Action Bar - Row of 9 Action Slots along the top of the C.C. Board. Players place Action Tokens on these slots to perform these Actions OR place Serfs to Follow or Muster an Action.
Capital Actions - 4 Action Slots (Recruit, Build, Research, and Tax) selected by a player on their turn and can be Followed by other players using a Serf from their Courtyard.
Command Actions - 5 Action Slots (March, March, Sail, Fly, and Cast) selected by a player on their turn, who may also choose to Muster to take a second Command Action, marking it with a Serf from their Courtyard.
Army - 1-5 Units from one Faction sharing a Region. An army can March only as many Regions as allowed by its Unit with the lowest Speed. Regions have a limit of 5 Units per Faction, except when an army is moving through a Region. Note: Vessels may NOT move with an army as part of a March Action.
Battle - When one Faction's army enters a Region occupied by an enemy's army, a Battle will occur. Total each amy's Strength, cast any Combat Spells, and then each player reveals 1 Tactic Card.
Each player MUST pay the listed cost on the Tactic Card in Resources or by Sacrificing Units from their army. After the final Strength is totalled, the army with the most Strength is the winner (in a tie, the defending army wins). The losing army must leave that Region and will take Damage.
Courtyard - Area on C.C. Board where unused Action Tokens and Units inside the Capital Region may be placed. Units in the Courtyard are considered to be in that Faction's C.C. Region and vice versa.
Damage - After losing a Battle, the losing player must assign Damage equal to half their army's Natural Strength (not including Sacrificed Units) to Units in that army (rounded up).
Each Unit may be assigned Damage up to its individual Natural Strength, and if a Unit is assigned even 1 Damage, it is destroyed and returned to the player's supply. Any surviving Units from the losing army are returned to the Courtyard or a Region with a friendly Tower.
Ferry Route - Dotted lines on the map which connect Land Regions on different Continents and also act as the borders separating adjacent Sea Regions. Land Regions connected by a Ferry Route are considered adjacent so Units may move from one Land Region to another along a Ferry Route without a Vessel.
Some Ferry Routes connect to Graticules, and Units may move along those Ferry Routes to Land Regions on the opposite side of the board which are connected to Ferry Routes with a matching Graticule..
Graticule - Letters or numbers along the outside edge of the map that mark where a Ferry Route "wraps around" and continues. Land Regions attached +to Ferry Routes with matching Graticules are considered adjacent. Sea Regions on opposite sides of the board between two Ferry Routes with matching Graticules are also considered adjacent.
Hero - Each Faction has three Hero Units in the supply which may be recruited during a Recruit Action by paying the required Resources as listed in the banner next to the Hero Unit at the bottom of the C.C. Board.
A Hero can only be recruited if the required Building has been built. Each Hero's Strength and Speed are noted on the C.C. Board and has a corresponding card which lists three abilities marked I, II, and III. These abilities correspond to the Faction's current C.C. Level and the higher-level abilities can be unlocked by upgrading to a higher C.C. Level.
Region Control - A Faction has control of a Region if they have at least one Unit or Structure in that Region. During the Collection Phase, Resource Regions a Faction controls produce. During Final Scoring, each player receives 1VP for each Region they Control, not including their Capital City Region.
Resources - Three types: Ore (), Food (), Mana (). Players collect these from Regions they control and spend them to Recruit Units, Build Structures, Cast Spells, and pay for the cost of Tactic Cards in Battles.
Resource Region - Land Regions which produce Resources during the Collection Phase. Mountains produce Ore, Plains produce Food, and Forests produce Mana. Other Regions produce nothing and are not considered Resource Regions.
Scribe - During a Research Action, a player may choose a "CAST" Spell from their Spell Library to Scribe by placing it face-up in one of the three slots to the right side of the C.C. Board.
A player may only have one Scribed Spell per Capital City Level, and once a Spell is Scribed, it may never be discarded. Scribed Spells can be Cast using a Cast Action and are not discarded but are rotated upside-down to indicate they are Exhausted.
During the Round End, players will rotate all of their Preparing and Exhausted Spells 90° counter-clockwise.
Shore - Border shared between a Land Region and an adjacent Sea Region. A Sea Vessel may dock on a Shore by placing it halfway on the Land Region and halfway on the Sea Region. Vessels docked on a Shore are considered in the Land Region.
Speed () - Number of Regions a Unit may move using a March Action (or a Sail or Fly action in the case of Vessels). If an army of more than one Unit Marches together, it may only move as many Regions as allowed by its lowest-speed Unit. Units in a Vessel will move with the Vessel at the speed of the Vessel. A Unit's Speed can be found beside the Unit's image on the C.C. Board.
Strength () - Both the attack value and the health amount that a Unit or Structure has during a Battle. This can be modified with bonus abilities. The Natural Strength of a Unit is the "unmodified" value listed on the Capital City Board.
Units and Structures - Heroes, Warriors, Serfs, and Vessels are all considered Units. Towers and Capital City Constructs are considered Structures.
Vessel - Two types: Air and Sea. Each Vessel requires a specific Building to be built before the Vessel can be Recruited or Built by paying the Resource cost listed in the banner beside the Vessel on the C.C. Board.
Each Vessel can carry 2 Units; Vessels cannot carry other Vessels. Units in the same Region with a stationary Vessel may freely board it, moving into or out of that Vessel.