Attack
A card type: Attacks deal damage, usually to one enemy you drag them onto.
Bleed
Takes this much damage at the start of its turn, every turn. A new Bleed replaces a weaker one.
Bulwark
+1 guard per stack from every card that gives guard.
Discipline
A weapon mastery Rite. Different Disciplines work side by side.
Echo
What a copy of a Unique Rite does when you play it while that Rite is already up: a small one-time effect.
Energy
Every card costs energy (the number in its gem). You get 3 each turn; what you do not use is lost.
Guard
Soaks hits before your HP; it falls away at the start of your next turn.
Might
+1 damage per stack on every attack.
Planted
Was shoved to the back row; cannot be pushed again for this many turns.
Push
Moves an enemy from the front row to the back row.
Reach
Bows, spells, breath and attacks that hit all enemies reach the back row; melee does not.
Rite
A card type: a Rite is played once and keeps working for the rest of the fight.
Rooted
Cannot attack this turn (bosses deal half). A direct hit breaks the root; damage over time does not.
Rows
Fighters stand in a front row or a back row. Melee only reaches the front row while anyone stands in it.
Shaken
Deals 30% less damage for this many turns.
Spend
After you play it, the card leaves this fight (it goes to the Spent pile). It is back in your deck next fight.
Stunned
Skips its next turn. Elites and bosses shrug off a second stun in the same fight.
Sundered
Takes 40% more damage for this many turns.
Tactic
A card type: Tactics guard, draw, heal or set things up. Most are played by dragging them up.
Taunted
Must attack the hero who taunted it.
Thorns
Anyone who attacks you takes this much damage.
Unique
Only one copy works at a time. Play another copy while it is up and that copy does its Echo instead (and if it is upgraded and yours is not, yours becomes the upgraded one). Spare copies help you find it sooner.
Winded
Gains 30% less guard for this many turns.