Accelerate — Riftbound Keyword

Rule 731 — 12 rules

Definition

Accelerate is a Unit ability. Accelerate is functionally short for "As you play me, you may pay [1] and 1 Power as an additional cost. If you do, I enter ready."

Rules (12)

731.
Accelerate
731.1.
Accelerate is a Unit ability.
731.1.a.
Accelerate is functionally short for "As you play me, you may pay [1] and 1 Power as an additional cost. If you do, I enter ready."
731.1.a.1.
If the unit has a single domain, the Power portion of the Accelerate cost can be paid only with a Power that matches the domain of the unit.
731.1.a.2.
If the unit has no domain or more than one domain, the Power portion of the Accelerate cost can be paid with [A] (a Power of any domain).
731.2.
Accelerate is an Optional Additional Cost to be paid as a player plays the unit with the ability.
731.2.a.
Accelerate costs cannot be paid while the unit is on the board, only as part of the steps of playing a card.
731.3.
Accelerate has no function while on the board.
731.4.
Multiple instances of Accelerate are redundant.
731.5.
Accelerate, and whether or not a unit has Accelerate, is a characteristic of the Unit and may be checked or referenced by other Game Effects.
731.6.
Accelerate influences the state of the unit entering the Board. It does not enter exhausted and then become ready.
731.6.a.
Accelerate will not interact with, or trigger, abilities that are affected by units becoming ready.

Related FAQ (1)

How much do I pay for an Accelerate cost?

Accelerate costs 1 energy and also 1 power of the unit's domain/color. Usually you'll do this by taking an additional ready rune of the appropriate domain/color, exhaust it, and then recycle that same rune. For example, if a fury/red unit normally costs (3) (or 3 energy) and you want to accelerate it, its total cost would be (4)(R) (or 4 energy and 1 power of the fury/red domain).