Glossary
Neuroscape TCG terms, defined
Every keyword, attribute and mechanic in plain language. Need the icons too? See the visual legend.
Structure
- Arena
- Where characters and the gear attached to them are played.
- Cache
- Where cards and abilities wait before they take effect. It resolves from the top down, so the last thing added is the first to happen.
- Cyberdeck
- Your main deck: 50 to 255 cards, none of them RAM and none of them a mainframe. It is a minimum with a very high ceiling rather than a fixed size.
- Mainframe
- The neural computer you play with, in its own zone from the start of the game. It carries synergy effects and three slots for protocols.
- Mainframe slot
- One of the three places a protocol can attach to a mainframe. Once all three are filled nothing else can attach until one is cleared.
- Purge
- Where cards go when they are purged — out of the game, not merely out of play.
- RAM bank
- The zone installed RAM sits in. RAM in your bank is either refreshed (upright, ready to spend) or running (rotated, already spent this turn).
- RAM deck
- A second deck of exactly 25 RAM cards. You install from it rather than drawing from it, and its cards never enter your hand.
- Recycle bin
- Where cards go once they are used or destroyed.
- Sideboard
- Up to 12 cards plus up to one extra mainframe, held outside your deck. Between games of a match you may swap any of them into your cyberdeck or mainframe, as long as the result is still legal.
Attributes
- Attack and defense
- A character's two combat numbers, in the bottom-left corner: attack above, defense below.
- Attack channel
- Which health total a character's attack damages. A red attack value takes bioframe health; a blue one takes mainframe health. The colour is the rule, so this site prints the channel as a word as well.
- Bioframe health
- One of your two health totals, starting at 20. Reaching zero or below eliminates you, whatever your mainframe health is.
- Faction
- A card's allegiance, shown as an icon in the bottom-right corner. A card may carry several, or a blank hex meaning none.
- Faction requirement
- Synergy a card demands before you may play it, printed top-right as one icon per point. It is checked when the card is played and never again.
- Faction synergy
- What your board supplies: each persistent card you control with a visible faction icon provides synergy for that faction. Mainframes and face-down cards provide none.
- Gear port
- A named position on a character where gear attaches — Head, Left Arm, Right Arm or Body. Some characters have fewer than four, some none. Each port has a level from 1 to 3, and a port takes gear of its own level or lower.
- Iconic
- A word in a card's typeline. You may only control one copy of a given iconic at a time — a second cannot be played, copied, or taken control of while the first is out. Your deck may still hold four.
- Mainframe health
- Your other health total, also starting at 20 and also lethal on its own. In a 2v2 game each team shares one pair of totals.
- RAM cost
- What a card costs to play, paid by running that much RAM in your bank. RAM spent on a character is committed to it rather than merely run.
Abilities
- Activated ability
- An ability you pay for, by running the character, running RAM, or both. A character may use one until its abilities are rebooted, and a running character cannot use any.
- Commit
- To move RAM out of your bank and under a character, where it stays while the character is in play. If it leaves, RAM is pulled from your bank automatically to replace it.
- Force quit
- To destroy your own character, program or gear during the force quit step of your initialize phase — the only moment the game allows it. RAM committed to it comes back refreshed rather than running.
- Instability
- What happens when a character is short of committed RAM at your system check. Roll a d20 for each character and program you control, lowest cost first: 0–10 destroys it, 11–20 spares it.
- Passive ability
- A continuous effect that holds while the card is in play and stops the moment it leaves.
- Persistent
- A card that stays in play once it is there — characters, gear, protocols and environments. Persistents are what supply faction synergy.
- Reboot
- To make a character's abilities usable again. It happens on your refresh step, alongside refreshing.
- Refresh
- To stand a run card back upright, which happens to everything you control during your initialize phase.
- Run
- To rotate a card 90° clockwise. Running RAM is how you pay; running a character is how it attacks or pays for an ability.
- Swift check
- The window where players may respond, opened whenever a card is played or an ability activated, and at three points in combat. Only activated abilities and cards with SWIFT may be played into one.
- Triggered ability
- An ability that fires by itself when its condition is met — when, whenever, or on a named step. It opens no swift check and cannot be responded to.
Keywords
- Counter
- To remove a card or ability from the cache so it never resolves. What was countered goes to its owner's recycle bin.
- MALICIOUS
- Gear that may be attached to any character in play, including an opponent's — which is usually the point.
- OVERRUN
- A blocked attacker with OVERRUN pushes damage above the blockers' total defense through to the defending player.
- PSYCHOSIS
- Gear that destabilises its host. Whenever the character attacks or runs, its controller rolls a d20 against the character's total psychosis: equal or higher passes, lower deals the character's attack value to its own controller and the action fails.
- SWIFT
- This card may be played during any swift check, on any player's turn.
- Tether
- Gear joining two characters through their ports. It follows a character that leaves play, and is destroyed if one of the two changes controller.
- TROJAN
- A protocol attached face down to any player's mainframe slot, for 2 RAM. Its ability turns it face up on a later swift check and sends it to the recycle bin as part of the cost.
Nothing matches that.