Abilities Reference

Gridhammer — Complete Reference

The complete compendium of every Aura, Placement, Defend, and Capture ability across all five houses. 60 abilities — 12 per house, organized as 3 escalation chains of 3 tiers plus 3 standalone abilities.

5 Houses · 60 Abilities · 15 Chains

Ability System Overview

Structure & Trigger Types

Every card in Gridhammer may have up to 4 ability slots, one for each trigger type. Abilities are house-locked — a card only rolls abilities from its own house.

Category Per House Description
Chain Abilities 9 3 chains of 3 tiers (Tier 1 / Tier 2 / Tier 3). Higher tiers are rarer and more powerful.
Standalone Abilities 3 Independent abilities that do not belong to a chain. Unique utility effects.
Total per House 12 9 chain + 3 standalone = 12 abilities per house.
Grand Total 60 12 abilities × 5 houses = 60 abilities in the game.
Trigger Resolution Order When multiple abilities fire during the same game event, they resolve in this priority:
  1. AURA — Always-active passive effects (apply continuously while on field)
  2. PLACEMENT — Fires when the card is placed onto the board
  3. DEFEND — Fires when the card is about to be captured (defensive reaction)
  4. CAPTURE — Fires when this card successfully captures an enemy card

Badge legend:

AURA — Passive, always-active while on the field.
PLACEMENT — Triggers when this card is placed.
DEFEND — Triggers when this card is about to be captured.
CAPTURE — Triggers when this card captures an enemy card.
TRAP — A delayed placement effect targeting a future slot.

Tier colors: Tier 1 (Uncommon)Tier 2 (Rare)Tier 3 (Legendary)

House Abilities
⚔️

Stillforge

Brute Force & Resilience

Stillforge cards specialize in raw power, corner protection, and total-power checking. Their chains focus on immunity to enemy modification, ally corner boosting, and the unique Total Power mechanic that uses all 4 corners instead of side sums. 12 abilities: 3 chains (9) + 3 standalone.

Chain: Immunity AURA
Tier 1 Temper AURA. This card's corners cannot be reduced below their base values.
Tier 2 Harden AURA. This card and adjacent allies: immune to enemy corner modification.
Tier 3 Ironclad AURA. This card and allies in the surrounding area: immune to enemy corner modification.
Chain: Buff AURA
Tier 1 Bolster AURA. Adjacent allies +1 to lowest touching corner.
Tier 2 Rally AURA. Adjacent allies +2 to touching corner.
Tier 3 Warlord's Command AURA. All allies in the surrounding area get +1 to all corners.
Chain: Total Power CAPTURE PLACEMENT AURA
Tier 1 Crush CAPTURE. This card uses total power (all 4 corners) instead of side sum when checking.
Tier 2 Shatter PLACEMENT. On placement, cards in the surrounding area use total power vs side sums for checks. (1 charge)
Tier 3 Obliterate AURA. Allies in the surrounding area use total power vs side sums for checks.
Forge Seal
DEFEND

When checked, lock this card's corners for the entire check. (1 charge)

Rivet
CAPTURE

On capture, captured card gets +1 to touching corners.

War Tempo
CAPTURE

Draw 1 card.

🔮

Runeweaver

Arcane Control & Disruption

Runeweaver cards excel at debuffing enemies, suppressing abilities, and siphoning corner values. Their chains focus on aura-based enemy weakening, ability lockdown, and stealing power from captured cards. 12 abilities: 3 chains (9) + 3 standalone.

Chain: Debuff Aura AURA
Tier 1 Mark AURA. Adjacent enemies -1 to their highest touching corner.
Tier 2 Hex AURA. Adjacent enemies -1 to each corner touching this card.
Tier 3 Runic Brand AURA. Adjacent enemies -1 to all corners.
Chain: Control AURA
Tier 1 Suppress AURA. Adjacent enemy abilities disabled.
Tier 2 Lockdown AURA. Adjacent enemy abilities disabled. Additionally, adjacent enemies cannot gain new buffs.
Tier 3 Total Suppress AURA. Enemies in the surrounding area have all buffs removed.
Chain: Steal CAPTURE
Tier 1 Siphon CAPTURE. Steal 1 from captured card's highest touching corner.
Tier 2 Deep Siphon CAPTURE. Steal 1 from each of captured card's touching corners.
Tier 3 Equalize CAPTURE. Steal 1 from each corner of the adjacent captured card.
Calibrate
CAPTURE

On capture, set the captured card's corners to the average of its total.

Dispel
PLACEMENT

On placement, select any card on the board — remove all buffs and debuffs.

Backlash
DEFEND

Remove attacker's card buffs before checking the flip.

🔥

Embercrest

Singe & Consume

Embercrest plates control the battlefield through Singe — apply it to weaken enemies, then consume it during flip checks for powerful bonuses. Offense consume abilities boost attacks and trigger chain captures. Defense consume abilities fortify your plates. 12 abilities: 3 chains (9) + 3 standalone.

Singe Spread Chain PLACEMENT
Tier 1 Stoke PLACEMENT. On placement, Singe 1 adjacent enemy.
Tier 2 Spark PLACEMENT. Spread Singe from a nearby singed enemy to the highest-power un-singed enemy.
Tier 3 Scorch PLACEMENT. On placement, Singe ALL adjacent enemies.
Offense Consume Chain PLACEMENT
Tier 1 Ember PLACEMENT. Select a corner. On attack checks, consume Singe for +1 per consumed. Captures force adjacent checks.
Tier 2 Ignite PLACEMENT. Select a side. On attack checks, consume Singe for +2 per consumed. Captures force adjacent checks.
Tier 3 Eruption PLACEMENT. All sides. On attack checks, consume Singe for +4 per consumed. Captures force adjacent checks.
Defense Consume Chain DEFEND
Tier 1 Kindle DEFEND. Select a corner. On defense checks, consume Singe for +1 per consumed.
Tier 2 Vein Surge DEFEND. Select a side. On defense checks, consume Singe for +2 per consumed.
Tier 3 Detonate DEFEND. All sides. On defense checks, consume Singe for +4 per consumed.
Brand
CAPTURE

When this plate captures an enemy, Singe the captured plate.

Flare
PLACEMENT

Select a side. On attack checks, consume Singe for +2 per consumed.

Hearth
DEFEND

Select a side. On defense checks, consume Singe for +2 per consumed.

Singe (Embercrest Mechanic)

Singe weakens an enemy plate's highest corner by -1 and allows flip checks to pass through. Embercrest's real power is consuming Singe during flip checks: corner abilities give +1/singe, side abilities give +2/singe, all-corners abilities give +4/singe. Consumed Singe triggers Ember Cascade — spreading to 1 adjacent un-singed enemy. Offense consume abilities also trigger forced chain checks when singe is consumed during a capture.

🛡️

Stoneheart

Unyielding Defense

Stoneheart cards are the masters of defense, blocking captures, preventing corner reductions, and rooting cards in place. Their chains focus on capture immunity, reduction blocking, and positional control via freeze effects. 12 abilities: 3 chains (9) + 3 standalone.

Chain: Block Capture DEFEND
Tier 1 Fortify DEFEND. Block first capture attempt. (1 charge)
Tier 2 Stone Wall DEFEND. Block first 2 capture attempts. (2 charges)
Tier 3 Eternal Guard DEFEND. Cannot be captured except by Rare+ rarity cards.
Chain: Block Reduction DEFEND AURA
Tier 1 Endure DEFEND. Block next corner reduction. (1 charge)
Tier 2 Iron Will DEFEND. Block next 2 corner reductions on self and adjacent allies. (2 charges)
Tier 3 Unyielding AURA. Surrounding ally cards immune to corner reduction.
Chain: Freeze DEFEND CAPTURE
Tier 1 Roots DEFEND. Root this card. Immune to movement effects.
Tier 2 Deep Roots CAPTURE. On capture, root the captured card.
Tier 3 Earth's Grasp CAPTURE. On capture, root a card in the surrounding area.
Ward
AURA

Adjacent allies immune to enemy corner-reducing aura effects.

Reclaim
CAPTURE

On capture, draw 1 card.

Mountain's Ward
AURA

Surrounding allies are immune to enemy abilities.

🗡️

Shadowmine

Deception & Sabotage

Shadowmine cards manipulate board positions, set delayed traps, and counter enemy attacks with unexpected reversals. Their chains focus on card movement, trap placement, and counter-attack reactions. 12 abilities: 3 chains (9) + 3 standalone (Shadow Swap is a T2 variant in the Movement chain).

Chain: Movement PLACEMENT
Tier 1 Push PLACEMENT. Move 1 adjacent card one space in any direction.
Tier 2 Swap PLACEMENT. On placement, swap with adjacent ally, after swap conflict is resolved.
Shadow Swap PLACEMENT. On placement, swap with surrounding ally, after swap conflict is resolved.
Tier 3 Phantom Step PLACEMENT. On placement, swap with surrounding enemy. Swapped card gets -1 to all corners.
Chain: Trap PLACEMENT TRAP
Tier 1 Snare PLACEMENT / TRAP. Mark a slot. Any card placed there loses 1 from highest corner.
Tier 2 Deadfall PLACEMENT / TRAP. Mark a slot. Any card placed there loses 2 from highest sum side.
Tier 3 Shadow Snatch PLACEMENT / TRAP. Mark a slot. Any card placed there loses 1 from all corners.
Chain: Counter DEFEND
Tier 1 Parry DEFEND. When attacked, compare equal corners on attacking side. If equal or higher, capture attacker instead. (1 use)
Tier 2 Expose DEFEND. -1 to attacker's highest touching corner, then if equal or higher, capture instead. (1 charge)
Tier 3 Drain DEFEND. Attacker gets -1 to each touching corner.
Mirage
AURA

Corner values hidden until attacked.

Pilfer
CAPTURE

On capture, opponent discards 1 random card and you draw 1.

Shadow Swap
PLACEMENT

On placement, swap with surrounding ally, after swap conflict is resolved.

Ability Rules & Interactions

How abilities resolve in play

Ability Type Priority

There are 4 ability trigger types. When multiple abilities fire simultaneously, they resolve in this order:

  1. AURA — Passive effects that are always active while the card is on the field. Auras apply and remove instantly as cards enter/leave.
  2. PLACEMENT — Fires once when the card is placed onto the board. Includes trap setup.
  3. DEFEND — Fires when this card is about to be captured. Resolves before the capture is finalized.
  4. CAPTURE — Fires after this card successfully captures an enemy. The capture has already occurred.
Singe (Embercrest Mechanic)

Singe is a status effect unique to Embercrest. When Singe is applied to a card, the singed card's highest corner immediately gets -1 (this is reversed when Singe is removed). When a flip check encounters a singed enemy that would hold (attacker <= defender), the check passes through to the next card in that direction — the singed card is not flipped by passthrough. Singe persists until consumed by an ability (such as Detonate) or until the card leaves the field. Singed cards can be identified by their visual indicator. Multiple Embercrest abilities apply, spread, and exploit Singe for devastating chain reactions.

Traps (Shadowmine Mechanic)

Traps are delayed effects unique to Shadowmine. When a Shadowmine card with a trap ability is placed, the owner selects an empty slot on the board. When any card (friend or foe) is later placed on that slot, the trap activates and applies its effect to the placed card. Traps are hidden from the opponent. Each trap ability (Snare, Deadfall, Shadow Snatch) has escalating power.

Trigger Resolution Order

When a card is placed and multiple effects trigger:

  1. Auras recalculate (all aura effects update for the new board state).
  2. Placement abilities fire (including traps on the target slot).
  3. Flip checks occur on adjacent enemy cards (standard side-sum comparison).
  4. For each flip: Defend abilities fire on the defending card first.
  5. If capture succeeds: Capture abilities fire on the attacking card.
  6. Chain captures (Blaze/Wildfire) resolve recursively after the initial capture.
Charges & Limited Uses

Some abilities have a limited number of uses indicated by charges. Once all charges are expended, the ability is spent and will not trigger again. Charge counts are noted in each ability description (e.g., "1 charge", "2 charges"). Abilities without a charge notation are unlimited and trigger every time their condition is met.