act again that match.
- Shield
- Shield belongs to one Character, persists between turns, and absorbs damage before Health. A Character can hold at most 30 Shield.
- Basic Attack
- A Basic Attack costs 1 AP and deals 10 damage to one targetable enemy. Exposed, Fields, passives, and Pressure can change the final damage.
- Signature Move
- A Signature Move is a Character’s unique action and may require AP, Hype, or both. Its card states its targets, effects, and whether it can be used only once per match.
- Guard
- Guard costs 1 AP and gives the acting Character 10 Shield. It can be used only when that Character currently has 0 Shield.
- Modifiers
- Each player starts with six public Modifier Cards and may play at most one per turn by paying its AP and Hype cost. Events resolve immediately. Fields remain active for four turns, counting the turn played. Each Modifier can be played only once.
- Exposed
- Exposed adds 10 damage the next time that Character takes damage. Exposed clears as soon as it applies its bonus, even if Shield absorbs the damage.
- Stunned
- A Stunned Character cannot act during its player’s turn. It clears at the end of that turn after the Character skips its action.
- Hidden
- Hidden prevents a Character from being chosen by enemy single-target effects, but it does not protect against effects that hit multiple or all Characters. It clears when the Character acts or at the start of its controller’s next turn.
- Field
- A Field is a Modifier Card that creates one shared battlefield condition for four turns, counting the turn played. Only one Field can be active, so playing another immediately replaces the current one.
- Pressure
- Pressure starts on the non-opening player’s Round 7 turn; the opening player’s Round 7 turn is unaffected. From then on, Basic Attacks and Signature damage deal 10 additional damage, but Event and Field damage do not.
- Hype Fully Drained
- If a Hype-drain effect targets a player already at 0 Hype, the failed drain randomly Exposes one of that player’s unexposed living Characters. If every living Character is already Exposed, it deals 10 damage to the leftmost Character tied for the lowest combined Health and Shield.