Glossary

Key Unmatched terms, defined. Hover any term across the hub to see its definition.

Acid token
· acid, acid tokens
A token left by the Blob minion; a hero or sidekick entering its space takes 1 damage.
Action deck
· deck
A hero's unique deck of action cards, played to maneuver, scheme and fight.
Adjacent
· adjacency
Two spaces connected by a single line. Melee attacks require the attacker and target to be adjacent.
After combat
· after
An AFTER COMBAT effect resolves once damage from the combat has been dealt.
Attack
· attacking
An action that pits an attack value against a defense value to deal damage. Can be melee or ranged.
Attack action
· declare attack
An action where you pick a fighter and declare an attack on a legal target, beginning combat.
Boost
· boosting, boost value
Playing a card face down to add its boost number (top-left) to an attack or to power a BOOST effect.
Card type
· attack card, defense card, scheme card
Each card is an attack, a defense, a versatile (either), or a scheme (non-combat) card.
Character card
· hero card
The card identifying a hero — it lists their move value, starting health and special ability.
Combat
· fight
The exchange after an attack is declared: both players play a card face down, reveal, resolve effects by timing, then compare values.
Damage
· dealing damage
A successful attack deals damage equal to its value, reducing the target's health.
Deception card
· deception, deception cards
A card in each enemy's deck that reshuffles its discard pile back into its deck when discarded.
Defeated
· defeat, knocked out
A fighter at zero health is removed from play. Defeat your opponent's hero to win.
Draw
· drawing
Take the top card of your action deck into your hand.
During combat
· during
A DURING COMBAT effect resolves after immediate effects and before attack and defense values are compared.
Enemy
· enemies
Any fighter controlled by the game in Unmatched Adventures — the villain and its minions.
Errata
· official ruling
Official corrections from Restoration Games that override printed card text. Errata beats card text, which beats general rules.
Exhausted deck
· empty deck
A deck with no cards left. You do not reshuffle — you simply cannot draw until an effect lets you.
Fighter
· fighters
Any miniature or token you control on the battlefield — your hero plus any sidekicks.
First player
· active player, starting player
The player who takes the first turn, chosen during setup. The active player breaks ties on simultaneous effects.
Hand
· hand limit
The cards a player holds. You start with five and may hold up to seven, discarding down at the end of your turn.
Health
· health dial, hp
A fighter's life total, tracked on a health dial. At zero health the fighter is defeated.
Hero
· heroes
Your primary fighter, with a character card, special ability and unique deck. If your hero is defeated, you lose.
Immediately
· immediate
An IMMEDIATELY effect resolves the moment combat cards are revealed, before the other windows.
Initiative
· initiative order, who goes first
The order simultaneous effects resolve in. The attacker (or active player) resolves first.
Initiative deck
· initiative card, initiative cards, initiative
The shuffled deck that sets the turn order of players and enemies each round in Adventures.
Maneuver
· maneuvering
A maneuver action: draw a card and move one of your fighters up to its move value (you may do either or both).
Melee attack
· melee
An attack that may only target an adjacent fighter.
Minion
· minions
A secondary enemy in Unmatched Adventures that fights alongside the villain, controlled by the game.
Move value
· movement value
The number on a hero card showing the maximum spaces that fighter may maneuver in one turn.
Objective
· objectives
A villain's goal in Adventures; completing it makes the game harder, and completing it enough times defeats the heroes.
One-way connection
· one-way movement
A board connection that may be crossed in one direction only.
Ongoing effect
· ongoing
A static effect that stays in play and applies continuously until it leaves.
Passage
· door, teleport
A special board connection (such as a door or teleport) linking spaces that are not otherwise adjacent.
Placed
· place
A fighter set directly into a space by an effect. Placing is not a maneuver, so it ignores normal movement rules.
Push
· pushed, forced movement
Forced movement of a fighter caused by an opponent's effect. It still follows the printed lines.
Ranged attack
· ranged
An attack that may target any fighter in the same zone, not just an adjacent one.
Scheme
· scheme card, scheming
A scheme action: play a scheme (purple) card from your hand to resolve its non-combat effect.
Sidekick
· sidekicks
A secondary fighter represented by a token. A sidekick can be defeated without ending the game.
Space
· spaces, zone
A single position on the battlefield. Fighters occupy one space and move between connected spaces along printed lines.
Special ability
· hero ability, ability
The unique rule printed on a hero's character card. It is always in effect unless the card says otherwise.
Threat track
· threat marker, threat level
The track on the villain's board showing its progress toward its objective.
Timing
· sequencing, effect order
The order in which simultaneous effects resolve: errata, then card text, then general rules.
Value
· combat value
The combat number on a card or fighter. In combat the attack value is compared against the defense value.
Versatile
· versatile card
A card that may be played as either an attack or a defense.
Villain
· villains
The main enemy in Unmatched Adventures, controlled by the game. Reduce its health to zero to win.
Web token
· web, web tokens
A token left by the Tarantula minion; a hero or sidekick entering its space must stop moving.
Zone
· zones
A coloured region of the battlefield. Ranged attacks and many effects care about which zone a fighter is in.