{
    "rules_layer": "glossary",
    "title": "Mintayn Rules Glossary",
    "version": "v0.6.3-single-card-lock-in-correction",
    "status": "Terminology Reference — corrected post-opening Lock-in cadence",
    "format": "Snap",
    "language": "en",
    "generated_at": "2026-08-04T21:18:04+00:00",
    "url": "https://mintayn.io/rules/glossary/",
    "term_count": 88,
    "categories": {
        "Card System": 5,
        "Card Type": 3,
        "Combat": 8,
        "Counterplay": 5,
        "Deck Construction": 2,
        "Game Objective": 2,
        "Game State": 6,
        "Information": 5,
        "Keyword": 5,
        "Progression": 7,
        "Support Access": 6,
        "Timing": 24,
        "Zone": 10
    },
    "terms": [
        {
            "term": "Activation Threshold",
            "category": "Progression",
            "definition": "A required condition that must be met before a Prime Singular or similar effect can be used.",
            "context": "Prime Singular entry and future progression effects.",
            "see": [
                "Prime Singular",
                "Prime Singular Step",
                "Replacement"
            ]
        },
        {
            "term": "Active Slot",
            "category": "Zone",
            "definition": "The primary Monster position used for normal combat. A player usually attacks with and attacks into the Active Slot unless a rule or effect says otherwise.",
            "context": "Combat targeting, setup, Swap, Disruptor and defeat checks.",
            "see": [
                "Bench",
                "Combat Resolution",
                "Disruptor"
            ]
        },
        {
            "term": "Attack",
            "category": "Combat",
            "definition": "A combat action declared by a legal attacking Monster against a legal target.",
            "context": "Attack Phase, Counter Windows, IMP comparison and Overdrive.",
            "see": [
                "Attack Phase",
                "IMP",
                "Overdrive"
            ]
        },
        {
            "term": "Attack Phase",
            "category": "Timing",
            "definition": "The turn step in which legal attacks are declared and combat is resolved.",
            "context": "Combat, Blocker, Disruptor, Overdrive and combat Counters.",
            "see": [
                "Attack",
                "Combat Resolution",
                "Counter Window"
            ]
        },
        {
            "term": "Available Support",
            "category": "Support Access",
            "definition": "A Support Card state in which the card can be played when its card type and timing are legal.",
            "context": "Unlock Step, Hand, Spell Phase and Counter Windows.",
            "see": [
                "Hand",
                "Unlock",
                "Support Card"
            ]
        },
        {
            "term": "Base IMP",
            "category": "Combat",
            "definition": "The printed or database-defined IMP value before temporary modifiers are applied.",
            "context": "Combat math, modifiers and current IMP calculation.",
            "see": [
                "IMP",
                "Current IMP",
                "Temporary IMP Modifier"
            ]
        },
        {
            "term": "Bench",
            "category": "Zone",
            "definition": "The public Monster area for inactive Monsters. Bench Monsters normally do not attack and are not default attack targets.",
            "context": "Setup, board state, Swap, Disruptor and Monster loss tracking.",
            "see": [
                "Active Slot",
                "Flex Slot",
                "Swap"
            ]
        },
        {
            "term": "Blocker",
            "category": "Keyword",
            "definition": "A combat-focused keyword that can protect, intercept or redirect according to its card text and legal timing.",
            "context": "Combat interaction and defensive board positioning.",
            "see": [
                "Attack Phase",
                "Combat Resolution",
                "Counter Window"
            ]
        },
        {
            "term": "Card",
            "category": "Card System",
            "definition": "A physical or digital Mintayn game object with an identity, card type and format-assigned gameplay properties.",
            "context": "Deck construction, official database authority, zone movement and tooling.",
            "see": [
                "Card Type",
                "Official Database",
                "Zone"
            ]
        },
        {
            "term": "Card Type",
            "category": "Card System",
            "definition": "The rules identity of a card, such as Monster, Spell, Counter, Evolution, Prime Singular or Prime Evolution.",
            "context": "Deck construction, timing permission and zone legality.",
            "see": [
                "Monster",
                "Spell",
                "Counter"
            ]
        },
        {
            "term": "Chain",
            "category": "Counterplay",
            "definition": "A limited response structure created by legal Counters in a legal Counter Window. Chains resolve in reverse order.",
            "context": "Counterplay, Spell answers, combat answers and Counter-on-Counter situations.",
            "see": [
                "Counter",
                "Counter Window",
                "LIFO"
            ]
        },
        {
            "term": "Chain Cap",
            "category": "Counterplay",
            "definition": "The maximum number of Counter contributions allowed in a Chain unless a rule or card explicitly overrides it.",
            "context": "Prevents unlimited response loops and keeps Snap interaction readable.",
            "see": [
                "Chain",
                "Counter",
                "LIFO"
            ]
        },
        {
            "term": "Combat Resolution",
            "category": "Combat",
            "definition": "The point where a declared attack compares current IMP, applies resolved modifiers and determines defeat or no defeat.",
            "context": "Attack Phase, IMP modifiers, Blocker, Disruptor and Overdrive.",
            "see": [
                "IMP",
                "Defeat",
                "Overdrive"
            ]
        },
        {
            "term": "Controller",
            "category": "Game State",
            "definition": "The player who controls a card, effect or Monster object for purposes of ordering, targeting and responsibility.",
            "context": "Simultaneous effects, Chains and board ownership.",
            "see": [
                "Player",
                "Effect",
                "Legal Action"
            ]
        },
        {
            "term": "Counter",
            "category": "Card Type",
            "definition": "A reactive Support Card played only when its timing condition and Counter Window are legal.",
            "context": "Chains, combat answers, Spell answers and response timing.",
            "see": [
                "Chain",
                "Counter Window",
                "Support Card"
            ]
        },
        {
            "term": "Counter Negation",
            "category": "Counterplay",
            "definition": "An effect that negates a Counter before that Counter resolves, if the timing and target are legal.",
            "context": "Advanced Chains and future Counter interaction.",
            "see": [
                "Chain",
                "Counter",
                "Resonance Counter"
            ]
        },
        {
            "term": "Counter Window",
            "category": "Timing",
            "definition": "A specific timing window in which a legal Counter may be played.",
            "context": "Spell Phase, Attack Phase, Chains and reactive effects.",
            "see": [
                "Counter",
                "Chain",
                "Timing Window"
            ]
        },
        {
            "term": "Current IMP",
            "category": "Combat",
            "definition": "The IMP value after all currently applicable modifiers are applied.",
            "context": "Combat Resolution and defeat comparison.",
            "see": [
                "Base IMP",
                "IMP",
                "Temporary IMP Modifier"
            ]
        },
        {
            "term": "Deck Construction",
            "category": "Deck Construction",
            "definition": "The rules for building a legal Snap deck, including Monster lineup, Support Cards, Singleton and allowed Reserve contents.",
            "context": "Pre-game legality, Prime Singular inclusion and Support Deck structure.",
            "see": [
                "Monster",
                "Support Deck",
                "Singleton"
            ]
        },
        {
            "term": "Defeat",
            "category": "Combat",
            "definition": "The state of a Monster being removed as a remaining Monster through combat or an effect that defeats it.",
            "context": "Win condition, combat outcome, Graveyard movement and Overdrive.",
            "see": [
                "Combat Resolution",
                "Graveyard",
                "Game End"
            ]
        },
        {
            "term": "Disruptor",
            "category": "Keyword",
            "definition": "A keyword that interferes with normal protection or targeting, often allowing pressure beyond the default Active Slot pattern.",
            "context": "Advanced combat targeting and board disruption.",
            "see": [
                "Active Slot",
                "Bench",
                "Target"
            ]
        },
        {
            "term": "Effect",
            "category": "Game State",
            "definition": "A gameplay instruction produced by a card or rule after its timing, condition and targets are legally satisfied.",
            "context": "Card text, timing windows, resolution and digital implementation.",
            "see": [
                "Resolution",
                "Timing Window",
                "Legal Action"
            ]
        },
        {
            "term": "End Phase",
            "category": "Timing",
            "definition": "The closing step of a turn, used to clear temporary effects and finish turn-based timing.",
            "context": "Temporary IMP modifiers, delayed effects and turn passing.",
            "see": [
                "Temporary IMP Modifier",
                "Turn"
            ]
        },
        {
            "term": "Equal IMP",
            "category": "Combat",
            "definition": "A combat state where opposing current IMP values are equal after all relevant modifiers resolve.",
            "context": "Combat comparison and no-defeat cases unless a card states otherwise.",
            "see": [
                "IMP",
                "Combat Resolution"
            ]
        },
        {
            "term": "Event",
            "category": "Timing",
            "definition": "A game occurrence that may cause a Trigger, Counter Window, state-based check or other rule process.",
            "context": "Timing, Trigger conditions and digital logs.",
            "see": [
                "Trigger",
                "Timing Window",
                "Open Log"
            ]
        },
        {
            "term": "Evolution",
            "category": "Progression",
            "definition": "A Monster Reserve card that upgrades a corresponding Monster under the Evolution Rules.",
            "context": "Evolution Step, Monster Reserve, stacks and attack restrictions.",
            "see": [
                "Evolution Stack",
                "Monster Reserve",
                "Prime Evolution"
            ]
        },
        {
            "term": "Evolution Stack",
            "category": "Progression",
            "definition": "The combined Monster object created when an Evolution is placed on its eligible Monster.",
            "context": "Combat, defeat handling and upgraded Monster identity.",
            "see": [
                "Evolution",
                "Prime Evolution",
                "Defeat"
            ]
        },
        {
            "term": "Evolution Step",
            "category": "Timing",
            "definition": "The turn step in which a player may perform one legal Evolution if eligibility and timing allow it.",
            "context": "Progression timing and attack restriction.",
            "see": [
                "Evolution",
                "Evolution Stack",
                "Monster Reserve"
            ]
        },
        {
            "term": "Face-down",
            "category": "Information",
            "definition": "A card state in which a card exists in the game but its face information is hidden from the opponent.",
            "context": "Setup, Flip Step and hidden information.",
            "see": [
                "Face-up",
                "Hidden Information",
                "Flip Step"
            ]
        },
        {
            "term": "Face-up",
            "category": "Information",
            "definition": "A card state in which the card identity and relevant public information are visible.",
            "context": "Public board state, combat, logs and revealed cards.",
            "see": [
                "Face-down",
                "Revealed"
            ]
        },
        {
            "term": "First-Round Restriction",
            "category": "Timing",
            "definition": "A limitation applied during the opening sequence to prevent overloaded immediate interaction, including Player 1’s skipped first-turn Unlock and the first-round attack restriction.",
            "context": "Setup, first-turn balance and card-text exceptions.",
            "see": [
                "Setup",
                "Turn Structure",
                "Legal Action"
            ]
        },
        {
            "term": "Flex Slot",
            "category": "Zone",
            "definition": "An optional additional slot that exists only when a rule, effect or format condition makes it available.",
            "context": "Board diagrams, Singular-related reductions and optional Bench capacity.",
            "see": [
                "Bench",
                "Active Slot"
            ]
        },
        {
            "term": "Flip Step",
            "category": "Timing",
            "definition": "The turn step in which relevant face-down Monsters are revealed and public board state is established.",
            "context": "Opening information, Trigger timing and board visibility.",
            "see": [
                "Face-down",
                "Revealed",
                "Trigger Resolution"
            ]
        },
        {
            "term": "Format-Neutral Card System",
            "category": "Card System",
            "definition": "The principle that a Mintayn card can keep its identity and collectability while different formats define playable properties.",
            "context": "Card database authority and cross-format card reuse.",
            "see": [
                "Card Type",
                "Official Database"
            ]
        },
        {
            "term": "Game End",
            "category": "Game Objective",
            "definition": "The immediate conclusion of the game when a player has no remaining Monsters or another official win condition applies.",
            "context": "Monster defeat, state-based checks and result reporting.",
            "see": [
                "Defeat",
                "Monster",
                "Game Objective"
            ]
        },
        {
            "term": "Game Objective",
            "category": "Game Objective",
            "definition": "The goal of Snap: defeat the opposing Monsters so the opponent has no remaining Monsters.",
            "context": "Win condition and pressure structure.",
            "see": [
                "Defeat",
                "Game End",
                "Monster"
            ]
        },
        {
            "term": "Game State",
            "category": "Game State",
            "definition": "The complete current arrangement of cards, zones, visible information, pending effects, current step and restrictions.",
            "context": "Legal actions, simulator logic, judge calls and state-based checks.",
            "see": [
                "Legal Action",
                "State-Based Check",
                "Zone"
            ]
        },
        {
            "term": "Graveyard",
            "category": "Zone",
            "definition": "The public zone for defeated Monsters and resolved or discarded cards unless a rule sends them elsewhere.",
            "context": "Public record, defeat tracking and resolved Support Cards.",
            "see": [
                "Defeat",
                "Support Card",
                "Monster"
            ]
        },
        {
            "term": "Hand",
            "category": "Zone",
            "definition": "The private available Support area. In Snap, hand normally contains unlocked Support options rather than randomly drawn Monsters.",
            "context": "Support access, unlocked Support and hidden information.",
            "see": [
                "Locked Support",
                "Support Deck",
                "Unlock Step"
            ]
        },
        {
            "term": "Hidden Information",
            "category": "Information",
            "definition": "Information visible to its controller but not to the opponent, such as hand contents, Locked Support identities, face-down Monsters or Monster Reserve contents. A player may still inspect their complete own deck manifest and card zones.",
            "context": "Setup, deterministic deck visibility, judge inspection, digital implementation and fair play.",
            "see": [
                "Face-down",
                "Open Log",
                "Monster Reserve"
            ]
        },
        {
            "term": "Illegal Target",
            "category": "Timing",
            "definition": "A chosen target that no longer satisfies the targeting requirements when the effect attempts to resolve.",
            "context": "Effect resolution, Chains and rewinds.",
            "see": [
                "Target",
                "Legal Action",
                "Resolution"
            ]
        },
        {
            "term": "IMP",
            "category": "Combat",
            "definition": "The single combat value used by Monsters in Snap. Current IMP is compared during combat to determine the result.",
            "context": "Combat, temporary modifiers, defeat and Overdrive.",
            "see": [
                "Combat Resolution",
                "Temporary IMP Modifier",
                "Equal IMP"
            ]
        },
        {
            "term": "Legal Action",
            "category": "Timing",
            "definition": "An action allowed by the current step, card type, zone, timing label, target requirements and active restrictions.",
            "context": "Judge calls, simulator logic and rewinds.",
            "see": [
                "Timing Window",
                "Target"
            ]
        },
        {
            "term": "LIFO",
            "category": "Counterplay",
            "definition": "Last-in, first-out resolution. The most recently added Counter in a Chain resolves first.",
            "context": "Chain resolution and Counter sequencing.",
            "see": [
                "Chain",
                "Counter"
            ]
        },
        {
            "term": "Lock-in",
            "category": "Support Access",
            "definition": "The act of committing Support for future access. Opening Lock-in commits three cards once; ongoing Lock-ins commit exactly one card.",
            "context": "Opening Lock-in, ongoing single-card Lock-in and delayed Support availability.",
            "see": [
                "Locked Support",
                "Locked Support Zone",
                "Unlock Step"
            ]
        },
        {
            "term": "Lock-in Phase",
            "category": "Timing",
            "definition": "The turn step in which, from Round 4 onward, the active player locks exactly one Support Card if possible.",
            "context": "Support access and the post-opening one-card cadence.",
            "see": [
                "Lock-in",
                "Support Deck",
                "Locked Support"
            ]
        },
        {
            "term": "Locked Support",
            "category": "Support Access",
            "definition": "A Support Card committed for future access but not yet freely available as a playable hand option. Its identity is visible to its controller and hidden from the opponent.",
            "context": "Support Access, Unlock Step and private commitment.",
            "see": [
                "Lock-in",
                "Unlock",
                "Support Card"
            ]
        },
        {
            "term": "Locked Support Zone",
            "category": "Zone",
            "definition": "The zone that holds committed locked Support Cards until they unlock, are removed or are otherwise moved by a rule or effect.",
            "context": "Support access and deterministic card commitment.",
            "see": [
                "Locked Support",
                "Unlock Step",
                "Support Deck"
            ]
        },
        {
            "term": "Mandatory Effect",
            "category": "Timing",
            "definition": "An effect that must resolve when its timing and conditions are satisfied.",
            "context": "Trigger ordering, state-based checks and simultaneous effects.",
            "see": [
                "Optional Effect",
                "Trigger",
                "Timing Window"
            ]
        },
        {
            "term": "Monster",
            "category": "Card Type",
            "definition": "A card type that can occupy Monster zones, attack, compare IMP and be defeated. Prime Singulars are special Monsters.",
            "context": "Deck construction, combat, win condition and board state.",
            "see": [
                "Active Slot",
                "Bench",
                "Prime Singular"
            ]
        },
        {
            "term": "Monster Reserve",
            "category": "Zone",
            "definition": "A private auxiliary zone that holds eligible Evolution cards and included Prime Singulars. It is not a normal hand.",
            "context": "Prime Singular entry, Evolution access and progression.",
            "see": [
                "Evolution",
                "Prime Singular",
                "Prime Evolution"
            ]
        },
        {
            "term": "Official Database",
            "category": "Card System",
            "definition": "The authoritative reference for current format-assigned gameplay properties when printed minimal cards do not contain all active rules data.",
            "context": "Format-neutral card system and future Gallery integration.",
            "see": [
                "Format-Neutral Card System",
                "Card Type"
            ]
        },
        {
            "term": "Ongoing Single-Card Lock-in",
            "category": "Support Access",
            "definition": "The recurring procedure from Round 4 onward in which the active player locks exactly one Support during every own Lock-in Phase.",
            "context": "Delayed Support commitment and the one-card lock/unlock cadence after Opening Lock-in.",
            "see": [
                "Lock-in",
                "Locked Support",
                "Support Deck"
            ]
        },
        {
            "term": "Open Log",
            "category": "Information",
            "definition": "The public record of announced game actions, revealed cards, Support movement, Chains and resolved effects.",
            "context": "Organized Play, digital play and dispute resolution.",
            "see": [
                "Hidden Information",
                "Revealed"
            ]
        },
        {
            "term": "Opening Lock-in",
            "category": "Support Access",
            "definition": "The one-time Setup procedure in which each player commits exactly three Support Cards before the first turn begins.",
            "context": "Starting Support access and the Player 1 / Player 2 opening Unlock schedule.",
            "see": [
                "Locked Support",
                "Unlock Step",
                "Ongoing Single-Card Lock-in"
            ]
        },
        {
            "term": "Optional Effect",
            "category": "Timing",
            "definition": "An effect a player may choose to use when its timing and conditions are satisfied.",
            "context": "Missed windows, player decisions and post-resolution choices.",
            "see": [
                "Mandatory Effect",
                "Timing Window",
                "Legal Action"
            ]
        },
        {
            "term": "Overdrive",
            "category": "Keyword",
            "definition": "A keyword that grants an additional attack or follow-up benefit after its stated combat condition is fulfilled.",
            "context": "Attack Phase, combat finality and defeat sequencing.",
            "see": [
                "Attack",
                "Combat Resolution",
                "Defeat"
            ]
        },
        {
            "term": "Owner",
            "category": "Game State",
            "definition": "The player whose deck or collection a card started from for the game.",
            "context": "Zone movement, hidden information and return effects.",
            "see": [
                "Controller",
                "Card",
                "Zone"
            ]
        },
        {
            "term": "Player",
            "category": "Game State",
            "definition": "A participant who controls a board, Monster lineup, Support access and Monster Reserve.",
            "context": "Game state, targeting and action responsibility.",
            "see": [
                "Controller",
                "Game State",
                "Legal Action"
            ]
        },
        {
            "term": "Prime Entry",
            "category": "Progression",
            "definition": "The event of a Prime Singular entering play from the Monster Reserve through its replacement rule.",
            "context": "Prime Singular Step and replacement handling.",
            "see": [
                "Prime Singular",
                "Replacement",
                "Monster Reserve"
            ]
        },
        {
            "term": "Prime Evolution",
            "category": "Progression",
            "definition": "A Prime-aligned Evolution that follows Evolution structure. It is not the same as a Prime Singular.",
            "context": "Evolution rules, Monster Reserve and future card design.",
            "see": [
                "Evolution",
                "Evolution Stack",
                "Prime Singular"
            ]
        },
        {
            "term": "Prime Singular",
            "category": "Progression",
            "definition": "A unique Monster that counts toward the five-Monster lineup, begins in the Monster Reserve and enters by replacement after its condition is met.",
            "context": "Deck construction, Monster Reserve and Prime Singular Step.",
            "see": [
                "Activation Threshold",
                "Prime Entry",
                "Replacement"
            ]
        },
        {
            "term": "Prime Singular Step",
            "category": "Timing",
            "definition": "The turn step in which an eligible Prime Singular may enter through its Prime rules.",
            "context": "Prime condition checks and replacement entry.",
            "see": [
                "Prime Singular",
                "Prime Entry",
                "Replacement"
            ]
        },
        {
            "term": "Replacement",
            "category": "Progression",
            "definition": "A rule event where one Monster object is replaced by another, most importantly during Prime Singular entry.",
            "context": "Prime Singular handling and board-state continuity.",
            "see": [
                "Prime Entry",
                "Prime Singular",
                "Monster"
            ]
        },
        {
            "term": "Resolution",
            "category": "Timing",
            "definition": "The process of applying an effect or Chain element after it has legally been declared and all responses are complete.",
            "context": "Chains, Counters, illegal targets and finality.",
            "see": [
                "Chain",
                "LIFO",
                "Illegal Target"
            ]
        },
        {
            "term": "Resonance Counter",
            "category": "Counterplay",
            "definition": "A future-facing Counter subtype for special Counter interactions. It applies only when printed or format-enabled.",
            "context": "Advanced Counter design and non-Base Set expansion space.",
            "see": [
                "Counter",
                "Counter Negation",
                "Chain"
            ]
        },
        {
            "term": "Revealed",
            "category": "Information",
            "definition": "A card or piece of information that has become public through setup, Flip Step, effect or announcement.",
            "context": "Open logs, public state and hidden-information boundaries.",
            "see": [
                "Face-up",
                "Hidden Information"
            ]
        },
        {
            "term": "Round",
            "category": "Timing",
            "definition": "A full cycle of play structure containing player turns according to the Snap turn model.",
            "context": "Turn order and timing overview.",
            "see": [
                "Turn",
                "Turn Structure"
            ]
        },
        {
            "term": "Setup",
            "category": "Timing",
            "definition": "The pre-game procedure that verifies legal decks, initializes zones and creates the first game state.",
            "context": "Deck construction, starting Monsters, Monster Reserve and Support selection.",
            "see": [
                "Monster Reserve",
                "Support Deck",
                "Face-down"
            ]
        },
        {
            "term": "Singleton",
            "category": "Deck Construction",
            "definition": "A deckbuilding rule limiting repeated card copies unless an official exception allows otherwise.",
            "context": "Deck legality and competitive consistency.",
            "see": [
                "Deck Construction",
                "Support Deck"
            ]
        },
        {
            "term": "Spell",
            "category": "Card Type",
            "definition": "A proactive Support Card played during the legal Spell timing, usually on the player’s own turn.",
            "context": "Spell Phase, Support access and Counter responses.",
            "see": [
                "Support Card",
                "Spell Phase",
                "Counter"
            ]
        },
        {
            "term": "Spell Phase",
            "category": "Timing",
            "definition": "The turn step in which the turn player may play legal Spells proactively.",
            "context": "Support usage and Counter Windows.",
            "see": [
                "Spell",
                "Counter Window",
                "Support Card"
            ]
        },
        {
            "term": "State-Based Check",
            "category": "Game State",
            "definition": "A rules check performed by the game to determine whether a game-ending or cleanup condition is true.",
            "context": "Defeat condition, Game End and cleanup timing.",
            "see": [
                "Game End",
                "Defeat",
                "End Phase"
            ]
        },
        {
            "term": "Support Card",
            "category": "Card System",
            "definition": "A practical grouping for Spells and Counters, accessed through the deterministic Support system.",
            "context": "Support Deck, Locked Support, Hand and Graveyard movement.",
            "see": [
                "Spell",
                "Counter",
                "Support Deck"
            ]
        },
        {
            "term": "Support Deck",
            "category": "Zone",
            "definition": "The Support Card origin used by Snap’s deterministic access system instead of random card draw. Its owner may inspect the complete own deck manifest, identities and current card zones at any time.",
            "context": "Deck construction, owner-visible deterministic information, Lock-in, Unlock and Support availability.",
            "see": [
                "Support Card",
                "Lock-in",
                "Unlock Step"
            ]
        },
        {
            "term": "Swap",
            "category": "Keyword",
            "definition": "A keyword that moves or exchanges Monster positions according to legal timing and card text.",
            "context": "Board positioning, Active Slot changes and tactical movement.",
            "see": [
                "Active Slot",
                "Bench",
                "Swap Phase"
            ]
        },
        {
            "term": "Swap Phase",
            "category": "Timing",
            "definition": "The turn step in which legal Swap actions or related movement effects may be used.",
            "context": "Monster positioning and persistent Swap permissions.",
            "see": [
                "Swap",
                "Active Slot",
                "Bench"
            ]
        },
        {
            "term": "Target",
            "category": "Timing",
            "definition": "The card, player or game object chosen by an effect or attack, if the rule or card requires a choice.",
            "context": "Legal actions, Counters, Disruptor and resolution checks.",
            "see": [
                "Legal Action",
                "Disruptor",
                "Counter"
            ]
        },
        {
            "term": "Temporary IMP Modifier",
            "category": "Combat",
            "definition": "A change to current IMP that lasts only for the duration stated by the rule or card, such as until end of turn.",
            "context": "Combat math, end timing and modifier stacking.",
            "see": [
                "IMP",
                "Combat Resolution",
                "End Phase"
            ]
        },
        {
            "term": "Timing Window",
            "category": "Timing",
            "definition": "A precise period in which a specific type of action, effect or response is legal.",
            "context": "Counters, Triggers, missed windows and action legality.",
            "see": [
                "Counter Window",
                "Legal Action"
            ]
        },
        {
            "term": "Trigger",
            "category": "Keyword",
            "definition": "A keyword for an effect that becomes ready when its stated condition occurs.",
            "context": "Trigger Resolution and event-based effects.",
            "see": [
                "Trigger Resolution",
                "Timing Window"
            ]
        },
        {
            "term": "Trigger Resolution",
            "category": "Timing",
            "definition": "The turn step or timing process used to resolve eligible Trigger effects.",
            "context": "Flip Step aftermath and simultaneous effects.",
            "see": [
                "Trigger",
                "Flip Step"
            ]
        },
        {
            "term": "Turn",
            "category": "Timing",
            "definition": "One player’s structured opportunity to perform Snap steps in order.",
            "context": "Turn Structure, optional steps and end timing.",
            "see": [
                "Round",
                "Turn Structure"
            ]
        },
        {
            "term": "Turn Structure",
            "category": "Timing",
            "definition": "The fixed sequence of Snap steps from Unlock through End Phase.",
            "context": "Rules overview and digital implementation.",
            "see": [
                "Unlock Step",
                "Attack Phase",
                "End Phase"
            ]
        },
        {
            "term": "Unlock",
            "category": "Support Access",
            "definition": "The process of choosing one eligible Locked Support and moving it into the available hand state.",
            "context": "Opening Support choice, ongoing one-card access and delayed commitment.",
            "see": [
                "Locked Support",
                "Unlock Step",
                "Hand"
            ]
        },
        {
            "term": "Unlock Step",
            "category": "Timing",
            "definition": "The turn step in which exactly one eligible Locked Support chosen by its controller becomes available. Player 1 skips this step on the first turn; Player 2 does not.",
            "context": "Seat-asymmetric opening access, hand updates and the ongoing one-card cadence.",
            "see": [
                "Unlock",
                "Locked Support",
                "Hand"
            ]
        },
        {
            "term": "Zone",
            "category": "Zone",
            "definition": "A defined game area that determines visibility, legal contents, access and movement rules.",
            "context": "Board state, Support access, Monster Reserve and Graveyard handling.",
            "see": [
                "Zone Movement",
                "Game State",
                "Hidden Information"
            ]
        },
        {
            "term": "Zone Movement",
            "category": "Zone",
            "definition": "Any movement of a card or card object from one zone to another.",
            "context": "Support access, Graveyard movement, replacement and hidden information.",
            "see": [
                "Zone",
                "Graveyard",
                "Replacement"
            ]
        }
    ]
}