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# Glossary

This is nearly an exact copy of the Glossay found in the rulebook that comes with the "Battle for the Underdark" Master Set.

##### A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

##### A

Adjacent: Figures are adjacent when they occupy spaces that are next to each other, unless one figure’s base is on a level equal to or higher than the height of the other figure. Friendly figures that are next to each other are usually considered adjacent. Unfriendly figures (opponents) that are next to each other are usually considered engaged. Ruins, fortress walls, ladders, and other factors can affect adjacency or engagement. See also: Engagement.

Army: An Army is a group of one or more Heroes and/or Squad figures that each player has in front of them. This includes figures that are destroyed and those not yet on the battlefield.

Army Card: There are four different types of Army Cards:

- Common Army Cards: Each player’s Army is allowed to have more than one Common Army Card of the same name. See also: Common Figures.

- Uncommon Army Cards: Each player’s Army is allowed to have more than one Uncommon Army Card of the same name. See also: Uncommon Figures.

- Unique Army Cards: A player’s Army is allowed to have only one Unique Army Card of a particular name. See also: Unique Figures.

- Destructible Object Army Cards: These Army Cards always represent specific destructible objects. An object could be controlled by either (or neither) player, depending on the scenario. See also: Destructible Object.

Attack: An attack happens when one figure tries to destroy or adversely affect one or more figures or objects on the battlefield using a normal attack, a special attack, or most special powers. Each Army Card has an Attack number that specifies the number of attack dice to roll for a normal attack. Glyphs, height advantage, special powers, or other factors can affect the Attack number. Special attacks are never modified unless otherwise stated in the wording of the power. See also: Special Attack and Special Powers.

Aura: An Aura is a special power that usually has a specific effect within a certain Range.

##### B

Bonding: Bonding is a special power that usually allows a player to take a turn with another Army Card before taking a turn with the Army Card that has the order marker on it.

##### C

Class: Class denotes the type of figure(s) represented on the Army Card. Various special powers interact with certain classes.

Common Figures: Each Army may have any number of a Common Army Card with the same name. If your Army has two or more of the same Common Army Card, you do not have to keep these figures separate (that is, keep track of which figures belong to which card). For example, if you are using two Army Cards of Deepwyrm Drow figures, each order marker placed on either Army Card activates any three of them. See also: Army Card, Unique Figures, and Uncommon Figures.

Clear Sight: To determine if a figure has clear sight to another, check that figure’s Target Point. If you can see any part of another figure that it wants to affect (including gray non-Hit Zones), then that figure has clear sight. Just make sure that it is within the specified range for the power.

##### D

Defense: When a figure is attacked, it is usually allowed to defend against the attack by rolling defense dice. Each Army Card has a Defense number that specifies the number of defense dice to roll for defense. Glyphs, height advantage, special powers, or other factors can affect the Defense number.

Destructible Object: A destructible object is an object that can be targeted and attacked much the same way a figure is targeted and attacked.

Dice: There are several types of dice mentioned in the rules and on different Army Cards.

- Combat Dice: The general term for dice that are used for attack and/or defense.

- Attack Dice: The specific term for combat dice when used for an attack.

- Defense Dice: The specific term for combat dice when used for defense.

- Valkyrie Dice: Special dice that come with the "Crest of the Valkyrie" Expansion Set. Instead of a blank face, each die has a symbol matching a particular Valkyrie.

##### E

Engagement: A figure is normally considered engaged with another figure if the two figures are both adjacent and unfriendly. See also: Adjacent.

Extreme Fall: See also: Falling.

##### F

Falling: If a figure moves down from one space to another space that is equal to or greater than the Height number of the figure, it is considered to be falling. One combat die must be rolled to determine if the figure takes any falling wounds.

- Major Fall: If the fall is 10 levels more than the figure’s height, 2 additional combat dice must be rolled to determine falling wounds.

- Extreme Fall: If the fall is 20 levels more than the figure’s height, it is considered an extreme fall. A 20-sided die must be rolled for an extreme fall (1–18 destroys the figure).

Note: Figures that land on a water space do not take falling damage.

Friendly Figures: All figures that are in your army and in your teammates’ armies are considered friendly figures. See also: Opponent’s Figures.

##### G

Glyphs: A Glyph usually grants a variety of extra powers to the Army whose figure occupies the space with the Glyph. It might also represent an object. Glyphs can be permanent, remaining on the battlefield for the entire game, or temporary; a temporary Glyph is removed after a figure lands on the space that the Glyph occupies, or when a Hero carrying the Glyph activates its effect. See Also: Treasure Glyphs.

##### H

Height: Each Army Card has a Size/Height designation for the figure(s) on the card. The Height number (often shortened to “height”) is measured in levels and is used when determining factors such as adjacency, engagement, height advantage, and falling. A figure’s height may also be used with certain special powers. See also: Levels.

Height Advantage: If the base of one figure occupies a space on a level that is higher than the space that another figure occupies, the figure whose base is higher has height advantage. When rolling combat dice for a normal attack or defense, the higher figure rolls 1 additional combat die. If the base of the higher figure is 10 or more levels higher than the height of the lower figure, the higher figure rolls 2 additional combat dice.

Hero Army Card: Each Hero Army Card features a single figure. Hero Army Cards can be Unique (only one allowed per Army) or Common or Uncommon (more than one allowed per Army). See also: Army Card and Squad Army Card.

Hit Zone: Each Army Card shows the Hit Zone (in red) for the figure(s) on the card. When checking for Line of Sight, the Hit Zone shows what part of the figure(s) can be targeted for an attack. If an attacking figure can “see” any part of the defending figure’s Hit Zone, the defending figure can be attacked.

##### I

In Play: “In play” may refer to a figure or an object. A figure is “in play” if it has at least one Life left, has the ability to occupy a space on the battlefield, or may take a turn under the control of a player. An object is “in play” if it has not been destroyed and/or removed from the battlefield.

Initiative: Normally, at the beginning of every round, each player rolls the 20-sided die for Initiative. The highest roller takes the first turn for each of the three order markers.

##### L

Leaving Engagement Attack: A figure that moves out of an engagement with another figure may become subject to a “leaving engagement attack.” Normally, 1 attack die is rolled against the leaving figure, and no defense is allowed. Stealth, Flying, and Disengage special powers (among others) allow a figure to leave an engagement without taking an attack. If a figure receives 1 or more wounds from a leaving engagement attack, for the sake of rules resolution, it is considered to have received the wounds while on the last space in which it was engaged with the figure that rolled the leaving engagement attack. See also: Engagement.

Levels: Levels are used to measure height. Each level is the equivalent height of one side of a hex-shaped land tile. Levels are used to count movement as well as to measure height when determining factors such as adjacency, engagement, height advantage, and falling. See also: Height.

Life: Life is the number of wounds needed to destroy each figure shown on the Army Card.

Line of Sight: Line of Sight is the imaginary straight line between an attacking figure’s Target Point and a defending figure’s Hit Zone. If the attacking figure can “see” any part of the defending figure’s Hit Zone, the attacking figure can attack.

Lob XX: Lob followed by a number (XX) is a restriction to the height of an attack. The number represents the number of levels from the base of the attacking figure to the maximum height that the attack can reach. An example of a Lob attack is the Grenade Special Attack by the Airborne Elite.

##### M

Major Fall: See also: Falling.

Move: Each figure, on its turn, may normally move space to space up to the Move number shown on the Army Card. Terrain rules, special powers, or other factors can affect movement.

Multiple Targets: When an attack targets more than one figure at the same time, the Attacker decides the order in which the Defender will roll defense dice for each figure affected. Exception: Mimring’s Fire Line Special Attack does not follow this rule.

##### N

Normal Attack: A normal attack is an attack that uses the Range and Attack numbers from the right-hand column of the Army Card. Normal attacks are modified by Glyphs, height advantage, special powers, or other factors.

##### O

Object: An object is a general term for something that a figure may use or affect during its turn, such as a destructible object or an object that is found when landing on a Glyph. See also: Destructible Object and Glyphs.

Obstacle: An obstacle is considered part of the battlefield and is not affected by special powers or Glyphs. It can also block clear sight and Line of Sight, or prevent two figures from becoming engaged because it prevents them from being adjacent. Figures cannot move through obstacles. Trees, glaciers, and rock outcrops are examples of obstacles.

Opponent’s Figures: Any figure that is in an army controlled by a player that is neither you nor a teammate is considered an opponent’s figure.

Order Marker: Order markers are marked 1, 2, 3, and X, and are normally placed on Army Cards at the beginning of every round. Placing an order marker on an Army Card determines what Army Card may be used in the round and in which turn(s) (1–3) it may be played. See also: Turn and Round.

##### P

Personality: Each Army Card has a Personality, which denotes the dominant characteristic of the figure(s) on that card. Some special powers interact with figures that have certain personalities.

##### R

Range: On each Army Card is a Range number that corresponds to a number of spaces on the battlefield. In order to attack, the targeted figure must be within the attacking figure’s Range.

Round: Every game is played in rounds. Each round is played in turns, and there are three turns in each round. At the beginning of every round, after placing order markers, each player rolls for Initiative to determine which player takes the first turn. A round normally ends when all players have taken three turns. See also: Turn and Initiative.

##### S

Size: Each Army Card has a Size/Height designation for the figure(s) on the card. The Size of a figure may be small, medium, large, or huge; it is followed by the Height number. Some special powers affect figures of specific sizes. See also: Height.

Space: A space is considered any place where a figure can legally stand or stop its movement, such as any hex-shaped tile or any ladder rung.

Special Attack: Some special powers are in the form of a “Special Attack.” A special attack is a type of special power that can be used only instead of a figure’s normal attack. However, special attacks are covered under a separate set of rules from special powers: They can never be modified by height advantage, Glyphs, or other special powers. See also: Special Powers.

Special Powers: Special powers are a wide range of abilities that may enhance the figures in your Army or affect the figures of your opponents. Some special powers are in the form of a “Special Attack,” which is covered under a separate set of rules. Special powers are not bound by engagement rules as normal attacks and special attacks are, and therefore can be very powerful and game-changing when used. See also: Special Attack.

Species: Each Army Card has a Species designation, which is the biological classification of the figure(s) on that card. Some special powers interact with figures of certain Species.

Squad Army Card: Squad Army Cards feature two or more figures. Each time you reveal an order marker on a Squad Army Card, you activate the entire squad of figures featured on that card to take a full turn (move and attack). Squad Army Cards may be Unique (only one allowed per Army) or Common (more than one allowed per Army). See also: Army Card and Hero Army Card.

##### T

Target Point: Each Army Card shows the Target Point (a green dot) for the figure(s) on the card. The Target Point shows the area from where you determine Line of Sight or clear sight from your figure(s). See also: Clear Sight and Line of Sight.

Target: A figure with a Range of more than 1 must always target a figure it is attacking unless the two figures are engaged. Certain special powers may be triggered while a figure is targeting or is targeted. Note: A figure is not declaring an attack while targeting, and a figure may target one or more figures before it actually attacks. See also: Line of Sight.

Teammate: Teammates are players who have the same goals and victory conditions. Figures in teammates’ Armies are considered friendly to each other. See also: Friendly Figures.

Treasure Glyphs: Treasure Glyphs (available in the Battle for the Underdark Master Set) are a special type of Glyph. Treasure Glyphs are normally mobile and can be carried by a Unique Hero unless otherwise stated in a scenario. See Also: Glyphs.

Turn: Each round normally consists of three separate turns per player. Each turn consists of three basic actions.

- Action 1: Reveal your order marker for the appropriate turn;

- Action 2: Move figure(s) shown on the Army Card;

- Action 3: Attack with figure(s) shown on the Army Card.

Between these actions, other special powers or special attacks might trigger. Powers that state “before attacking”, “before moving”,or “after attacking” do not require actually doing those actions. For example, Erevan Sunshadow’s Fey Step states “before moving normally,” but Erevan Sunshadow can use Fey Step and choose not to move normally that turn. Such notes exist only to point out when during a figure’s turn a special power will take place. See also: Round.

##### U

Uncommon Figures: Each Army may have any number of an Uncommon Army Card with the same name. If your army has two or more of the same Uncommon Army Card, you must keep those figures separate (that is, keep track of which figure belongs to which card). For example, if you are using two Feral Trolls, you must clearly mark each Feral Troll figure and a matching Feral Troll Army Card so you can tell which Feral Troll is being activated by which order markers and which wound markers belong to which Feral Troll. Uncommon figures are considered to be Unique figures in every other way. See also: Army Card, Unique Figures, and Common Figures.

Unique Figures: Each Army is allowed to have only one of each Unique Army Card with a particular name. See also: Army Card, Common Figures, and Uncommon Figures.

##### V

Valkyrie General: There are nine Valkyrie Generals. Each General has summoned many figures into the world of Valhalla. The Valkyrie Generals are: Jandar, Utgar, Einar, Ullar, Vydar, Aquilla, Valkrill, Revna, and Volarak.

##### Y

You Control:Figures that “you control” are figures that are in your Army (either permanent or temporary) and are on the battlefield. If a figure is destroyed or waiting to be placed onto the battlefield, it is not considered a figure that you control, but is still a part of your Army. See also: Army.

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Last Updated 2025-05-03