Your quick reference for everything Avatar TCG
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Advantage (card type) -- Advantage cards represent the tactics and mindset of a character. Advantage cards have gold borders, and they are the main way to charge your zones. There are three basic advantage traits: Body, Mind, and Spirit.
Advantage Area -- The advantage area is where you place advantages when you play them. At the beginning of your turn or whenever a point is scored, you clean up all the cards in your advantage area.
Ally (card type) -- Ally cards represent your friends as well as anyone who is helping you in a duel. When you play an ally card, it goes into the ally space to the left of the flip space. Ally cards are active only when you are defending in that ally's zone. There are three basic ally traits: Light, Shadow, and Dark.
Celebration -- When you score a point, you get to celebrate. This means that you add an energy to each of the zones where you have an ally.
Chamber Card -- This represents the character whose role you are taking in the duel. They are characters from all parts of the Avatar: the Last Airbender universe, so you can choose which side of the battle you are fighting on! Each Chamber Card has a character's traits on the front, and his or her special signature moves are inside of the card.
Charge -- Charging is the way that each character builds up to play his or her signature moves. A player charges a zone by turning the cards in the charge space sideways.
Clean Up -- When you clean up, you put all of the cards in your advantage area and any strikes you have into your discard pile.
Cleanup Step -- This is the first step of each turn. You clean up your cards during this step.
Counterattack -- A counterattack happens when you pay for the sidebar cost of a strike and turn it sideways. A counterattack usually ends your turn.
Eliminate -- When a card is eliminated, put it into its owner's discard pile.
Energy -- You pay energy to play cards. Energy is represented by face-down cards in the right-hand side of a zone.
Exclusive - [Character Name] -- Cards that have this keyword can only be put into decks that are using the Chamber Card of the same name.
Flip -- When you flip a card, you put a card from the top of your deck into your flip space.
Flip Step -- This is the last step of a turn. At the start of your Flip step, you begin defending in your green zone.
Focus -- You focus a card when you can't or choose not to play that card. Focusing is a main way for you to increase your energy. To focus a card, you turn it face down and put it into the energy area of the zone where you were defending.
Force -- This is a number on a strike card that indicates the strike's attack strength. The Force value is located half way down on the right-hand side of your strike cards. It's a gold number that's next to a lightning bolt icon.
Generic -- A generic card doesn't have any traits and can be used by any character. A generic card doesn't have any trait symbols in the top left-hand corner.
Immediate -- This is a keyword on advantage cards. An advantage with the "Immediate" keyword is put into your discard pile instead of the advantage area.
Intercept -- This is a number on a strike card that indicates the strike's ability to defend against an attack. The Intercept value is located on the top right-hand corner of your strike cards. It's a white number next to a shield icon.
Opening Attack -- The opening attack is the first strike of the game and the first strike sent after a player has scored a point. It always has 4 Force. The player who defends against the opening attack adds one green energy.
Payment Powers -- These are special abilities on cards. Payment powers are marked with the → symbol. You can get the ability of a payment power if you pay the cost before the → symbol.
Pitch -- Pitch is a keyword on cards that allows them to be put into the discard pile to pay for a cost of an ability. Whenever you pitch a card, you start defending in the next zone.
Rarity -- There are three card rarities. A card's rarity is indicated by the number and color of diamonds just below the picture box of that card. One black diamond means the card is common. Two white diamonds means the card is uncommon, and three gold diamonds means the card is rare. Exclusive cards are ultra rare and have a special foil treatment.
Reflip: [Cost] -- Reflip is a keyword ability. If you pay the reflip cost, you can put the card into your discard pile and flip another card into the same zone.
Replenish -- You replenish when you add energy based on which zone your opponent counterattacked from.
Replenish Step -- This is the second step of a turn, when you replenish your energy.
Scoring a Point -- You score a point when an opponent fails to defend against your strike in all of his or her zones. When you score three points, you win the game.
Sidebar Cost -- The sidebar cost is a feature of all cards, appearing on the left-hand side of each strike, advantage, and ally card. The sidebar cost is made up of three colored sections: green, yellow, and red. Each section indicates how much of that colored energy the card costs to play.
Signature Move -- The signature move is a character's special attack that you can only play if all of your zones are charged.
Signature Move Step -- This is the third step of a turn, when you can choose whether to defend with a signature move.
Strike (card type) -- Strike cards are the main way to battle against your opponent. Each strike card has a Force and an Intercept. Some strike cards have special abilities or effects that can make them more powerful. There are three basic strike traits: Bull, Fox, and Lion.
Traits -- Cards are divided by traits, which appear as a symbol on the top left-hand corner of each card. There are nine basic traits and four special Elemental traits. Your deck can only have cards that share a trait with your Chamber Card.
Uncharge -- When you play a signature move, or when a card tells you to uncharge a zone, you turn the cards in the appropriate zone's charge space upright.
Zones -- There are three colored zones: green, yellow, and red. Zones represent opportunities to stop your opponent's attack. Each zone has four sections: the ally space, the flip space, the charge space, and the energy space.