Fast Units
New units enter exhausted, so they normally can't move until next turn. [Accelerate] is the way around that.
- As you play a unit with [Accelerate], you may pay 1 Energy and 1 Power of its Domain on top of its cost.
- If you pay, the unit enters Ready and can move this turn. If you don't, it enters exhausted as usual.
- You decide as you play it: the game asks whether to pay. You can't pay for it later.
- Remember from Chapter 2: a rune you tapped for Energy can still be recycled for Power. So Legion Rearguard with [Accelerate] (3 Energy and 1 Fury) takes just three runes: tap all three, then recycle a Fury.
It costs more, so use it when moving this turn is worth more than what else those runes could buy.
- Legion Rearguard: Fury, 2 Energy, 2 Might, [Accelerate]: 1 more Energy and 1 Fury and it enters Ready.

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