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.