# Vandal Rules, section 13 Part of https://playvandal.com/rules.txt. ## 13. Keyword and ability glossary ### Activate Spend this creature’s charge and printed costs during your turn. Cannot activate on entry without Livewire, or while frozen. Activation prevents further attacks this turn. ### Adventure Pay the printed Adventure cost to resolve its spell effect, then set that exact card aside publicly. Later you may play its creature face from there for the printed creature cost. ### Aftermath After another creature dies while this creature is on the board, run the effect. Printed friendly, enemy and non-token filters apply. A printed once-per-turn limit allows only the first qualifying death each turn. ### Amplifier While this stands, your Boot-ups (not its own), Wreckage or end-of-turn triggers run twice. ### Assembly Collects the parts you play, then launches with all of them bolted on. ### Attachment An attackable creature representing equipment or an aura. Bolt-On attachments cost 3 extra Power unless another cost is printed. When the host dies, returns to hand or Blinks, attached cards go to Junk without dying or granting Scrap. Banishing the host removes them; Wipe removes attached cards without a death. Printed exceptions apply. ### Attack The damage a creature deals when it fights. ### Autocharge Recharge this creature at the start of your turn. It still holds at most one ability charge; this does not reset attacks or printed once-per-turn limits. ### Backfire The first time this takes damage and survives, the effect runs. If its text is suppressed then, it is used up. ### Banish Remove the chosen creature from the board without a death, Wreckage, Reboot or Scrap reward. Its actual non-token card goes to the removed pile; tokens and hijacked husks vanish. It cannot be recovered from Junk. ### Barrier While this creature can be attacked, enemies cannot attack your hero. Card effects still can. ### Beacon Raises your Beacon count. A Beacon payoff creature played later enters that much bigger. ### Blink Replace a friendly non-token creature with a fresh body and run its Boot-up. Removes its damage, buffs and attachments without a death or Scrap reward. ### Bolt-On Play this onto a friendly creature to add its stats and text to that creature. ### Boost Pay the extra Power when you play this and the Boost effects also happen. ### Boot-up Runs once, when the card is played from your hand. ### Build Up Grows by 1 at the start of each of your turns while you hold it. ### Cascade Reveal cards from your deck until an eligible non-Site card within the printed cost limit appears. Cast it without its Power cost; required targets and additional costs still apply. Shuffle the other revealed cards back. ### Chain When you play this card, its Chain bonus applies if you played another card earlier this turn. Chain N requires at least N cards played this turn. If a timing is printed, check the condition then. ### Chassis Swap Rebuilds your hero: Shell, and a passive that stays until another Chassis replaces it. ### Chemical A Spell school. Some triggers count only Spells of one school. ### Chosen discard The named chooser selects actual eligible hand instances to discard. The controller chooses unless the card specifies the hand owner. Other viewers cannot inspect the private choices. ### Civic A printed family tag. ### Clean Cut When this attacks and leaves a creature at exactly 0 Health, the effect runs. ### Cold A Spell school. Some triggers count only Spells of one school. ### Combat ability Use during your own turn while this creature is eligible to attack. It needs no charge and preserves remaining attacks. Pay every printed cost on every use; printed use limits still apply. ### Companion Submit this card separately from your deck, meeting its printed condition with the original submitted deck. Once per game, during your own play phase, pay 3 Power to put the companion into your hand. You need room in hand. Claiming does not play it or run Boot-up. ### Contract Starts in your opening hand and cannot be thrown back. A Job with up to three stages. ### Cordyceps A rare strain of Spores, and the only one that steals a body. Ordinary Spores just wither a creature. A creature carrying Cordyceps that is killed by its own Spores is taken over by the other player instead of going to the Junk: it stands up on their board with 1 Health, asleep and clean of Spores, and leaves no card and no Scrap behind when it finally dies. Kill the host any other way and it dies normally. ### Corrosive Damage this deals to a creature destroys that creature. Activate, Detonate and Wreckage damage do not use Corrosive. ### Counter A named persistent counter belongs to its exact creature instance. Adding a positive count applies the printed permanent stat increase and triggers counter gain once per affected instance. ### Courier A printed family tag. ### Crew Bonus if the last card you played is the same type (Creature or Spell) as this one. ### Crewcast Up to two of your ready creatures may each forfeit their attacks and activations this turn to lower this card's cost by 1 each, to a minimum of 1. ### Crown The holder draws an extra card at the end of their turn. A creature that damages the holder's hero takes the Crown for its controller. ### Decoy While this creature can be attacked, enemies must attack a Decoy before other creatures or your hero. ### Deploy Put a random creature from your deck onto the board. Its Boot-up does not run. ### Detonate An activated ability that sacrifices its own source before resolving. Ordinary destruction or sacrifice does not detonate it. ### Dig Look at the bottom three cards of your deck and put one on top. ### Dig Site Each Excavate gives a random card from the next tier. ### Discount Cards in your hand cost less, at most 1 less per effect and never less than 1. A card that costs 0 stays at 0. ### Donate Give control of the chosen friendly non-token creature to the opponent. Preserve its exact identity and original ownership. It does not leave the board or die. The opponent needs board space. ### Drain This many of your Power cells are locked on your next turn. Drain you have no cells for stays owed. ### Dredge Before each draw, you may instead mill the printed number and return this exact card from Junk to your hand. You need that many deck cards and room in hand. Declining draws normally; milling is not a draw or a hand discard. ### Drone A printed family tag. ### Duplicate After you cast this, add a copy without Duplicate to your hand. ### Echo Copy Create a fresh token copy of another eligible friendly creature's printed definition, with Livewire. Runtime damage, buffs and attachments are not copied. Printed text determines Boot-up, expiration and copying restrictions. ### Electric A Spell school. Some triggers count only Spells of one school. ### Energy A persistent resource gained from printed effects and spent on printed Energy costs. Unspent Energy carries between turns and is separate from Power. ### Engine An attackable creature used as a persistent machine or magical engine. It occupies a normal board space and follows normal creature death and Scrap rules. ### Excavate Take a random card from the next tier of a dig site. ### Expedition At the start of the holder's turn, resolve the next printed stage. A creature that damages the holder's hero takes the Expedition for its controller. Transfer keeps progress only when printed; otherwise it resets. Repeat after the final stage only when printed. ### Explore Reveal the top card of your deck. If it is a Site, put it into your hand. Otherwise this creature gains a +1/+1 growth counter; choose whether to keep the revealed card on top or put it in Junk. ### Fabricate Add a card to your hand. ### Feedback Runs once, after your first qualifying spell while this creature is on the board. A printed school limits the qualifying spells. ### Food An attackable creature marked as Food. Food is not an Engine unless Engine is also printed. Its printed costs and effects determine how it can be used. ### Freeze A frozen creature cannot attack, activate or detonate. It can recharge and use passive abilities. It thaws at the end of its controller’s turn. Freeze Ray keeps it frozen through its controller’s next turn. ### Fungal A printed family tag, and a Spell school. ### Fuse A printed family tag. Wipe does not remove family membership. ### Ghosted Cannot be attacked or targeted by enemies until it attacks or activates. ### Grid Surge Bonus if you have at least this many Power cells. ### Hack Take control of an enemy creature. ### Health The damage a creature can take. A creature at 0 Health dies. ### Heavy A printed family tag. ### Inert Cannot activate, trigger, or provide cost or keyword auras through the interrupted controller turn. This persists if control changes, and ends with that original controller turn. ### Jack Take control of an enemy creature until the end of the turn. It can attack this turn, but cannot activate unless it has Livewire. ### Job Track chosen events across up to three stages, earning each stage’s reward when its goal is met. ### Juggernaut Has three abilities, each usable once. Using one takes the place of attacking; it attacks once all are used. ### Jumpstart Can attack creatures the turn it arrives, but not the enemy hero. ### Junk Your discard pile. Destroyed creatures, spent Spells, discards and burned cards end up here. Tokens never do. ### Jury-Rig Costs Life instead of Power, sometimes only while a condition holds. You cannot pay with your last Life. ### Kinetic A Spell school. Some triggers count only Spells of one school. ### Last Call Bonus if playing this spends all of your remaining Power. ### Life Your hero's health. You start with 30, can never go above it, and lose at 0. ### Life Drain The enemy hero loses the printed amount of Life, bypassing Shell and damage protection, and your hero gains that much Life. The normal Life cap applies. ### Life loss Subtract the stated Life directly. Shell and damage protection do not prevent Life loss. It can reduce a hero to zero Life. ### Livewire Can attack and activate the turn it arrives, the enemy hero included. ### Lockdown Takes no damage for the rest of this turn. ### Loop After you play this, a copy goes to your hand. The copy vanishes at the end of the turn. ### Loop anchor Before the first automatic or paid benefit of this printed anchor in an attempt, the opponent gets one Response opportunity. Continuing benefits share that attempt. An interrupted, repaired attempt gets a new opportunity. All real costs remain paid. A finite shortcut repeats a proven exact-instance sequence and stops at changed legality, a Response, an opposing choice, or its declared count. ### Loop Response Respond to a declared Loop anchor attempt using reserved Power. Cancel the pending anchor effect or benefit; its costs stay paid. A board source becomes Inert through the end of its current controller turn. ### Markup Cards in a hand cost more. ### Megastructure When played from your hand, also summons its parts. ### Mill Move the stated number of top deck cards to Junk. This is not drawing and causes no fatigue when the deck runs out. ### Mod Kit Choose one of up to three upgrades for a creature. ### Morbid Bonus if a creature has already died this turn. ### Muster Reveal the top 4 cards of your deck. Take up to two Fuse creature cards; put the rest on the bottom in random order. ### Mutate Upgrades in your hand when you pay more for another card than this costs. ### Offline For X of its controller's turns it cannot act, be targeted or be affected (except by Online), and its text is off. ### On Build Runs each time you buy a Rig. ### One-Off Bonus if no two cards left in your deck are the same. ### Overclock Can attack four times on each of your turns. ### Overdrive Can attack twice on each of your turns. ### Overtime Take another turn after this one. Once per game. ### Parts Legacy When this creature dies, another friendly creature of your choice gains +N/+N. ### Pawn Pay 1 Power: shuffle this card into your deck and draw a card. ### Pitch To play this card, choose and discard another card from your hand as an additional cost. You must have another card to pay. ### Plant Shuffle copies of a card into a deck. ### Plating The first time this would take damage, it takes none instead and the plating is stripped. ### Player limit All copies in this copy family share the printed trigger or activation limit. It resets at your turn start unless another period is printed. Recharge, copying, returning to hand and re-entry do not reset it. ### Player trigger limit Copies in the same copy family share this trigger budget. Spend a use before effects resolve. Returning to hand, copying and re-entry do not refund it. Reset on your next turn. ### Poison A player with 12 or more Poison loses. Poison remains between turns. Only printed effects remove it; gaining Life does not. ### Power Spent to play cards and activate creatures. It refills from your Power cells at the start of your turn. ### Quickstrike In a fight between creatures, this deals its damage first. A survivor then hits back. If both creatures have Quickstrike, damage is simultaneous. ### Rally Bonus if you control at least N creatures when the effect runs. Includes this creature and tokens. Runs on play unless another timing is printed. ### Reboot The first time this dies, it returns with 1 Health. It leaves Scrap only on its final death. ### Recast During your turn you may play this Spell from your Junk for its Recast cost. It is then removed from the game. ### Recharge Restore one ability charge. Does not thaw, wake, or reset attacks. A creature holds at most one charge. ### Recover Return a random non-token card from your Junk to your hand. ### Recruit Choose eligible actual creature instances from your deck and put them on the board, then shuffle. Apply the printed count and cost filters. Skip Boot-up unless printed otherwise. Board capacity applies. ### Redline Has a bonus while it is damaged. ### Repeatable Activate The first use spends charge and prevents attacking this turn. Later uses this own turn waive only charge while this source stays under your control. Pay every printed cost; online, freeze, Crew, arrival rules and limits still apply. ### Repeatable Combat ability Use during your own turn while this creature is eligible to attack. Pay every printed cost for each use. Remaining attacks stay available. The printed player limit is shared across copies. ### Reserve Bonus if at least N Power remains when the effect runs. Runs on play unless another timing is printed; the card’s cost is paid first. ### Response After an opponent pays for a card, play one eligible Response using reserved Power or pass. No reply to a Response. Cancellation keeps all costs paid and sends the original card to Junk; canceled Recast is removed. Response creatures skip Boot-up and use only their printed Response effect. Delayed deployment waits for the original to finish, including its choices and traps. Set traps remain prepaid and separate. ### Response Power At your turn end, store up to 3 unspent Power for opponent Responses, or the printed capacity. Unstored Power expires. Stored Power expires at your next turn start and cannot pay ordinary actions. Set traps are already prepaid. ### Retool Upgrade each of your Rigs one step. ### Retrofit Replace a creature with a fresh body of another card. Damage and buffs do not carry over. ### Revive Return a random non-token Creature from your Junk to the board. Its Boot-up does not run. ### Rig A blueprint in your Workshop. Buy it with Scrap to resolve its effect; the blueprint stays. You may buy one Rig on each of your turns. ### Scale Model When you draw this, you also get a 1-cost 1/1 copy. ### Scale Up You may play this as an 8/8 for 8 Power. ### Scavenge Look at three random cards from the card pool and take one into your hand. ### Scrap When your creature dies, you gain Scrap equal to its printed Power cost, whoever killed it. Tokens and hijacked husks pay no Scrap. Reboot pays only on the final death. Scrap buys Rigs. ### Scrapfed Upgrades in your hand after enough of your creatures die. ### Selected Recover Choose up to the printed count of eligible non-token card instances in your Junk and return them to your hand. Hand capacity applies. ### Selected Revive Choose up to the printed count of eligible non-token creature instances in your Junk and return them to the board. Skip Boot-up unless printed otherwise. Keep their instance identities. Board capacity applies. ### Shell Absorbs damage aimed at your hero before Life does. No effect grants more than 1 (Chassis Swap excepted), you can hold at most 5, and 1 decays at the start of each of your turns. ### Shielded Cannot be targeted by Spells, Rigs or activations. Boot-ups, attacks and area effects still reach it. ### Signal Each damage effect of every Spell you cast deals this much extra damage. ### Siphon Damage this deals also restores that much Life to its controller. Activate, Detonate and Wreckage damage do not use Siphon. ### Site An attackable creature representing a location. It occupies normal board space and obeys normal creature rules. ### Snap Bonus if you drew this card this turn. ### Sort Look at that many cards from the top of your deck. Keep any on top in their order and put the rest in your Junk. A Sort is not a draw. ### Spec If your deck list meets the rule, this runs as the game starts. ### Spellcraft After you cast a spell while this creature is on the board, run the effect. A printed once-per-turn limit applies. ### Spillover When this attacks and kills a creature with damage to spare, the effect runs. ### Spore At the start of its controller's turn, a creature carrying Spores takes 1 damage, loses 1 Attack and loses 1 Spore. A creature holds at most 3. Wipe and returning it to hand clear them. A creature the rot kills dies normally. ### Spores At the start of its controller's turn, a creature carrying Spores takes 1 damage, loses 1 Attack and loses 1 Spore. A creature holds at most 3. Wipe and returning it to hand clear them. A creature the rot kills dies normally. ### Stockpile Bonus if your Junk contains at least N cards when the effect runs. Runs on play unless another timing is printed. Tokens never enter Junk. ### Suppress Disable a creature's triggers and Wreckage until the end of its controller's next turn. Its other text stays active. ### Swarm Summon an N/N token, where N is the number of times you have Swarmed. ### Toggle Choose one of two effects when you play this. ### Toll An enemy Spell, Rig, activation or Boot-up that targets this creature costs that much extra Power. Attacks, your own effects and untargeted effects ignore it. ### Toolbox Choose one of this card's three fixed options. Inspect its related cards to see the options before playing it. ### Trap Pay its Power cost on your turn to set it face down. It arms at turn end. In its printed opponent-turn window, reveal one eligible trap for free or pass and keep it hidden. Up to three set traps. ### Tripwire When you draw it, it goes off on its own (a Creature enters without its Boot-up), then you draw a replacement. It is not played. ### Tune Creature cards in hand gain Attack and Health that carry over into play. ### Tuning Creature cards in hand gain Attack and Health that carry over into play. ### Tutor Choose up to the printed count of eligible actual card instances in your deck, move them to the printed destination (normally hand), then shuffle your deck. ### Upgrade While this is in your hand, pay the cost to upgrade it. ### Upgrade Kit Choose one of up to three upgrades for a creature. ### Vehicle An attackable creature that cannot attack until it has been Crewed this turn. Crewing does not wake it, thaw it or grant an ability charge. ### Vehicle Crew Choose the printed number of other ready friendly creatures, or a group meeting the printed Attack total. Those exact creatures forfeit attacks and activations this turn. The Vehicle becomes Crewed for this turn. Printed crewing values and bonuses apply. ### Volley Deal N damage to a random enemy creature. If there are none, deal it to the enemy hero instead. ### Wipe Removes a creature's text, keywords, buffs, Plating, Spores and bolted cards. Damage already taken stays, but it keeps at least 1 Health. ### Workshop The three Rig blueprints you chose when you built your deck. Always available, never drawn. ### Wreckage Runs when this creature dies, unless it was Wiped, Offline or Suppressed.