The “face” of a card is the side that displays art and card information.
The “back” of a card is the side opposite of the face.
Legend cards have a different cardback design than non-Legend cards.
“Face-up” refers to a card displaying its face.
“Face-down” refers to a card displaying its back.
While a card is face-down, ignore all card information, except whether or not the card is a Legend. (As indicated by the cardback design.)
“Ready” refers to cards oriented in the vertical position, upright relative to you.
“Spent” refers to cards oriented in the horizontal position, sideways relative to you.
To spend a ready card, turn it 90° until it is fully horizontal.
To ready a spent card, turn it 90° until it is fully vertical and upright.
The location of a card’s name varies based on card type, but it’s generally presented in a bold text treatment, at a higher font point than other card information.
On a Legend card, the name is located in the top center.
On a Unit card, the name is located just above the textbox, aligned to the left.
On a Gear or Program card, the name is located just above the textbox, aligned in the center.
When a card refers to its own name, assume it’s referring to itself (not another card of the same name).
If a card's name contains 2 names connected by an ampersand (&), that card has 3 names: both contained names, plus the combined name.
A card’s subtitle is not part of its name.
A card’s subtitle is located directly underneath its name.
The subtitle distinguishes between different cards with the same name. If two cards have the same name but different subtitles, they are considered different cards.
A card’s “cost value” (also referred to as just “cost”) denotes the number of (€$) you must pay to play it. See Pay (see rule 11.11) and X €$ (see rule 11.20).
No matter what area you play a card from (hand, trash, etc.) you must pay the card’s cost unless an effect explicitly tells you to play it “for free,” or provides an alternate payment.
Effects that reduce, increase, or change the (€$) you pay to play a card do not alter cost value.
A Legend may have a “null” cost, represented by ( – ).
You cannot pay a null cost.
A null cost can not be increased, decreased, or modified.
For effects that reference a Legend’s cost, a null cost is considered 0.
If a card in your hand has a “Sell Tag,” you may sell it as an action during your main phase. See Sell (see rule 11.12).
Legends with a sell tag can be spent to pay 1 €$ while face-up in the Legends area.
“Tags” denote a card’s classifications.
When an effect includes a tag, it’s referencing all cards with that tag.
In card text, tags appear in bold, fully capitalized.
Every card has at least one tag, and there is no upper limit on the number of tags a card can have.
The “product type” denotes the type of product the card is available in.
The “product code” is a group of characters usually abbreviating the product the card is available in.
The “block code” is a symbol denoting which cohort of products the card is from.
The “card number” identifies a single card within a product.
The symbol defines a card’s rarity; how common the card is in its printed set.
A card’s “power” determines its success in stealing and fighting. See ATTACK, FIGHT, AND STEAL (see section 9).
A Unit or Legend’s power is equal to the power printed on the card plus the power of its equipped Gear and any current effect modifiers.
A Gear’s power modifies the Unit or Legend it is equipped to.
Units and Legends inherit power from Gears equipped to them.
A Gear’s power is equal to the power printed on the card.
A Gear’s power is not modified by card effects, unless the effect specifically targets the Gear.
“Base power” refers to the printed power on a Legend, Unit, or Gear, separate from any applied or inherited modifiers.
A card’s textbox contains its card text.
A card may have multiple textboxes.
“Card text” may include effect text, reminder text, and flavor text, differentiated by formatting and treatment.
“Effect text” is any text on a card that dictates a game effect.
Effect text may use symbols or keywords as shorthand for longer effects, conditions, or concepts. See TERMS (see section 11).
“Reminder text” reminds you of relevant rules, keyword definitions, or other implied effects.
Reminder text is not effect text, and does not influence gameplay.
Reminder text is always italicized and parenthetical.
“Flavor text” is non-gameplay text that adds lore to a card.
Flavor text is always italicized.
Card text addresses the player who played the card. When an effect says “you,” it’s referring to the player controlling the card.
While a Gear is equipped to a Unit or Legend, that Unit or Legend inherits any text in the Gear’s bottom textbox. See CARD TYPES > Gears (see rule 4.9).
The “Illustrator Credit” is the name of the artist who created the card's artwork.
A RAM value consists of a number and a color. (i.e. “2 Red,” “6 Yellow,” etc.)
The RAM number is in the center of the symbol (Fig. 3).
The RAM color is indicated by the highlighted corners in the symbol (Fig. 3), as well as the card’s border color (if it has one).
A card’s overall color is identified by the frame element around the cost and the RAM symbol (Fig. 3).
A deck’s 3 Legends provide your deck’s “RAM Limits.” All other cards in your deck must be within these RAM Limits.
By default, decks have a RAM Limit of 0 in all colors (0 Red, 0 Green, 0 Blue, and 0 Yellow).
When you add a Legend to your deck, increase the deck’s RAM Limits by the Legend’s RAM value.
A deck’s RAM Limit in a color is the sum of its Legends’ RAM in that color.
Your deck may include any card with RAM less than or equal to your deck’s RAM Limit for its color.
Your deck’s RAM Limits are locked after deck composition. If a Legend is removed from the game during play, your deck’s RAM Limits are not affected.
RAM values do not dictate ability to play a card, simply whether it’s legal to include in your deck.
A card’s type designates it as a Legend, Unit, Gear, or Program. See CARD TYPES (see section 4).