Bloons Card Storm glossary
This is a list of terminology pertaining to Bloons Card Storm.
In-game terminology
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- Active Ability
- Add
- To generate a temporary copy of a card that disappears at the end of a match. For example, Arcane Master adds a Yellow Bloon to the owner's hand.
- Adjacent
- A friendly Monkey that is placed in the space directly next to a Monkey on its left or right side, as in Monkey Village or Radar Scanner Village.
- Ammo
- A resource representing the number of times a Monkey can attack before it needs to reload.
- ATK
- The amount of damage a Monkey deals with its attack to a Bloon. Originally referred to as "Attack Power" and sometimes abbreviated "AP", but was renamed in version 4.4 to avoid confusion with Armor Piercing.
- Attack
- This term has multiple definitions:
- A Monkey hitting a Bloon, damaging it (except in certain cases, e.g. an attacking Monkey's ATK is 0). Some card effects depend on a Monkey making an attack.
- A Bloon sending itself to the opponent's Hero, destroying itself and damaging the Hero.
- Bloon
- A category of card that is played in a queue, attacking the Hero once it reaches 0 delay and the player's turn ends (barring effects such as ARBITR).
- Board
- The set of spaces a player can place Monkeys or Bloons onto. The set of Bloon spaces is also referred to as the "track".
- Can't Attack
- A property of a Monkey that indicates it cannot attack and has no ATK (treated as zero ATK by cards like Bed Time) or reload stat.
- Controller / owner
- The player whose board a card is placed on. There does not appear to be a distinction between a controller and owner (Emboldened Bloon uses "control", while Return to Sender uses "owner", but they refer to the same concept).
- Cost
- The amount of Gold or Bloontonium a card requires to play and consumes when played.
- Damage
- This term has multiple meanings:
- The amount of damage that a Bloon takes from a Monkey, Hero, Power, or card effect.
- The amount of damage that a Hero takes from a Bloon or Power.
- Deck
- This term has multiple definitions:
- A player's total cards, which they bring to a match.
- A player's set of all their cards left to draw during a match.
- Delay
- The amount of turns that a Bloon has before it's able to attack the Hero, barring any additional card effects.
- Destroy
- To send a Bloon to the graveyard. Popping and leaking both count as destroying.
- Draw
- This term has two meanings:
- An action that adds a card from the player's deck to their hand. Most drawing actions draw the top card(s) of the player's deck to their hand, such as the draw that occurs at the start of each turn, but some actions can search for and draw specific kinds of cards.
- An end-of-game state in which both players have reached a win condition at the same time (i.e. both players' Heroes have 0 or less health). The game considers it a lose condition for both players.
- Economy
- The base amount of Gold the player earns at the start of their turn, represented by a number on top of a green coin.
- Effect
- Enemy
- A card controlled by the opponent.
- Friendly
- A card controlled by the player.
- Gold
- Currency during a match, which most cards require spending in order to play.
- Graveyard
- A list of Bloons that were destroyed throughout the game. This is important for cards such as Reinflated, which draw from this pool.
- Hand
- The player's current set of playable cards. A player can only hold up to 8 cards in the hand at a time.
- Heal
- An action that restores the health of a Hero or Bloon, but cannot raise the target's health above its maximum health. Actions that can raise health above the normal amount are usually referred to as "gaining <x> health" in descriptive text, and they usually also raise the target's maximum health for the purposes of healing.
- Health
- This term has multiple meanings:
- The amount of damage a Bloon can sustain, causing it to pop if it reaches zero, and the amount of damage it deals when it leaks.
- The amount of damage a Hero can sustain, causing the player to lose if it reaches zero.
- Hero
- A playable character that has special abilities that cost Bloontonium, and capable of equipping cards unique to them.
- Hero Ability
- Leak
- To allow a Bloon to hit the opposing Hero, destroying the Bloon in the process.
- Map
- A playing field for Heroes to play Monkeys and Bloons, with additional game conditions (e.g. +5 Bloon Health on Dark Castle, +2 starting Gold on High Finance) that are unique to the map.
- Match
- Monkey
- A category of card that is played onto an available space to attack Bloons, or assist defense and/or offense.
- Opponent
- The opposing player, who is always placed at the right of the map.
- Passive Ability
- A Hero Ability that triggers its effects automatically as long as that Hero's Bloontonium is at or above a specific threshold.
- Play
- Player
- Pop
- To destroy a Bloon by reducing its health to 0 with damage.
- Power
- A category of card that only has an effect and no placeable unit.
- Random
- Indicates that the target of an effect is chosen by the game using random number generation.
- Rarity
- Reload
- This term has multiple meanings:
- Re-supplying ammo to a Monkey, automatically or by a card effect. Some cards have an effect that depends on reloading.
- The amount of turns required to automatically reload (e.g. "1 reload").
- Remove
- Replace
- To place a Monkey on a space already occupied by another Monkey, removing the latter from play.
- Return
- To move a card in play to the owner's hand (e.g. Return to Sender or Salvation).
- Round
- Space
- A slot on a board that the owner's Monkeys and Bloons occupy. Each player has five Monkey spaces and eight Bloon spaces under normal circumstances.
- Summon
- An action that creates a Bloon, such as a player playing a Bloon card or the Storm generating a Bloon. Originally referred to as "spawning" in in-game text, but all instances of it were replaced with "summoning" (or other conjugations of the word) in version 2.2.
- Target
- Veto
- To reroll a randomly selected map before the match starts.
Keywords
Main article: Keyword
Keywords are terms that describe specific effects or trigger conditions of effects.
Jargon
These terms are commonly used by players and occasionally in patch notes or official decks. However, they are not used within gameplay-related text, such as card descriptions or Hero Ability descriptions.
- Aggro
- The process of immediately and constantly applying pressure to an opponent with low-delay Bloons before their defense is established.
- Bait
- A play that forces or goads the opponent to respond in a specific way, such as playing a weaker Bloon to get the opponent to use all their ammo on it, then playing stronger Bloons on the next turn to make it harder for the opponent to defend.
- Bounce
- Another word for return.
- Brick
- Cards which are held in hand for an extended period of time without a way or reason to use them, thus taking up space in a player's hand.
- Burn
- Damage dealt to a Hero with card effects instead of Bloons, such as Bloon Strike.
- Control
- The process of eliminating as many opposing threats as efficiently as possible to ensure they are unable to react to threats in later rounds, or run out of cards in their deck.
- Deck out
- The lose condition where a player starts their turn with zero cards remaining in their deck.
- Finisher
- A card that can reduce an opponent's health to 0 when the opportunity comes, such as Pink Bloon or Quick Ready.
- Midrange
- A deck built to win in the mid-game by surviving early-game aggro decks and beating control decks before they can set up their main defenses.
- Mirror
- A match where both players have very similar decks or playstyles.
- Mulligan
- The act of discarding a card from the player's hand, returning it to the deck, and drawing a new card. Each player can mulligan a card in their starting hand up to three times before the first turn.
- OtK
- Short for "one-turn kill", meaning reducing the opponent's health from full to 0 in one turn.
- Power creep
- The general trend of newer cards outclassing older cards.
- Stall
- The act of slowing the opponent's progress. This often involves cards that increase Bloon delay, such as Slowing Bloon and Glue Storm, though it can also include cards like Red Bloon Apopalypse that prevent the opponent from performing actions for a few turns.
- Tech
- Cards run in a player's deck solely to counter an opposing deck, rather than increasing the effectiveness of a player's own deck.
- Tempo
- The process of getting high value out of offensive and defensive cards to create a snowballing effect and win the game by having higher stats than the opponent.
- Tutor
- A card that draws specific cards from the player's deck to their hand (e.g. Monkey Investigator tutors Bloon cards).
Common aliases and abbreviations
| This section is incomplete. You can help out by expanding it. The editor who added this notice did not specify a reason. |
- BMA: Bloon Master Alchemist
- Bio Boomer: Bionic Boomerang
- Bomb: Bomb Shooter
- Boomer: Boomerang Monkey
- BRB: Bloon Repair Bot
- CGK: Ceramic Glazing Kiln
- DMT: Dart Monkey Twins
- IAOFN: It's All On Fire Now
- FMNT: For My Next Trick
- GGB: Growth Gas Bloon
- GRico/Rico: Glaive Ricochet
- HoVD/HoV: Heart of Vengeance Druid
- IODH: In Our Darkest Hour...
- JBD: Jungle's Bounty Druid
- LCB: Lead Coating Bloon
- LCF: Lead Coating Factory
- LRR: Long Range Rang
- Mael: Blade Maelstrom
- MCF: MOAB Construction Facility
- MDom/Dom: MOAB Dominator
- MElim/Elim: MOAB Eliminator
- MLP: Mass Lead Production
- Necro: Necromancer
- OBD: Offense Best Defense
- PoD: Prince of Darkness
- PST: Powerful Slowing Totem
- RBA: Red Bloon Apopalypse
- RBS: Red Bloon Storm
- SGB: Steady Growth Bloon or Stun Gas Bloon
- SMFC: Super Monkey Fan Club
- SMS: Super Monkey Storm
- SPult/Pult: Spike-o-Pult
- TBO: The Big One
- TTM: Total Transformation Monkey
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