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.