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.