Core Rules
- 000 Golden and Silver Rules
- 001 Golden Rule
- 002 Card text supersedes rules text. Whenever a card fundamentally contradicts the…
- 050 Silver Rule
- 051 Card text uses different terminology than rules. Card text should be…
- 052 Card, when written in card effects, is shorthand for "Main Deck card." Runes…
- 053 Cards refer to themselves in the first person.
- 054 “Can’t beats Can”
- 055 When executing card text, do as much as you can, ignoring impossible…
- 056 Cards a player owns may never be placed into a non-Board zone belonging to…
- 100 Game Concepts
- 101 Deck Construction
- 102 Riftbound is a Trading Card Game where a player must provide their own cards…
- 103 To play Riftbound, a player must have a Main Deck, a Rune Deck, a Champion…
- 104 Setup
- 105 Spaces
- 106 The Play Area is a collection of logical Zones that are defined by their…
- 107 The Board
- 108 Non-Board Zones
- 109 All Game Objects in the collective Play Areas are Public Information.
- 110 Setup Process
- 111 Each player separates their Champion Legend and places it in the Legend Zone.
- 112 Each player separates their Chosen Champion and places it in the Champion Zone.
- 113 Each player sets aside their Battlefields.
- 114 Each player shuffles their Main and Rune Decks, separately, then places them…
- 115 Determine Turn Order using any fair random method agreed on by all players.
- 116 Players each draw 4.
- 117 In turn order, players perform their Mulligan.
- 118 Begin play with the First Player taking their turn.
- 119 Game Objects
- 120 A Game Object is any game piece that can produce one or more Game Effects or…
- 121 A Game Object does not include nor preclude any inherent properties beyond the…
- 122 A Game Object can be a literal object or a logical object.
- 123 Game Objects include, but are not limited to, the following: Main Deck cards…
- 124 A Game Object that changes zones to or from a Non-Board Zone becomes a new…
- 125 Cards
- 126 Riftbound games are composed of players playing the cards in their respective…
- 127 Ownership
- 128 Privacy
- 129 Back Side
- 130 Front Side
- 131 Cost
- 132 Name
- 133 Category
- 134 Domain
- 135 Rules Text
- 136 Effect Text
- 137 Might Bonus
- 138 Flavor Text
- 139 Illustration
- 140 Units
- 141 Unit is:
- 142 Damage is a marked value that is applied to Units.
- 143 Units have multiple Intrinsic Properties unique to them:
- 144 Units have the Inherent Ability to perform a Standard Move.
- 145 Units may have Activated Abilities.
- 146 Units have a Location.
- 147 Gear
- 148 Gear are:
- 149 Gear have several Intrinsic Properties unique to them.
- 150 Gear can have the Equipment tag.
- 151 Gear may have Activated Abilities.
- 152 Gear have a Location.
- 153 Spells
- 154 Spell is a card type.
- 155 A spell can be played during an Open State outside of Showdowns on its…
- 156 A spell is controlled by the player who played it.
- 157 A spell creates a game effect according to its instructions and is then placed…
- 158 When a spell is successfully played, a player executes the rules text of the…
- 159 Certain Keywords on spells are not executable rules text, but instead…
- 160 Runes
- 161 Rune is a Card Type.
- 162 Runes produce the resources needed to pay costs.
- 163 Runes produce Energy and Power.
- 164 Basic Runes
- 165 Rune Pools
- 166 The Rune Pool is a conceptual collection of a player's available Energy and…
- 167 Every player's Rune Pool empties at the start of each player's Main Phase and…
- 168 All Abilities that include the action "Add" are abilities that are adding…
- 169 Battlefields
- 170 Battlefields are Game Objects.
- 171 Battlefields are not Permanents.
- 172 The number of Battlefields on the Board is determined by the Mode of Play.
- 173 Legends
- 174 Legends are Game Objects.
- 175 Legends are not Permanents.
- 176 Legends may have one or more Domains.
- 177 Multiple Types
- 178 Game Objects can have multiple types.
- 179 Tokens
- 180 Tokens are Game Objects created by spells and abilities during play.
- 181 Tokens can be represented by anything. Printed tokens are included in…
- 182 A token's controller is the controller of the spell or ability that created…
- 183 A token's owner is the player who controlled the effect that created it.
- 184 The effect that creates a token may specify the conditions or circumstances…
- 185 Tokens are not cards.
- 186 Tokens are Created on the board or the Chain and cannot exist elsewhere.
- 187 The spell or ability that Creates a token specifies some of its…
- 188 Control
- 189 Control is the concept of a player having influence of a Game Object and…
- 190 Battlefields
- 191 Everything Else
- 192 When a game effect or rules text refers to the Controller of a specific…
- 193 Winning
- 194 Players win Riftbound games primarily through gaining points.
- 195 A player also wins the game if an effect instructs them to do so, or if they…
- 196 When a player wins the game, the game ends.
- 197 Locations
- 198 Locations are the Game Objects and Zones where permanents and runes may be…
- 199 A Game Object that comprises a Location is also a Game Object at that location.
- 200 Locations can be Destinations and Origins for movement. See rule 445. Movement…
- 201 Costs
- 202 Some Game Effects will instruct players to pay resources, spend counters or…
- 203 Costs must be paid in order to get their linked Effect.
- 204 Costs paid in this way might be:
- 205 An instruction that requires a player to pay resources or spend counters or XP…
- 206 Effects that need to determine a card’s cost for any purpose always use its…
- 300 Playing the Game
- 301 The Turn
- 302 Play continues cyclically until one player wins.
- 303 The phases of a turn are rigid, but the actions taken during those steps can…
- 304 The Turn Player is the player taking the current turn.
- 305 When there are no items on the Chain and the Turn Player cannot or chooses not…
- 306 The Turn Player changes when the current Turn Player reaches the End of all of…
- 307 States of the Turn
- 308 At any given time, the turn is in either a Neutral State or a Showdown State.
- 309 At any given time, the turn is in either an Open State or a Closed State.
- 310 These descriptions can be combined, such that the turn is always in one of…
- 311 Priority and Focus
- 312 At any given time, up to one player has Priority.
- 313 At any given time, up to one player has Focus.
- 314 Phases of the Turn
- 315 Start of Turn
- 316 Main Phase
- 317 Ending Phase
- 318 Cleanups
- 319 A Cleanup will be made an Outstanding Task at the following times:
- 320 While a Cleanup is occurring, Chain Items cannot be Finalized or Resolved.
- 321 Similarly, while Chain Items are Resolving, a Cleanup cannot occur.
- 322 If an event occurs during a Cleanup that qualifies for a Cleanup, another…
- 323 When a Cleanup occurs, the following Tasks become Outstanding in the order…
- 324 Special Cleanups are Cleanup steps invoked at specific times that have…
- 325 Chains and Showdowns
- 326 Players can act during the following Windows of Opportunity that occur during…
- 327 Chains
- 328 The Chain is a Non-Board Zone that temporarily exists whenever a card is…
- 329 Cards, tokens, and abilities added to the chain are added as Pending Chain…
- 330 The Chain exists as long as a Chain Item is on it.
- 331 The State of the Turn is partially determined by whether or not the Chain…
- 332 Handling Tasks and Resolving Chain Items
- 333 A Task is one or more steps or processes that one or more Players must perform…
- 334 Whenever a Player takes one or more actions that incur Tasks they should refer…
- 335 If there are no Outstanding Tasks, no pending Chain Items, no ongoing Showdown…
- 336 When there are no outstanding Tasks and there are pending Chain Items on the…
- 337 Step 1: Finalize
- 338 Step 2: Execute
- 339 Step 3: Pass
- 340 Step 4: Resolve
- 341 Showdowns
- 342 A Showdown is a Window of Opportunity in which Players have an Open State in…
- 343 The State of the turn is partially determined by whether or not a Showdown or…
- 344 A Showdown begins when Control of a Battlefield is Contested during a Cleanup…
- 345 As a Showdown begins, the player who applied Contested status to the…
- 346 When the last item on the chain resolves and the turn returns to an Open State…
- 347 During a Showdown, the player with Focus may do one of the following:
- 348 If all players pass Focus without playing a spell or activating an ability…
- 349 Playing Cards
- 350 Playing a card is the act of a player utilizing their cards.
- 351 Cards have different behaviors when played.
- 352 Cards have different states during the process of being played.
- 353 The Process of Play
- 354 1. Move the card from its current zone to the Chain.
- 355 2. Make relevant choices.
- 356 3. Determine Total Cost.
- 357 4. Pay the card's costs.
- 358 5. Check legality.
- 359 6. Finish finalizing this card and proceed with the card's category of Play.
- 360 Abilities
- 361 An Ability is the structured rules and capabilities of Game Objects or Spells.
- 362 A card can have more than one Ability and more than one type of Ability.
- 363 Passive Abilities
- 364 Conditions, rules, constraints, or statements that affect the course of…
- 365 Presence on Permanents
- 366 Presence on Card outside of the Board
- 367 Replacement Effects
- 368 An ability that alters the application of another game effect or game rule.
- 369 Replacement Effects intercede during the execution of a Game Effect and alter…
- 370 A Replacement Effect can alter the typical flow of play, including other…
- 371 Some Replacement Effects will begin with “once each turn,” or “N times each…
- 372 If more than one Replacement Effect applies to the same event being executed…
- 373 If more than one event occurs simultaneously that Replacement Effects could…
- 374 A Replacement Effect’s controller is the player that controls the source of…
- 375 If an event that a Replacement Effect applies to would be modified by the Game…
- 376 Activated Abilities
- 377 Activated Abilities are repeatable effects with a cost. They follow a process…
- 378 The controlling player chooses when and whether to activate an Activated…
- 379 Activated abilities are present on Game Objects and some Spells.
- 380 Can primarily be activated while on the Board.
- 381 All Activated Abilities can only be activated on the Controlling Player's Turn…
- 382 Triggered Abilities
- 383 Triggered Abilities are repeatable effects that happen when a Condition is met.
- 384 Presence on Permanents
- 385 Presence on Cards outside of the Board
- 386 Reflexive Triggers
- 387 Reflexive Triggers are a type of Triggered Ability that create one or more…
- 388 Reflexive Triggers use the Chain.
- 389 Delayed Abilities
- 390 Delayed Abilities are a type of Ability that specifies a window of…
- 391 Delayed Abilities will resolve or be active just like the ability they…
- 392 Delayed Abilities are not associated with Units or Gear; they are created by…
- 393 Linked Abilities
- 394 Linked Abilities are a set of Abilities with one or more of the component…
- 395 In order for a set of Abilities to be Linked, they must be present in the…
- 396 Linked Abilities can contain component Abilities of any type.
- 397 A component Linked Ability that references a Game Object affected by another…
- 398 Playing or Activating Abilities
- 399 Playing or activating Abilities follows the same steps of playing cards.
- 400 Abilities when added to the Chain become Pending Items until they complete the…
- 401 1. Activate or trigger the Ability
- 402 2. Make relevant choices
- 403 3. Determine Total Cost
- 404 4. Pay Costs
- 405 5. Check Legality
- 406 6. Proceed with Play
- 407 Game Actions
- 408 Game Actions are actions players may perform at any given time during the game.
- 409 A player, unless otherwise specified or prompted, may only perform actions on…
- 410 There are two types of Game Actions:
- 411 Responsibility
- 412 Types of Actions
- 413 Draw
- 414 Exhaust
- 415 Ready
- 416 Recycle
- 417 Deal
- 418 Heal
- 419 Play
- 420 Move
- 421 Hide
- 422 Discard
- 423 Stun
- 424 Reveal
- 425 Counter
- 426 Buff
- 427 Banish
- 428 Kill
- 429 Add
- 430 Channel
- 431 Burn Out
- 432 Double
- 433 Swap
- 434 Attach
- 435 Detach
- 436 Predict
- 437 Prevent
- 438 Replace
- 439 Create
- 440 Burn
- 441 Empower
- 442 Disempower
- 443 Skip
- 444 Pay
- 445 Movement
- 446 Moving is a Limited Action.
- 447 Moving is defined by the Origin and Destination of the Permanent that is…
- 448 Players may choose to move their Units with the Standard Move. See rule 144…
- 449 Spells, Abilities, or other effects may cause a Move to occur.
- 450 The Destination becomes Contested if it is an Uncontested Battlefield not…
- 451 Units may cause a Non-Combat Showdown when they Move. See rule 341. Showdowns…
- 452 Units may cause Combat when they Move. See rule 459. Combat for more…
- 453 When a Move action is complete, perform a Cleanup.
- 454 Recalls
- 455 A Recall is when a Permanent is relocated from anywhere to its Base without it…
- 456 Recalls are not Moves.
- 457 Gear can be Recalled.
- 458 Recalls do not affect the state of the Permanent being recalled.
- 459 Combat
- 460 A Combat occurs when a Cleanup occurs, there are no items on the Chain, there…
- 461 Combat is considered Staged if there are units controlled by two opposing…
- 462 Combat can only occur between Units controlled by exactly two players.
- 463 The Steps of Combat
- 464 Step 1: The Combat Showdown Step
- 465 Step 2: The Combat Damage Step
- 466 Step 3: The Resolution Step
- 467 Scoring
- 468 Scoring is the act of a Player gaining a point through the process of seizing…
- 469 A player Scores in one of two ways:
- 470 A player may only Score, from either method, once per Battlefield per turn.
- 471 When a player Scores, two things occur:
- 472 When a cleanup occurs and a player has accrued Points greater than or equal to…
- 473 Layers
- 474 Layers are the mechanism in which Game Effects alter the Traits, Intrinsic…
- 475 Layers are an organizational structure.
- 476 The layers are applied repeatedly until all effects operating on objects have…
- 477 Layers are applied in the following order:
- 478 If more than one effect applies to the same Game Object in the Same Layer, or…
- 479 To determine which effect Depends on another, determine which of the prior…
- 480 If more than one effect applies in the same layer but no dependency is…
- 481 Modes of Play
- 482 There are multiple methods of playing Riftbound.
- 483 A Mode of Play must define several variables for the game.
- 484 Sanctioned Modes
- 485 1v1 (Duel)
- 486 1v1 (Match)
- 487 FFA3 (Skirmish)
- 488 FFA4 (War)
- 489 2v2 (Magma Chamber)
- 649 Conceding
- 650 A player may concede at any time.
- 651 When a player concedes, they are removed from the game in progress.
- 652 If the game continues, follow these steps for Removal of a Player.
- 700 Additional Rules
- 701 Buffs
- 702 Buffs are counters placed on Units.
- 703 Each Buff individually contributes +1 Might to a Unit.
- 704 Buffs are Game Objects and may be referenced, counted, or affected by other…
- 705 If a Unit leaves play, remove all Buffs from it.
- 706 Mighty
- 707 Mighty is a description that applies to some units. Other game effects can…
- 708 A Unit "is Mighty" as long as its Might is 5 or greater.
- 709 A Unit "becomes Mighty" at the moment its Might changes from being less than 5…
- 710 Units on the board are evaluated according to their current Might. Example: A…
- 711 Units in Non-Board Zones are evaluated according to their printed Might…
- 712 Bonus Damage
- 713 Bonus Damage is an intrinsic property that can be granted to Deal actions that…
- 714 If more than one instance of Bonus Damage is applied or granted to a Deal…
- 715 Bonus Damage applies to the total damage Dealt by one instance of the action.
- 716 Attachment
- 717 Attaching is a limited action that causes cards to become linked to each other…
- 718 Attached is the state of a card being linked to another card in this way.
- 719 A Top-Most Card is a card that has one or more cards linked to it through the…
- 720 Inactive
- 721 Card text can occasionally be assigned to be ignored, disregarded, or…
- 722 Inactive text is still present on cards.
- 723 Rules Text is never Inactive by default.
- 724 Effect Text is Inactive unless the card with the Effect Text is Attached.
- 725 Inactive text can partially cease to be Inactive under specific circumstances…
- 726 Dependent Keywords
- 727 Keywords can be Dependent Keywords
- 728 XP
- 729 XP is a resource that is accrued, spent, or otherwise modified by Players…
- 730 XP can be Gained and Spent.
- 731 XP is not a Game Object.
- 732 XP is not shared between Allies in Game Modes with Teammates.
- 733 There is no limit to an amount of XP a player can accrue.
- 734 Additional Turns
- 735 Certain Game Effects will instruct a player to “take a turn after this.” These…
- 736 Turn order is established when the game begins as a repeating set of players…
- 737 When an Additional Turn is inserted into this queue, it does not change the…
- 738 If multiple Additional Turns are queued, they are added to the queue in the…
- 739 Special Terms
- 740 Card text and this rules document use certain terms in specific ways that are…
- 741 Counters
- 742 Counters are Game Objects generated by and given to other Game Objects on the…
- 743 Counters serve to track semi-permanent effects on Game Objects.
- 744 Counters can have game effects themselves, or serve as the prerequisite for…
- 745 Counters can be spent by game effects.
- 746 Some effects may move a Counter between two Game Objects. The Counter is…
- 747 Counters that leave a Game Object without being placed on another game object…
- 748 Game Objects that change zones to a non-board zone lose all of their Counters…
- 749 Counters do not have a controller.
- 750 Making New Choices
- 751 Some Game Effects will instruct a player to make new choices for a finalized…
- 752 This refers to the choices normally made during finalization, with some…
- 753 When making new choices in this way, a player can choose any subset of the…
- 754 If, as a result of new choices, the spell or ability targets a Game Object it…
- 755 Any costs “to play” the spell or ability that are incurred as a result of new…
- 756 Untargetability
- 757 Some Game Effects declare that a Game Object can’t be chosen by a certain set…
- 758 Untargetable Game Objects are not legal targets for the indicated spells and…
- 759 Naming Cards, Types, and Tags
- 760 Some Game Effects may instruct a player to name or guess a card, type, or tag.
- 761 The act of naming a card in this way may be accomplished in one of two ways:
- 762 When instructed to name a card, a player must name a card that is legal in the…
- 763 When instructed to name a tag, a player cannot choose to name a tag that does…
- 764 Ignoring Effects
- 765 Some Game Effects may instruct players to ignore abilities while performing a…
- 766 Any abilities ignored in this way are treated as inactive for the purposes of…
- 767 Ignored abilities are only treated as inactive for the specific game action or…
- 800 Keywords
- 801 A Keyword is a specific term that appears on Cards that acts as a shorthand…
- 802 A card can have any number of Keywords.
- 803 Similar to other rules text, execute any effects of Keywords in the order…
- 804 Keyword Glossary
- 805 Accelerate
- 806 Action
- 807 Assault
- 808 Deathknell
- 809 Deflect
- 810 Ganking
- 811 Hidden
- 812 Legion
- 813 Reaction
- 814 Shield
- 815 Tank
- 816 Temporary
- 817 Vision
- 818 Equip
- 819 Quick-Draw
- 820 Repeat
- 821 Weaponmaster
- 822 Ambush
- 823 Hunt
- 824 Level
- 825 Unique
- 826 Backline
- 827 Empower
- 828 Empowered
- 829 Flow