142. Units have multiple Intrinsic Properties unique to them:

142.1. Tag: A Unit has zero or more Tags representing one or more champions, regions, factions, or species it belongs to.

142.1.a. These have no intrinsic rules or behaviors by themselves.
142.1.b. Spells, abilities, and game actions can reference these types as part of their execution.

142.2. 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.

142.2.a. If a Unit ever has nonzero damage marked on it equalling or exceeding its Might , it is Killed.
142.2.b. If a unit's Might is ever less than 0, it is treated as 0 for all purposes.

142.3. Units can have damage marked on them.

142.3.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.
142.3.b. Damage is Healed from Units at two specific times:
142.3.b.1. At the end of each player's turn.
142.3.b.2. During a Combat Cleanup. See_rule_REF_444.1_DOT for more information about Combat Cleanups.

142.4. Units enter the Board exhausted.

142.4.a. This can be altered by Accelerate or similar game effects. See rule 731. Accelerate for more information.