Section 4 of 13 · free · no account
Card types
Units, spells and gear behave differently. What stays on the board, what attaches, what resolves once.
What this section covers
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1
Gear and Equip
Cards that stay on the board doing a job, and ones that attach to a unit.
Gear is paid for like anything else: the plain number is energy, from exhausting runes. Equip is an extra cost on top, written as a Calm rune symbol, and a rune symbol always means Power of that colour. It attaches the gear to a unit you control, so with no unit on the board there is nothing to attach it to.
It is now an attachment on your Poro. Worth knowing: if that unit dies, the attachment goes with it, so equipping your most fragile unit is how you lose two cards to one removal spell.
3 hands-on tests · Core Rules 147, 148, 716, 818 -
2
Spells
Do a thing once, then go to the trash. Timing is everything.
A spell creates its effect and is then placed in the trash (rule 351.2), unlike a unit or gear which stay on the board. You are buying one moment, so cast it at the moment it is worth most.
Fury power paid. Spells stay dead once they resolve, but a unit with Legion can be replayed from the trash. Knowing which of your cards have a second life changes what an empty hand means.
3 hands-on tests · Core Rules 153, 351.2, 806, 813
How this section is taught
Card types is 2 lessons and 6 tests, played on a board with real cards. Every idea above is shown with the card that does it and then handed to you to perform. Get it wrong and the trainer names the rule you missed at the moment you miss it.
Core Rules cited in this section
147 148 153 351.2 716 806 813 818
Every clause number above is checked against the official Riftbound Core Rules and printed on screen inside the lesson, so you can read the rule the trainer is teaching from.