Adjacent: Locations are “adjacent” if they are separated from each other by a distance of 1 (ie. they should be connected by “site connector” lines on the game-board).
Advancing Focus Cards: This means rotating the Focus card clockwise to indicate its next number (i.e. “Focus value”).
Attacking Group: The units participating offensively in a battle (i.e. those belonging to the player that initiated the battle).
Attribute: Text starting with a bolded word which describes the card’s effects, restrictions, or special abilities.
Banking Tokens: This is how you get Tokens so that you can use (i.e. spend) them during turns. Whenever you “bank” tokens, move the appropriate number of Tokens from your Token Supply to Token Bank.
Bank Maximum: The maximum amount of Tokens ever allowed to be in your bank at any time is 12 Tokens, the “Bank Maximum.”
Basic Rights: Your “basic rights” describe two central features of your Base location. First, your opponent’s units are not allowed to go there (except captives, and Game-deck units like Gwythral & Ragnash). Second, you may deploy units to your Base even if you do not control or occupy it.
Battle Actions: The “actions” which take place as players conduct battle. Battle actions consist of 1. Playing an Action card, 2. Using a unit’s special ability that pertains to battles, and 3. Saying “pass” to pass the play (of battles actions) to the next player.
Battle Grouping: This refers to whenever you divide your forces at a site so that you can perform multiple attacks from there as separate attacking groups (by initiating separate battles for each group). For example, battle grouping would allow you to attack the same enemy location more than once from a single site of yours (or to attack multiple sites adjacent to your one location as each of your battle groups can initiate a separate attack).
Battle Location: When you are participating in a battle, your “battle location” is the site where your participating units are located.
Capacity: The number of units that a carrier is allowed to carry at any one time
Card Type: The “tab” on each card which indicates whether the card is an Attachment, Focus, Action, Location, or Unit card. (Unit cards are indicated by their type: captive, character, transport, or creature.)
Carrier: Any unit with carrying ability.
Carrying Ability: An ability which indicates the number and type of units that the “carrier” can freely transport when it uses its personal movement.
Control Generation: The Tokens you bank during the generation phase as a result of the number of locations you control.
Controlling Locations: Locations that you occupy with at least one character unit (such locations are your “controlled” locations, which provide you with “control generation” and allow you to deploy there.
Coexisting at Locations: You are “coexisting” at a location whenever your “coexistable unit” occupies the same location as another player.
Coexistable Units: These are units whose gametext states that they can “coexist” with any other player’s units (such as captive and creature units). Such units ignore all restrictions and can go to (i.e. occupy) any site even where other players are.
Cooperative Mode: The game mode which allows players to play as partners (players sit opposite their partners). Cooperative games can be 2 vs. 1 or 2 vs. 2 and always start with Maneeri in Position 1 at Summit with all captives captured by him at the beginning of the game. The game is won when the two allied players return both their captives to their respective Bases (or when the lone player in a 2 vs. 1 game rescues his or her one captive). Note: If playing a 2 vs. 1 cooperative game, the player on his or her own always gets to be the “starting player” in the game.
Damage Step: This is another name for when players are resolving a battle by calculating and satisfying their battle damage.
Damages: The damage incurred against the player that loses a battle, corresponding to the difference in total strength.
Defenders: The units participating defensively in a battle (i.e. those belonging to the player who the battle was initiated against).
Deploy Cost: The number indicating how many Tokens a player must spend during the deploy phase (unless otherwise noted) to play the card to the Game-board.
Deploying Cards: Playing cards down to locations is called “deploying” cards.
Drawmasters: Units that are unique in that they enable their owner to draw cards whenever they are deployed (or whenever they win a battle).
Fight or Flight Action Card: An action card found in each deck whose second ability (found at the bottom part of its gametext) is completely unique to that particular deck.
Focus Values: The numbers at the corners and edges of a Focus card to track its progress.
Full Pass: As play continues to alternate back and forth between players participating in a battle, a “full pass” occurs whenever both players only pass (i.e. they play no Action cards nor use any special abilities). After completing a full pass, players participating in the battle can no longer perform battle actions. Instead, play turns over to non-participating players (starting clockwise from the player whose actual turn it still is) with the battle ending whenever another full pass occurs.
Game-board Edition: The edition of Friend or Foe which includes the Game-board.
Gametext: The main area of text on cards.
Heroes: Units that are unique in that they never leave the Game-board when lost. Instead, they relocate to your Base (face-down) and can be restored during the Deploy Phase by spending a specified number of Tokens.
Hunters: Character units that are distinguished by being able to relocate during the deploy phase.
Leaders: Units that can command others nearby to join their battle.
Limits: Limits are found after special abilities and they specify how often those abilities can be used.
Loops: Loops consist of when a unit with sufficient range goes to an adjacent location then back to its original location (often to “pick up” units at the adjacent location).
“Lost” Cards: When cards are “lost” (such as after a battle), it simply means that they are to be discarded.
Mobile Edition: The edition of Friend or Foe which uses Location cards in lieu of the Game-board.
Movement Cost: This refers to the 1 Token you spend whenever you move a unit during the move phase.
Movement Path: This refers to all the locations that will be traversed when a unit moves. It includes the initial location (where the unit begins), the final location (where the unit lands at the end), and all locations in between.
Mulligan: If you do not wish to keep your starting hand of 5 cards, you may take a single “mulligan,” allowing you to discard all 5 cards into your Discard Pile (face-up) and then drawing 5 new cards.
Non-Coexistable Units: These are units which are not allowed to be together at (i.e. occupy) the same site. For example, your character and/or transport units are not allowed to occupy the same as another player’s character and/or transport units. Such units are considered “non-coexistable units.”
Occupying Locations: “Occupying” is the standard word used whenever any unit is at a site. By occupying sites, you prevent others’ units from being able to go there (unless they are “coexistable units”).
Offensive Limit: This is the limitation of all units that they can only battle offensively once per turn.
Personal Movement: Each unit can use its “personal movement” once per turn, this refers to its ability to move during the move phase to any location within its range by spending the movement cost of 1 Token.
Response Special Abilities: Special abilities that occur the moment their conditions are met.
Scouts: Units that can explore to new locations after being deployed and can return to your hand for devastating redeployment.
Site Connectors: The connection lines that are visible between locations on the Game-board to help you see how sites are connected. The lines between sites mean those sites are connected by a distance of 1.
Spending Tokens: Whenever you “spend” Tokens, it means using up Tokens from your Bank to perform various actions. Spending Tokens consists of moving the appropriate number of Tokens from your Token Bank to your Spent Tokens area.
Standard Generation: The term given for the 3 Tokens that you always bank at the beginning of your generation phase.
Standard Mode: The main mode of gameplay for Friend or Foe. Standard Mode games are free-for-all games that do not use Gwythral or Maneeri. The first player to return their captive to their Base wins the game.
Starting Cards: These are the cards that you take out of your deck and setup at the beginning of the game. They are easy to find because they have a colored border on their backside.
Starting Player: The player that was decided at the beginning of the game to go first.
Stats: Stats refer to the “strength,” “health,” and “range” values of units.
Summit Advantage: The +2 strength granted to any player battling at or from the Summit.
“The Wall of Three”: The term given for the restriction of transport units, whose gametext specifies that they are not able to move through any site where opponent has 3 or more character units.
Traits: The bolded keyword(s) at the top of the gametext of some cards. These are unique keywords that provide additional (and functional) descriptors for cards.
Ultimate Mode: Ultimate Mode games are free-for-all games that start with Gwythral at Summit. The first player to return their captive to their Base wins the game.
Unit: The generic term for a captive, character, transport, or creature. Units are the main cards that deploy to the Game-board.
Unit Type Icon: An icon in the background of a Unit card’s gametext that identifies the unit’s type (i.e. whether it is a captive, character, transport, or creature based on the icon given).
Variant Mode: Variant Mode are games that use “Game Variant” cards which provide alternative gameplay such as Capture the Flag and Ragnash. These cards specify in their gametext how the game is won (see their “Objective”).