Access Marker
A lasting sign that the character has learned how to enter or survive a kind of world. Access markers may survive some failures.
Quantum Tunnel / glossary
Simple definitions for the paper-game words used on the playtest board.
A lasting sign that the character has learned how to enter or survive a kind of world. Access markers may survive some failures.
A modifier that turns on because its element matches the mission element.
The end of a turn. Move to the next pressure turn, or go to the final gate if the mission track is finished.
A source attribute tied to hidden systems, strange forces, mystery, and deeper pattern reading.
A direct fight with a threat. Battle is one kind of mission problem, not the whole game.
To stop a bad effect before it hurts the character. A defense card usually blocks drain or damage.
A card effect that raises or adjusts a stat for a short time, usually for one turn or one final gate.
The person, soul, or vessel going into the mission. The character carries the main stats.
The portrait-oriented card that represents the character. It uses the same physical card size as a mission card.
The derived tabletop stat names printed on the playable character card. They translate Soul attributes into paper-game language.
The attributes a mission asks the player to add for the main target range check.
To remove a threat or problem from the mission so it does not keep hurting the character.
A source attribute tied to cleverness, tactical thinking, tricks, and problem solving.
A card type that blocks harm, prevents stat loss, or protects the character from mission pressure.
A loss of a stat during the mission. For example, losing 1 Focus is a Focus drain.
One of the playable elements. Earth suggests ground, endurance, structure, stability, and material force.
The memory and soul-connection stat. Echo helps with continuity, identity, and returning with what was learned.
The mission tag that decides whether a modifier turns on. If the modifier element matches the mission element, the modifier applies.
To turn a card off after it is used. An exhausted card usually cannot be used again until recovered.
The lowest mission result. The soul gets out, but the main reward is not earned yet.
The last test of the mission. The game checks specific stats to decide fail, partial return, or full success.
One of the playable elements. Fire suggests spark, action, force, heat, and direct ignition.
A source attribute tied to style, expressive force, performance, and dramatic action.
The clarity stat. Focus helps with aim, signal reading, attention, and mental control.
A source attribute tied to endurance, toughness, staying power, and pressure resistance.
The best mission result. The character completes the goal and keeps the main reward.
The timing stat. Grace helps with movement, rescue, dodging, and careful action.
Permission to attempt a mission because the character has a compatible element, bridge, item, marker, or support card.
A source attribute tied to persuasion, social reach, command, and the ability to move others.
Text on a mission or pressure card that lets the player draw or gain an item when a condition is met.
The physical deck of item cards. Items tune attributes, bridge worlds, fill inventory, and shape the player's loadout.
A source attribute tied to bonds, loyalty, companions, belonging, and cooperative strength.
A card orientation where the long edge runs left to right. Mission cards use this orientation.
The small set of cards the character brings into the mission. In the first test, the loadout is 5 cards.
One of the playable elements. Metal suggests structure, edge, refinement, durability, and precision.
A smaller enemy or danger that one simple battle card can usually clear.
The goal of the run. A mission tells the player what they are trying to fix, survive, rescue, or recover.
A dual-use card. The top half is used as the mission, and the upside-down bottom half is used as a modifier when attached to another mission.
The physical deck of mission cards. Missions can also supply hidden pressure or modifier effects depending on how the card is placed.
The problem the mission creates each turn. It can be an enemy, drain, broken signal, rescue, or other danger.
The upside-down half of a mission card. It changes a mission only when its element matches the mission element.
A modifier that does nothing because its element does not match the mission element.
A middle result. The character gets out, but only brings back a weaker reward or incomplete progress.
A card orientation where the long edge runs top to bottom. Character cards use this orientation.
A source attribute tied to raw force, impact, charge, and concentrated power.
A source attribute tied to aura, immediacy, visibility, and force of being.
The danger level of the run. More pressure means the mission is becoming harder to survive or finish cleanly.
The number of hidden pressure turns or pressure cards attached to a mission.
One round of danger from the mission. Reveal a pressure card, respond with your loadout, resolve what happens, then advance.
A source attribute tied to rank, reputation, honor, and recognized standing.
To bring back a used card or restore something that was lost earlier in the mission.
A card type that brings back a used card, restores a lost stat, or reduces pressure.
The part of the turn where the chosen answer happens. Any danger that was not blocked or cleared now affects the character.
The part of the turn where the player chooses what to do. Usually this means using one loadout card or accepting the risk.
The start of a pressure turn. Flip or reveal the next mission pressure card and read the problem.
What the character keeps after the mission. A reward might be an item, fragment, companion, or unlock.
The first test reward. It proves the character found useful signal data inside the mission.
The continuing identity of the character. The soul is what carries memory and consequence between missions.
The source-profile card that shows the full soul identity and source attributes before they are expressed as a playable character.
The root identity behind generated characters, items, and creatures. Different forms can express the same source soul in different ways.
A number on the character card. Stats show what the character is good at.
A Range target. The final total must land inside the printed window; too low undershoots and too high overshoots.
The kind of mission target being checked. The locked types are Range, Surpass, and Precise.
An enemy, hazard, or danger created by the mission.
A practical card type that solves a specific problem without being only a boost, defense, recovery, or battle card.
A plus, minus, flexible, or multiplier effect used to move a mission total into the target range.
One complete player cycle: reveal pressure, respond with a card or choice, resolve the result, then advance.
The survival stat. Vigor helps with body strain, toughness, endurance, and physical danger.
A source attribute tied to resources, material advantage, value, and what the soul can gather or command.
The resolve stat. Will helps with courage, resistance, pressure, and not collapsing under stress.
A source attribute tied to judgment, understanding, memory, and knowing when to act.
The elemental identity of a world. Matching it gives implied access; the elements in parentheses are harmonious access.