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FIELD MANUAL // 10

Glossary

Player terms used throughout the Field Manual, defined once

Every term the Field Manual uses without stopping to explain. Each one is defined here once, in the same words the game shows on screen.

Cards and the hand

TermMeaning
Value cardA card you spend to fill slots in an agreement. Tier 1 or Tier 2.
Agreement cardA card you propose to another player to create a pact: Ceasefire, Territory Transfer, Covert Support, or Manufacturing Partnership.
Standalone cardA card you play on your own for a direct effect. No partner needed.
TickProgress toward your next card. You earn ticks each turn; a full bar draws a card.
Hand limitThe most cards you can hold. Cards you earn past the limit burn automatically.
BurnA card destroyed without being played. Burned cards return to the deck pool.

Diplomacy

TermMeaning
ProposalAn agreement offered to another player. It is answered when they start their next turn.
SignalA short template message you send to one player or to the table.
CeasefireAn agreement that blocks attacks between two players while it runs.
Territory TransferAn agreement that hands a territory to the other player when it takes effect.
Covert SupportAn agreement that delivers troops to the other player’s deploy pool.
Manufacturing PartnershipAn agreement that raises both players’ card tick rates while it runs.
BetrayalA card that breaks one of your active agreements early. The breaker pays a penalty.
Commitment failureThe penalty for breaking an agreement: half deploy for twice the remaining turns, at least 3.

The map and combat

TermMeaning
TurnOne player’s go: deploy, act, reinforce.
RoundOne full cycle of everyone’s turns.
Between turnsThe window while it isn’t your turn. Card plays happen here.
TerritoryOne node on the map. It has an owner and a garrison.
GarrisonThe troops sitting on a territory.
DeployThe troops you place at the start of your turn.
BlitzA chained attack that keeps rolling until you stop it or run out.
Stop lossA blitz setting that bails out when your odds drop below a threshold you set.
Fog of warWhat you can’t see: territories beyond your borders show no troop counts.
Bonus zoneA group of territories that pays extra troops or ticks to whoever holds enough of it.
Orbit ringThe black-and-white ring that marks territories on the map when you tap a “show me” link.

Winning

TermMeaning
DominationWinning by being the last player standing. Always possible on every map.
Bonus GroupAn objective tile that pays you each turn while your bonus holdings meet its requirement.
ConstellationA named win condition built on Bonus Groups. Hold it long enough and it counts toward victory.
Victory CategoryA group of Constellations. Some maps ask you to complete categories, not raw counts.
Hold turnsHow many turns in a row you must keep a Constellation’s requirement true.
ImminentThe amber pill on the scoreboard meaning a player is close to completing an objective.
Sticky holdObjective progress that banks: once complete, it stays complete.
Live holdObjective progress that lapses if you lose the requirement.
Clock-outThe game ending at the round limit. A tiebreak decides the winner.
Shared VictoryTwo players ending the game together under an active Ceasefire and splitting the win by score.
DispatchesThe between-turns brief that collects events that happened while you were away.