Chapter 1 · Lesson 3 of 5

Card Types

Every card has a type. The type tells you where the card goes and whether it stays.

Units and gear are permanents: they stay. Spells don't. Your runes pay for the cards you play; the next chapter explains how, and in these drills the table pays for you.

Quick check

Which card goes to the trash right after it does its job?

Quick check

A Sprite token appears on the board. Where was it before?

Quick check

Which of these do you NOT play from your hand?

Predict

You play a Unit, a Spell and a Gear. When you're done, which are still on the board?

Make your guess, then play the drill to find out.

Try it: play one of each type, then take the battlefield.

Words from this lesson

Champion unit
A unit tagged with a champion's name. Your Chosen Champion is one.
Spell
A card that does what its text says, then goes to your trash. It never stays on the board.
Gear
A card you play to your base that stays on the board.
Token
A unit or gear made by a card's effect, not from a deck.
Permanent
A unit or gear. It stays on the board after you play it.

From the Core Rules (2026-10-09): Card types: Units, Spells, Gear, Runes, Battlefields, Legends · Tokens (game objects made by effects)

Try it on the table

One of Each

  1. You're on 7 and B is already scored. Play one of each from your hand: a unit (Void Drone), a spell (Forbidden Technique) and a gear (Blood Rose). Your new unit arrives tired (exhausted), and the spell can wake it up. Then send the Drone to A. The checklist at the side shows each goal; tick all of them.

    Need a hint?

    Play Void Drone, play Forbidden Technique on it, play Blood Rose, then drag the Drone to A, press Confirm and pass.

    Start the drill