

Glossary
There are many types of action in Castle Wars trading card game. Use this glossary to familiarize yourself with them.
Ability
The text given on the bottom portion of a card that allows you to do action(s).
Ally
You and your team.
Attack
When a card battles with another card or damages a castle directly.
Cancel
To stop an ability or action from occurring.
Deal
To damage an enemy castle via an ability.
Destroy
A card being moved from the field to the grave.
Draw
To take a card from the top of your deck, put it in your hand.
Discard
Specifically sending cards from the hand to the grave.
Enemy
Your opponents in the game.
Gains
An ability and/or power is added to the target(s), as indicated by the ability causing the gaining effect, in addition to any existing statuses or powers.
Garrison Capacity
The icons found in castle cards. These show the maximum number of cards you may have on your battlefield, and which types they can be.
Heal
The chosen castle gains a set amount of health. You cannot over-Heal a castle, its health cannot go over its stated maximum.
In
Is an optional ability that can be triggered in its specified location (In Play, In Hand, etc) once per turn.
Loses
A card’s power level is decreased by the specified amount.
On
Abilities that spark whilst an action resolves.
Overkill
When a card with this ability attacks another card, the difference in power is dealt as damage to the defending card’s castle.
Passive
An ability that applies constantly while the card remains in play.
Play
A card being placed on the field.
Pre
An ability that sparks on the declaration of an action.
Restore
To add a card from the battlefield, grave or hand to the original owner’s deck.
Return
To add a card from the battlefield or grave to the original owner's hand.
Reveal
The card(s) are shown to all players at the table.
Search
When a card is chosen from the deck and added to your hand. You must reveal what card was added. You must then shuffle your deck and offer your opponent the option to cut/shuffle the deck.
Send
Sending cards from the deck to the grave.
Stun
A stunned soldier or mage cannot attack, use abilities or level up, and a stunned trickster cannot be sparked. A card remains stunned until the end of the next turn. Castles and Items cannot be stunned. If the wielder of an item card is stunned, then the item’s ability[1] will still be active. You must indicate that a card is stunned by orienting it 90 degrees to the side.
Trigger
The conditions that must be met for tricksters to spark their trickster ability.
Wield
when an item is attached to a card in your frontline.
