| Attacker |
A widget type with power 3. Beats a Producer on top. |
| Band |
The name for your rating: Frost, Ember, Magma, Obsidian or Core, each with steps I to III. See Rating and bands. |
| Battlefield |
A Faultline map: 60 zones in 12 named regions, the same on both sides. See The maps. |
| Booster |
A widget type with power 1 that adds +1 to every widget on a touching face. |
| Build |
Which widget sits on which of your 12 faces. |
| Capture point |
One of three zones in a Faultline map (West Point, Centre, East Point) worth points every round and +1 to every attack. See Capture points. |
| Casual |
A Siege that does not move influence. Sides can be uneven and bots can join. |
| Clash |
A quick face-to-face battle, 1v1 or 2v2. |
| Collectable |
A numbered widget you own and can trade. Every Wildcard is one. |
| Common |
An everyday widget (Cog, Bastion, Wedge, Fin). Not owned or numbered; use as many as you like. |
| Contested |
A zone where another faction is close to taking it. Shown with a dashed outline. |
| Core |
The 12-sided die you clip widgets onto. |
| Counter |
+3 when your lead beats the other lead: Attacker beats Producer, Producer beats Defender, Defender beats Attacker. |
| Crown |
Your score for a roll: the lead and the five faces touching it, the six you can see from above. See How scoring works. |
| Defender |
A widget type with power 3. Beats an Attacker on top. |
| Drop |
A limited release of numbered collectables. |
| Edge |
A roll where the Core did not land flat. It does not count. |
| Edition |
A colour and finish: Magma, Void, Toxic, Frost, Neon or Ghost. |
| Eruption |
In a Siege, the last round, which counts 2 times. In Faultline, the end of the last round: a region beside the crack is emptied before the final scoring. |
| Faction |
The side you fight for on the map. The six factions are the six editions. |
| Fault |
In Faultline: the crack that opens partway through a game. Attacks across it must win by 3. See The fault and the eruption. |
| Faultline |
A mode: win a whole map in one sitting, two teams from opposite ends. See What is Faultline? |
| Ghost |
Takes the place of a player who left a Siege. Plays their build; earns nothing. |
| Home region |
+2 in a Siege when your top face number is the zone’s region number. |
| In step |
Clash 2v2: +2 each when you and your partner lead with the same type. |
| Influence |
Points a faction earns on a zone from ranked Sieges. More influence takes zones. |
| Lead |
The widget on the face that landed on top. Its power counts twice in your Crown. |
| Level |
How much you have played. Goes up with XP and never goes down. See Level and XP. |
| Map |
A season’s battlefield: 12 regions of 5 zones. A season has 3 to 5. |
| Mode |
A way to play: Clash, Faultline or Siege. See Choose a mode. |
| Muster |
Getting ready before a Siege starts: joining and setting builds. |
| Partner chain |
Siege: extra points from a teammate with the same type on top or a touching face. |
| Pending influence |
Influence waiting to move onto the map at the next settlement. |
| Practice |
A game with bots: a 1v1 Clash against a bot, a 2v2 Clash or a casual Siege. It never changes rank, rating, XP, resources or the map. |
| Producer |
A widget type with power 2 that earns +2 resources each match. Beats a Defender on top. |
| Rank |
Your Clash score before ratings start. Everyone starts on 1000. Kept, but frozen, once ratings start. |
| Ranked |
A Siege with full, even sides. The only kind that moves influence. |
| Rating |
How good you are, worked out by the Elo method. Moves after every rated game. See Rating and bands. |
| Region |
One of the 12 pentagons on the map, numbered like the faces of the Core. |
| Resources |
What you earn from matches: for winning, drawing or losing, plus Producers and Wildcards. |
| Rules version |
A saved set of the game’s numbers. See The numbers. |
| Season |
A run of weeks with maps, a winner and rewards. |
| Settlement |
Five past every hour: pending influence moves onto the map and holders are checked. |
| Siege |
A team battle over one zone: 1v1, 2v2 or 3v3, five rounds. |
| Surge |
In a Faultline team game: +2 to your attack for each teammate who already acted in that region this wave. |
| Terrain |
What a zone is made of. It changes Siege scores and how the zone changes hands. |
| Tremors |
In Faultline: the warning at the start of the round the fault opens after. |
| Vent |
In Faultline: a marker on a zone beside the crack. Held at the end of a round, it scores 2. |
| Wave |
Part of a Faultline round: everyone rolls once and acts once. A round has 3 waves. |
| Widget |
A piece that clips onto one face of your Core. |
| Wildcard |
A widget type with power 2: +2 on top and +1 resource each match. Always a collectable. |
| XP |
Experience points from every rated game. They raise your Level. See Level and XP. |
| Zone |
One of the 60 small triangles on the map. Factions hold zones. |