# Glossary Source: submodules/star-wars-unlimited/.agents/skills/swu-rules/references/glossary.md --- Local source: submodules/star-wars-unlimited/.agents/skills/swu-rules/references/glossary.md Publisher document: [Fantasy Flight Games](https://cdn.starwarsunlimited.com//SWH_Comp_Rules_2_0_abd621bde5.pdf) (local copy: 2.0) # SWU Glossary And Keywords Keep this file in context for SWU card, engine, parser, simulator, and rules copy work. Use citations as lookup anchors; open the topic reference or full rules file for exact text. ## Rule Posture - Card text beats base rules when directly conflicting. Cite `1.3.1`. - Resolve as much of an ability as possible. Cite `1.3.2`. - Restrictions override permissions. Cite `1.3.3`. - The active player is the player currently taking an action in the action phase. Cite `1.4`. ## Core Objects - `Base`: A deck has one base. If a player's base is defeated, that player loses. See `3.2`, `5.6`. - `Leader`: Starts in the base zone and may deploy as a leader unit. See `3.4`. - `Unit`: In-play card in the ground or space arena that can attack. See `3.5`. - `Event`: One-shot card resolved while played, then discarded. See `3.3`. - `Upgrade`: In-play attachment attached to a unit. See `3.6`. - `Token`: Game object created by abilities; token upgrades and token units have special zone limits. See `3.7`. - `Resource`: A facedown card in a player's resource zone used to pay costs; it is a game object, not a card type. See `1.7`, `4.5`. ## Zones And State - `Base zone`: Contains a player's base and undeployed leader. See `4.2`. - `Ground arena`: In-play zone for ground units. See `4.3`. - `Space arena`: In-play zone for space units. See `4.4`. - `Resource zone`: Contains exhausted/ready resources. See `4.5`. - `Deck`, `hand`, `discard pile`, `play area`, and `set aside`: use official zone rules before changing visibility or movement. See `4.6`-`4.11`. - `Ready / exhausted`: Ready cards are upright; exhausted cards are sideways. Non-leader units and resources enter play exhausted. See `1.5.4`. - `Initiative`: Determines the first active player and can change when a player takes the initiative action. See `5.4`, `5.5`. ## Abilities And Effects - `Action ability`: Uses bold `Action`; pay its bracketed cost to use it. See `7.2`, `6.4`. - `Constant ability`: Continuously affects the game while active. See `7.3`. - `Event ability`: Resolves while an event is played. See `7.4`. - `Triggered ability`: Uses timing words such as `When`, `On Attack`, or `When Defeated`; resolve through trigger timing rules. See `7.6`. - `Replacement/prevention`: Effects that replace or prevent events need explicit timing and affected-event modeling. See `8.21` and the matching effect text. - `Delayed effect`: An effect created now that resolves later must retain source, controller, duration, and trigger condition. See `7.7` and related card text. - `If you do`: The following effect only resolves if the preceding instruction was performed as required. See `8.10`. ## Counters, Damage, And Tokens - `Damage`: Units and bases can have damage. A unit/base is defeated when damage on it is greater than or equal to remaining HP. See `1.9`, `1.11`, `5.6`. - `Experience token`: Token upgrade that gives attached unit +1/+1. See `7.5.2`. - `Shield token`: Token upgrade defeated instead of the unit taking damage. See `7.5.3`. - `Power` and `HP`: Printed attributes modified by effects/upgrades. See `1.10`, `1.11`, `8.16`. ## Major Keywords - `Ambush`: After playing the unit, its controller may ready it and attack an enemy unit. See `7.5.5`. - `Grit`: Unit gets +1/+0 for each damage on it. See `7.5.6`. - `Overwhelm`: While attacking, excess combat damage goes to the defending player's base. See `7.5.7`. - `Raid N`: Unit gets +N/+0 while attacking. See `7.5.8`. - `Restore N`: When this unit attacks, heal N damage from its controller's base. See `7.5.9`. - `Saboteur`: While attacking, ignores Sentinel and defeats Shield tokens before combat damage. See `7.5.10`. - `Sentinel`: Enemy units in the same arena must attack Sentinel units before non-Sentinel units or bases. See `7.5.11`. - `Shielded`: When played, give this unit a Shield token. See `7.5.12`. - `Bounty`: Opponent collects it when the unit is defeated or captured. See `7.5.13`. - `Smuggle`: Alternative play permission/cost from resources. See `7.5.14`. - `Exploit`: Exhaust friendly units to reduce play cost. See `7.5.15`. - `Piloting`: Upgrade-style permission for pilot cards and attached unit modifiers. See `7.5.16`.