Unit Rank

Each unit has a rank that designates their role in the class. Although ranks are hierarchical, each unit is designed to provide unique value within a class, so that no unit is objectively better or weaker than others. However, the higher your rank, the more likely a unit is to be "better" from a strict value perspective.

Certain cards will be able to interact with a unit if it has the rank specified by the card. Ranks have a typical power and quantity, but can deviate as needed by the card. Thus, rank is determined by the presence of the actual rank icon, not the power or quantity.

Erudia uses the following ranks, from highest to lowest.

Leader
Typical Power: 5

Typical Quantity: 1

The highest rank - each primary class typically only has one Leader, as they define and drive the class's strategy. Most Leaders have engine abilities designed to be used over multiple turns. From a lore perspective, these are the standout champions of their respective classes, given a unique personal to designate themselves from the resk of the primary-only units.

Acolyte
Typical Power: 3

Typical Quantity: 5 (all unique)

Acolytes represent the truest believers of a class, specialists who assist the Leader but are capable of leading themselves. Each Acolyte has a unique personal name within the Acolyte naming scheme for the class, which may or may not be obvious. Each Acolyte also has a unique ability that treats them like mini-Leaders. Your starting Acolyte is drafted before the game begins, allowing you to direct your strategy. Acolytes tend to be a mix of Engine and Finisher cards.

Elite
Typical Power: 4

Typical Quantity: 2

Elites are named impersonally because they represent high ranking units who provide great value but still have not separated themselves into an individual status. Thus, there are multiple elites in the class, but fewer than lower ranks. Their abilities vary greatly from class to class.

Soldier
Typical Power: 3

Typical Quantity: 3

Soldiers are another impersonal rank, ones that can serve either as good starting or finishing units. Because of their low power and non-unique abilities, they can be often be used early while still providing a nice boost when you are capturing a battlefield

Recruit
Typical Power: 2

Typical Quantity: 4

Recruits may have the lowest power, but they provide great setup abilities and are designed to be played early and often.