The full lexicon — every condition that can be inscribed on a writ, filed
under the same drawers the editor uses. The color says what a condition
does: Filter narrows the targets,
Gate asks a yes-or-no about the actor,
Prefer favors without pruning, and
Prioritize ranks by a measure. The four kinds are
explained in The Four Condition Kinds.
These read the round's shared ledger: every soldier that acts claims its
target, and the claims are wiped as each new round begins. "Ally" always
means the actor's own side. The Marked status answers
these four as well — a marked body reads exactly as one an ally has already
attacked, which is what Mark Target is for.
Condition
What it asks
Not Targeted By Ally
No other unit on the actor's side has acted on this target this round, and the target is not marked.
Targeted By Ally
Another unit on the actor's side has already acted on this target this round, or the target is marked.
Prefer Untargeted
Favor targets no ally has acted on this round and that are not marked, but settle for one that is.
Prefer Focus Fire
Favor targets an ally has already acted on this round, or that are marked, but settle for a fresh one.
These read the status effects clinging to the target.
Every applier gets a "Not" filter so a rule can stop re-stacking a status the
target already carries; the "Is" filters and preference are for pressing an
advantage the affliction opens.
Condition
What it asks
Target Is Poisoned
The target is poisoned.
Target Not Poisoned
The target is not poisoned yet.
Target Is Stunned
The target is stunned and will lose its next action.
There is deliberately no "Own Stunned" gate: a stunned soldier loses its
action outright, so no rule of its writ is ever consulted while the stun
holds — the gate could never fire.
One filter and one preference for every class in the game, plus the same pair
for each broader role. A role condition keeps working as new classes join the
roster: "Prefer Healer" means "kill the menders first" no matter what the
menders are called.
Condition
What it asks
Target Is Fighter
The target is a Fighter.
Target Is Knight
The target is a Knight.
Target Is Hunter
The target is a Hunter.
Target Is Sniper
The target is a Sniper.
Target Is Cleric
The target is a Cleric.
Target Is Bishop
The target is a Bishop.
Target Is Witch
The target is a Witch.
Target Is Wizard
The target is a Wizard.
Target Is Archmage
The target is an Archmage.
Target Is Hedgeblade
The target is a Hedgeblade.
Prefer Fighter
Favor Fighters, but settle for another class.
Prefer Knight
Favor Knights, but settle for another class.
Prefer Hunter
Favor Hunters, but settle for another class.
Prefer Sniper
Favor Snipers, but settle for another class.
Prefer Cleric
Favor Clerics, but settle for another class.
Prefer Bishop
Favor Bishops, but settle for another class.
Prefer Witch
Favor Witches, but settle for another class.
Prefer Wizard
Favor Wizards, but settle for another class.
Prefer Archmage
Favor Archmages, but settle for another class.
Prefer Hedgeblade
Favor Hedgeblades, but settle for another class.
Target Is Armored
The target's class wears heavy armor.
Target Is Healer
The target's class can restore allies.
Target Is Caster
The target's class fights with magic.
Target Is Ranged
The target's class fights with a bow.
Target Is Melee
The target's class fights blade to blade.
Prefer Armored
Favor armored classes, but settle for another.
Prefer Healer
Favor healing classes, but settle for another.
Prefer Caster
Favor magic classes, but settle for another.
Prefer Ranged
Favor bow classes, but settle for another.
Prefer Melee
Favor melee classes, but settle for another.
Two lookalikes worth telling apart
Row With Most Combatants is satisfied by whoever stands in the most
crowded row — even if every row holds just one straggler. Row Holds 2 Or
More demands an actual crowd: at least two reachable targets sharing the
row. When you want a sweep to pay for itself, ask for the crowd.