Rune Pools — Riftbound Rules
Section 164 — 7 rules
- 165.
- The Rune Pool is a conceptual collection of a player's available Energy and Power available to pay Costs.
- 165.1.
- When a card adds Energy or Power, it is added to the controlling player's Rune Pool.
- 165.2.
- Players must first add Energy and Power to their Rune Pool in order to be able to spend it to play cards or pay for Abilities with costs.
- 165.3.
- Energy and Power do not have a physical marker or tracker, although players may wish to use a physical tracker if they are retaining unspent Energy and Power over the course of their turn.
- 166.
- Every player's Rune Pool empties at the end of each player's draw phase and the end of each player's turn.
- 166.1.
- Any unspent Energy or Power are lost.
- 167.
- All Abilities that include the action "Add" are abilities that are adding Energy or Power to the Rune Pool. See rule 429. Add for more information.