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OLD MANA GAME – KEYWORD GLOSSARY 0.8.3

Updated: Jul 5


This glossary explains all core terms used in Old Mana Game. It is intended for use in the official rulebook, website, and card database.


CARD TYPES


Hero

Your leader card. Defines which Archetype cards are allowed in your deck. Starts with 30 Health and 9 Attack.


Archetype

A color-coded group such as War, Sorcery, Nature, etc. Determines which cards you can use (Abilities, Spells, Traps, Weapons, Armor).


Ally

Creature unit played onto the Party Lane. Unbound (no Archetype restriction).


Weapon

Equipment that grants effects or attack power. Played into the Equipment Lane. Max 7 equipped. Requires correct Archetype.


Armor

Passive defense equipment that grants Armor. Played into the Equipment Lane. Max 7 total Equipment cards allowed. Requires correct Archetype.


Ability

A general card type representing any active effect card. Abilities include Spells, Traps, Counters, and Zones. All Abilities are restricted by Archetype and follow timing rules depending on subtype.


Spell

An Ability with a direct and immediate effect. Always played face-up and resolved instantly.


Trap

A hidden Ability played face-down. Activates automatically when a trigger condition is met.


Counter

A reactive Ability used to interrupt or negate an opponent’s action. Usually played in response.


Zone

A persistent Ability card that enchants the field. Can be global or zonal, and affects game state over time.



GAMEPLAY & BOARD TERMS


Party Lane

The front-row battle line. Consists of 5 fixed positions: the center always holds your Hero, with two Ally slots to the left and right. Once an Ally is played into a slot, it remains there. All positioning grows outward from the center.


Equipment Lane

The back row for equippable cards like Weapons, Armor, and future Items. Limited to 7 total Equipment cards. All Equipment is arranged symmetrically from the center. If Equipment is lost, cards must shift toward the center.


Zonal

An effect targeting a specific lane or side of the board.


Global

An effect that impacts the entire field or both players.


Mana

The primary resource. At the start of your turn, draw 2 cards. You may choose to place a card from your hand into your Mana Pool, making it visible and available as resource. Instead of placing a card, you may retrieve a card from your Mana Pool or swap it. Mana has no upper limit.


Draw

Take a card from your deck.


Play

Put a card from your hand into play.


Summon

Put a unit directly into play, often without paying its cost.


Revive

Return a card from your Graveyard to your hand or to the board.


Restore

Heal lost Health.


Bounce

Return a card from the field to its owner’s hand.


Reap

Gain a bonus (e.g., Mana or card draw) after a successful kill.


Steal

Take control of an enemy card or resource.


Fatigue

Penalty or damage when drawing from an empty deck.


Lock

Temporarily disable a card, zone, or player action.


Trigger

A condition that causes an effect to activate (e.g., "on death", "when attacked").


Reveal

Turn a hidden (face-down) card face-up.


Destroy / Kill

Remove a card from play and send it to the Graveyard.


Silence

Remove all active effects from a card.


Exhaust

A card that has been used (e.g., after attacking) and cannot act again this turn.


Instant

A card or effect that can be played at any time, even during the opponent’s turn.



COMBAT & STATUS EFFECTS


Attack

The damage a card deals in combat.


Health

The amount of damage a card can take before it dies.


Freeze

The card skips its next action.


Stun

Prevents the unit from attacking, using Hero Abilities, or performing any active combat action. Similar to Freeze but often applied thematically through physical or mental interruption.


Burn

Deals 1 damage at the end of your opponent's turn. The number after Burn defines the duration in turns. Burn does not stack; reapplying Burn refreshes its duration.


Poison

Deals 1 damage at the start of your opponent's turn for 3 turns. Applying Poison again increases the damage by 1 and resets the duration to 3 turns. Poison stacks are global and can spread to enemy targets.


Root

Prevents the card from dealing melee damage. Ranged and non-melee effects still function.


Stealth

The card cannot be targeted directly until it takes an action.


Camouflage

The card must be targeted multiple times before it can be hit. For example, Camouflage (2) means the third attack will connect.


Tank

Forces enemies to target this card first when attacking.


Shield

Absorbs the next instance of incoming damage or effect, then breaks.


Block

Reduces incoming damage by the stated amount. For example, Block (4) absorbs 4 damage.


Armor

Reduces incoming damage by a fixed amount.


Deal Damage

A generic term describing any effect that reduces Health directly.


Double Strike

This unit deals damage twice during a single attack.



DECKBUILDING & STRUCTURE


Archetype Requirement

Each deck must include at least 25 cards (including the Hero) that match the Hero’s Archetype. These include Abilities, Weapons, Armor, Traps, and other Heroes – Allies. This ensures strategic identity and prevents fully neutral decks.


Singleton

Only one copy of each card allowed per deck.


Deck

Your 50-card draw library, including your 1 Hero.


Graveyard

Where used, destroyed, or spent cards go.


Board

The entire battlefield, including all Party and Equipment Lanes.


Mana Pool

Visible zone holding cards converted into Mana.


Slot

Equipment position (Mainhand, Offhand, Armor, Item, etc.).


Turn

One player’s full round (draw, play, combat, end).


Battle Phase

The phase where Allies attack enemies or the opponent’s Hero.


Hand Size Limit

You may hold up to 10 cards in your hand. Excess cards must be discarded at end of turn.


Overcharge

Using more Mana than you currently have access to, often with penalties.



RARITY RULES


Common / Rare / Epic / Legendary

Each card has one of four rarities that indicate its drop rate and general power level. These are independent of Elite status or special variants.


Legendary

The highest rarity tier. You may include up to 4 Legendary cards in your deck.


Elite

Elite is an additional attribute that can appear on any card, regardless of its rarity. It typically indicates that the card is lore-bound, named, or part of a unique set. Elites are often visually distinct and may be tied to specific storylines, cycles, or characters.


Full Art

A visual variant where the card art extends to the full card frame. Available across all rarities.


Foil

A cosmetic version with a shimmering or metallic effect. Can apply to any card regardless of rarity or type.


Alternate Art

A unique version of a card with different artwork. Alternate Arts are often used for promo releases, special editions, or elite characters.


This document is based on Old Mana Game version 0.8.4 and is subject to change. All mechanics, terminology, and rules listed here are still in development and may be revised at any time.

 
 
 

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