- Return to Rumbling Spell Orchestra
- This article is intended to become a translation of the Glossary found at [[1]] .
Here are definitions of terms used in Rumbling Spell Orchestra.
Leader Swap
Ability of Keine and the Prismriver sisters. All HP and Leader Supports follow. The swap can be done with the same character. If the current HP exceeds the max HP of the new leader, take the new max HP value.
Penetration
Basic Ability. Ignore any Protection (X) your opponent's spell may have.
Active
A spell can be activated during the Preparation Phase while in Attack mode. The spell is placed in portrait orientation. When in this state, a spell can be used to attack or intercept.
Basic Abilities
Indicated in green on a card. See also: Unfocused Movement (X), Focused Movement (X), Protection (X), Guided Bullets, Penetration, Faith (X)
Character
Border Value (X)
A character's ability. In green text, but not a Basic Ability. During the Hit Resolve, if the HV of the opponent's spell and the EV of your leader are equal, you may pay X SP to avoid the spell.
Phase Restriction
Phase during which a Special Ability can be used. Indicated in blue text. If the Phase Restriction has "/Attack" or "/Intercept", the Special Ability can only be used during Attack or Interception respectively.
Unfocused Movement (X)
Basic Ability. When your opponent's Spell Type is Concentration, your leader gains +X EV.
Support Class
Some Support Cards have an attribute, in green text, that may be referenced by other cards. There are currently 5 different Support Classes: Shikigami, Doll, Instrument, Ghost, and Incident.
Boundary Space
Space delimiting your field and your opponent's field. This is where Scene Supports are placed.
SP
You regain some SP during the Replenishing Phase, and SP are stackable between turns.
SP Cost
You have to pay SP in order to use a Spell card, A Support Card or an Event Card. Clearly visible at the top left corner of the card. This value doesn't affect the effects of the cards.
Reserved
A Reserved Spell is placed in landscape position. It can't be used to attack or intercept, but the use of its Special Abilities and Supports is possible. You can Activate a spell during the Preparation Phase while in Attack mode.
Use
To use a Special Ability or an Event, you need to be in the right phase (according to the Phase Restriction), select an appropriate target, and pay any cost (and additional cost). The effect is then activated.
Character Requirements
In order to use a card, you often need specific characters of some level in your team. Most cards have some, pay attention to the characters' levels.
Permanent Ability
A Special Ability that don't need to be used to be effective.
They exist in 2 different categories:
- Permanent Ability with conditions
They last as long as the conditions are fulfilled.
- Permanent Ability triggered
They are activated each time a certain action is done. If this action is done X times, this ability will be triggered X times as well and the effect is cumulative. This has of course no effect if there isn't a valid target.
Faith (X)
Basic Ability. Gives the opponent's Spell a penalty of AV -X and IV -X. If the opponent's spell also has Faith, the penalty is the difference in Faith values.
Discard Pile
All discarded cards and used Events go here. It is not considered as being on the field. A player may check a discard pile at any time.
Spell Type
There are 3 Spell Types: Concentration, Spread or Normal.
Designation
Each characters has some. They are referenced by other cards. The number varies between characters.
Cost
Requirement to use the cards and Special Abilities. Usually, SP is required as cost, but it can also be some hand or deck cards.
HP
Health points. The initial value depends of the leader. This initial value is a maximum. The game is over when a leader's HP reach 0.
Damage
When a leader takes damages, her HP decrease by the same number. If 0 or below, no damage.
Extra Requirement
Requirements to play the card, in purple text. Different from Extra Cost.
Extra Cost (X)
To play the card, you need to pay an additionnal cost of X. Not limited to SP. Different from Extra Requirement.
Focused Movement (X)
Basic Ability. When your opponent's Spell Type is Spread, your leader gains +X EV.
Deck
The pile of cards you use in a game. You need 40 cards to make a deck. When the number of cards in your deck reaches 0, you lose. Your opponent can't check the cards of your deck unless allowed by a card effect.
Special Ability
The Characters have each some Special Abilities that can affect the game. They generally have a Phase Restriction and a Cost. Alice tends to count on her dolls and Special Ability rather than her spells' stats.
Field
Each player has his own field, where are placed his Characters, Spells, and Supports. The deck pile and the discard pile are not included in the field. A Scene Support can be placed on the Boundary Space between the 2 fields.
Support Use
Protection (X)
Basic Ability. Gives the opponent's Spell a penalty of AV -X and IV -X.
Hit
If you hit with a spell. A hit with 0 damage is still treated as a hit.
HV
Hit Value, the accuracy of the spell.
Hit Resolve
During the combat phase, when determining whether a spell hits or not. No Special Abilities can be used during it.
Target
Target of an Event or Special Ability, needed for the effect. In red text on the cards. If there aren't any available, the Event or Special Ability can't be used.
Guided Bullets
Basic Ability. Ignore any Unfocused Movement (X) or Focused Movement (X) your opponent's spell may have.