Playing Units
Units are your fighters. Each has a Might (the number on the card): that's how hard it hits and how much damage it can take.
- Pay a unit's cost and put it in your base, or at a battlefield you already control.
- It enters exhausted (turned sideways). It can't move this turn. At the start of your next turn it readies with the rest of your cards.
- Many units do something when you play them ("When you play me, …"). That part happens right away, even though the unit is exhausted.
So a unit you play this turn usually moves next turn. The ones already on the board, Ready, can move now: from your base to a battlefield (the next lesson is all about moving). If the opponent has a unit there, the two fight: each deals damage equal to its Might, and a unit with as much damage as its Might dies. Chapter 4 has the details.
- Pit Rookie: 2 Energy, 2 Might. When you play it, it buffs another friendly unit.

- Stellacorn Herder: 3 Might, and it draws you a card whenever it moves.

- First Mate: when you play it, it readies another unit.

You play a unit this turn. When can it first move?
Keeper of Law is exhausted at your base. You play First Mate and ready the Keeper with it. Can the Keeper move to A this turn?
Make your guess, then play the drill to find out.
Words from this lesson
- Unit
- A fighter. You play it to your base or to a battlefield you control.
- Might
- The number on a unit: how much damage it deals in a fight, and how much it takes to kill it.
- Exhausted
- Turned sideways. A unit that just arrived or just moved is exhausted and can't move until it readies.
- Ready
- Upright and able to act. Your cards ready at the start of each of your turns.
- Friendly
- On your side: your own units.
- [Buff]
- +1 Might that stays on a unit. A unit can have only one buff.
From the Core Rules (2026-10-09): 140 — Units (enter the Board exhausted) · 349 — Playing Cards · 415–416 — Exhaust and Ready