Ink Clans glossary
The words you will meet in Ink Clans, from the checkers terms every rule set uses to the on-screen labels of the fights and the badminton court. Each entry says what the game actually does; the longer explanations live on the pages linked from them.
Checkers and fights
- Back row
- The row a side starts nearest to. Men left on it stop the opponent from crowning there.
- Board view and Low view
- The two cameras in a checkers match: high above the board, or low behind your fighters. Starting view in Settings picks the first; a button in the match switches between them.
- Boxed in
- When none of the fighters a side has left can move. A side with no legal move loses, exactly as if it had no fighters.
- Capture
- Jumping diagonally over an enemy fighter into the empty square behind it. The jumped fighter is knocked out in a fight and leaves the board.
- Capture hints
- A setting, on by default, that draws red rings around the fighters you are allowed to capture with this turn.
- Capture rule
- Strict (jumps are compulsory and chains must be finished) or free (jumps are optional and chains can be stopped). See the rules guide.
- Chain
- Several captures by the same fighter in one turn. Every jump is its own fight, and a COMBO count appears as the fighter turns to the next one.
- Clan
- The side you lead: its look, names, finishers, ultimate and knockout style. Clans never change the rules. See the clans.
- Crown
- What happens to a man that finishes its move on the far row: it becomes a king, gets a gold crown and a cape, and is called a master. Exactly when depends on the rule set.
- End turn
- The button that stops a chain early. It only appears with free captures.
- Far row
- The opponent's back row, where your men are crowned.
- Fight length
- Full plays the whole fight scene, Short skips the intro and keeps one exchange, Off shows only a quick knockout.
- Finisher
- One of the three named attacks a clan uses to end a fight. It never changes the result; the captured fighter always loses.
- Finisher choice
- Ask me shows a chooser on every capture; Surprise me, the default, picks for you.
- Flying king
- A king that moves any distance along an open diagonal and can land on any empty square beyond a piece it captures. Every rule set except American has them.
- Highlight replay
- At the end of a match with fights on and no forfeit, the best capture of the game is replayed more slowly under a Replay stamp.
- King
- A crowned fighter. It moves and captures diagonally both forward and backward: one square at a time in American, any distance elsewhere.
- Knockout style
- How a defeated fighter leaves the board, decided by the loser's clan: splat, crumple, flatten, tear, paper plane or confetti.
- Man
- An uncrowned fighter. It steps one square diagonally forward and, in every rule set except American, can also capture backward.
- Master
- The game's name for a crowned fighter. A master can use its clan's ultimate as well as the three finishers.
- Maximum-capture rule
- In Brazilian and International with strict captures, you must play a capture sequence that takes the most pieces.
- Minimap
- The small board in the corner of the match screen: one disc per fighter in its clan colour, a gold dot on kings and an arrow for the last move.
- Move log grades
- The cheers beside captures in the move log. A chain shows its combo count, taking a king shows "giant slayer!", crowning shows "crowned!", and a single capture gets "clean hit!", "brilliant!" or "best move!" at random. They are decoration, not an engine verdict.
- Pass and play
- Two players on one device, each with a different clan, handing it over between turns.
- Speed up
- The button that plays the current fight four times faster.
- Step
- A move without a capture: one square diagonally for a man or an American king, any distance along a diagonal for a flying king.
- Ultimate
- A clan's fourth and biggest attack, open only to a master. How often it is picked is explained on the clans page.
Badminton
- Auto-move
- A match option that runs your fighter into position so you only time the hits.
- Charge
- Holding a clear or a smash before letting go. A full charge takes just over half a second and hits deeper or faster.
- Clear, smash and drop
- The three shots: a deep lift to their baseline (J), a fast downward hit (K) and a soft shot just over the net (L).
- Crowd view
- Watching a computer-played match from the stands, chosen with Watch a match.
- Perfect
- A hit timed right on the shuttle: faster, cleaner, and it fills the power bar quicker.
- Power Gallery
- A menu screen that loops each power and ultimate so you can see what it does.
- Power window
- What a full power bar opens: 10 seconds in which E or Q spends uses of that power, at most one a second.
- Rally heat
- From the fifth shot of a rally the game speeds up a little and power bars fill faster, building until the sixteenth.
- Stamina
- Spent by running, jumping and diving, recovered by standing still and between points. Low stamina means slower feet, then slower charging, and when it is very low, lower jumps.
- Tell
- The one-line warning that comes with every ultimate, telling the other player how to deal with it.
Each clan's finishers, ultimate and badminton powers are listed on its own page: Ninjas, Karatekas, Sumo, Samurai, Storm Ninjas, Monks, Nak Muay, Capoeiristas.