Etape 5 of 5
Keyword Glossary
Alphabetical reference for every keyword in the game.
ETAPE 5 of 5 — 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 — 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 — 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 — usually "when your ship is attacked" or "when you would take damage."
Example card: Spark Discharge — "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 — "End Cycle: if you played no Weapon this turn, draw 1 card."
In-universe: End-of-turn AI routines completing their cycle of operation — 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 — they trigger something the moment they're launched, separate from their normal attack cycle.
Example card: Scout Drone Beta — "Deploy Burst: Probe 1. Rearrange the top card of your deck."
In-universe: A drone or system performs a one-shot action on launch — 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 — buffs/debuffs/conditions — until the card leaves play.
Example card: Targeting Assist — "Persistent Field. Your Weapons deal +1 damage."
In-universe: An ongoing system state — 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 — "Passive: Your ship starts each match with +5 Hull Integrity."
In-universe: The ship's inherent design or built-in characteristic — 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 — 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 — 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 — "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 — 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 — "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 — 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 — explosive missiles, plasma bursts, EMP cones.
Cascade
Definition: Damage chain-reacts to additional targets if the primary target is destroyed. Different from Overflow — 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 — "Deal 2 damage and Disable target unit's abilities next turn."
In-universe: EMP weapons, ion blasts, sensor jamming — 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 — 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 — "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 — "Deploy Burst: Probe 1."
In-universe: Sensor scans, predictive analysis, sensor-fusion AI.
Deep Scan
Definition: Reveal additional information beyond Probe — 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 — 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 — 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 — 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 — "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 — 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 — 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 — TOP 20 MOST COMMON KEYWORDS
For new players, these are the keywords appearing most often:
| # | Keyword | Frequency | Purpose |
|---|---|---|---|
| 1 | Persistent Field | 150+ | Continuous passive effect |
| 2 | Priority Fire | 142+ | Fires first in exchanges |
| 3 | Critical Strike | 83+ | Conditional double damage |
| 4 | Auto-Repair | 72+ | Heal per turn |
| 5 | Reinforced Hull | 65+ | Damage reduction |
| 6 | Phase Drive | 64+ | Phase-based dodge |
| 7 | Rapid Launch | 62+ | Multi-drone deploy |
| 8 | Interceptor | 62+ | Defensive drone |
| 9 | Alpha Strike | 55+ | Multi-hit damage |
| 10 | Gain Stealth | 54+ | Become untargetable |
| 11 | Ablative Plating | 50+ | Consumable armor |
| 12 | Radiation Leak | 46+ | Damage over time |
| 13 | Breach Cascade | 45+ | Spreading damage |
| 14 | Emergency Reboot | 39+ | System restart |
| 15 | Probe | 38+ | Peek at deck |
| 16 | Overflow Fire | 37+ | Cascade excess damage |
| 17 | Overclock | 33+ | Boosted with cost |
| 18 | Cloaked Entry | 31+ | Enter with Stealth |
| 19 | Tracking Lock | 27+ | Anti-evasion |
| 20 | End Cycle | 26+ | 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 — SUMMARY OF ALL 5 ETAPES
| Etape | Topic | Key purpose |
|---|---|---|
| 1 | Universe Foundation | What voidexa IS / IS NOT, setting, terminology, visual rules |
| 2 | Battle Mechanics | Turn structure, energy, heat, damage flow, win/loss |
| 3 | The 9 Card Types | Each type's mechanics + visual grammar + art prompts |
| 4 | Pilots, Cores, Archetypes | Strategic layer + deckbuilding |
| 5 | Keyword Glossary | Every 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.