Units have multiple Intrinsic Properties unique to them: — Riftbound Rules
Section 143 — 37 rules
- 143.1.
- Tag: A Unit has zero or more Tags representing one or more champions, regions, factions, or species it belongs to.
- 143.1.a.
- These have no intrinsic rules or behaviors by themselves.
- 143.1.b.
- Spells, abilities, and game actions can reference these types as part of their execution.
- 143.2.
- Might: The combat statistic of a Unit. Used to determine a Unit's contribution to Combat, as well as when it is Killed by damaging effects.
- 143.2.a.
- If a Unit ever has nonzero damage marked on it equalling or exceeding its Might, it is Killed.
- 143.2.b.
- If a unit's Might is ever less than 0, it is treated as 0 when referenced by spells and abilities, and when summing Might to be assigned as damage in the Combat Damage Step. See rule 460. The Combat Damage Step for more information.
- 143.2.b.1.
- Although the unit’s Might is treated as 0, it is not 0. Effects that calculate Might increases and decreases use the actual value of the unit’s Might.
- 143.3.
- Units can have damage marked on them.
- 143.3.a.
- When spells, abilities, or other game effects deal damage, Units mark that damage on them temporarily. This can be tracked with coins, dice, or other markers, or by memory.
- 143.3.b.
- Damage is Healed from Units at two specific times:
- 143.3.b.1.
- At the end of each player's turn.
- 143.3.b.2.
- During a Combat Cleanup. See rule 461.1. for more information about Combat Cleanups.
- 143.4.
- Units enter the Board exhausted.
- 143.4.a.
- This can be altered by Accelerate or similar game effects. See rule 805. Accelerate for more information.
- 144.
- Units have the Inherent Ability to perform a Standard Move.
- 144.1.
- This action is limited in when it can be performed.
- 144.1.a.
- This action can be done any time during a player's Main Phase.
- 144.1.b.
- This action cannot be performed during a Closed State.
- 144.1.c.
- This action cannot be performed during a Showdown or Combat.
- 144.2.
- Exhausting the Unit is the Cost for this action.
- 144.3.
- Players may perform multiple Units' standard move simultaneously.
- 144.3.a.
- When a Move like this is declared by a player, the units' Destination must be the same.
- 144.3.b.
- When a Move like this is declared by a player, the Origins do not need to be the same.
- 144.3.c.
- The Costs of Exhausting the Units are also paid Simultaneously.
- 144.4.
- The Destinations where Units can Move to with their Standard Move are restricted:
- 144.4.a.
- Units may move from their Base to a Battlefield.
- 144.4.a.1.
- Units cannot Move to a Battlefield that already has units from 2 other players present, or where a Combat is ongoing that has 2 other players as participants.
- 144.4.b.
- Units may move from a Battlefield to their Base.
- 144.4.c.
- Ganking is a unique ability that affects a Unit's Standard Move
- 144.4.c.1.
- Units with Ganking may use their Standard Move to Move from Battlefield to Battlefield. See rule 810. Ganking for more information.
- 145.
- Units may have Activated Abilities.
- 145.1.
- Activated Abilities are Game Effects that are written as Costs followed by a ":", and then succeeded by an effect. See rule 376. Activated Abilities for more information.
- 145.2.
- The Activated Ability of Units may be executed at any time during the controlling player's Main Phase during an Open State, and not during a Showdown.
- 145.2.a.
- This follows the same process as playing a card. See rule 349. Playing Cards for more information.
- 145.2.a.1.
- This behaves, once activated, like a spell without an associated card.
- 146.
- Units have a Location.
- 146.1.
- A Unit’s Location is the Base or Battlefield it currently occupies.