If you're new to the world of Mutants: Genesis, you may find yourself overwhelmed by the game's terminology. Fear not, for this article is here to help! We've compiled a comprehensive glossary of Mutants: Genesis terms and phrases to help you understand the game's mechanics, cards effects, and more. Whether you're a newcomer or a seasoned player, this glossary is an essential tool for mastering the game's vocabulary. So, let's dive in and explore the world of Mutants: Genesis!
- Autorepair : At the end of your turn, a mutant with Autorepair heals itself for its Autorepair value. Autorepair applies after Burning.
- Action Abilities : Action abilities can be used once per turn instead of attacking. To use them, click on the Action button next to the Stats panel of a mutant.
- Armor : A mutant with Armor reduces all damage taken by its Armor value.
- Adapt : Mutants with Adapt abilities can gain EVO when specific conditions are met.
- Aura : Aura abilities affect all mutants on either or both sides of the field.
- ATK increase : Increase the ATK of a mutant by its value.
- ATK penalty : ATK penalty is a Status Condition. Reduces the ATK of a mutant by 1 per stack.
- Ally : Any player in your team is your ally.
- Allied : Any card or entity belonging to you or any player on your team is considered allied.
- Burning : Burning is a Status Condition. At the end of every turn, the afflicted mutant takes 1 damage that ignores Armor per Burning stack, then loses one Burning stack.
- Boneyard : Boneyard abilities are activated while you have enough cards in your Discard.
- Bones : Bones are cards directly put in your Discard. They can be used by cards and Necro mutants to activate abilities.
- Cleanse : Cleanse effects remove all Status Conditions from their targets.
- Cityscape : Cityscape abilities depend on non-Psycore Buildings on the board.
- Collapse : Collapse abilities trigger when the Building is destroyed.
- Demolition : Demolition abilities trigger whenever the mutant destroys a Building.
- Discard : Discarded cards are usually sent to the Discard. Discarded Ephemeral cards are instead removed from the game.
- Dual Core : A mutant with Dual Core can both attack and use its Action ability during the same turn.
- Evasion : Mutants with Evasion cannot be attacked while you have another mutant without Evasion.
- Erase : Erased cards are removed from the game. They don't go to the Discard and do not trigger usual Destruction effects.
- EVO : Each mutant needs a specific amount of EVO (Evolution points) to Evolve. When destroyed, Buildings and Mutants grant a specific amount of EVO to the opposing side, distributed equally among their mutants, favoring those closest to evolution.
- Evolve : Evolve abilities trigger after the mutant evolves to this rank.
- Equipped : Equipped abilities grant bonuses only while the mutant has an Orb equipped.
- Execution : Execution abilities trigger whenever the mutant destroys another mutant.
- Ephemeral : An Ephemeral card is erased if it is in your hand at the end of your turn. When an Ephemeral card leaves play, it is also erased.
- Enemy : Any card or entity belonging to you or any player on your direct opponent's team is considered enemy.
- Guardian : Mutants with Guardian protect other mutants without Guardian and Buildings from attacks. Building with Guardian protect other Buildings without Guardian from attacks.
- HP increase : Increase the HP of a mutant by its value.
- HP penalty : HP penalty is a Status Condition. Reduces the HP of a mutant by 1 per stack.
- Ignite : When a mutant with Ignite attacks, the defending mutant is inflicted with as many Burning stacks as the Ignite value.
- Invasion : Invasion abilities trigger whenever the mutant damages a Building.
- Last Will: Last Will abilities trigger when the mutant is destroyed.
- Orbs : Orbs are Support cards that can be equipped to Mutants, granting them ATK, HP or extra abilities while equipped.
- Opposing : Any card or entity belonging to your direct opponent is considered Opposing. Opposing cards are always Enemy cards.
- Parts : Parts Cards are Support cards generated by abilities and other cards. They can be discarded as if they were Tech Mutants.
- Piercing damage : Piercing damage bypasses Armor.
- Piercing : A mutant with Piercing deals battle damage that ignores Armor.
- Passive Abilities : Passive abilities have their own triggers and activation rules. These rules are detailed in each specific ability.
- Primary Objective : The Primary Objective is usually your opponent's Psycore, or the Boss itself.
- Reaper : Reaper abilities trigger whenever another mutant is destroyed.
- Rush : Rush abilities trigger whenever the mutant enters play.
- Status condition : Status conditions are specific negative effects like Burning or Stasis. They can be Cleansed by some abilities.
- Stasis : Stasis is a Status Condition. An entity in Stasis loses all abilities while it has Stasis stacks. At the end of every turn, remove a Stasis stack from it.
- Summon : Summoned mutants are erased after being destroyed or leaving play, and their cards don't go to the Discard.
- Squad : A mutant with Squad receives bonuses from other mutants with Squad. The more, the stronger.
- Tactics : Tactics abilities are activated while their condition is verified.
- Unsheathe : Unsheathe abilities trigger every time you equip an Orb on the mutant.
- Unstable : Unstable abilities have negative effects. However, Mutants with Unstable abilities have an improved power level.