Glossary
| Term |
Meaning |
| Run |
One attempt: lobby, three Acts, then a win or a loss |
| Act |
One stretch of survival play (I, II or III) |
| Gate |
The end of Act I or Act II. The world freezes for the verdict |
| Gate stasis |
That freeze, while the Mutation and the Wager are decided |
| Objective |
One of the six shared items your party must collect |
| Objective map |
A treasure map to an Objective’s source, found in structure chests |
| Artifact |
A power you draft: a passive rule or a tool |
| Artifact Roll |
The draft: pick 1 of 3, or 2 of 4 |
| Compendium |
The book listing Artifacts your party has discovered |
| The Wager |
The Gate choice while the Director is still building: Take the Dare or Play it Safe |
| Lives |
The party’s shared pool of deaths, 3 at the start |
| Director |
The AI opponent |
| Mutation |
A new rule the Director writes as code during the run |
| Mutation Rules |
The plain-language rules of a Mutation (/mf mutations) |
| Move |
A short, announced Director action between Gates |
| Bluff |
A Move that warns and then does nothing, or laughs at you |
| Chaos |
A level from 1 to 5 that scales the Director’s Moves |
| Game Lobby |
Where you start and return between Acts (the ember court) |
| Archivist |
The lobby figure who opens your Artifact Roll |
| Hearth Bell |
The lobby bell the leader rings to start a run |
| Deathmatch |
The short PvP finale after a won run |
| Practice run |
A run that earns no achievements or stats |