Unit Activation
During the Activation Phase, the Active Player selects their units to act one by one. The Hero acts exactly like standard units.
Action Options
An actively selected unit spends its AP on the following choices:
- Move (1 AP): Move 0 to SPD inches.
- Attack (1 AP): Deal base ATK damage to a target (See Combat).
- Ability (X AP): Activate a printed ability on the card.
- Rest (2 AP): Remove all damage wound markers from the unit. (Note: Rest does NOT cure Status Effects. Furthermore, while Resting mathematically restores HP, it is an independent action that does NOT mechanically count as a "Heal" effect and will not trigger "On Heal" abilities).
Activation Constraints:
- AP can be spent in any order (e.g., Move → Attack, or Attack → Move).
- Units are not required to spend all their AP.
- You are not required to activate every unit you control.
- An Activation concludes when the player declares "End Activation". You cannot return to a unit later in the phase.
Exhausted Units
A unit becomes Exhausted when it serves as the source for a Skill marked with the Exhaust cost. Place an Exhausted marker on the miniature.
- An Exhausted unit skips its next Activation — it cannot be selected to act during the Activation Phase.
- The Exhausted marker is removed immediately after the unit's Activation is skipped (or at the end of the Activation Phase if all units have been processed).
- The Hero may become Exhausted. While Exhausted, the Hero skips its next Activation like any other unit.
- An Exhausted unit can still be targeted, affected by Spells, Abilities, Push effects, area-of-effect effects, or any other game effect normally.