Reading Open Runes
Before you attack, look at their runes. Each ready rune can make 1 Energy. A tapped rune makes none.
A tapped rune can still be recycled for Power, but almost every trick needs Energy. So count the ready ones: that's the most they can pay for on your turn.
- No ready runes: they can't play a trick on your turn, whatever is in their hand.
- One ready rune: they can pay for one cheap trick.
- Their Domains say which cards they could pay for. A Calm rune points to Calm cards like En Garde.
Don't fear a trick they can't pay for. Don't ignore one they can. Plan for the best trick their open runes allow.
Your opponent has 2 cards in hand and every rune tapped. It's your turn. What can they do in your fight?
Leona plays Calm and Order. She has one Calm rune ready and 1 card in hand. Her lone Adaptatron (3) holds the battlefield you need. You send a 4-Might unit alone. Does it win?
Make your guess, then play the drill to find out.
- En Garde: [Reaction], 1 Energy: +1 Might this turn, or +2 in total if the unit is alone. One ready rune pays for it.

Words from this lesson
- Open runes
- The runes a player still has ready on a turn that isn't theirs: they show what they could still pay for.
- Tapped out
- Having every rune tapped: no Energy left, so nothing that costs Energy can be played until your next turn.
From the Core Rules (2026-10-09): 164 — Basic Runes · 813 — Reaction · 467 — Damage Step