Table of Contents

Glossary

This page gather a collection of terms specific to Hidden Dimensions (most of which you will encounter in the forum) and collectible card games in general, with a short definition for each.

A

  • Abnomnom : Abomination (card)
  • Across from : In the same lane as <thing> on the opposing side
  • Alpha, card : Any card you can only have if you were an alpha tester
  • Artillery : see Direct Damage

B

  • Bait, <thing> : Designed to draw out enemy cards so you can play other stuff safely.
  • Block, Ship : To put your ship in front of a specific ship of the opponent
  • Blue : see XY
  • Board Control : Using abilities of ships or structures to damage or cause stat reductions on any of the enemy's ship slots every turn
  • Broken : Extremely good
  • Broken in half - More than extremely good
  • Brown : see RV
  • Buff : benefic effect applied to a ship / improvement of a card in a game update

C

  • CA : Ca'anian (race) / energy / Card Advantage
  • Card Advantage : having more usable cards (in hand and board) than your opponent
  • CD : Card Disadvantage (inverse of Card Advantage)
  • Carrier : Anything that can create a spawned ship
  • CC : Caes'cix (race) / energy
  • Cheap : Low cost to cast, or potentially to activate
  • CIP : Comes into play, any ability of this type is triggered once when the card is put on the board and never again.
  • Clear : Nothing blocking a ship
  • Come Across : See Attack
  • Combo, Card : From Combination, interactions between cards, especially when those interactions have a very high power level
  • Combo Deck : A deck built entirely around an interaction between two cards, especially if it uses cards normally considered to be very weak
  • Control deck : deck focusing on answering threats and slowly dominating the game
  • Cost : What you lose when you build decks with this card in it, pay in energy to play it, and pay in battle with it.
  • Cost Effective : Cost low in relation to total power. Low cost cards with low power aren't cost effective nor are high cost cards with low power.
  • Curve, the : The average amount of energy available to a deck at each stage of the game

D

  • Debuff : negative effect applied to a ship
  • Deck Building : See Deck Construction
  • Deck Construction : Before the game when you are deciding which cards to include
  • Decking : running out of cards in the deck, resulting in a loss
  • Denial : preventing access to essential ressources such as cards (draw denial : see skipdraw) or energy (see draining)
  • Direct Damage : ability to deal damage to any single target (or ship) on the board
  • Discard : When a player loses cards directly from their hand before they play it
  • Draining : "loses X random energy" ability

E

  • Early Game : The first few turns, when energy is the limiting factor on playing cards
  • Expensive : High cost to cast, or potentially to activate

F

  • Finisher : A card that is meant to end the game right away when it is used

G

  • Green : see CA
  • Gold : see RD

H

  • Hand : The cards you have already drawn and haven't used
  • Haste : "can attack or use ability the same turn it was launched" ability
  • HD2 / HDS : The name of the game itself, Hidden Dimensions: Spectrum
  • Heal / Healing : See Repair, also used for increasing base HP at the same time as repairing
  • Hits Multiple : Anything that attacks the 3 ships in front of it
  • Hits 3 : Anything that attacks the 3 ships in front of it
  • Hits All : Anything that attacks every slot at once.
  • HU : Human (race) / energy

I

J

  • Jumping the curve : Playing things more quickly than is normally possible

K

L

  • Land : structure, especially one which generates energy each turn
  • Late Game : The turns after the early game, when not having more cards in hand is the limiting factor on playing cards
  • Life : HP on the base or on a ship
  • Life Gain : Increasing/Repairing the HP on the base or a ship

M

  • MT : Mith'ri'aeil (race) / energy

N

  • Nerf : weakening of a card in a game update

O

  • Off Color : Any kind of energy your deck can only use for random costs
  • Over the board : Through playing a game

P

  • Pump : to increase (often repeatedly) the stats of a ship
  • Purple : see MT
  • Pink : see CC

Q

R

  • Rush deck : deck focusing on speed to overwhelm the opponent
  • RD : Rift Demon (race) / energy
  • Red : see HU
  • Regen : From regenerate, when a ship heals itself every turn as an ability
  • RL : Relic or Artifact (race) / random () energy
  • RV : Rivi'i (race) / energy

S

  • Sack : From sacrifice, to destroy your own cards with either the "Remove" button (for structures) or an ability inherent to the ship (hammerhead, Demonic Rift spawned ships, etc)
  • Ship Size : Small (1 - 3 cost), Medium (4 - 6 cost), Heavy (7 - 9 cost), Assault (10+ cost)
  • Skipdraw : "skip drawing a card next turn" ability
  • Slots : Individual spaces on the board (7 for ships and 5 for structures)
  • Spamming : repeated use of a card or ability
  • Spawn : a small ship launched by a Carrier or Shipyard
  • Splash : additional minor race in a deck
  • Stack : The cards in the deck that haven't yet been drawn
  • Stalemate : All slots are full
  • Stall : Artificially stretching out the length of the game in turns in order to get more use out of abilities usable every turn
  • Swing / Swing In : See Attack
  • Synergy : When the two cards interact better together than independently, such as increasing the max HP of a ship that can regenerate buying it more turns of regeneration

T

  • Teal : see TM
  • Team, the : All the ships currently in play on a side
  • TM : Technomancer (race) / energy

U

V

W

  • Wall : a ship with little to none attack power but usually high defense / the ability for a deck to block all enemy ships with ships

X

  • XY : Xyloxi (race) / energy

Y

  • Yellow : see RD

Z

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