Glossary
Player & Player Actions
Life The Player’s health
Enemy The opponent or any cards controlled by them.
“You” “You” refers to you as the player.
Friendly You or any of your cards.
Paragon The current deck’s chosen leader card. One is required for each playable deck, and bestows both passive abilities that affect the game at all times, and (in most cases) an activated ability when it is mustered onto the Field
Passive An ability that is always being applied by a player’s Paragon.
Bank The act of putting a card into a player’s Energy Bank
Waste (verb) To put a card into a Waste Pile.
Searching the Waste An action taken when a player’s deck is empty and is unable to draw a new card. A random card will be drawn from their Waste instead, losing Health Points exponentially each time Search the Waste is performed. This means players would lose 1, 2, 4, 8, etc. Health each time they would draw a card.
Reveal The act of flipping over a Banked card face-up
Conceal/Concealed To conceal is to hide from the enemy player. Cards in your Hand, Bank, and deck are concealed by default.
Destroy To cause to be Wasted. Units are destroyed at 0 Health.
Banish To cause to be placed in a Singularity. Banished cards are not Destroyed and do not trigger On Destroy abilities.
Leaves Play When a card leaves the Field for any reason to either the Waste, Singularity, Hand, Bank, etc.
Remove from game Cards that are removed from the game are inaccessible to both players for the remainder of the game.
GAME FIELD AREAS
Bank (noun) / Energy Bank The area designated for cards when they are Banked. Cards in the Bank are displayed as face-down to the Enemy unless Revealed by an ability.
Energy The “currency” a player uses to pay Energy Costs to play their cards. Each Banked card grants 1 Energy. A player’s Energy refills at the start of their turn.
The Field The area where Units, Relics, and Upgrades are played. Units will also engage in combat on the Field
Waste (noun) / Waste Pile A player’s discard pile. Defeated or Destroyed cards will go into this pile as well
Singularity An area designated for cards that have been Banished. This area only exists when a player has chosen to play as the Shroud. Any cards Banished will enter the Banishing player’s Singularity. In the event that both players are playing the Shroud, each player will have their own separate Singularity. A Banished card in that scenario will still enter the Banishing player’s Singularity. Banished cards are not considered Destroyed and can therefore ignore or prevent specific card functions.
CARD TYPES AND CARD ACTIONS
Energy Cost A number located in the top right of every card in Parallel. This represents the cost to play the card.
Unit A card type that is mustered or placed on the Field, it has Stats and Abilities and can also have Keywords. These cards are capable of engaging in combat with other Units and/or Token Units as well as dealing direct damage to the Player’s Health.
Stats The numerical value of a Unit's Attack and Health. This number represents the amount of damage a Unit can deal (attack) and take (health), located in the bottom Left and Right respectively on a Unit card.
Ability Card text/actions
Activate Cards that have Activated abilities may be activated by clicking a button that appears below the card when hovered over.
Keywords These are words used to describe Abilities multiple Units possess within and across Parallels.
Passive Refers to a Paragon’s passive influence over the match as a whole. This ability persists from the start of the match to the end. Destroying a Paragon does not disable the Passive ability.
Active Refers to a Paragon’s abilities when played as a Unit onto the Field.
Fatigue When Unit cards are played, they cannot Attack until the following turn. They can however be attacked by the Enemy’s Units on their turn, or be used as a Defender if the card is capable of doing so.
Relic A card type that is placed on the Field, but does not fight, instead granting one or more abilities to a Player
Upgrade A card type that attaches to a Unit on the Field and changes its Stats and/or Abilities
Effect A card type that represents immediate one-time effects
Muster This ability will trigger when it enters the Field from a player’s Hand.
Attach To place a card on top of or underneath another card.
Create a Unit Generate a Token Unit from outside of the game (card rules will specify)
Token Tokens are cards or game materials that did not start in your starting Deck but are created through various game effects. Tokens cease to exist if they are not on the Field.
Combat Damage Any damage done as a result of a unit attack.
Retaliate This ability will trigger whenever this Unit takes damage.
Aftermath This ability will trigger when this unit is Destroyed.
Counter A counter is an object placed on a card to track information.
Transform Become a completely different card.
KEYWORDS
Armed This Unit deals damage before any non-Armed Units while attacking.
Assault This ability will trigger if the Enemy has lost Health this turn.
Attuned At the start of your turn, this toggles between its Dormant and Awakened states.
Battle Ready This Unit does not need to wait a turn before attacking.
Corrupted Requires that the Energy Cost be paid in Health Points as well. Corrupted Units are removed from the game when destroyed.
Decay At the beginning of your turn, this Unit and Units adjacent to it take 1 damage.
Defender This Unit may block (or intercept) attacks and battle rather than the intended target.
Evasive This Unit’s attacks may not be blocked by Units with Defender.
Flourish This ability will trigger when this Unit is healed over its maximum health.
Intel X If the Enemy has “x” or more revealed banked cards, this ability triggers when the associated Unit enters the Field.
Overclock This Unit may be played by spending up to two Energy extra. If one is paid, randomly Upgrade this Unit. If two is paid, look at two Upgrades and choose one.
Pacifist This Unit may not initiate attacks.
Play To play is to pay costs for and use a card or ability. Paragons, Units, Upgrades, and Relics go to the Field when played. Effects resolve and then go to the Wastes.
Salvage X When this Unit is Wasted, move up to X of its attached upgrades to other Units.
Shielded This Unit is immune to the next Enemy Effect that targets it.
Split Cards A split card is a card that represents more than one card. Which card is played is chosen when the card is played. The card fully becomes the played version.
Target To target is to choose a desired card or player to be affected by the Effect or ability that’s asking for a target.