Economy: Mana & AP
The game balances two strictly separated resources: Mana and Action Points (AP).
5.1 Mana
Mana pays for Spells, Equipments, and Creature deployments.
- Unspent Mana carries over to the next turn.
- Mana gained beyond your Mana Max is permanently lost.
- Moving or Attacking never costs Mana.
5.2 Action Points (AP)
AP dictates what a unit can do while activated on the battlefield.
- You do not bank AP. Units receive their full printed AP allowance only during the turn they are Activated.
- Skills that cost AP must be played during the Activation Phase, from the currently active Skilled or Hero. They cannot be played during Main Phases.
- Playing a Quick Skill during the opponent's turn costs an Exhaust on the Skilled source (instead of AP), if the Skill card specifies this cost for the reactive timing.
- Skills with a Condition cost are free if the condition is met — no AP required. Exceptionally powerful conditional Skills also require an Exhaust.