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
| Term | Meaning |
|---|
| Value card | A card you spend to fill slots in an agreement. Tier 1 or Tier 2. |
| Agreement card | A card you propose to another player to create a pact: Ceasefire, Territory Transfer, Covert Support, or Manufacturing Partnership. |
| Standalone card | A card you play on your own for a direct effect. No partner needed. |
| Tick | Progress toward your next card. You earn ticks each turn; a full bar draws a card. |
| Hand limit | The most cards you can hold. Cards you earn past the limit burn automatically. |
| Burn | A card destroyed without being played. Burned cards return to the deck pool. |
Diplomacy
| Term | Meaning |
|---|
| Proposal | An agreement offered to another player. It is answered when they start their next turn. |
| Signal | A short template message you send to one player or to the table. |
| Ceasefire | An agreement that blocks attacks between two players while it runs. |
| Territory Transfer | An agreement that hands a territory to the other player when it takes effect. |
| Covert Support | An agreement that delivers troops to the other player’s deploy pool. |
| Manufacturing Partnership | An agreement that raises both players’ card tick rates while it runs. |
| Betrayal | A card that breaks one of your active agreements early. The breaker pays a penalty. |
| Commitment failure | The penalty for breaking an agreement: half deploy for twice the remaining turns, at least 3. |
The map and combat
| Term | Meaning |
|---|
| Turn | One player’s go: deploy, act, reinforce. |
| Round | One full cycle of everyone’s turns. |
| Between turns | The window while it isn’t your turn. Card plays happen here. |
| Territory | One node on the map. It has an owner and a garrison. |
| Garrison | The troops sitting on a territory. |
| Deploy | The troops you place at the start of your turn. |
| Blitz | A chained attack that keeps rolling until you stop it or run out. |
| Stop loss | A blitz setting that bails out when your odds drop below a threshold you set. |
| Fog of war | What you can’t see: territories beyond your borders show no troop counts. |
| Bonus zone | A group of territories that pays extra troops or ticks to whoever holds enough of it. |
| Orbit ring | The black-and-white ring that marks territories on the map when you tap a “show me” link. |
Winning
| Term | Meaning |
|---|
| Domination | Winning by being the last player standing. Always possible on every map. |
| Bonus Group | An objective tile that pays you each turn while your bonus holdings meet its requirement. |
| Constellation | A named win condition built on Bonus Groups. Hold it long enough and it counts toward victory. |
| Victory Category | A group of Constellations. Some maps ask you to complete categories, not raw counts. |
| Hold turns | How many turns in a row you must keep a Constellation’s requirement true. |
| Imminent | The amber pill on the scoreboard meaning a player is close to completing an objective. |
| Sticky hold | Objective progress that banks: once complete, it stays complete. |
| Live hold | Objective progress that lapses if you lose the requirement. |
| Clock-out | The game ending at the round limit. A tiebreak decides the winner. |
| Shared Victory | Two players ending the game together under an active Ceasefire and splitting the win by score. |
| Dispatches | The between-turns brief that collects events that happened while you were away. |