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Rules Glossary

Scope

This glossary is the official terminology reference for EchoSpire: Portals.

It is based on the GPT-5.4 ability definitions and should be treated as the canonical vocabulary for design, engineering, UI text, content authoring, and future balancing work.

Terminology Rulings

Exhaust

Keep this term.

It is established deckbuilder language, clearly understood by players, and appropriate for EchoSpire.

Retain

Keep this term.

It is established deckbuilder language and maps cleanly to the intended behavior.

Redact

Use this term instead of Exile for the Annalis-oriented removal of cards from discard-history interactions.

Taunt Naming

Keep this term as a readable shared combat keyword for effects that force enemy targeting toward a unit.

Classes and factions may express it through different flavored names in cards, powers, and UX text, but the underlying rules concept should remain stable.

Shared Combat Terms

Block

Shield value that absorbs incoming damage before HP is lost.

Energy

The resource spent to play cards during the turn.

Temporary Energy

Energy granted for the current turn only.

Draw

Move cards from the draw pile into the hand.

Discard

Move a card from hand to the discard pile.

Discard Pile

The spent-card zone used by recall, copy, and history-based effects.

Copy

Create a duplicate of a card.

Temporary Copy

A duplicate that exists only for the combat or immediate effect window.

Created Card

Any card generated during combat rather than originating in the starting deck state.

Ignore Block

Damage bypasses current block and goes directly to HP.

Break Block

Reduce a target's current block to zero through damage.

Protectable

A non-hero allied objective that can be damaged, defended, healed, repaired, escorted, or lost during a rift.

Examples include artifacts, relays, archives, convoy units, ritual anchors, civilians, and named escorts.

Escort Target

A moving Protectable that must survive while the player advances the objective or reaches one or more checkpoints.

Taunt

A targeting state that makes enemies prefer or require the taunting unit as their target for a defined window.

Intercept

Redirect an attack, hit, or harmful effect from the original target to another legal defender.

Guarded

A state on a Protectable or ally indicating that some amount of incoming danger will be redirected, prevented, or reduced before it reaches that unit.

Repair

Restore durability to a Construct, machine, artifact, relay, or other non-biological Protectable.

Shared Keywords And States

Breach

The target takes 25 percent more damage from Attack cards.

Drag

The target deals 25 percent less damage with Attack cards.

Stasis-Locked

A unit affected by Stasis loses its next action window.

Burnout

The self-damage penalty for carrying more Overload debt than can be paid.

Class Mechanics

Density

The Anchor's stackable mass resource. Density retains block across turns and powers Anchor payoffs.

Echo-Lock

The Drifter's target-specific stacking debuff. At exactly 5 stacks, the next Attack against that target ignores block, deals triple base damage, and consumes the stacks.

Overload

The Conduit's energy debt system. If a card is played beyond available energy, the deficit becomes Overload owed on the next turn.

Construct

The Machinist's deployed board object with independent durability and automated behavior.

Integrity

The durability value for a Construct.

Overclock

Force a Construct to trigger harder or sooner at some risk.

Mutate

Transform a card into a different unstable version.

Mutation

A successful use of a Mutate effect.

Anomaly

The temporary, high-volatility transformed card produced by mutation.

Volatile

An unstable state placed on a card that boosts it for a short window and typically ends in Exhaust.

Faction Mechanics

Stasis

Hard control that freezes a unit's next action and preserves its current block.

Scry

Look at the top X cards of the draw pile and reorder or move them according to the effect.

Recall

Return a card from the discard pile to hand or otherwise bring the past back into the current turn.

Scrap Protocol

The Salvari break-value trigger: when a friendly block pool is broken or a Construct is destroyed, gain immediate value.

Objective Protection Toolkit

Protection and escort encounters are an official gameplay requirement.

Every class must have at least one viable way to keep a Protectable alive, but not every class needs to solve the problem with direct healing.

The official protection toolkit consists of six solution families:

  • Taunt: force enemy targeting onto a defender
  • Intercept: redirect attacks or damage away from the objective
  • Mitigation: grant block, guarded windows, damage reduction, or suppression
  • Sustain: heal living escorts or repair mechanical objectives
  • Control: Stasis, Drag, debuffs, denial, or turn disruption that prevents attacks from landing
  • Space Control: decoys, constructs, hazard shaping, and route manipulation that keep pressure away from the objective

Class Protection Identities

Anchor Protection Identity

Primary tools: Taunt, Intercept, mitigation.

The Anchor protects by becoming the most valid target on the field and surviving the pressure.

Drifter Protection Identity

Primary tools: Control, interception, misdirection.

The Drifter protects by preventing clean enemy targeting, deleting priority threats, and creating windows where the objective cannot be focused efficiently.

Conduit Protection Identity

Primary tools: Mitigation, sustain, control.

The Conduit protects by bursting down clustered threats, disrupting enemy actions, and powering temporary barriers, field screens, or emergency restores at real cost.

Machinist Protection Identity

Primary tools: Space control, intercept, repair.

The Machinist protects by using Constructs, cover systems, drones, and repair logic to absorb, reroute, and outlast incoming pressure.

Catalyst Protection Identity

Primary tools: Space control, sustain, chaos control.

The Catalyst protects by spawning lures, mutating battlefield priorities, creating unstable defensive spikes, and using dangerous short-window rescues that trade reliability for swing.

Official Rulings

Echo-Lock Is Capped

Enemies can hold at most 5 Echo-Lock stacks.

Overload Is Debt, Not Bonus Energy

Overload is a future cost, not a permanent expansion of energy capacity.

Constructs Are Independent Entities

Constructs are not cosmetic tokens. They have their own durability, targeting implications, and destruction triggers.

Mutation Is Temporary Combat Tempo

In the current official design direction, mutation is a short-term combat engine rather than a permanent deck-editing system.