# How a turn works
Every keyword below resolves inside a fixed turn loop. Internalize this loop and most rules questions answer themselves.
- 1
Start of turn
Energy refills to your max (3 by default), and you draw your hand (5 by default). Start-of-turn power effects fire here.
- 2
Your actions
You play cards by paying their energy cost. Attacks deal damage, Skills give Block/utility, Powers apply persistent effects. Played cards normally go to the discard pile.
- 3
End of turn
Your remaining hand is discarded unless a card has Retain. End-of-turn effects fire (including Ethereal cards exhausting). Then enemies act according to their telegraphed intent.
- 4
Enemy turn
Enemies attack, buff, or debuff. Your Block absorbs incoming attack damage and then — unless stated otherwise — is wiped to zero before your next turn.
# Block & defense
Block is temporary armor. Each point of Block absorbs one point of incoming attack damage, and the standard Defend grants a fixed amount before modifiers. Block is consumed before your HP takes any hit, and any unused Block is removed at the start of your next turn unless a relic or power says it persists.
Block
Reduces incoming attack damage 1:1. Dexterity adds to the Block printed on a card. Block does not reduce damage from Poison, Doom, or other non-attack sources — those bypass it entirely.
Dexteritycards →
A persistent buff that increases the Block gained from cards by its value. +2 Dexterity means every Defend-style card grants 2 extra Block. It scales defense the way Strength scales offense.
# Debuffs: Vulnerable, Weak & Frail
Debuffs are duration-based and tick down by one stack at the end of each turn. They are multiplicative on damage, which makes them some of the highest-leverage cards in the game.
Vulnerablecards →
A Vulnerable target takes increased damage from your attacks (commonly +50% in the genre) for a number of turns. Apply it before your biggest hit, not after.
Weakcards →
A Weak enemy deals less attack damage (commonly −25%). It is a defensive debuff — stacking it can be stronger than Block against multi-turn attackers.
Frail
Frail makes you gain less Block from cards. It is the enemy's answer to a block-heavy deck; race the fight or bring unconditional damage when you see it applied.
# Scaling buffs: Strength, Dexterity & Focus
These are permanent for the fight (unless reduced). They turn small repeatable effects into snowballs, which is why multi-hit attacks and orb decks live and die by them.
Strengthcards →
Adds its value to the damage of every attack. Critically, it is added per hit — a card that strikes 3 times gains 3x your Strength. This is the core scaling axis for Ironclad.
Dexteritycards →
The defensive twin of Strength: adds to Block per card. A Dexterity engine plus cheap Block cards can make a fight unloseable on defense.
Focuscards →
Defect's scaling stat: increases the power of orb effects (Lightning damage, Frost block, Dark accumulation). Stacking Focus is how an orb deck goes from tickle to lethal.
# Card lifecycle keywords
These keywords control where a card goes after you play it — or whether it can be played at all. They are the backbone of deck thinning and consistency.
Exhaustcards →
An Exhausted card leaves the fight entirely — it goes to the exhaust pile and won't be redrawn this combat. Use it deliberately to remove dead cards (curses, single-use powers) from your draw, or as a build engine when cards reward exhausting.
Etherealcards →
An Ethereal card Exhausts automatically if it is still in your hand at the end of your turn. Play it or lose it — never hold an Ethereal card 'for later.'
Retaincards →
A card with Retain is NOT discarded at end of turn — it stays in your hand. This lets you bank a key card (a finisher, a block spike) until the exact turn you need it.
Innatecards →
An Innate card is guaranteed to be in your opening hand. Great for powers and engine pieces you want online turn one; bad if you stack too many and clog your first draw.
Eternalcards →
An Eternal card cannot be removed from your deck. Usually attached to a strong effect as a downside — you live with it permanently, so weigh the upside against a clogged late-game deck.
Unplayablecards →
An Unplayable card cannot be played from hand — it only matters via another effect that consumes or transforms it. Curses are the common example; they clog draws until you can purge them.
# Poison & damage over time
Poison is the Silent's signature non-attack damage. It ignores Block entirely, ticking the target for its stack value at a set point each turn, then reducing by one. Because it scales by stacking rather than by a single hit, Poison is brutal against high-HP single targets and bosses — and it keeps working on turns you spend defending.
Poisoncards →
Deals damage equal to its stack count, bypassing Block, then drops by one stack. 20 Poison is 20+19+18... over time — front-load the stacks early so they tick for more turns.
Shivcards →
A zero-cost temporary attack card generated into your hand. Shivs scale with Strength and with any 'when you play an Attack' payoff, making them a flexible burst and trigger engine for the Silent.
Doomcards →
The Necrobinder's execution keyword. As Doom accumulates on a target, it can be killed outright once Doom exceeds its current HP — a way to delete a fat enemy without out-damaging its healing or scaling.
# Class-specific keywords
Each character brings keywords that only show up in their pool. You don't need to master all of them at once — learn the two that define your current run.
Channel · Orbs (Defect)cards →
Channel puts an orb into a slot. Lightning hits a target (or all enemies when amped), Frost grants Block, Dark accumulates then bursts. Evoking an orb triggers its big effect and frees the slot. Focus boosts all of it.
Frost / Lightning / Dark (Defect)
Sly (Silent)cards →
A Sly card gains a bonus effect when played from the discard pile (or interacts with discarding). It rewards the Silent's discard-and-recur engines — churning your deck is the payoff, not a cost.
Summon · Forge (Necrobinder)cards →
Summon brings Osty or other minions onto the field to absorb hits and contribute damage; Forge-style effects build or upgrade your summon package. The minion scales on its own kit, separate from your Block stats.
Intangiblecards →
While Intangible, all damage you take from any source is reduced to 1 for the duration. It is the ultimate panic button against a telegraphed nuke — survive the turn, then recover.
Stars (Regent)
The Regent layers a Star resource on top of energy. Star-cost cards trade a cheaper energy price for spending Stars, enabling big finishers once the star engine is online. You are managing two resource curves at once.
# Reading enemy intent
Enemies telegraph their next action with an intent icon. This is not a keyword on your cards, but it is the mechanic that makes Block, Weak and Vulnerable usable. Bucket every enemy into a threat clock:
Now
A big hit this turn. Block for the number shown, or apply Weak to shrink it. The displayed value already reflects current Strength/Weak.
Soon
A ramping buff (Strength gain, ritual). Kill it before the snowball, or it out-scales your Block.
Later
A staller or summoner. Lowest priority unless it clutters the board; focus the immediate threats first.
# The math that matters
You don't need a spreadsheet, but a handful of relationships decide most close fights.
Strength is per hit
+X Strength adds X to each hit. A 3-hit card gains 3X. A big single hit gains only X. Pick your Strength payoffs to match.
Vulnerable multiplies, Strength adds
Additive bonuses (Strength) apply first, then Vulnerable multiplies the total. The two together are far stronger than either alone.
Poison front-loads value
N Poison deals N + (N−1) + (N−2)... over time. Stacking it early in a long fight beats spreading it out — every extra tick counts.
Scaling vs. frontload
Short fights reward frontload (high immediate damage). Bosses and high HP reward scaling (Strength, Focus, Poison). Build for the fights your act actually contains.
# Quick reference table
| Keyword | Type | One-line effect |
|---|---|---|
| Block | Defense | Absorbs attack damage 1:1; expires start of your turn |
| Vulnerable | Debuff | Target takes increased damage from attacks |
| Weak | Debuff | Target deals reduced attack damage |
| Strength | Buff | Adds to attack damage, per hit |
| Dexterity | Buff | Adds to Block gained from cards |
| Focus | Buff | Increases orb effect power (Defect) |
| Exhaust | Lifecycle | Card leaves the fight when played |
| Ethereal | Lifecycle | Exhausts if unplayed at end of turn |
| Retain | Lifecycle | Kept in hand instead of discarded |
| Innate | Lifecycle | Guaranteed in opening hand |
| Poison | DoT | Ignores Block, ticks then drops by one |
| Doom | Execute | Kills target when Doom exceeds its HP |
| Thorns | Defense | Reflects fixed damage per enemy hit |
| Intangible | Defense | All incoming damage reduced to 1 |
| Channel | Orb (Defect) | Place an orb into a slot |
| Sly | Silent | Bonus when played from discard |
| Summon | Necrobinder | Brings a minion onto the field |
Want every card per keyword?
The keyword encyclopedia lists every card tagged with each mechanic.