top of page

Complete Rulebook

29.0 Keyword Abilities

29.1 Keyword abilities are written in bold/italic and when introduced in a new Terrus 

set are usually accompanied by explainer text.

 

29.1a Blitz 

“May attack the first turn it is recruited.”

 

29.1b Tactics

“1st priority when attacking.”

 

29.1c Ritual is an ability with an additional cost of a minimum total statistic 

requirement (in most cases INT) of beasts attached to a particular location. To activate a ritual ability or play a ritual action, a location must be chosen. A beast must be attached to the location if the ritual is one of their abilities. The effect of a ritual is detailed in the text of each card.

 

29.1d Seasonal

“Worth (2) featly when discarded for a fealty cost.”

 

29.1e Flight

“May attack any location.”

 

29.1f Intercept

“May guard any location in your city.”

 

29.2 Species Specific Keyword Abilities are abilities usually printed on clades that 

provide all beasts of a particular species the same ability.

 

29.2a Cow - Ruminate

“(Anytime)(Plant): INT +1 until your next day.”

 

29.2b Horse - Bolt

“(Dusk)(1) Battle: Return this beast to your city.”

 

29.2c Deer - Velvet

“(Anytime) Draw 2 before entering a duel.”

 

29.2d Goat - Curiosity

“(Day) Fatigue: Draw 1.”

 

29.2e Sheep - Herd

“(Day)(1): DEF +1 until dawn for each other beast of the same species in 

your city.”

 

29.2f Boar - Rummage

“(Day) Fatigue: Draw a structure from the ravine.”

 

29.2g Canine - Hunt

“(Night) Fatigue: Duel a beast ruled by an opponent. You may not 

increase stats during this duel.”

​

29.2h Bird - Scatter

“When this beast would be buried during the resolution of a skirmish: 

Fatigue it until end of season instead.”

bottom of page