This is the glossary of terms for the CKC trading card game. The terms here are presented in alphabetical order for easy reference. These are not meant to be complete rules, but rather to supplement and clarify the specific terms used in the Card_Game_Rules
During the Action phase, each active character takes ONE Action in initiative order. There are five common Actions available to all kaiju - some cards or effects might limit which may be selected. Some cards define new actions, which may be used instead of selecting one of the standard five.
This is the action selected most frequently. Your active character initiates combat with another active character.
Your active character may Challenge an inactive character. They may either accept or decline. If they accept, the challenged character is moved into the city and begins combat with your active character. If declined, your action is over. (Note - several game effects modify the results of a challenge.)
Your active character does nothing.
Your active character initiates combat with an opponent card or location card at their current position.
Gain 2 energy tokens, and either draw 2 combat cards OR discard any number of combat cards from your hand and draw back up to 5.
During the active character selection phase, each player (in initiative order) selects one character from their team and moves it into the city. These characters are active until the end of the turn. In addition, a character who enters the city for any reason during the turn becomes active, though they do not get to select an Action. (For example if a kaiju accepts a challenge, they move to the city and become active.)
Affiliations are the keywords printed on the back of kaiju cards, between their combat description and their special rules text. On other character types affiliations are the keywords printed on the front of the card, next to the word identifying the card type such as “Location” or “Opponent.” For example, a Tank Company has the affiliations “Human Ally” and “Military.”
Attribute key words are printed on the front of each character, immediately under their name. These represent the physical characteristics of the character which influence & enhance the combat cards they use in battle.
Claws are sharp implements meant for tearing or slicing. They are at the end of one or more major limbs - allowing kaiju to actively use them in attacks. Claws are a primary source of edged damage - attacks which use them do not, as a rule, have blunt impacts as a major component of the attack. For example, a tail or handheld weapon with spikes on it would not count as claws, because the primary source of damage is the impact - not the sharp bits.
Horns are solid protrusions which have no nerve endings, and can be used to transfer massive force or momentum from one kaiju to another. Horns can take many forms - but they must be solidly connected to the central mass of the creature. When a kaiju has only one such protrusion, the singular “horn” may be used instead. Horns are often a boon to charging attacks, or to attacks which use the head or body as a blunt instrument of attack.
Spikes are solid protrusions which are used in a passive fashion to protect areas which might otherwise be vulnerable. Spikes are generally quite numerous, to effectively protect one or more broad areas such as the back, belly, or shoulders. Spikes are very rarely used offensively. Rather, they are used to augment defenses - adding minor damage to defense cards. This makes such cards act like both Defense and Counter Attack cards simultaneously!
Teeth are sharp protrusions which point inward rather than outward, and are directly connected to powerful jaws. Many kaiju have teeth, but only those kaiju who can effectively use their mouths & teeth for offensive bites against opponents earn the attribute on their character sheet. Teeth are almost always used in very close-in attacks, and are often attacks which put the attacker at some amount of risk. (Putting any part of a hostile kaiju inside your own body as part of an attack is a risky proposition!)
Tails are long flexible limbs which are not used for either locomotion (like legs) or manipulation (like arms.) They often point in a direction other than forward - usually to the rear. Spinning attacks, which for some monsters mean exposing a vulnerable backside, often get a bonus from the presence of a tail. Tails often provide range bonuses as well.
Wings are broad surfaces which act as auxiliary appendages. (In the case of bird-like kaiju, they might be fused with primary appendages as well.) Like tails, they offer selective damage bonuses to spinning or shoulder-based attacks. Wings can sometimes add movement bonuses or range bonuses as well, even for kaiju who do not use their wings to “fly” in the traditional sense.
Armor is thick scales, plates, metal, or other material which does not contain nerve-endings and is meant to absorb & distribute attack damage to help render it harmless. Armor is always heavy - it can sometimes give a movement penalty to non-stationary attacks. The armor icon often appears in RED. Red icons indicate a -1 penalty, as opposed to a +1 bonus. When used in this way on a damage card, the icon means that the given attack deals 1 less damage when used against an opponent who has armor - NOT that it deals less damage if the attacking kaiju has armor!
A shield is a barrier meant to reduce / redirect incoming energy damage. Kaiju with diffuse or non-physical bodies can be said to have the shield trait, as can kaiju who fill the air with particulates or smoke to break up weapon attacks. Some kaiju use projected energy shields as well. Please note that a physical “knight's shield” or buckler-type appendage meant to block melee attacks is more properly considered Armor. Shield icons often appear in RED to indicate that those attacks (usually WEAPONs) deal less damage to kaiju with the Shield attribue.
BATTLE INSIGHT: X (where X is some number) is a shorthand way of writing the following: “At the start of combat, draw X cards from your combat deck, then discard all but one of those cards.”
Multiple BATTLE INSIGHT: X abilities add together their “X” values.
Whenever damage is removed from a character, it is considered healing. Effects such as “Heal: +1” or “Heal: -1” modify the amount healed during healing effects. Heal effects may never be reduced below 0. (You can't take damage from a healing effect!)
By default, all characters on each team are inactive, unless they are selected as an active character, or move to the city by some other means such as a team-fight, or accepting a challenge. In general, only characters who remain inactive get to benefit from the healing phase.
Each team has a Planning Draw - which is simply the number of cards that team's player draws up to during the Planning draw & discard phase. Some effects can adjust the planning draw number up or down - such effects only matter during the Planning draw & discard phase. If an effect gives your team -1 Planning Draw, it has no immediate effect. (Such as forcing you to discard planning cards.)
Each turn is broken into 7 phases, which always occur in the same sequence. Some phases are simultaneous for all players, and some require sequential decisions.
This is a simultaneous phase. By default there is nothing to do in this phase, but several abilities or card effects will do something at this time.
This is a simultaneous phase. All players may discard any number of planning cards, and then draw planning cards from the top of their deck until the number of cards in their hand is equal to their planning draw. If you are already holding a number of planning cards equal to or greater than your planning dawn you do NOT discard any - but you also won't be able to draw any additional cards during the planning phase.
Each player, in initiative order, may play one planning card from their hand or pass. This continues around the table until all players have passed in succession. (Passing once does NOT force you to pass the next time around!) Locations, Opponents, and many event cards are played in this phase.
Each player, in initiative order, selects one character from their team and moves it into the city.
Most of the game takes place during this phase. Each player, in initiative order, takes one Action with the active character they selected in the previous phase. If a player has no active character when it is time for them to select an Action, they skip this phase. (Even if they have another active character!)
This is a simultaneous phase. Players heal 1 damage from each of their inactive characters. Some effects (such as “Heal: X”) can modify the amount healed.
This is a simultaneous phase. All players move all of their active characters out of the city, back to their team. In addition, effects which happen “at the end of the turn” happen now.
Each team card has a unique Team Initiative which determines the order in which players make decisions. It is suggested that in a game with 3 or more players, you sit at the table such that initiative order moves counter-clockwise. If two teams have the same listed Team Initiative they must determine, by any agreed on method, an order for any tied teams. Once that order is determined, it remains fixed for the entire game. (There are advantages and disadvantages to going both first and last - the teams are structured around certain teams making decisions earlier than other teams.)
To keep the card game simple, a number of more complex effects and card interactions are planned, but not yet officially supported by the rules. Please ignore any text or abilities which use any of the following keywords or icons: