Exhaust — Riftbound Rules
Section 414 — 9 rules
- 414.1.
- Exhausting is an action that marks a non-spell Game Object on the board as "spent."
- 414.1.a.
- To mark it, rotate the card 90 degrees opposite of Readying, so that the orientation of the card is lengthwise in front of you.
- 414.1.b.
- A Unit that is already Exhausted cannot be Exhausted again.
- 414.1.c.
- If a Unit is instructed to be Exhausted while it is already Exhausted, nothing additional happens.
- 414.2.
- "Exhausted" is a state for Game Objects on the board that other game effects and rules can reference.
- 414.3.
- This is a Limited Action.
- 414.3.a.
- Most Exhaust actions will be costs for Activated Abilities or Discretionary Actions. Example: A unit's Standard Move exhausts the unit as a cost.
- 414.4.
- When Exhausting is listed as a Cost, then the Action must be able to be completed for the cost to be paid. Example: A spell says "As an additional cost to play this, you may exhaust a friendly unit." An exhausted friendly unit may not be exhausted again as the additional cost for the spell, and the additional cost has not been paid.
- 414.5.
- In abilities, the Exhaust symbol represents the cost "Exhaust this" or "Exhaust me." It resembles a card turning sideways.
Related FAQ (3)
Do I have to exhaust a unit when I move it with a spell or ability?
Moving a unit with a spell or ability won't change its ready or exhausted state unless the effect specifies that it does. The cost of using a unit's standard move is to exhaust that unit, but that isn't a cost or effect of other moves.
Can I use the exhaust ability of a unit in combat?
The cost of using an ability with the exhaust symbol is to exhaust that unit. If you just moved a unit into combat using the standard move, then you already exhausted the unit as the cost to do that, so you won't be able to use its ability with the exhaust symbol that same turn. If the unit is defending, it might be ready and then you can use abilities that require exhausting it in combat (as long as those abilities have the Action or Reaction keyword).
Can I use these cards to save a unit that's already in its base? What about one that's already exhausted? If I can't recall it, do I still exhaust it?
Yes. You can save any unit that meets the description in the replacement ability's condition. For Highlander and Unlicensed Armory, that's any friendly unit. The actions you perform on that unit as a replacement are like the effects of a spell or ability; you'll do as much as you can: heal the unit (if it's damaged), exhaust it (if it's ready), and recall it (if it's somewhere other than its base). And yes, you exhaust the unit even if you don't recall it; as per the above wordings, we've changed the “recall it exhausted" language to make that clearer.