Energy and Power you add sit in your Rune Pool. They are not saved. The pool empties at the start of each Main Phase (the part of your turn where you play cards) and at the end of every turn. Whatever is left is gone.
On the table, the runes pay the moment you play a card, so you only lose runes you never use.
In a real game you add Energy and Power to the pool yourself. Spend it before your turn ends; you can't bank it for next turn.
Your runes themselves are not lost. They ready up again at the start of your next turn.
A recycled rune is gone from the board for now. Tap first, and recycle only for the Power you need.
A Fury Rune: tap it and the Energy is lost if you don't spend it this turn.
Quick check
You tap 4 runes for Energy, play a 2-Energy card, and end your turn. How much of that Energy is still in your pool at the start of your next turn?
Quick check
You recycle a ready rune for Power without tapping it first. What did you give up?
Quick check
When does the Rune Pool empty?
Predict
It's your turn with 3 runes, and you want a Ready unit to attack with next turn. What should you do now?
Energy or Power you added but haven't spent yet. It is lost when the pool empties.
From the Core Rules (2026-10-09): 165 — Rune Pools: empty at the start of each Main Phase and at the end of each turn · 315 — Awaken readies your runes
Try it on the table
2 drills
1Use It or Lose It
Your turn, then theirs, then yours. You're on 6 and you hold B, so you'll Hold it next turn for the 7th point, and Battlefield A is their Peak Guardian's (5). You have 3 runes and nothing Ready to fight with. Energy and Power you don't spend are lost when your turn ends. Play Flame Chompers with all three runes and end your turn: it will be Ready next turn. Pass when the table asks.
Need a hint?
Play Flame Chompers now with all three runes, then end your turn. Next turn, Rocket the Guardian and walk Chompers into A.
Your turn, then theirs, then yours. You're on 6 and hold B. You have 4 runes and three cards. Whatever you don't spend now is lost, so a cheap play that leaves half your runes idle isn't thrifty, it's waste. Play the one card that uses all four runes, then end your turn. Next turn you'll want a strong Ready unit to beat their guards at A (their Peak Guardian is 5 and the Initiate 3; the Super Mega Death Rocket in your hand deals 5).
Need a hint?
Play Fae Porter now; it uses all four runes. End your turn, then Rocket the Guardian and attack A.