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Newbie Introduction - Frequently Used Terms

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    Conquest Rules Arbitrator

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This thread is designed to familiarize newcomers with some of the jargon and abbreviations most commonly used in these Conquest forums. Some are common LCG/CCG terms borrowed and adapted from other games; others are unique to this game and have arisen out of a natural need.


If you come across a term that you think would be useful to add to this list, or if you're an experienced hand and would like to suggest a better wording for a definition, please let me know your suggestions via the site's messenger function. 



AM - Astra Militarum.
C - Chaos.

DE - Dark Eldar.
E - Eldar.

IG - Imperial Guard. (This is an older term for Astra Militarum. Originally called the "Army" in 1st Edition WH40K, it was changed to Imperial Guard in the 2nd Edition, and to Astra Militarum in the 7th Edition.)

N - Necron.

O - Ork.

SM - Space Marine.

T - Tau.

TY - Tyranid.



Adeptus Astartes - Imperium name for any kind of Space Marines.

Aggro Deck/Strategy - Aims to win the game as quickly as possible, usually by using brute strength to kill the most important enemy units.

Aggro Control Deck/Strategy - Combines elements of an aggro deck and a control deck - it often attempts to end the game early, but also integrates effects which allow it to interfere with your opponent's game.


AoE (Area of Effect) - Where all units at a location are equally damaged by one source, reflected in this game by the Area Effect keyword.

Capping - The act of placing more command icons at a planet than your opponent.

Casual Deck - Not considered tournament quality, but still functional and will play with reasonable consistency.

Choke - Card Choke means removing a card from your opponent's hand or control. Resource Choke does the same to an opponent's resources.

Combo Deck/Strategy - Aims to win by searching for and executing powerful card combinations.

Control Deck/Strategy - Aims to win by hindering the opponent and interfering with their game state, typically by card/resource removal and board manipulation.


Dead Card - A card that cannot be usefully played this game.

Decking - Winning a game by having your opponent deplete their deck.

Denial - Matching/exceeding your opponent's command icons at planets to deny them resources/cards from command struggles.

Digger - A card that allows you to search the top X cards of your deck for specific cards.

Engine - A combination of abilities that generates repeatable benefits.


Experimental/Test Deck - Aimed at achieving a good matchup against the meta with an unusual combination of cards.


Fluff - The game's theme as represented by art and flavor text.

Foil - A card, strategy or deck that is designed to stop a specific other card, deck, or strategy.


Fun Deck - Built around a fun theme or interesting combo, and played for enjoyment rather than the expectation of winning.

Highlander Deck - Contains no more than a single copy of each card. (Taken from the title of the movie and refers to its catch-phrase, "There can be only one!")


Hunt Deck/Strategy - Aims to win by destroying the opponent's warlord.

Janky - A deck/card that only works in rare situations, or situations that require a lot of set up.

Leapfrog - A strategy where you only commit units to planets that will be the First Planet when you have the initiative token. After a planet win, winning units are committed to the planet which will be the "first planet" when next you have the initiative token (ie you leapfrog the units from planet 1 -> 3 -> 5 -> 7, or from planet 2 -> 4 -> 6).

Lexicanum - A community-created online encyclopedia for Warhammer 40,000, restricted to official canon material only.

Lore - The official story and background of W40k.

LTP - The official 16-page Learn To Play rule book.

Meat Shield - A unit that will take damage on behalf of a more important unit.

Meta - The decks and strategies deemed strongest and most frequently played, either in a local playing group or in the tournament scene depending on context.

Milling - Forcing an opponent to discard cards; usually with the intent to win by decking your opponent.


Mirror - Playing against a deck which is either identical or almost identical to your own.


Mono Deck - A single faction deck, but possibly including neutral cards.


NPE (Negative Play Experience) - A game which was not enjoyed due to a play style, strategy, or card combination(s).

OCTGN (Online Card and Tabletop Gaming Network) - Pronounced "Octagon", a windows-based virtual table top with an integrated player lobby and chat system that is used to play online games.

RRG - The official 32-page Rules Reference Guide.

Rush - Aims to win by claiming the first available required planets needed to win, regardless of initiative. It differs from snowball in that the command struggle is still fought for.

Sniping - Committing a solitary Warlord to a planet where the opponent would otherwise win the command struggle, aiming to destroy the enemy unit(s) there in the subsequent battle.

Snowball - A strategy to aggregate units at the first planet rather than spreading them across the planets, foregoing the command struggle. After winning, commit the winning mass to the next planet you want to win, and add units to that mass.

Splash - Cards in your deck which belong to a faction different from that of your warlord.

Swarm Deck/Strategy - Aims to win by leveraging an overwhelming number of weaker/cheaper units.


Swingy - Generally the presence of a card that has the potential to "swing" (completely change in one's favour or disfavour) the game.

Swiss - A tournament system where, in each subsequent round, players are paired up according to their performance record so far in the tournament, with winners playing winners and losers playing losers, and points earned for each victory. Upon completion, tournaments usually have the best placed players enter a knockout phase.

Synergy - The positive interactions between individual cards that makes a deck more powerful. A deck is said to have good synergy if it contains lots of useful card interactions.

Tier 1 Deck - Considered among the strongest decks in the current meta, and a contender for tournament victory. It has minimal weaknesses, is reliably consistent, and performs well against the majority of the field.

Tier 1.5 Deck - Specifically tailored to beat a common type of Tier 1 deck, but has more bad matchups (decks it doesn't do well against) than Tier 1 decks have.

Tier 2 Deck - Decent but less consistent than Tier 1 Decks, or is consistent but struggles against the prevalent Tier 1 decks. A strong player can still do well in a tournament with a Tier 2 Deck.

Tier 3 Deck - Has a large weakness or multiple smaller weaknesses, and has a low chance of doing well at a tournament. It may lack synergy or was only intended as a fun or casual deck. It may be chosen due to a preference for its play style, or a hope that opponents won't play well against it because they have not faced it before.


Tower - Stacking multiple attachments on one unit. Aka Voltron.


Tutor - A card that allows you to search your deck or discard pile for a specified type of card and move it to another location, usually your hand. (From the MTG card, Demonic Tutor.)


Vanilla - A card without an ability.

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