Glossary

Words that are capitalized on the above cards refer to official DragonScale system terminology. Here’s what each of those words specifically means. (If there is an icon that represents the term on the Cards, it is shown on the left.)

dice

Action Dice (AD)

The main resource of each Player; they are spent for everything the Player does.

Ally

Any other Player or friendly co-traveler.

Armor

A wearable Item Card that increases a Player’s Defense stat and determines how quickly they can Run.
 bang

Attack / Attack Roll

 The attempt made to damage an opponent, using a dice roll vs. the opponent’s Defense. (If there is no dice roll involved, it does not count as an official “Attack.”)

Augmentation

An (optional) Card Set of unique Items that permanently changes a Player’s attributes.

Beginning-of-Round

The point in the Round when Players and Enemies regain their Spent Action Dice.

Canister

Interchangeable Item Cards that are used in Kits.

Counter

A physical object, like a gambling token, that’s used to keep track of Statuses.

Discovered Lore

An optional Card Set that allows Players to be active agents in discovering the world around them.

Defense

A Player’s total armor score that an opponent must overcome to do damage.

End-of-Round

Most clean-up effects happen here, such as the management of Status Counters.

Enemy

A generic term for any opponent to the Player or their Allies.

Game Master (GM)

The person in charge of officiating the game’s rules and story-telling. Usually the GM does not play a character himself, instead managing the monsters and denizens of the world.

Item(s) / Item Card(s)

The physical objects of the game. They might be anything from a weapon to a grenade to an Augmentation. However, since they can all be loot, they all have gold card backs.

Loot

Items awarded from searches or defeating Enemies. These are represented by gold-backed cards.

Map

The current terrain and its boundaries displayed on the play area. Certain abilities or Objectives only occur once per Map.

Module

A special Item Card that only works when attached to certain Two-Handed Weapon Cards.

Move / Movement

The number of squares on the battle grid that each Player (or Enemy) can move on their Turn.

Player

Someone who is involved in playing the game. Refers to not only the actual person, but their character and all cards they control.

Range

For certain Weapons, the limit of squares at which they can hit Enemies. (This is often modified by activated abilities, Modules, etc.)

Role

A Player’s beginning function in a party. This is only a starting point, and it is further defined through Armor, Weapons, Items, etc.

Roleplay

An (optional) Card Set that rewards Players for roleplaying a character in the campaign world.

Round

A complete rotation of game play among all Players and Enemies. Battles typically only last for a handful of these.

Spent

Action Dice that have been used in some way.

Status

An effect that is applied to a Player or Enemy. In the Basic Card Set, these comprise “Burning,” “Stunned,” “Vulnerable,” and “Webbed.”

Turn

The period of time where a single Player has control of game play and decides his next action (or passes the baton to the next Player).

Weapon (One-Handed)

A handheld Item that usually deals damage or a Status to an Enemy. A Player can hold two (2) One-Handed Weapons at once.

Weapon (Two-Handed)

A handheld Items that usually deals damage or a Status to an Enemy. A Player can hold only one (1) Two-Handed Weapon at once, but they can often have Modules fitted as well.

 


GM’s Status Tracker:

In the Basic Card Set, there are four “Statuses” that can be applied to Players or Enemies (not counting Serums). To keep a quick, easy visual track of what statuses have been applied to which entities, the DM uses the following “Status Guide,” along with colored counters, such as gambling chips or coins: