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This article is a translation of Hinafuda's Glossary.


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

Generic ability of a Spell Card, in green text.
See also: Unfocused Movement (X), Focused Movement (X), Protection (X), Guided Bullets, Penetration, Faith (X)

Since Basic Abilities doesn't take a Target, they are not affected by "can't be targeted" effects.
Moreover, if a Basic Ability is nullified, the spell still treated as having it.

Characters

Your Characters. Some cards and effects have a required number and type of characters.
Includes the leader.
Regardless of their level (how many identical cards of that character you have), a character is treated as 1 character.
(Keine and EX Keine are treated as one character, but each Prismriver sister counts as a different character.)

Border Value (X)

In green text on a Character Card, 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 attack.

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

Numerical value consumed when cards and abilities are used.
Similar as "cost" or "MP" in other games.
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 isn't affected by the effects of other cards.

Reserved

A Reserved Spell is not ready for attack, and is placed in landscape position.
Though it can't be used to attack or intercept, the use of its Special Abilities and Supports is possible.
During the Replenishing Phase, each Reserved Spell increases the SP replenishment by 1.

Use

The declaration done to activate an effect of an Event Card or Special Ability.
(Prior to the activation of the effect, the Event Card or Special Ability has to be "used".)
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, so pay attention to the characters' levels.

Permanent Ability

A Special Ability that don't need to be used to be effective.

They are divided in 2 different categories with different behaviors:

  • Permanent Ability with conditions
They last as long as the conditions are fulfilled.
As soon as they aren't, the effect is not active anymore.
  • 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.
The effect always continues until its end.
(The damage dealt by Defense Formation doesn't disappear and the effect of Jamming continue until the end of the turn)
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.
Not to be confused with Extra Cost, which is a particular type of Extra Requirement.

Extra Cost (X)

To play the card, you need to pay an additionnal cost of X. Not limited to SP.
In purple text.
Not to be confused with 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.
The deck pile is not considered as being on the Field.
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 an 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 Equipment

The declaration done to equip a Support.
You have to declare the use, select a valid target and pay the cost (and extra cost). The Support is now equipped to the target.

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 Unfocused Movement (X) your opponent's spell may have.

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