Rift primer

How to play Riftbound

Everything you need to sit down and play — the goal, the turn, combat and the chain — then a full keyword glossary. Every keyword here is also tappable directly on card text throughout your binder.

The rules, in order

The goal

Riftbound is a battlefield race: first to the points total wins.

  • You win by scoring 8 points (2-player games) before your opponent does.
  • Points come from holding battlefields at the start of your turn and from card effects.
  • Each battlefield in play is worth points to whoever controls it during their scoring step.
  • Running out of cards in your main deck does not lose you the game on its own — you simply recycle your trash when told to draw.

Setting up

A legend, a main deck, a rune deck and the battlefields in the middle.

  • Pick a Legend (your champion identity) and place it in your Champion Zone — it sets your deck's legal domains.
  • Your main deck holds units, spells, gear and battlefields; a separate rune deck powers your Energy and Power.
  • Each player brings battlefields; shuffle them together and reveal the contested ones between the players.
  • Draw your opening hand, then take turns from the starting player onwards.

Energy, Power and runes

Two resources, one deck of runes.

  • Channelling a rune from your rune deck gives you Energy — generic fuel for playing cards.
  • Runes also produce Power in their domain (Fury, Calm, Mind, Body, Chaos, Order), used for domain-specific costs.
  • Most cards cost a mix: an Energy number plus one or more coloured Power symbols.
  • Wild Power means any domain will do.

Turn structure

Beginning, action, ending — with plenty of back-and-forth in between.

  • Beginning phase: ready your cards, channel a rune, score the battlefields you hold, then draw.
  • Action phase: alternate taking actions with your opponent — play cards, move units, attack battlefields, activate abilities.
  • Open state: it's your window to play anything you can afford. Focused state: only Reaction cards and abilities can be added.
  • Ending phase: clean-up, temporary effects wear off, then pass the turn.

Moving and combat

Units travel to battlefields, and fights resolve in a single showdown.

  • Units enter at your base and move to a battlefield; moving usually exhausts them.
  • Attacking a contested battlefield starts combat between your attackers and the defenders there.
  • Both sides assign lethal damage simultaneously based on Might; Tank soaks damage first, Backline last.
  • Win the fight and you conquer the battlefield — hold it through your next beginning phase to score it.

The chain

How spells and abilities stack and resolve.

  • Each card or ability played goes onto the chain as an item.
  • While a chain is building the game is in a focused state, so only Reaction cards can be added.
  • Items resolve one at a time, last in first out, until the chain is empty.
  • Card text always beats the general rules — and if a card can't do something, it does as much as it can.

Zones

Where cards live during a game.

  • Main deck, hand, base, battlefields, Champion Zone, rune deck, trash and banished.
  • Recycled cards go to the bottom of the main deck; banished cards leave the game entirely.
  • Cards in the trash can still matter — Flow lets you cast from it.
  • Facedown cards hidden at battlefields (see Hidden) are secret until played.

Keyword glossary

32 keywords

Frequently asked questions