Chapter 3 · Lesson 1 of 5

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.

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.

Quick check

You play a unit this turn. When can it first move?

Predict

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

Try it on the table

2 drills

  1. 1Fresh Off the Bench

    You're on 7 and B is already scored. Their Flame Chompers (3 Might) is at A; your Stellacorn Herder (3) would only tie with it, and in a tie both die. In hand: Pit Rookie (2 Energy). It enters exhausted, so it can't fight this turn, but when you play it, it buffs another friendly unit: +1 Might. Buff the Herder, then move it to A.

    Need a hint?

    Drag Pit Rookie from your hand to your base and pick Stellacorn Herder for its buff. Then drag the Herder to A and Confirm.

    Start drill 1
  2. 2Wake-Up Call

    You're on 7 and B is already scored; A is empty. Keeper of Law and Kinkou Initiate are both exhausted, and whatever you play arrives exhausted too. But First Mate says "When you play me, ready another unit." Play it, ready the Keeper (it's at your base, so it can reach A), and walk in.

    Need a hint?

    Play First Mate and pick Keeper of Law to ready. Then drag the Keeper to A and Confirm.

    Start drill 2