Chapter 3 · Lesson 4 of 5

Fast Units

New units enter exhausted, so they normally can't move until next turn. [Accelerate] is the way around that.

It costs more, so use it when moving this turn is worth more than what else those runes could buy.

Quick check

You have exactly the cost of an [Accelerate] unit and nothing more. You play it. What happens?

Words from this lesson

[Accelerate]
As you play the unit, you may pay 1 Energy and 1 Power of its Domain more, and it enters Ready instead of exhausted.

From the Core Rules (2026-10-09): 805 — Accelerate · 140 — Units enter the Board exhausted

Try it on the table

2 drills

  1. 1Fast Start

    You're on 7 and B is already scored; A is empty and nothing of yours is Ready. Legion Rearguard has [Accelerate]: pay 1 Energy and 1 Fury more and it enters ready. Your three Fury runes pay exactly that. Play it to your base, then move it to A.

    Need a hint?

    Play Legion Rearguard to your base and choose to pay [Accelerate] when the game asks, then drag it to A and Confirm.

    Start drill 1
  2. 2Can't Have Both

    You're on 7 and B is already scored; A is empty. Your five runes could play both Shipyard Skulker and Legion Rearguard, but then nothing could move this turn. Find the play that gets a unit to A now.

    Need a hint?

    Play only Legion Rearguard, with [Accelerate], and send it to A.

    Start drill 2