Relay Rivals glossary: every game word explained

This glossary explains every special word in Relay Rivals in plain words, from A to Z. Each entry links to the page where you can learn more.

Words A to Z

Word What it means
Anchor Pad A robot card: a small turret that stays on its pad for 20 seconds. See all 12 robot cards
Arena The battlefield. There are three: The Workshop, Copper Foundry and Sky Garden
Arena is full The message you see when 80 robots are already on the field
Base Your end of the arena, with your turret, your core and pads A, B and C
Bonus goal An extra, optional task in a battle, like "Deploy at least four different cards". Meeting it earns a ribbon or a Daily relay medal
Bot A computer player. Every rival in the game is a bot
Briefing The card before a campaign battle, called "YOUR NEXT MOVE". It shows the rival crew and a tip
Capture Taking the relay by keeping a robot in its ring for 4 seconds
Card One robot or effect you can play. There are twelve
Charge What cards cost. You gain 1 per second and can hold up to 10
Contested When robots from both teams stand on the relay, so nobody can capture it
Core The heart of a base. If it reaches 0%, that team loses
Core exposed The sign under a base when its turret is broken and the core can be hit
Core protected The sign under a base while its turret still stands
Crew The six cards you take into battle. See building a crew
Crew ideas Three ready-made crews in the crew room: Balanced, Fast pressure and Heavy support
Crew room The title card and its menus, where you choose battles and your crew
Daily relay A new set challenge every day. See Daily relay
Decoration Something that sits on top of your core: Signal halo or Relay crown
Deploy To play a card and send its robots from a pad
Deployments How many times you have played each card. Just a count for fun
Flyer A flying robot: the Kite Drone. Most robots cannot hit it
Forward pad The pad near the middle (⇥). It only opens while the relay is yours
Lane One of the three paths from base to base
Lane sprinter A rival style that pushes the side lanes. See rival styles
Medal A Daily relay reward. Up to three per day
Pad A spot where your robots start: A, B, C or the forward pad
Paint A colour for your robots. There are six. See bonus goals and rewards
Practice battle A battle with nothing to lose: Training, Balanced crew, Quick crew or Guard crew
Range How far a robot can hit
Recharging A card that was just played and is resting before it is ready again
Relay The round pad in the middle of the arena. Capture it to open your forward pad
Replay A rerun of your last battle that you can watch
Ribbon A reward (◆) for meeting a bonus goal in a campaign win. There are 24
Rival The other team, played by a bot
Signal keeper A rival style that fights for the relay
Slot One of the six places in your crew, or one of the three save slots
Slow field What a Pulse Net makes: rival robots inside move at half speed
Star A campaign reward. Up to three per battle, 36 in all
Support A card that does not attack: Pulse Net, Repair Beetle or Decoy Beacon
Turret The tower in front of each core. It shoots rival robots and protects the core
Workshop warden A rival style that saves charge and defends. See rival styles

The twelve cards

Boltling pair, Shield Cart, Rivet Ranger, Broom Bot, Anchor Pad, Pulse Net, Spring Jumper, Drill Walker, Kite Drone, Repair Beetle, Pop Rocket and Decoy Beacon. Every one is explained on all 12 robot cards, and their numbers are on card stats.

See also

More games to try