Etape 5 of 5

Keyword Glossary

Alphabetical reference for every keyword in the game.

ETAPE 5 of 5 β€” Complete Keyword Glossary

This document defines every game term used on card text in the 1000-card Alpha Set. When a card says "Reactive. Deal 2 damage" or "Persistent Field. Your Weapons gain Priority Fire", these are the definitions of those terms.

Prerequisite: ETAPE 1-4 β€” read first.

Total keywords cataloged: 80+, sorted by category and frequency in the set.


HOW KEYWORDS WORK

A keyword is a shorthand game term that has a specific rules meaning. Keywords are written in capital letters or italics on cards (e.g. "Reactive", "Persistent Field", "Pierce"). They reduce text length and create consistent gameplay vocabulary.

Most keywords trigger a specific game effect or modify how a card is played. Some keywords also have flavor β€” they imply something narratively about the action.

When reading card text:

  • Keyword + period: the keyword describes a property of the card itself
  • Keyword + value: the keyword does something with a numeric input (e.g. "Probe 1" = peek at top 1 card)
  • Keyword: effect: the keyword introduces a triggered effect (e.g. "End Cycle: draw a card")

CATEGORY 1: TIMING KEYWORDS

These keywords define WHEN a card or effect happens.

Reactive

Definition: This card can be played during the OPPONENT'S turn, in response to a triggered event.

Used in: 19+ cards

Common pattern: "Reactive. Play only when [condition]." Most reactive cards specify the trigger β€” usually "when your ship is attacked" or "when you would take damage."

Example card: Spark Discharge β€” "Reactive. Deal 2 damage to target enemy unit."

In-universe: A reactive card represents the ship's automated systems firing in response to enemy action. Point-defense lasers shooting incoming missiles. Counter-fire from automated turrets.


End Cycle

Definition: This effect triggers at the END of the player's turn (after End Turn is clicked, before opponent starts).

Used in: 26+ cards

Common pattern: "End Cycle: [effect]." The effect always runs once per turn on the controlling player's end step.

Example card: Auto Reload β€” "End Cycle: if you played no Weapon this turn, draw 1 card."

In-universe: End-of-turn AI routines completing their cycle of operation β€” recalibrating systems, restocking ammunition, reporting battle data.


Deploy Burst

Definition: This effect triggers IMMEDIATELY when the card is played (one-time effect on entry).

Used in: 24+ cards

Common pattern: "Deploy Burst: [effect]." Most common on Drones β€” they trigger something the moment they're launched, separate from their normal attack cycle.

Example card: Scout Drone Beta β€” "Deploy Burst: Probe 1. Rearrange the top card of your deck."

In-universe: A drone or system performs a one-shot action on launch β€” initial sensor sweep, calibration burst, deployment scan.


Persistent Field

Definition: This effect REMAINS ACTIVE for as long as the card is in play. Continuous passive.

Used in: 150+ cards (most common keyword)

Common pattern: "Persistent Field. [effect]." The effect modifies game state passively β€” buffs/debuffs/conditions β€” until the card leaves play.

Example card: Targeting Assist β€” "Persistent Field. Your Weapons deal +1 damage."

In-universe: An ongoing system state β€” an AI routine humming, a module providing constant buff, a field generator emitting continuous effect.


Passive

Definition: Similar to Persistent Field, but specifically for Ship Cores. The Ship Core's passive is always active for the entire battle.

Used in: 49+ Ship Core cards

Common pattern: "Passive: [effect]." Always on, no trigger needed.

Example card: Defender Hull β€” "Passive: Your ship starts each match with +5 Hull Integrity."

In-universe: The ship's inherent design or built-in characteristic β€” heavy armor, stealth coating, drone bay capacity.


Once per turn

Definition: A triggered ability can only fire ONCE per turn, even if conditions are met multiple times.

Used in: 18+ cards

Common pattern: "Once per turn, [trigger]: [effect]."

In-universe: A system has cooldown β€” it can fire then must reset before firing again.


CATEGORY 2: DAMAGE & COMBAT KEYWORDS

These keywords modify how damage is dealt or prevented.

Pierce

Definition: Damage from this card BYPASSES the target's Shield Capacity. Goes directly to Hull or subsystem.

Common pattern: "Pierce. Deal X damage." Or "Deal X damage. Pierce."

In-universe: Specialized weapons that bypass energy shields β€” particle weapons that go through plasma fields, gravitic projectiles that ignore force barriers.


Priority Fire

Definition: This card or unit fires FIRST in damage exchanges, before other effects resolve.

Used in: 142+ cards

Common pattern: "Priority Fire" as a keyword on the card or "Host gains Priority Fire" on Equipment.

Example card: Barrel Extender β€” "Attach to a Weapon you control. Host gains Priority Fire."

In-universe: Targeting computers locking faster, faster trigger response, longer-range weapons hitting first.


Critical Strike

Definition: This attack has a chance (or condition) to deal DOUBLE damage. The doubled damage applies before defenses.

Used in: 83+ cards

Common pattern: "Critical Strike. [conditional bonus]."

In-universe: Hitting a vulnerable system on the enemy ship β€” power conduit, weapon magazine, reactor coolant line.


Alpha Strike

Definition: This card deals damage MULTIPLE TIMES in a single play. Common variant: "deal X damage twice" or "deal X damage three times."

Used in: 55+ cards

Common pattern: "Alpha Strike. Deal X damage twice/thrice."

Example card: Stutter Gun β€” "Alpha Strike. Deal 2 damage twice to target."

In-universe: A burst-fire weapon discharging multiple projectiles in rapid succession. Each impact is a separate damage event.


Overflow Fire

Definition: Excess damage spills over to a secondary target. If the primary target is destroyed by less than this card's damage, remainder hits another target.

Used in: 37+ cards

Common pattern: "Overflow Fire. Deal X damage. Excess damage hits another target."

In-universe: Heavy weapons that punch through and continue β€” railgun rounds that don't stop, beams that cascade.


Splash

Definition: This card deals damage to MULTIPLE targets, usually adjacent enemies (other drones near the main target).

In-universe: Area-effect weapons β€” explosive missiles, plasma bursts, EMP cones.


Cascade

Definition: Damage chain-reacts to additional targets if the primary target is destroyed. Different from Overflow β€” cascade keeps going.

Used in: 18+ Chain Catalyst cards


Linked Fire

Definition: When this fires, another friendly weapon also fires for free.

Used in: 12+ cards

In-universe: Coordinated fire-control linking multiple weapons together.


Disable

Definition: Target loses access to a specific subsystem or ability for X turns. Unable to play certain card types.

Used in: 21+ cards

Common pattern: "Disable target [subsystem]" or "Disable target unit's abilities next turn."

Example card: Chaff Round β€” "Deal 2 damage and Disable target unit's abilities next turn."

In-universe: EMP weapons, ion blasts, sensor jamming β€” temporarily knocking out enemy systems without destroying them.


Negate

Definition: Cancel an enemy effect that's currently triggering. Counter-spell mechanic.

Used in: 5+ cards

In-universe: Predictive AI countermeasures, electronic warfare jamming.


CATEGORY 3: DEFENSE KEYWORDS

These keywords modify how damage is reduced or absorbed.

Reinforced Hull

Definition: Reduces incoming damage by a fixed value before it applies.

Used in: 65+ cards

Common pattern: "Reinforced Hull X. Reduce incoming damage by X each time you take damage."

In-universe: Ablative armor plating that absorbs initial impact, reactive armor extensions, hull-hardening beam emitters.


Ablative Plating

Definition: Similar to Reinforced Hull but consumed on use. Each hit consumes 1 plating until depleted.

Used in: 50+ cards

Common pattern: "Ablative Plating X. Reduce next X damage events by 1 each."

In-universe: Sacrificial armor layers β€” designed to absorb damage and burn off.


Auto-Repair

Definition: This unit/ship heals X HP per turn automatically.

Used in: 72+ cards

Common pattern: "Auto-Repair X. Heals X HP at end of your turn."

Example card: Repair Nanites β€” "Auto-Repair 2. Heals 2 HP at end of your turn."

In-universe: Repair drones, nano-machines, automated welder systems.


Evade

Definition: This unit dodges the next incoming attack entirely.

Used in: 25+ cards

In-universe: Evasive maneuvering, agile thruster systems, ECM that confuses targeting.


Countermeasure

Definition: When attacked, automatically deploy a defensive measure (flares, chaff, smoke, decoys).

Used in: 7+ cards

In-universe: Decoy systems, smoke screens, automated defense ejection.


Tractor Beam Hold

Definition: Lock target in place, preventing them from being moved or evading.

Used in: 4+ cards

In-universe: Tractor beams clamping onto enemy hulls.


CATEGORY 4: STEALTH & DETECTION KEYWORDS

Gain Stealth

Definition: Unit becomes untargetable by enemy until they attack or the next turn ends.

Used in: 54+ cards

Common pattern: "Gain Stealth this turn." or "Gain Stealth until you attack."

In-universe: Cloaking fields, sensor masking, EMCON (emission control) protocols.


Cloaked Entry

Definition: Unit enters play with Stealth automatically.

Used in: 31+ cards

In-universe: Stealth deployment from hidden hangars, masked launches.


Phase Drive

Definition: Unit can briefly phase out of normal space to dodge attacks or reposition.

Used in: 64+ cards

In-universe: Quantum-phase technology, partial dimensional shift, warp-bubble micro-jumps.


Tracking Lock

Definition: Once targeted, this attack cannot be evaded by Evade or Stealth.

Used in: 27+ cards

In-universe: Lock-on missile systems, AI predictive tracking that ignores cloaking.


Tracking Array

Definition: Detect enemy stealth units, removing their Stealth.

Used in: 6+ cards

In-universe: Anti-stealth sensor arrays, deep-scan radar.


Signal Jamming

Definition: Disrupt enemy targeting/AI, making their attacks less accurate.

Used in: 6+ cards (also Signal Jammer)

In-universe: Electronic warfare suite, broadband EMP, comms disruption.


CATEGORY 5: INFORMATION & CARD MANIPULATION

Probe X

Definition: Look at the top X cards of your deck. May rearrange or scry.

Used in: 38+ cards

Common pattern: "Probe X. Rearrange the top X cards of your deck."

Example card: Scout Drone Beta β€” "Deploy Burst: Probe 1."

In-universe: Sensor scans, predictive analysis, sensor-fusion AI.


Deep Scan

Definition: Reveal additional information beyond Probe β€” see opponent's hand or top cards.

Used in: 16+ cards

In-universe: High-power sensor sweep, deep-radar penetration.


Tactical Draw

Definition: Draw extra cards under specific conditions.

Used in: 7+ cards


Recon Beacon

Definition: Persistent unit that provides ongoing scan information.

Used in: 2+ cards


CATEGORY 6: RESOURCE & ENERGY KEYWORDS

Cascading Power

Definition: Generate additional energy in a chain reaction.

Used in: 26+ cards

In-universe: Reactor cascade overload, energy surge events.


Reactor Vent

Definition: Reduce Heat by venting reactor heat directly.

Used in: 1+ cards


Power Surge

Definition: Temporarily increase max energy for one turn.


Energy Surge

Definition: Gain X energy immediately.


Crew Pooling

Definition: Combine multiple units' resources into a single boost.

Used in: 7+ cards


Fuel Scavenge

Definition: Convert destroyed units' value back into energy.

Used in: 4+ cards


Salvage Redirect

Definition: Redirect destroyed unit's resources to another unit.


CATEGORY 7: DRONE-SPECIFIC KEYWORDS

Rapid Launch

Definition: Deploy multiple drones in a single play.

Used in: 62+ cards

In-universe: Multi-bay hangars launching drones simultaneously.


Hot Deploy

Definition: Drone enters play already activated, attacks immediately.

Used in: 9+ cards

In-universe: Pre-launched drones already powered, ready to fight.


Interceptor

Definition: This drone can intercept incoming attacks (defensive role).

Used in: 62+ cards

In-universe: Point-defense drones, anti-missile drones.


Outrider

Definition: Drone has scout properties β€” extended range, prediction.

Used in: 6+ cards


Flanking Fire

Definition: Drone attacks from multiple angles, increasing damage when grouped.

Used in: 9+ cards


Manual Fire

Definition: Drone is fired directly by player command, not automatic attack cycle.

Used in: 5+ cards


CATEGORY 8: SPECIAL TIMING / TRIGGERS

Cold Boot X

Definition: Unit takes X turns to activate. Cannot attack/effect until cold boot completes.

Used in: 25+ cards

Common pattern: "Cold Boot 1. [stronger effect than fast cards]."

In-universe: Powering up reactor, charging capacitors, warming weapon.


Hot Activation

Definition: Skip Cold Boot β€” activate immediately.

Used in: 1+ cards


Emergency Reboot

Definition: Restart a disabled system to bring it back online.

Used in: 39+ cards

In-universe: Crew restarting systems after EMP, AI rebooting damaged subsystems.


Cycling Protocol

Definition: Recurring effect that cycles through different states.

Used in: 3+ cards


Deferred Deployment

Definition: Card enters play but its effect triggers on a later turn.

Used in: 2+ cards


CATEGORY 9: STATUS EFFECTS

Radiation Leak

Definition: Target takes damage over time (DoT) for several turns.

Used in: 46+ cards

In-universe: Damaged reactor, radiation contamination, energy bleed.


Hull Drain

Definition: Target loses hull over time, like Radiation Leak but specific to hull.

Used in: 7+ cards


Critical Breach

Definition: Target has a critical system damage that progressively worsens.

Used in: 22+ cards


Breach Cascade

Definition: A breach spreads to other systems if not contained.

Used in: 45+ cards


Apply Lock

Definition: Target cannot use a specific subsystem until lock is broken.

Used in: 6+ cards


Encryption Block

Definition: Target's AI Routines are disabled.

Used in: 1+ cards


System Corruption

Definition: Target's systems work erratically β€” random effects.


System Reset

Definition: Target's persistent effects all reset to default.

Used in: 5+ cards


Data Wipe

Definition: Target loses card-draw history or special accumulated state.

Used in: 3+ cards


Hack Corrupt

Definition: Take temporary control of an enemy unit.

Used in: 3+ cards


AI Takeover

Definition: Permanently take control of an enemy AI Routine.

Used in: 2+ cards


CATEGORY 10: POWER / OVERLOAD MECHANICS

Overclock

Definition: Unit performs at higher power but pays a cost (Heat, self-damage, etc.).

Used in: 33+ cards

Common pattern: "Overclock. Deal +X damage but take Y self-damage."

Example card: Blaster Carbine β€” "Overclock. Deal 4 damage."


Overcharge

Definition: Spend extra resources for amplified effect.

Used in: 2+ cards


Overflow / Overflow Fire

Definition: Excess output cascades to additional targets.

Used in: 37+ cards


Adaptive Learning

Definition: Unit grows stronger each time it's used.

Used in: 14+ cards

In-universe: Self-improving AI, machine learning systems.


Battle Hardened

Definition: Unit gains permanent buffs from surviving combat.

Used in: 19+ cards


Efficiency Protocol

Definition: Reduce energy cost over time as the system optimizes.

Used in: 13+ cards


Transform Overhaul

Definition: Unit transforms into a different version (rare big-effect card).

Used in: 4+ cards


Modular Payload

Definition: Card has multiple effect options at play-time.

Used in: 1+ cards


CATEGORY 11: BOARD INTERACTION

Scrap

Definition: Destroy one of your own units to gain a benefit.

Used in: 4+ cards

Common pattern: "Scrap a Drone. [bonus]."

In-universe: Salvaging your own damaged drone for resources, sacrificing for greater good.


Bounce

Definition: Return target to its owner's hand instead of destroying.

Used in: 3+ cards


Replaces

Definition: This card replaces another card in play (common with new Ship Cores or Modules).

Used in: 16+ cards


Quick Strike

Definition: Acts before opponent gets to react.

Used in: 5+ cards


Skyward Maneuver

Definition: Repositioning unit to a new tactical position.

Used in: 5+ cards


Sabotage Charge

Definition: Plant a delayed-damage effect on enemy.

Used in: 2+ cards


EMP Pulse

Definition: Disable all enemy systems briefly.

Used in: 1+ cards


Phantom Echo

Definition: Create a duplicate or illusion of a unit.

Used in: 2+ cards


Archive Recall

Definition: Return a card from your discard back to your hand or deck.

Used in: 2+ cards


CATEGORY 12: CHAIN / SYNERGY KEYWORDS

Chain Catalyst

Definition: This card triggers a chain reaction with similar cards.

Used in: 18+ cards


Escalation

Definition: Effect grows stronger each time it triggers.

Used in: 22+ cards


Endgame Protocol

Definition: Massive late-game effect that triggers under specific conditions.

Used in: 1+ cards


Mission Complete

Definition: Triggers when a specific game-state condition is met (objective).

Used in: 1+ cards


Upgrade Trigger

Definition: Card upgrades when a specific event happens.

Used in: 1+ cards


Assault Protocol

Definition: Aggressive behavior trigger for combat units.

Used in: 2+ cards


CATEGORY 13: COMMON CARD-TEXT INSTRUCTIONS

These are not keywords but recurring text patterns players will see.

"Play only if [condition]"

The card is conditional β€” can only be played if the stated condition is true. Common conditions:

  • "if your Hull is below 50%"
  • "if you played a Weapon last turn"
  • "if you control a Drone"

"Target [subsystem]"

The damage or effect targets a specific subsystem (Reactor, Engines, Weapons Array, etc.) instead of generic Hull damage.

"Hits [subsystem] by default"

If no specific target chosen, the effect defaults to that subsystem.

"Restore X HP"

Heal X Hull Integrity. Always specifies the amount.

"Gain X energy"

Add X to your current Energy. Cannot exceed max energy.

"Draw 1 card" / "Draw X cards"

Card advantage β€” draw from deck into hand.

"Skip your draw"

You do NOT draw a card next turn (downside ability).

"Until end of turn"

Effect lasts for the rest of this turn only.

"This turn"

Same meaning as "until end of turn."

"Your units / your Weapons / your Drones"

Effect applies to all friendly units of that type currently in play.

"All units"

Effect applies to BOTH players' units (common on Field cards).

"Host"

Used in Equipment text. The "host" is the card the Equipment is attached to.


QUICK REFERENCE β€” TOP 20 MOST COMMON KEYWORDS

For new players, these are the keywords appearing most often:

#KeywordFrequencyPurpose
1Persistent Field150+Continuous passive effect
2Priority Fire142+Fires first in exchanges
3Critical Strike83+Conditional double damage
4Auto-Repair72+Heal per turn
5Reinforced Hull65+Damage reduction
6Phase Drive64+Phase-based dodge
7Rapid Launch62+Multi-drone deploy
8Interceptor62+Defensive drone
9Alpha Strike55+Multi-hit damage
10Gain Stealth54+Become untargetable
11Ablative Plating50+Consumable armor
12Radiation Leak46+Damage over time
13Breach Cascade45+Spreading damage
14Emergency Reboot39+System restart
15Probe38+Peek at deck
16Overflow Fire37+Cascade excess damage
17Overclock33+Boosted with cost
18Cloaked Entry31+Enter with Stealth
19Tracking Lock27+Anti-evasion
20End Cycle26+End-of-turn trigger

END ETAPE 5

After ETAPE 5, the reader can:

  • Read any card in the 1000-card Alpha Set and understand its mechanics
  • Write new cards using the established keyword vocabulary
  • Translate mechanical concepts into in-universe representations for art

END OF MANUAL β€” SUMMARY OF ALL 5 ETAPES

EtapeTopicKey purpose
1Universe FoundationWhat voidexa IS / IS NOT, setting, terminology, visual rules
2Battle MechanicsTurn structure, energy, heat, damage flow, win/loss
3The 9 Card TypesEach type's mechanics + visual grammar + art prompts
4Pilots, Cores, ArchetypesStrategic layer + deckbuilding
5Keyword GlossaryEvery game term defined

This manual is the single source of truth for voidexa's gameplay layer. Use it for:

  • AI prompt generation (art, marketing, copy)
  • Deckbuilder UI design
  • Tutorial content
  • Documentation
  • Future card design (new sets must align with this vocabulary)
  • Quality control on generated content (does this match the universe?)

End of Etape 5. End of Manual.