Riftbound Rules

Officiële regels

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Core Rules PDF (officieel) (1739 secties)

§ 000 000. Golden and Silver Rules (20)
  • § 000 000. Golden and Silver Rules…
  • § 001 001. Golden Rule…
  • § 002 002. Card text supersedes rules text. Whenever a card fundamentally contradicts the rules, the card's indication is what is true.…
  • § 050 050. Silver Rule…
  • § 051 051. Card text uses different terminology than rules. Card text should be interpreted according to these rules, not as though it were text w…
  • § 052 052. Card, when written in card effects, is shorthand for "Main Deck card." Runes, legends, and battlefields are not considered cards when ex…
  • § 053 053. Cards refer to themselves in the first person.…
  • § 053.1 053.1. * Units and legends say "I," "me," etc.…
  • § 053.2 053.2. * Gear and spells say "this."…
  • § 053.3 053.3. * Battlefields say "here."…
  • § 053.4 053.4. * Cards may refer to themselves by their name for clarity. This is shorthand for the above terms.…
  • § 054 054. “Can’t beats Can”…
  • § 054.1 054.1. Cards that forbid actions or effects, as a broad method of determination, supersede cards that allow or permit that same action or ef…
  • § 055 055. When executing card text, do as much as you can, ignoring impossible instructions.…
  • § 055.1 055.1. If all of a card’s instructions are impossible, it is still played and resolved, but nothing happens.…
  • § 056 056. Cards a player owns may never be placed into a non-Board zone belonging to another player.…
  • § 056.1 056.1. Non-Board zones corresponding to a player include Main Deck, Rune Deck, Trash, Hand, Chosen Champion zone, and Banishment.…
  • § 056.2 056.2. If a card would enter such a zone, it goes to its owner’s corresponding zone instead.…
  • § 1 1." A player controls a card that says "Units you play cost [A] less." That player plays Clockwork Keeper and chooses to pay the optional ad…
  • § 2 2. If they had 1 card in hand, they would discard it and draw 2.…
  • § 3 3. Immediately apply the effect that Depends on the first effect next.…
§ 100 100. Game Concepts (415)
  • § 100 100. Game Concepts…
  • § 101 101. Deck Construction…
  • § 102 102. Riftbound is a Trading Card Game where a player must provide their own cards to play against other players.…
  • § 103 103. To play Riftbound, a player must have two Decks, a Champion Legend, and a number of Battlefields determined by the Mode of Play.…
  • § 103.1 103.1. 1 Champion Legend…
  • § 103.1.a 103.1.a. This is placed in the Legend Zone at the start of the game.…
  • § 103.1.b 103.1.b. This will dictate the Domain Identity of the Main Deck.…
  • § 103.2 103.2. A Main Deck of at least 40 cards 1 Chosen Champion Unit, Units, Gear, Spells…
  • § 103.2.a 103.2.a. Chosen Champion…
  • § 103.2.b 103.2.b. Your Main Deck can include up to 3 copies of the same named card.…
  • § 103.2.c 103.2.c. Subject to Domain Identity.…
  • § 103.2.d 103.2.d. Your deck may only contain 3 total Signature cards that have the same Champion tag as your Champion Legend.…
  • § 103.2.e 103.2.e. During Gameplay, the Main Deck is Secret Information.…
  • § 103.3 103.3. Rune Deck…
  • § 103.3.a 103.3.a. 12 Rune Cards…
  • § 103.3.b 103.3.b. Must be shuffled and kept separate from the Main Deck.…
  • § 103.4 103.4. Battlefields…
  • § 103.4.a 103.4.a. The number will be dictated by your Mode of Play.…
  • § 103.4.b 103.4.b. Subject to Domain Identity if applicable.…
  • § 103.4.c 103.4.c. Cannot include more than one of a Battlefield of the same name when there are more than one required for the deck.…
  • § 104 104. Setup…
  • § 105 105. Spaces…
  • § 106 106. The Play Area is a collection of logical Zones that are defined by their behaviors and relationships to Players. These Zones are grouped…
  • § 107 107. The Board…
  • § 107.1 107.1. Bases…
  • § 107.1.a 107.1.a. Each player has their own Base.…
  • § 107.1.b 107.1.b. Each Base is a Location.…
  • § 107.1.c 107.1.c. Permanents and Runes controlled by a player reside in that player's Base.…
  • § 107.1.d 107.1.d. Permanents and Runes in Bases are Public Information.…
  • § 107.2 107.2. Battlefield Zone…
  • § 107.2.a 107.2.a. The Battlefield Zone houses multiple Battlefields.…
  • § 107.2.b 107.2.b. Each Battlefield is individually a Location.…
  • § 107.2.c 107.2.c. Battlefields and permanents at Battlefields are Public Information.…
  • § 107.3 107.3. Facedown Zones…
  • § 107.3.a 107.3.a. Each Battlefield is associated with a sub-zone called a Facedown Zone, a single logical space that a card can be put facedown in thr…
  • § 107.3.b 107.3.b. Each Facedown Zone has a maximum occupancy of one card.…
  • § 107.3.c 107.3.c. Cards can only be placed in or occupy the Facedown Zone if the controller of the card also controls the associated Battlefield.…
  • § 107.3.d 107.3.d. If a player loses Control of a Battlefield, any cards in the Facedown Zone associated with that Battlefield are removed during the ne…
  • § 107.3.e 107.3.e. Facedown Zones are not locations.…
  • § 107.4 107.4. Legend Zone…
  • § 107.4.a 107.4.a. The space for each player's Champion Legend.…
  • § 107.4.b 107.4.b. This is not a location.…
  • § 107.4.c 107.4.c. The Champion Legend here is a Game Object. See rule 120. Game Objects for more information.…
  • § 107.4.d 107.4.d. The Champion Legend cannot be removed, moved, or displaced from this zone.…
  • § 108 108. Non-Board Zones.…
  • § 108.1 108.1. The Chain…
  • § 108.1.a 108.1.a. Cards and abilities are placed here as part of the process of being played. See rule 327. Chains for more information.…
  • § 108.1.b 108.1.b. Cards and abilities on the Chain are Public Information.…
  • § 108.2 108.2. Trashes…
  • § 108.2.a 108.2.a. Each player has their own Trash.…
  • § 108.2.b 108.2.b. This space is where cards are placed when they are killed or discarded, when they finish being executed as spells, when they are mov…
  • § 108.2.c 108.2.c. Cards in each player’s Trash are unordered. Their sequence does not matter, and they may be reorganized.…
  • § 108.2.d 108.2.d. Cards in a player's Trash are Public Information. See rule 128. Privacy for more information.…
  • § 108.3 108.3. Champion Zones…
  • § 108.3.a 108.3.a. Each player has their own Champion Zone.…
  • § 108.3.b 108.3.b. The space each player puts their Chosen Champion at the start of the game.…
  • § 108.3.c 108.3.c. The Chosen Champion cannot be returned to this zone by normal means.…
  • § 108.3.d 108.3.d. The Chosen Champion can be played from here as normal, following the rules of Playing a Card. See rule 349. Playing Cards for more …
  • § 108.3.e 108.3.e. Cards in a player’s Champion Zone are Public Information.…
  • § 108.4 108.4. Main Deck Zones…
  • § 108.4.a 108.4.a. Each player has their own Main Deck Zone.…
  • § 108.4.b 108.4.b. The space for the player's Main Deck.…
  • § 108.4.c 108.4.c. Primarily houses the face-down deck during gameplay.…
  • § 108.4.d 108.4.d. The order of cards in the deck is Secret Information during the course of play. See rule 128. Privacy for more information.…
  • § 108.5 108.5. Rune Deck Zones…
  • § 108.5.a 108.5.a. Each player has their own Rune Deck Zone.…
  • § 108.5.b 108.5.b. The space for the player's Rune Deck.…
  • § 108.5.c 108.5.c. Primarily houses the face-down runes during gameplay.…
  • § 108.5.d 108.5.d. The order of runes in the deck is Secret Information during the course of play. See rule 128. Privacy for more information.…
  • § 108.6 108.6. Banishments…
  • § 108.6.a 108.6.a. Each player has their own Banishment.…
  • § 108.6.b 108.6.b. This space is where cards are placed when they are banished by a spell or effect.…
  • § 108.6.c 108.6.c. Represents cards that have been removed from play in a more difficult-to-recover way, or a temporary space to hold cards while effec…
  • § 108.6.d 108.6.d. The cards in the banishment are unordered. Their sequence does not matter, and they may be reorganized.…
  • § 108.6.e 108.6.e. The cards in any player's Banishment are Public Information. See rule 128. Privacy for more information.…
  • § 108.7 108.7. The Hand…
  • § 108.7.a 108.7.a. Each player has their own Hand.…
  • § 108.7.b 108.7.b. This is the location cards go when Drawn.…
  • § 108.7.c 108.7.c. The cards in a player's hand are Private Information.…
  • § 108.7.d 108.7.d. The number of cards in a player's hand is Public Information.…
  • § 108.7.e 108.7.e. The hand can be targeted as a zone, and cards there can be affected by spells and effects when specified.…
  • § 109 109. All Game Objects in the collective Play Areas are Public Information.…
  • § 109.1 109.1. Any player may view, or be provided with the details of the face-up information printed on the cards in the Play Area.…
  • § 109.2 109.2. The State of all Game Objects in the Play Area is also Public Information. Examples: If a Unit is Buffed If a Gear is Exhausted Etc.…
  • § 110 110. Whenever a Game Object changes zones to or from a Non-Board Zone, all Temporary Modifications of all kinds cease to be tracked on it in …
  • § 111 111. Setup Process…
  • § 112 112. Each player separates their Champion Legend and places it in the Legend Zone.…
  • § 113 113. Each player separates their Chosen Champion and places it in the Champion Zone.…
  • § 114 114. Each player sets aside their Battlefields.…
  • § 114.1 114.1. Your Mode of Play will dictate how these are used and placed into the Battlefield Zone. See rule 476. Modes of Play for more informati…
  • § 115 115. Each player shuffles their decks, separately, then places them into their respective Zones.…
  • § 115.1 115.1. The Main Deck is placed in the Main Deck Zone.…
  • § 115.2 115.2. The Rune Deck is placed in the Rune Deck Zone.…
  • § 116 116. Determine Turn Order using any fair random method agreed on by all players.…
  • § 116.1 116.1. Turn Order is established as a repeating set of the players.…
  • § 116.1.a 116.1.a. The Mode of Play will specify how to determine a First Player.…
  • § 116.1.b 116.1.b. If not otherwise specified, Seating then determines the sequence, play proceeding clockwise from the First Player.…
  • § 116.1.c 116.1.c. The Turn Order generates a looping queue of turns, starting with the First Player and repeating until the game ends.…
  • § 116.2 116.2. See the selected Mode of Play for any adjustments to each player's first turn. See rule 476. Modes of Play for more information.…
  • § 117 117. Players each draw 4.…
  • § 118 118. In turn order, players perform their Mulligan.…
  • § 118.1 118.1. A player may choose up to two cards in their hand. They set those cards aside.…
  • § 118.2 118.2. Then, that player draws as many cards as they set aside.…
  • § 118.3 118.3. Finally, that player Recycles the cards that were set aside. See rule 416. Recycle for more information.…
  • § 119 119. Begin play with the First Player taking their turn.…
  • § 120 120. Game Objects…
  • § 121 121. A Game Object is any game piece that can produce one or more Game Effects or grant prerequisites for players to take Game Actions.…
  • § 122 122. A Game Object does not include nor preclude any inherent properties beyond the ability to produce, or act as the prerequisite for, Game…
  • § 123 123. A Game Object can be a literal object or a logical object.…
  • § 124 124. Game Objects include, but are not limited to, the following: Main Deck cards in any zone Runes in any zone Legends Battlefields Tokens i…
  • § 125 125. Cards…
  • § 126 126. Riftbound games are composed of players playing the cards in their respective decks.…
  • § 127 127. Ownership…
  • § 127.1 127.1. For gameplay purposes, a card's Owner is the player who brought it into the game, either as their Champion Legend, one of their Battl…
  • § 128 128. Privacy…
  • § 128.1 128.1. A card will always exist in one of the many Zones described during Setup.…
  • § 128.2 128.2. A card will have a different level of Privacy based on where it resides at a given time…
  • § 128.3 128.3. Secret: This level of Privacy indicates that no player may read or look at the face of the card.…
  • § 128.4 128.4. Private: This level of Privacy indicates that only the controller of a card on the board or the owner of a card in any other zone may…
  • § 128.5 128.5. Public: This level of Privacy indicates that any player may read or look at the face of the card.…
  • § 129 129. Back Side…
  • § 129.1 129.1. The back side of a card is the side with the Riftbound logo.…
  • § 129.2 129.2. There is a unique pattern of back side for each of the three categories of card: Main Deck cards, Rune Deck cards, and Battlefields an…
  • § 129.3 129.3. The back side of a card is presented to conceal information for Private and Secret information cards. For example, cards in the Main …
  • § 129.4 129.4. The term facedown is used to describe the state during regular play of having a card's back side presented on the Board. A facedown c…
  • § 130 130. Front Side…
  • § 130.1 130.1. The front side of a card is the opposite of its back.…
  • § 130.2 130.2. This is also referred to as a front face.…
  • § 130.3 130.3. This can be identified in situations where the back is not easily discernible by the presence of the Play Cost in the upper left corne…
  • § 130.4 130.4. Cards, when played, are played with their front face presented.…
  • § 130.5 130.5. The term face up is used to describe the state during regular play of having a card's front face presented…
  • § 130.6 130.6. Cards are considered to be Public Information while in this state, even if obscured by other cards in a pile. Example: The Trash is P…
  • § 131 131. Cost…
  • § 131.1 131.1. Main Deck cards have a Cost, listed in the upper left corner of the front face of the card. See rule 164. Rune Pools for more informa…
  • § 131.2 131.2. Energy Cost…
  • § 131.2.a 131.2.a. The numeral listed in the Cost element in the upper left corner of the card.…
  • § 131.3 131.3. Power cost…
  • § 131.3.a 131.3.a. The symbols, listed vertically, in the Cost element in the upper left corner of the card.…
  • § 131.3.b 131.3.b. This section may not be present on every card.…
  • § 131.4 131.4. Effects that need to determine a card’s cost for any purpose always use its printed cost, even if that cost is altered or ignored as …
  • § 132 132. Name…
  • § 132.1 132.1. Each card has a name that identifies it uniquely.…
  • § 132.2 132.2. This is usually located in the middle of the card.…
  • § 132.3 132.3. Cards that are printed in different languages but represent the same card are considered to have the same name for the purposes of de…
  • § 132.4 132.4. Some cards have both a short name and a subtitle. For all purposes, including rules and deckbuilding, such a card’s name is “[Short N…
  • § 133 133. Category…
  • § 133.1 133.1. A card can have one or more Categories and Sub-Categories based on the properties of its front and back sides.…
  • § 133.2 133.2. These Categories and Sub-Categories dictate the behaviors of the card during play.…
  • § 133.3 133.3. Spells and other effects can refer to categories, sub-categories, supertypes, card types, tags, and other characteristics inclusively…
  • § 133.4 133.4. Main Deck Cards begin the game in the Main Deck or (in the case of a Chosen Champion) the Champion Zone.…
  • § 133.4.a 133.4.a. Permanents…
  • § 133.4.b 133.4.b. Spells…
  • § 133.5 133.5. Rune Deck Cards begin the game in the Rune Deck.…
  • § 133.5.a 133.5.a. Runes…
  • § 133.6 133.6. Non-Deck Cards are not part of any deck and begin the game in a zone determined by their type.…
  • § 133.6.a 133.6.a. Battlefields…
  • § 133.6.b 133.6.b. Legends…
  • § 133.7 133.7. Supertypes are Categories that may apply to game objects of multiple types. They are listed before a card’s type.…
  • § 133.7.a 133.7.a. Champion is a supertype that applies exclusively to units. It impacts the rules for deckbuilding. See rule 103.2.a. Chosen Champion…
  • § 133.7.b 133.7.b. Signature is a supertype that may apply to game objects of any card type. It impacts the rules for deckbuilding. See rule 103.2.d. …
  • § 133.7.c 133.7.c. Token is a supertype applied to temporary game objects of any card type. See rule 176. Tokens for more information.…
  • § 133.8 133.8. Tags are Categories that may apply to game objects of multiple types. They are listed after a card’s type.…
  • § 133.8.a 133.8.a. Tags have no innate rules meaning, but may be referenced by game rules and card effects.…
  • § 133.8.b 133.8.b. Tags used to link Legends, Champion Units, and Signature cards are known as Champion Tags.…
  • § 134 134. Domain…
  • § 134.1 134.1. Most cards belong to one or more of six Domains, identified by one or more symbols in the lower right corner.…
  • § 134.2 134.2. Each Domain has an associated color, a unique symbol, and a shorthand used to represent that symbol in written text.…
  • § 134.2.a 134.2.a. Fury is associated with the color red and represented by a circular symbol with three projecting points. Its shorthand is [R].…
  • § 134.2.b 134.2.b. Calm is associated with the color green and represented by a symbol resembling a leaf. Its shorthand is [G].…
  • § 134.2.c 134.2.c. Mind is associated with the color blue and represented by a symbol resembling a sun and moon. Its shorthand is [B].…
  • § 134.2.d 134.2.d. Body is associated with the color orange and represented by a blocky diamond-shaped symbol. Its shorthand is [O].…
  • § 134.2.e 134.2.e. Chaos is associated with the color purple and represented by a hexagonal symbol with swirls emanating from its center. Its shorthan…
  • § 134.2.f 134.2.f. Order is associated with the color yellow and represented by an angular winged symbol. Its shorthand is [Y].…
  • § 135 135. Rules Text…
  • § 135.1 135.1. All cards have a section that describes how they affect the game. This section is known as the Rules Text of the card.…
  • § 135.2 135.2. This section may contain:…
  • § 135.2.a 135.2.a. Abilities…
  • § 135.2.b 135.2.b. Instructions…
  • § 135.2.c 135.2.c. Keywords…
  • § 135.2.d 135.2.d. Reminder Text…
  • § 135.2.e 135.2.e. Symbols…
  • § 135.3 135.3. Rules text can be blank.…
  • § 135.4 135.4. A card’s printed Rules Text is Inactive while that card is Attached to another card. See rule 716. Attachment for more information. S…
  • § 135.4.a 135.4.a. The presence of text, rules, Keywords, and other effects can still be referenced and detected by other game effects, even while Rul…
  • § 135.4.b 135.4.b. Any granted or appended Rules Text on a card is still Active even if that card is Attached to another card.…
  • § 136 136. Effect Text…
  • § 136.1 136.1. Some cards have a separate section of text below the Rules Text. This is referred to as the Effect Text.…
  • § 136.2 136.2. Effect Text can contain additional Abilities.…
  • § 136.2.a 136.2.a. Effect Text can be blank.…
  • § 136.2.b 136.2.b. Effect Text is inactive unless the card with the Effect Text is Attached to another card. See rule 716. Attachment for more informa…
  • § 136.2.c 136.2.c. The abilities in the Effect Text section of a card are appended to the Rules Text of the card to which the card with the Effect Tex…
  • § 137 137. Might Bonus…
  • § 137.1 137.1. Some cards have a Might Bonus in their lower right corner, expressed as an operator plus an integer.…
  • § 137.2 137.2. A card’s Might Bonus can be +0.…
  • § 137.3 137.3. A card’s Might Bonus modulates the Might of the card to which the card that has the Might Bonus is Attached. See rule 716. Attachment…
  • § 137.3.a 137.3.a. The Might Bonus is applied while Attached and stops applying as soon as the card with the Might Bonus is no longer Attached.…
  • § 137.3.b 137.3.b. If the card to which a card with a Might Bonus is Attached has no Might value, the Might Bonus is ignored.…
  • § 138 138. Flavor Text…
  • § 138.1 138.1. Flavor text is text that appears at the bottom of some cards to provide aesthetic enjoyment. It conveys no gameplay information. Exam…
  • § 138.2 138.2. Flavor text is located at the bottom of the section provided for rules text, usually in a shaded bar. It appears in italics.…
  • § 139 139. Illustration…
  • § 139.1 139.1. Each card has an illustration. It conveys no gameplay information.…
  • § 140 140. Units…
  • § 141 141. Unit is:…
  • § 141.1 141.1. A Game Object…
  • § 141.1.a 141.1.a. While on the Board:…
  • § 141.1.b 141.1.b. While in the Trash:…
  • § 141.2 141.2. A Card Type…
  • § 141.2.a 141.2.a. This is a unique identifier that some spells or abilities will use to restrict what they can choose or affect.…
  • § 141.2.b 141.2.b. The card type is relevant in all zones.…
  • § 142 142. Damage is a marked value that is applied to Units.…
  • § 142.1 142.1. Damage is not a Game Object.…
  • § 142.2 142.2. Damage is a value tracked per-Unit.…
  • § 142.3 142.3. Damage tracks how close a Unit is to being Killed. See rule 428. Kill for more information.…
  • § 142.4 142.4. Damage can be Healed. See rule 418. Heal for more information.…
  • § 143 143. Units have multiple Intrinsic Properties unique to them:…
  • § 143.1 143.1. Tag: A Unit has zero or more Tags representing one or more champions, regions, factions, or species it belongs to.…
  • § 143.1.a 143.1.a. These have no intrinsic rules or behaviors by themselves.…
  • § 143.1.b 143.1.b. Spells, abilities, and game actions can reference these types as part of their execution.…
  • § 143.2 143.2. 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 ef…
  • § 143.2.a 143.2.a. If a Unit ever has nonzero damage marked on it equalling or exceeding its Might, it is Killed.…
  • § 143.2.b 143.2.b. If a unit's Might is ever less than 0, it is treated as 0 when referenced by spells and abilities, and when summing Might to be ass…
  • § 143.3 143.3. Units can have damage marked on them.…
  • § 143.3.a 143.3.a. When spells, abilities, or other game effects deal damage, Units mark that damage on them temporarily. This can be tracked with coi…
  • § 143.3.b 143.3.b. Damage is Healed from Units at two specific times:…
  • § 143.4 143.4. Units enter the Board exhausted.…
  • § 143.4.a 143.4.a. This can be altered by Accelerate or similar game effects. See rule 805. Accelerate for more information.…
  • § 144 144. Units have the Inherent Ability to perform a Standard Move.…
  • § 144.1 144.1. This action is limited in when it can be performed.…
  • § 144.1.a 144.1.a. This action can be done any time during a player's Main Phase.…
  • § 144.1.b 144.1.b. This action cannot be performed during a Closed State.…
  • § 144.1.c 144.1.c. This action cannot be performed during a Showdown or Combat.…
  • § 144.2 144.2. Exhausting the Unit is the Cost for this action.…
  • § 144.3 144.3. Players may perform multiple Units' standard move simultaneously.…
  • § 144.3.a 144.3.a. When a Move like this is declared by a player, the units' Destination must be the same.…
  • § 144.3.b 144.3.b. When a Move like this is declared by a player, the Origins do not need to be the same.…
  • § 144.3.c 144.3.c. The Costs of Exhausting the Units are also paid Simultaneously.…
  • § 144.4 144.4. The Destinations where Units can Move to with their Standard Move are restricted:…
  • § 144.4.a 144.4.a. Units may move from their Base to a Battlefield.…
  • § 144.4.b 144.4.b. Units may move from a Battlefield to their Base.…
  • § 144.4.c 144.4.c. Ganking is a unique ability that affects a Unit's Standard Move…
  • § 145 145. Units may have Activated Abilities.…
  • § 145.1 145.1. Activated Abilities are Game Effects that are written as Costs followed by a ":", and then succeeded by an effect. See rule 376. Acti…
  • § 145.2 145.2. The Activated Ability of Units may be executed at any time during the controlling player's Main Phase during an Open State, and not d…
  • § 145.2.a 145.2.a. This follows the same process as playing a card. See rule 349. Playing Cards for more information.…
  • § 146 146. Units have a Location.…
  • § 146.1 146.1. A Unit’s Location is the Base or Battlefield it currently occupies.…
  • § 147 147. Gear…
  • § 148 148. Gear are:…
  • § 148.1 148.1. A Game Object…
  • § 148.1.a 148.1.a. While on the Board.…
  • § 148.1.b 148.1.b. While in the Trash…
  • § 148.2 148.2. A Card Type…
  • § 148.2.a 148.2.a. This is a unique identifier that some spells or abilities will use to restrict what they can choose or affect.…
  • § 148.2.b 148.2.b. The card type is relevant in all zones.…
  • § 149 149. Gear have several Intrinsic Properties unique to them.…
  • § 149.1 149.1. Gear enter play Ready.…
  • § 149.2 149.2. Gear can only be played to a player's Base unless an effect specifies otherwise.…
  • § 149.3 149.3. If an unattached Gear is at a Battlefield for any reason during a cleanup, then it is recalled to its controller's Base as a correctiv…
  • § 150 150. Gear may have Activated Abilities.…
  • § 150.1 150.1. Activated Abilities are Game Effects that are written as Costs followed by a ":", and then succeeded by an effect. See rule 376. Acti…
  • § 150.2 150.2. The Activated Ability of Gear may be executed at any time during the controlling player's Main Phase during an Open State, and not du…
  • § 150.2.a 150.2.a. This follows the same process as playing a card. See rule 349. Playing Cards for more information.…
  • § 151 151. Gear have a Location.…
  • § 151.1 151.1. A Gear’s Location is the Base or Battlefield it currently occupies.…
  • § 151.2 151.2. Gear cannot normally become located at a Battlefield unless by some special means. Example: Gear are always played to Base. The only e…
  • § 152 152. Spells…
  • § 153 153. Spell is a card type.…
  • § 154 154. A spell can be played during an Open State outside of Showdowns on its controller's turn.…
  • § 155 155. A spell is controlled by the player who played it.…
  • § 156 156. A spell creates a game effect according to its instructions and is then placed in the Trash of the player who owns it.…
  • § 157 157. When a spell is successfully played, a player executes the rules text of the spell. This is called Resolving the spell.…
  • § 157.1 157.1. Spells have their rules text executed from top to bottom when they are Resolved.…
  • § 157.2 157.2. If a later part of a spell applies a Replacement Effect that alters earlier parts of the spell, apply those replacement effects as ap…
  • § 157.3 157.3. While a spell or ability on the chain is Resolving, no other spells or abilities can be finalized on the chain or resolved, including …
  • § 157.3.a 157.3.a. Finish resolving all effects of a spell before addressing any chain items or Tasks the spell may have added or made outstanding thr…
  • § 158 158. Certain Keywords on spells are not executable rules text, but instead intrinsic properties of the spell.…
  • § 158.1 158.1. These determine inherent properties and behaviors of the spell before being played or while on the chain.…
  • § 158.2 158.2. These keywords are:…
  • § 158.2.a 158.2.a. Action…
  • § 158.2.b 158.2.b. Reaction…
  • § 159 159. Runes…
  • § 160 160. Rune is a Card Type.…
  • § 160.1 160.1. A Rune is not a Main Deck card.…
  • § 160.1.a 160.1.a. This means, despite remaining on the Board until Recycled or otherwise removed from the board, it is not a Permanent.…
  • § 160.2 160.2. Runes are kept in the Rune Deck.…
  • § 160.2.a 160.2.a. Exactly 12 Rune cards chosen during Deck Construction. See rule 103.3. Rune Deck for more information.…
  • § 160.2.b 160.2.b. When a Rune is Recycled it is returned to the Rune Deck, not the Main Deck. See rule 416. Recycle for more information.…
  • § 161 161. Runes produce the resources needed to pay costs.…
  • § 162 162. Runes produce Energy and Power.…
  • § 162.1 162.1. Energy is used to pay numeric Energy costs.…
  • § 162.1.a 162.1.a. Energy has no Domain.…
  • § 162.1.b 162.1.b. Energy has no type.…
  • § 162.2 162.2. Power is used to pay Domain-associated Power Costs.…
  • § 162.2.a 162.2.a. Power has a Domain.…
  • § 162.2.b 162.2.b. Some Power is Universal and can be used to pay for costs of any Domain.…
  • § 163 163. Basic Runes…
  • § 163.1 163.1. There are six Basic Runes, each with a Domain corresponding to its name: Fury Rune Calm Rune Mind Rune Body Rune Chaos Rune Order Run…
  • § 163.2 163.2. A Basic Rune always has the following two Abilities:…
  • § 163.2.a 163.2.a. [E]: [Reaction] — Add [1].…
  • § 163.2.b 163.2.b. Recycle this: [Reaction] — Add [C].…
  • § 164 164. Rune Pools…
  • § 165 165. The Rune Pool is a conceptual collection of a player's available Energy and Power available to pay Costs.…
  • § 165.1 165.1. When a card adds Energy or Power, it is added to the controlling player's Rune Pool.…
  • § 165.2 165.2. Players must first add Energy and Power to their Rune Pool in order to be able to spend it to play cards or pay for Abilities with cos…
  • § 165.3 165.3. Energy and Power do not have a physical marker or tracker, although players may wish to use a physical tracker if they are retaining …
  • § 166 166. Every player's Rune Pool empties at the end of each player's draw phase and the end of each player's turn.…
  • § 166.1 166.1. Any unspent Energy or Power are lost.…
  • § 167 167. All Abilities that include the action "Add" are abilities that are adding Energy or Power to the Rune Pool. See rule 429. Add for more …
  • § 168 168. Battlefields…
  • § 169 169. Battlefields are Game Objects.…
  • § 169.1 169.1. Battlefields are Owned by a player.…
  • § 169.2 169.2. Battlefields are not shuffled into Decks at the start of a game.…
  • § 169.2.a 169.2.a. Battlefields are not played during the course of regular play.…
  • § 169.2.b 169.2.b. Battlefields are established at the start of a game and remain in place for the duration of regular play.…
  • § 169.3 169.3. Battlefields cannot be Killed during the course of regular play.…
  • § 169.4 169.4. Battlefields cannot be Moved.…
  • § 169.5 169.5. Battlefields are Locations.…
  • § 169.5.a 169.5.a. Battlefields can be Origins of moves.…
  • § 169.5.b 169.5.b. Battlefields can be Destinations of moves.…
  • § 169.6 169.6. Any number of Units can be present at a Battlefield.…
  • § 169.7 169.7. Battlefields can be targeted by spells or game effects.…
  • § 169.8 169.8. Battlefields can have Passive Abilities. See rule 363. Passive Abilities for more information.…
  • § 169.9 169.9. Battlefields can have Triggered Abilities. See rule 382. Triggered Abilities for more information.…
  • § 169.10 169.10. Battlefields can be referenced in different states in card text:…
  • § 169.10.a 169.10.a. Battlefields can be “occupied.” This means they have a Unit present.…
  • § 169.10.b 169.10.b. Battlefields can be “uncontrolled.” This means no player controls them.…
  • § 169.10.c 169.10.c. Battlefields can be “open.” This means they are unoccupied and uncontrolled.…
  • § 170 170. Battlefields are not Permanents.…
  • § 171 171. The number of Battlefields on the Board is determined by the Mode of Play.…
  • § 172 172. Legends…
  • § 173 173. Legends are Game Objects.…
  • § 173.1 173.1. Legends are Owned by a player.…
  • § 173.2 173.2. Legends are not shuffled into Decks at the start of a game.…
  • § 173.2.a 173.2.a. Legends are not played during the course of regular play.…
  • § 173.2.b 173.2.b. Legends are established at the start of a game, and remain in place for the duration of regular play.…
  • § 173.3 173.3. Legends cannot be Killed during the course of regular play.…
  • § 173.4 173.4. Legends cannot be Moved.…
  • § 173.5 173.5. Legends can be targeted by spells or game effects.…
  • § 173.6 173.6. Legends can have Passive Abilities. See rule 363. Passive Abilities for more information.…
  • § 173.7 173.7. Legends can have Triggered Abilities. See rule 382. Triggered Abilities for more information.…
  • § 173.8 173.8. Legends can have Activated Abilities. See rule 376. Activated Abilities for more information.…
  • § 174 174. Legends are not Permanents.…
  • § 175 175. Legends may have one or more Domains.…
  • § 175.1 175.1. The Legend determines the Domain Identity of cards its owner can include. See rule 101. Deck Construction for more information.…
  • § 176 176. Tokens…
  • § 177 177. Tokens are Game Objects created by spells and abilities during play.…
  • § 178 178. Tokens can be represented by anything. Printed tokens are included in Riftbound booster packs, but they are not required to play a toke…
  • § 179 179. A token's controller is the controller of the spell or ability that created it, unless the token's type innately determines control or …
  • § 180 180. A token's owner is the player who controlled the effect that created it.…
  • § 181 181. The effect that creates a token may specify the conditions or circumstances under which it enters the board. These stipulations may alt…
  • § 181.1 181.1. The effect may state that the token enters ready or exhausted, if that state is contrary to the default for the token's type.…
  • § 181.2 181.2. The effect may restrict the location to which the token may be played.…
  • § 181.3 181.3. The effect may grant temporary abilities or modifications to the token.…
  • § 182 182. Tokens are not cards.…
  • § 182.1 182.1. Tokens have some properties in common with cards.…
  • § 182.1.a 182.1.a. Tokens are played by their owner if their card type is played, following all the applicable steps for playing a card plus any restr…
  • § 182.1.b 182.1.b. Token units have a Might.…
  • § 182.1.c 182.1.c. Tokens may have one or more tags.…
  • § 182.1.d 182.1.d. Tokens have a type. They follow all rules for their type unless otherwise specified. Example: A token unit is a unit. It enters exha…
  • § 182.1.e 182.1.e. Tokens inherit the recycle destination of their type. Example: Token runes will be recycled to the Rune Deck. Token units, gear, an…
  • § 182.2 182.2. Tokens differ from cards in some ways.…
  • § 182.2.a 182.2.a. Tokens do not have costs.…
  • § 182.2.b 182.2.b. Tokens do not have domains.…
  • § 183 183. Tokens are Created on the board or the Chain and cannot exist elsewhere.…
  • § 183.1 183.1. If a token is put into any Non-Board Zone besides the chain, it ceases to exist immediately after moving to its new zone.…
  • § 184 184. The spell or ability that Creates a token specifies some of its characteristics. It may have other characteristics, as listed below.…
  • § 184.1 184.1. A 1 [M] Recruit token is a domainless unit token with 1 Might and the Recruit tag.…
  • § 184.2 184.2. A 3 [M] Sprite token with Temporary is a domainless unit token with 3 Might, the Fae tag, and the Temporary keyword. See rule 816. Te…
  • § 184.3 184.3. A 2 [M] Sand Soldier token is a domainless unit token with 2 Might and the Shurima tag.…
  • § 184.4 184.4. A 3 [M] Mech token is a domainless unit token with 3 Might and the Mech tag.…
  • § 184.5 184.5. A Gold gear token is a domainless gear token with “[Reaction][>] Kill this, [E]: [Add] [A].”…
  • § 184.6 184.6. A 0 [M] Reflection token is a domainless unit token with 0 Might.…
  • § 184.7 184.7. A 1 [M] Bird token is a domainless unit token with 1 Might, the Bird tag, and the Deflect keyword. See rule 809. Deflect for more infor…
  • § 184.8 184.8. A Brush battlefield token is a domainless battlefield token with “Bird, Cat, Dog, Poro, and Ivern units here have +1 [M]” and “When you…
  • § 184.9 184.9. The Baron Pit battlefield token is a domainless battlefield token with “Units can move here from anywhere.”…
  • § 185 185. Control…
  • § 186 186. Control is the concept of a player having influence of a Game Object and applies differently to different card types.…
  • § 187 187. Battlefields…
  • § 187.1 187.1. Control is established over Battlefields through the course of play.…
  • § 187.2 187.2. Control is a binary state for Battlefields and an Identifier for players.…
  • § 187.2.a 187.2.a. A Battlefield is Controlled or Uncontrolled.…
  • § 187.2.b 187.2.b. A Battlefield is Controlled by a specific player or Controlled by no one.…
  • § 187.3 187.3. Control can be Contested through the course of play.…
  • § 187.3.a 187.3.a. Contested is a temporary status applied to the battlefield when a Unit controlled by a Player who does not currently Control that Ba…
  • § 187.3.b 187.3.b. A Battlefield remains Contested until Control is established or re-established.…
  • § 187.3.c 187.3.c. The state of a Battlefield being Contested is used to determine when Combat should occur, when a Non-Combat Showdown should occur, a…
  • § 187.3.d 187.3.d. At this time Game Effects cannot reference this status.…
  • § 187.4 187.4. Control is established by having Units at a Battlefield at the end of a Showdown or Combat after applying the contested status.…
  • § 187.4.a 187.4.a. If a player controls Units at a Battlefield, outside of Combat, they maintain Control of that Battlefield for as long as they have Un…
  • § 187.4.b 187.4.b. While a Combat or Showdown is ongoing at a Battlefield, Control of that Battlefield cannot change until instructed by steps of the Co…
  • § 187.4.c 187.4.c. If a player has no Units at a Battlefield and the turn is in an Open state, they lose Control of that Battlefield in the following cl…
  • § 187.5 187.5. Control is a constant state.…
  • § 187.6 187.6. Control of a Battlefield determines Control of its Abilities.…
  • § 187.6.a 187.6.a. While a Battlefield is Controlled, its Controller controls its Abilities. That player takes responsibility for adding them to the Ch…
  • § 187.6.b 187.6.b. While a Battlefield is Uncontrolled, its Abilities are also Uncontrolled. The Turn Player takes responsibility for adding them to th…
  • § 187.6.c 187.6.c. “You” in a battlefield’s abilities refers to the battlefield’s Controller, as does the implied “you” in instructions like “draw 1.” I…
  • § 188 188. Everything Else…
  • § 188.1 188.1. When a player Plays a Card or other Game Object, they are established as that Game Object's Controller.…
  • § 188.2 188.2. For Spells, they are the Spell's Controller.…
  • § 188.2.a 188.2.a. That player chooses targets.…
  • § 188.2.b 188.2.b. That player chooses modes.…
  • § 188.2.c 188.2.c. That player pays costs.…
  • § 188.3 188.3. For Permanents and Runes, when they Enter the Board, that player is assigned as that Game Object's Controller.…
  • § 188.3.a 188.3.a. That player may make decisions about the Game Object's Inherent Abilities.…
  • § 188.3.b 188.3.b. That player may make decisions about the Game Object's Unique Abilities.…
  • § 188.3.c 188.3.c. That player may make decisions about any game effects or decisions necessary while the card is being played.…
  • § 188.3.d 188.3.d. That player may make decisions about any game effects created from "When you play me" effects of Permanents.…
  • § 188.4 188.4. For Abilities, they are the Ability’s Controller.…
  • § 188.4.a 188.4.a. By default, the Controller of an Ability’s Source is the Controller of that Ability.…
  • § 188.4.b 188.4.b. Changes to Control of an Ability’s Source do not change Control of that Ability.…
  • § 188.4.c 188.4.c. That player chooses targets.…
  • § 188.4.d 188.4.d. That player chooses modes.…
  • § 188.4.e 188.4.e. That player pays costs.…
  • § 189 189. When a game effect or rules text refers to the Controller of a specific object, it can be referring to either context interchangeably.…
  • § 189.1 189.1. The method of assignment of control is different, but the status of Control is the same across all Game Objects.…
§ 300 300. Playing the Game (413)
  • § 300 300. Playing the Game…
  • § 301 301. The Turn…
  • § 302 302. Play continues cyclically until one player wins.…
  • § 303 303. The phases of a turn are rigid, but the actions taken during those steps can be done in any order, unless otherwise specified.…
  • § 303.1 303.1. Game Actions of any nature are performed one at a time and are executed completely.…
  • § 303.2 303.2. Game Actions cannot be performed simultaneously for any reason.…
  • § 303.2.a 303.2.a. If one or more game actions, game effects, or Triggered Abilities are activated simultaneously, then Turn Order is referenced to or…
  • § 304 304. The Turn Player is the player taking the current turn.…
  • § 305 305. When there are no items on the Chain and the Turn Player cannot or chooses not to perform any Discretionary Actions, the current phase …
  • § 306 306. The Turn Player changes when the current Turn Player reaches the End of all of the Phases of their Turn.…
  • § 307 307. States of the Turn…
  • § 308 308. At any given time, the turn is in either a Neutral State or a Showdown State.…
  • § 308.1 308.1. If a Showdown or Combat is in progress, the turn is in a Showdown State.…
  • § 308.1.a 308.1.a. Only cards and abilities with the Action or Reaction keywords can be played or activated in a Showdown State.…
  • § 308.2 308.2. If no Showdown or Combat is in progress, the turn is in a Neutral State.…
  • § 309 309. At any given time, the turn is in either an Open State or a Closed State.…
  • § 309.1 309.1. If a Chain exists, the turn is in a Closed State.…
  • § 309.1.a 309.1.a. Only cards and abilities with the Reaction keyword can be played or activated in a Closed State.…
  • § 309.2 309.2. If no Chain exists, the turn is in an Open State.…
  • § 310 310. These descriptions can be combined, such that the turn is always in one of these four states:…
  • § 310.1 310.1. Neutral Open: There is no Showdown or Combat in progress and no Chain exists.…
  • § 310.1.a 310.1.a. By default, cards can be played and abilities activated only when a player has priority on their turn in a Neutral Open state.…
  • § 310.2 310.2. Neutral Closed: There is no Showdown or Combat in progress and a Chain exists.…
  • § 310.3 310.3. Showdown Open: A Showdown or Combat is in progress and no Chain exists.…
  • § 310.4 310.4. Showdown Closed: A Showdown or Combat is in progress and a Chain exists.…
  • § 311 311. Priority and Focus…
  • § 312 312. At any given time, up to one player has Priority.…
  • § 312.1 312.1. Priority is the singular exclusive right to take Discretionary Actions. See rule 410.1. Discretionary Actions for more information.…
  • § 312.1.a 312.1.a. The player with Priority can take appropriately timed Discretionary Actions.…
  • § 312.1.b 312.1.b. If no player has Priority, no player can take Discretionary Actions.…
  • § 312.2 312.2. A player receives Priority at the following times:…
  • § 312.2.a 312.2.a. When the turn is in a Neutral Open State during their Main Phase.…
  • § 312.2.b 312.2.b. When the turn is in a Showdown State and they gain Focus.…
  • § 312.2.c 312.2.c. When the turn is in a Closed State and they control the next item on the Chain.…
  • § 312.2.d 312.2.d. When the turn is in a Closed State, they are the next Player in Turn Order, and the player with Priority passes.…
  • § 312.3 312.3. When a player is granted Priority, it is either created if no player has it or taken from the player with Priority.…
  • § 313 313. At any given time, up to one player has Focus.…
  • § 313.1 313.1. Focus is the permission to take appropriately timed Discretionary Actions when the turn is in a Showdown Open State. See rule 307. St…
  • § 313.1.a 313.1.a. The player with Focus must obey any additional restrictions on which Discretionary Actions may be performed. Example: A player with…
  • § 313.2 313.2. A player who gains Focus also gains Priority.…
  • § 313.3 313.3. A player who passes Priority retains Focus.…
  • § 313.4 313.4. A player may not make discretionary actions with Focus unless they also possess Priority.…
  • § 313.5 313.5. If the turn is in a Neutral State, no player has Focus.…
  • § 314 314. Phases of the Turn…
  • § 315 315. Start of Turn…
  • § 315.1 315.1. Awaken Phase…
  • § 315.1.a 315.1.a. The following Task becomes Outstanding:…
  • § 315.1.b 315.1.b. 1. The Turn Player readies all Game Objects they control that are able to be readied. See rule 415. Ready for more information.…
  • § 315.2 315.2. Beginning Phase…
  • § 315.2.a 315.2.a. Beginning Step…
  • § 315.2.b 315.2.b. Scoring Step…
  • § 315.3 315.3. Channel Phase…
  • § 315.3.a 315.3.a. The following Task becomes Outstanding:…
  • § 315.3.b 315.3.b. 1. The Turn Player channels 2 runes from their Rune Deck. See rule 430. Channel for more information.…
  • § 315.4 315.4. Draw Phase…
  • § 315.4.a 315.4.a. The following Task becomes Outstanding:…
  • § 315.4.b 315.4.b. 1. The Turn Player draws 1.…
  • § 315.4.c 315.4.c. The following Task becomes Outstanding:…
  • § 315.4.d 315.4.d. 1. Each player's Rune Pool empties. Any unspent Energy and Power are lost. See rule 164. Rune Pools for more information.…
  • § 316 316. Main Phase…
  • § 316.1 316.1. When all steps of the Start of Turn have been completed, the Main Phase begins.…
  • § 316.2 316.2. The Main Phase has no defined structure.…
  • § 316.2.a 316.2.a. A player may take any number of Discretionary Actions they are able to perform during this phase. See rule 410.1. Discretionary Act…
  • § 316.2.b 316.2.b. This is denoted as a Neutral Open State, and only the Turn Player has the ability to play spells or activate abilities. See rule 30…
  • § 316.3 316.3. As a result of a player taking Discretionary Actions, one or more structured phases may occur.…
  • § 316.4 316.4. Combat…
  • § 316.4.a 316.4.a. A Combat occurs as a result of Units controlled by opposing players being present at the same Battlefield.…
  • § 316.4.b 316.4.b. This could be the result of a Standard Move Standard Action, a Spell, or other Game Effect.…
  • § 316.4.c 316.4.c. The source effect does not change the structure or flow of Combat once initiated.…
  • § 316.4.d 316.4.d. A Combat can only occur between two players. See rule 454. Combat for more information.…
  • § 316.4.e 316.4.e. Play proceeds following the steps of combat. See rule 458. The Steps of Combat for more information.…
  • § 316.4.f 316.4.f. Combat will also include a Showdown.…
  • § 316.5 316.5. Showdowns…
  • § 316.5.a 316.5.a. A Showdown occurs when a Combat occurs.…
  • § 316.5.b 316.5.b. A Showdown is marked as Staged at a Battlefield when the Contested status is applied to a Battlefield with no current controller.…
  • § 316.5.c 316.5.c. A Showdown is a structured Window of Opportunity where Players may play cards and activate abilities with Action or Reaction. See r…
  • § 316.6 316.6. When a player has no more Discretionary Actions they wish to execute, they must indicate they are ending their turn.…
  • § 316.6.a 316.6.a. This ends the Main Phase.…
  • § 316.6.b 316.6.b. Play proceeds to the Ending Phase.…
  • § 317 317. Ending Phase…
  • § 317.1 317.1. Ending Step…
  • § 317.1.a 317.1.a. At the end of the turn Game Effects take place.…
  • § 317.1.b 317.1.b. Specific game effects and abilities will reference this timing and phase as necessary.…
  • § 317.2 317.2. Expiration Step…
  • § 317.2.a 317.2.a. Invoke an Ending Special Cleanup. See rule 318. Cleanups for more information.…
  • § 317.2.b 317.2.b. Insert “2c. Heal all Units.”…
  • § 317.2.c 317.2.c. Insert “2d. All ‘this turn’ effects expire simultaneously.”…
  • § 317.2.d 317.2.d. Insert “2e. Each player’s Rune Pool empties. Any unspent Energy and Power are lost.”…
  • § 317.2.e 317.2.e. The following Task becomes Outstanding:…
  • § 317.2.f 317.2.f. 1. If any items underwent the FEPR process, return to the start of the Expiration Step…
  • § 317.3 317.3. The next player with their Turn queued becomes the Turn Player.…
  • § 318 318. Cleanups…
  • § 319 319. A Cleanup will be made an Outstanding Task at the following times:…
  • § 319.1 319.1. After the game transitions to or from an Open or Closed state…
  • § 319.2 319.2. After the game transitions between Phases, unless specified otherwise…
  • § 319.3 319.3. After a Pending Item is added to the Chain…
  • § 319.4 319.4. After a Pending Item becomes a Legal Item on the Chain…
  • § 319.5 319.5. After a Chain Item is removed from the Chain for any reason…
  • § 319.6 319.6. After any number of Game Objects enter or leave the Board…
  • § 319.7 319.7. After the status of any number of Game Objects changes for any reason…
  • § 319.8 319.8. After a Move is completed…
  • § 320 320. While a Cleanup is occurring, Chain Items cannot be Resolved.…
  • § 320.1 320.1. New Pending Items can be added, but Legal Items cannot be executed and Priority and Focus are not passed or awarded.…
  • § 321 321. Similarly, while Chain Items are Resolving, a Cleanup cannot occur.…
  • § 321.1 321.1. If an event occurs during the Resolution of a Chain Item that qualifies for a Cleanup, that Cleanup will be made an Outstanding Task.…
  • § 322 322. If an event occurs during a Cleanup that qualifies for a Cleanup, another Cleanup will occur immediately after the first completes, repea…
  • § 322.1 322.1. These new Cleanups are themselves Outstanding Tasks.…
  • § 323 323. When a Cleanup occurs, the following Tasks become Outstanding in the order described:…
  • § 323.1 323.1. 1. If a player has points greater than or equal to the Victory Score, and more points than any opponent, that player wins.…
  • § 323.2 323.2. 2. Assign or Remove the Attacker or Defender designation from Units as needed if there is a Combat in progress…
  • § 323.2.a 323.2.a. If there are Units present at the Battlefield the Combat is taking place at, but do not have a designation, they gain the same desig…
  • § 323.2.b 323.2.b. If there are Units present at the Battlefield the Combat is taking place at, but have the opposite designation of their controller, …
  • § 323.2.c 323.2.c. If there are Units at locations other than the Battlefield that the Combat is taking place at, but have either Attacker or Defender …
  • § 323.3 323.3. 3. Handle outstanding board state…
  • § 323.4 323.4. 3a. All Units that have non-zero Damage marked on them equalling or exceeding their Might that have Deathknell abilities will trigger…
  • § 323.5 323.5. 3b. All Units that have non-zero Damage marked on them equalling or exceeding their Might are killed and placed in their owners' Tras…
  • § 323.6 323.6. 4. If the turn is in an Open State, Battlefields with no Units occupying them and no Showdown or Combat ongoing become Uncontrolled.…
  • § 323.7 323.7. 5. Recall all Unattached non-Unit Gear at Battlefields, and all Permanents and Runes in Bases other than their controller’s. Remove al…
  • § 323.8 323.8. 6. Mark a Showdown as Staged at each Battlefield that Contested was applied to.…
  • § 323.8.a 323.8.a. The Showdown remains Staged at each Battlefield that is Contested and has units present controlled by the player that applied Contes…
  • § 323.9 323.9. 7. Mark a Combat as Staged at each Battlefield that Contested was applied to that have Units present controlled by opposing players.…
  • § 323.9.a 323.9.a. The Combat remains Staged at that Battlefield as long as there are Units present from two opposing players there.…
  • § 323.10 323.10. 7a. If Units of two opposing players are no longer present at a Battlefield that has a Combat Staged before it has opened, the Combat…
  • § 323.11 323.11. 8. If the current state is a Neutral Open State and one or more Showdowns are Staged, the Turn Player chooses one of those Battlefiel…
  • § 323.12 323.12. 8a. If a Showdown and Combat are staged at the same Battlefield and the turn player chooses to initiate the Showdown there, the Showd…
  • § 323.13 323.13. 9. If the current state is a Neutral Open State and Combat is Staged at one or more Battlefields, the Turn Player chooses one of thos…
  • § 323.14 323.14. 9a. If the current state is Showdown Open State and Combat is Staged at a Battlefield where there is a Non-Combat Showdown ongoing, t…
  • § 324 324. Special Cleanups are Cleanup steps invoked at specific times that have additional steps not present in a normal Cleanup.…
  • § 324.1 324.1. When a Special Cleanup is invoked, the unique steps added will be inserted and defined by the sub-section that invokes it. Example: Wh…
  • § 324.2 324.2. If events during a Special Cleanup require another Cleanup, a normal Cleanup is invoked, not another iteration of the Special Cleanup…
  • § 325 325. Chains and Showdowns…
  • § 326 326. Players can act during the following Windows of Opportunity that occur during the course of regular play:…
  • § 326.1 326.1. During a Chain…
  • § 326.2 326.2. During a Showdown…
  • § 327 327. Chains…
  • § 328 328. The Chain is a Non-Board Zone that temporarily exists whenever a card is played or an ability is activated.…
  • § 328.1 328.1. Cards are placed here as part of the process of being played.…
  • § 328.2 328.2. Abilities are queued here as part of the process of resolving. See rule 360. Abilities for more information.…
  • § 329 329. Cards and abilities added to the chain are added as Pending Chain Items that become Finalized Chain Items.…
  • § 329.1 329.1. Pending Items are on the Chain.…
  • § 329.2 329.2. Chain Items are Pending until the “Check Legality” step of playing a card. See rule 349. Playing Cards for more information.…
  • § 329.3 329.3. When a Pending Chain Item is no longer Pending it is finalized and becomes a Finalized Chain Item.…
  • § 330 330. The Chain exists as long as a Chain Item is on it.…
  • § 330.1 330.1. Only one Chain can exist at a time.…
  • § 330.2 330.2. If a card would begin to be played while a Chain already exists, it is placed on the existing Chain.…
  • § 331 331. The State of the Turn is partially determined by whether or not the Chain currently exists.…
  • § 331.1 331.1. The turn is said to be in a Closed State if a Chain exists.…
  • § 331.1.a 331.1.a. Cards of all Categories, by default, cannot be played during a Closed State.…
  • § 331.1.b 331.1.b. Card abilities, by default, cannot be played during a Closed State.…
  • § 331.2 331.2. The turn is said to be in an Open State if no Chain exists.…
  • § 332 332. Steps of Resolving Chain Items…
  • § 333 333. Whenever a card or token is played or an ability is activated or triggered, a Chain is created.…
  • § 333.1 333.1. The player that created the chain becomes the first player with Priority.…
  • § 334 334. A Task is one or more steps or processes that one or more Players must perform before continuing with any other actions.…
  • § 334.1 334.1. Tasks include, but are not limited to: Cleanups, the actions performed during the Start of Turn Process, throughout Combat in its var…
  • § 335 335. Whenever a Player takes one or more actions that incur Tasks they should refer to the process of HOT FEPR: Handle Outstanding Tasks; th…
  • § 335.1 335.1. In the course of Handling Outstanding Tasks, Chain Items may be added to the Chain. They will remain there until the Tasks are comple…
  • § 335.2 335.2. When all Outstanding Tasks are completed, all pending Chain Items will subsequently be processed by the FEPR process.…
  • § 335.2.a 335.2.a. During the FEPR process, new Tasks may be incurred. Pause the process and complete the necessary Tasks before continuing.…
  • § 335.3 335.3. If there are no Outstanding Tasks, no pending Chain Items, and it is the Main Phase, the Turn Player receives priority. If there are …
  • § 336 336. When there are no outstanding Tasks and there are pending Chain Items on the Chain, players should refer to the FEPR process to proceed…
  • § 336.1 336.1. In the sequence of resolving FEPR more Chain Items may become Pending Chain Items. These will be processed by the same FEPR process t…
  • § 337 337. Step 1: Finalize…
  • § 337.1 337.1. If one or more Items are Pending, their controllers must complete the steps of Playing those Pending Items until they are Finalized I…
  • § 337.1.a 337.1.a. This process does not pass Priority.…
  • § 337.1.b 337.1.b. Each Item is Finalized in the order it was appended to the Chain.…
  • § 337.1.c 337.1.c. Units, Gear, and abilities that Add resources resolve immediately when Finalized and do not progress to Step 2: Execute. See rule 3…
  • § 338 338. Step 2: Execute…
  • § 338.1 338.1. The player with Priority may do any the following:…
  • § 338.1.a 338.1.a. Play a Card that is legally timed.…
  • § 338.1.b 338.1.b. Activate Abilities of Game Objects that are legally timed. See rule 398. Playing or Activating Abilities for more information.…
  • § 338.1.c 338.1.c. Pass Priority…
  • § 339 339. Step 3: Pass…
  • § 339.1 339.1. If all players have passed Priority without adding any items to the Chain, proceed to Step 4: Resolve.…
  • § 339.2 339.2. Otherwise, the player with Priority passes Priority to the next Player in Turn Order. Return to Step 3: Execute.…
  • § 340 340. Step 4: Resolve…
  • § 340.1 340.1. The newest item on the Chain resolves. Execute its game effects in their entirety. See rule 349. Playing Cards for more information o…
  • § 340.2 340.2. If the Chain is empty, play proceeds in an Open State.…
  • § 340.2.a 340.2.a. If this occurs during a Showdown, focus passes to the next player in turn order.…
  • § 340.3 340.3. If the Chain is not empty and there are one or more Pending Items, return to Step 1: Finalize.…
  • § 340.4 340.4. If the Chain is not empty and there are no Pending Items, the controller of the newest item on the chain gains Priority. Return to St…
  • § 341 341. Showdowns…
  • § 342 342. A Showdown is a Window of Opportunity in which Players have an Open State in which they may play Spells in an alternating fashion.…
  • § 342.1 342.1. Each spell played this way creates a Chain as normal.…
  • § 343 343. The State of the turn is partially determined by whether or not a Showdown or Combat is in progress.…
  • § 343.1 343.1. The turn is said to be in a Showdown State if a Showdown or Combat is in progress.…
  • § 343.1.a 343.1.a. Cards of all Categories, by default, cannot be played during a Showdown State.…
  • § 343.1.b 343.1.b. Card abilities, by default, cannot be played during a Showdown State.…
  • § 343.2 343.2. The turn is said to be in a Neutral State if no Showdown or Combat is in progress.…
  • § 344 344. A Showdown begins when Control of a Battlefield is Contested and the turn is in a Neutral Open State.…
  • § 344.1 344.1. If Control of a Battlefield is Contested between two players, then a Showdown will be opened as the first step of Combat. See rule 454.…
  • § 344.2 344.2. If Control of a Battlefield is Contested and the Battlefield in question is uncontrolled when it becomes Contested, a Showdown is opene…
  • § 345 345. As a Showdown begins, the player who applied Contested status to the Battlefield gains Focus.…
  • § 346 346. When the last item on the chain resolves and the turn returns to an Open State during a Showdown, Focus passes, and the next Player gai…
  • § 346.1 346.1. Focus will not pass in this way if the chain opened as a result of a triggered ability being added to the chain, nor if it opened as …
  • § 347 347. During a Showdown, the player with Focus may do one of the following:…
  • § 347.1 347.1. Play a card that is legally timed.…
  • § 347.1.a 347.1.a. The card will start a Chain as normal.…
  • § 347.2 347.2. Activate Abilities of Game Objects that are legally timed. See rule 360. Abilities for more information.…
  • § 347.3 347.3. Pass.…
  • § 347.3.a 347.3.a. If all Players have passed once in sequence, the Showdown ends.…
  • § 347.4 347.4. Otherwise, Focus passes to the next Player in Turn Order.…
  • § 348 348. If all players pass Focus without playing a spell or activating an ability, then the Showdown Closes.…
  • § 348.1 348.1. If it is a Combat Showdown, proceed with the remaining steps of Combat to resolve the phase. See rule 458. The Steps of Combat for mo…
  • § 348.2 348.2. If it is a Non-Combat Showdown, do the following:…
  • § 348.2.a 348.2.a. If only one player’s Units remain at the Battlefield, and if that player does not already Control the Battlefield, that player establ…
  • § 349 349. Playing Cards…
  • § 350 350. Playing a card is the act of a player utilizing their cards.…
  • § 350.1 350.1. A card is Played when it has finished this process in its entirety.…
  • § 350.2 350.2. Tokens are not cards, but can still be Played. See rule 176. Tokens for more information.…
  • § 351 351. Cards have different behaviors when played.…
  • § 351.1 351.1. Permanents become Game Objects when Played.…
  • § 351.2 351.2. Spells create game effects that are executed, then the card is placed in the trash when Played.…
  • § 352 352. Cards have different states during the process of being played.…
  • § 352.1 352.1. When initially being played cards are Pending, as Pending Chain Items.…
  • § 352.2 352.2. Near the end of the process cards will cease being Pending and become Finalized Chain Items.…
  • § 353 353. The Process of Play…
  • § 354 354. 1. Remove the card from the zone you are playing it from and put it onto the Chain.…
  • § 354.1 354.1. This Closes the State. See rule 307. States of the Turn for more information.…
  • § 354.2 354.2. This item becomes Pending, awaiting the finalization process (steps 2 - 5)…
  • § 354.3 354.3. If another Card Effect or ability is currently resolving, continue resolving it before proceeding with any further steps of this proc…
  • § 354.4 354.4. If there are Tasks outstanding or currently being handled, finish those Tasks before continuing this process. See rule 334. for more i…
  • § 355 355. 2. Make relevant choices.…
  • § 355.1 355.1. If the card is a spell, or has an effect that specifies a choice "As I am played," those choices are made now.…
  • § 355.2 355.2. For Units, choose a valid Location where that Unit will be placed upon being Played.…
  • § 355.2.a 355.2.a. By default, Valid locations include the controller’s Base or a Battlefield the controller controls.…
  • § 355.2.b 355.2.b. Some Game Effects may grant players permission to play Units to locations that are not normally Valid. Such locations become Valid …
  • § 355.3 355.3. For Spells and Abilities with a bulleted list of modes to choose from, make the appropriate choices now.…
  • § 355.4 355.4. For Spells and Abilities that Move one or more Units, choose a valid Location as the Move Destination for each Move that will be perf…
  • § 355.4.a 355.4.a. A valid Location is one other than the Units’ current Location where they are allowed to be present.…
  • § 355.5 355.5. If a card requires you to specifically choose one or more Game Objects, that choice is made now.…
  • § 355.5.a 355.5.a. This does not include cards that affect one or more Game Objects based on criteria. Example: "Stun a unit at a battlefield" is a Cho…
  • § 355.5.b 355.5.b. This does not include making choices for Triggered Abilities of permanents, even if those abilities trigger when the permanent is p…
  • § 355.6 355.6. Targeting…
  • § 355.7 355.7. When a card Chooses one or more specific Game Objects to affect, it is Targeted unless indicated otherwise by the rules in this sectio…
  • § 355.8 355.8. In order to put a spell or ability on the chain, valid choices must be made for all targets.…
  • § 355.9 355.9. A target is a valid choice if it meets all of the following requirements:…
  • § 355.9.a 355.9.a. It is a permanent or rune on the board, a spell or ability on the chain, a player or zone, or specified explicitly or implicitly as …
  • § 355.9.b 355.9.b. It meets all targeting restrictions. e.g., A unit is a valid target for a spell that refers to a “unit at a battlefield,” “enemy uni…
  • § 355.9.c 355.9.c. It is not the spell or ability itself. e.g., A spell that says “Counter a spell” cannot target itself. e.g., An ability of a perman…
  • § 355.10 355.10. A game object, player, or zone mentioned in the text of a spell, activated ability, or triggered ability is a target UNLESS any of t…
  • § 355.10.a 355.10.a. It is in a zone whose information status is not Public. e.g., “Ready a legend” targets a legend, because the Legend Zone is Public…
  • § 355.10.b 355.10.b. It is included only as part of a targeting restriction for another choice. e.g., “Kill a unit at a battlefield” targets a unit, but…
  • § 355.10.c 355.10.c. It is included only as part of a cost, trigger condition, or replacement effect. e.g., “As an additional cost to play me, kill a f…
  • § 355.10.d 355.10.d. It is programmatically selected based on its characteristics rather than chosen by the spell or ability’s controller. e.g., “Kill …
  • § 355.10.e 355.10.e. It is part of a set of objects chosen in whole or in part by other players. e.g., “Each player kills a unit they control” does not…
  • § 355.10.f 355.10.f. It is identified in an instruction that a player “must” complete. e.g., “You must recycle one of your runes” doesn’t target anythin…
  • § 355.11 355.11. Some cards identify a group of Targets with Targeting Requirements that must be met by the group as a whole.…
  • § 355.11.a 355.11.a. As they’re finalized on the chain, such cards can choose any group of valid targets that collectively fulfill the targeting restrict…
  • § 355.11.b 355.11.b. If the group of targets no longer collectively fulfill the targeting restriction as the spell or ability resolves, that spell or ab…
  • § 355.12 355.12. If a spell specifies that a player may perform a Game Action on some number of Game Objects, then all choices are considered targeted…
  • § 355.13 355.13. If a card specifies that a player chooses “any number” or “up to” some number of Game Objects to be affected, they may choose any num…
  • § 355.14 355.14. Splitting…
  • § 355.14.a 355.14.a. If a card specifies that an amount of damage may be split among some number of Units, then each Unit chosen is Targeted.…
  • § 355.14.b 355.14.b. The Targets are chosen when the spell or ability is finalized on the chain.…
  • § 355.14.c 355.14.c. A number of Targets can only be chosen up to, and not exceeding, the initial amount of damage available when the spell is played. …
  • § 355.14.d 355.14.d. Each Target is valid, and contributes to Chosen triggers individually.…
  • § 355.14.e 355.14.e. The choice of how much damage is divided across the split is not decided until the resolution of the spell or ability.…
  • § 355.14.f 355.14.f. Each Target must receive a valid amount of damage.…
  • § 355.14.g 355.14.g. Valid damage is a positive integer amount, greater than or equal to 1 damage. See rule 417. Deal for more information.…
  • § 355.14.h 355.14.h. If, at resolution of the spell or effect, there are more Targets than available damage to divide, then the player who controls the…
  • § 355.14.i 355.14.i. Any costs that were paid, or effects that were triggered as a result of those Game Objects being chosen as Targets remain in effec…
  • § 355.15 355.15. These choices cannot be changed after this step.…
  • § 355.16 355.16. A player may not make choices during this step that will deterministically result in illegal choices or actions later in this proces…
  • § 355.17 355.17. If a spell or ability requires one or more players to make choices that are not outlined in this section, they are made on resolutio…
  • § 356 356. 3. Determine Total Cost.…
  • § 356.1 356.1. Apply base cost modifications in any order.…
  • § 356.1.a 356.1.a. If an ability or instruction allows you to play a card “for [Cost]”, replace the card’s Base Costs with [Cost].…
  • § 356.1.b 356.1.b. If an ability or instruction allows you to "ignore" one or more of a card's costs, set the appropriate Base Cost(s) of the card to …
  • § 356.2 356.2. Apply additional costs in any order.…
  • § 356.2.a 356.2.a. Mandatory Additional Costs…
  • § 356.2.b 356.2.b. Optional Additional Costs…
  • § 356.3 356.3. Apply cost increases.…
  • § 356.4 356.4. Apply discounts.…
  • § 356.4.a 356.4.a. Discounts may be applied by the card being played or by any other card or effect.…
  • § 356.4.b 356.4.b. Discounts may say that cards "cost [amount] less" or that one or more of their costs are "reduced by [amount]."…
  • § 356.4.c 356.4.c. Discounts that only apply to a component of the cost will be applied when that component is added to the cost of the spell and befo…
  • § 356.4.d 356.4.d. Discounts that apply to the total cost of a spell and not any one component of the cost must be applied after any discount that app…
  • § 356.4.e 356.4.e. If a discount applies a minimum cost, that minimum applies only to that discount. Example: Eager Apprentice says "While I'm at a ba…
  • § 356.4.f 356.4.f. Discounts can reduce additional costs, including to 0.…
  • § 356.5 356.5. Energy and Power costs can't be reduced below 0.…
  • § 356.6 356.6. Costs may be Energy costs, Power costs, or non-standard costs. Example: A card reads "As an additional cost to play me, kill a friend…
  • § 357 357. 4. Pay the card's costs.…
  • § 357.1 357.1. In total, pay the combined Energy cost (if any) and Power cost (if any).…
  • § 357.1.a 357.1.a. During this step, the card's controller can use activated abilities with the Reaction tag that Add resources to add Energy and Powe…
  • § 357.2 357.2. In addition, pay any non-standard Cost summed in step 3 in any order.…
  • § 357.2.a 357.2.a. Costs that are replaced with other events by replacement effects are still considered paid. Example: A player plays Cruel Patron, w…
  • § 357.3 357.3. A player may not pay costs during this step that will deterministically result in illegal choices or actions later in this process un…
  • § 358 358. 5. Check legality.…
  • § 358.1 358.1. Check that all chosen targets are legal.…
  • § 358.2 358.2. Ensure that the outcome of the effect of this card being played would not create an illegal state. Example: Check that a spell's exec…
  • § 358.3 358.3. Ensure that the card has the appropriate permissions to be played at this timing. Example: If the state is Showdown Closed and the ca…
  • § 358.4 358.4. If the card, if continued to be played, would create an illegal state, or if a choice or action at this state is illegal, the actions…
  • § 359 359. 6. Finish finalizing this card and proceed with the card's category of Play.…
  • § 359.1 359.1. This card is no longer Pending.…
  • § 359.2 359.2. A Permanent leaves the Chain and becomes a Game Object.…
  • § 359.2.a 359.2.a. Any passive abilities become active.…
  • § 359.2.b 359.2.b. Execute all rules text on the card, from top to bottom.…
  • § 359.2.c 359.2.c. If it is a Unit, it enters the Board exhausted at the Location that was chosen.…
  • § 359.2.d 359.2.d. If it is a Gear, it enters the Board Ready at the player's Base.…
  • § 359.3 359.3. A Spell lingers on the Chain.…
  • § 359.3.a 359.3.a. This card becomes a Finalized Chain Item.…
  • § 359.3.b 359.3.b. If there are other Pending Items on the Chain, then the controller of those Pending Items completes Steps 2 through 5 of Playing Ca…
  • § 359.3.c 359.3.c. Other players have an opportunity to play Reactions before the resolution of spells. See rule 327. Chains for more information.…
  • § 359.3.d 359.3.d. Otherwise, execute the game effect of the spell, from top to bottom of the rules text of the card and then place the card in the Tr…
  • § 359.3.e 359.3.e. Handling illegal and impossible instructions…
  • § 359.3.f 359.3.f. Referents…
  • § 360 360. Abilities…
  • § 361 361. An Ability is the structured rules and capabilities of Game Objects or Spells.…
  • § 361.1 361.1. An Ability has multiple structures. Passive Abilities Replacement Effects Activated Abilities Triggered Abilities Delayed Abilities…
  • § 362 362. A card can have more than one Ability and more than one type of Ability.…
  • § 363 363. Passive Abilities…
  • § 364 364. Conditions, rules, constraints, or statements that affect the course of regular play.…
  • § 364.1 364.1. These abilities have a wide variety of formats to recognize. Example: "I get +1 [M] while you have 2 or more cards in your hand." Exa…
  • § 364.2 364.2. They can be recognized by being statements of fact.…
  • § 364.3 364.3. Passive Abilities can be conditional.…
  • § 364.3.a 364.3.a. Conditional Passive Abilities can be recognized by the occurrence of "if" or "while" as part of the statement of the ability. Examp…
  • § 365 365. Presence on Permanents…
  • § 365.1 365.1. Passive Abilities of Permanents are typically only active while on the Board.…
  • § 366 366. Presence on Card outside of the Board…
  • § 366.1 366.1. Passive Abilities of cards in zones that are outside of the Board will self-describe their context. Example: The passive ability "Pla…
  • § 366.2 366.2. Passive Abilities can alter the costs of cards as they are played.…
  • § 366.2.a 366.2.a. These apply at all times in any zone from which the card with the ability can be played.…
  • § 367 367. Replacement Effects…
  • § 368 368. An ability that alters the application of another game effect or game rule.…
  • § 368.1 368.1. Passive Abilities can be Replacement Effects.…
  • § 369 369. Replacement Effects intercede during the execution of a Game Effect and alter its execution.…
  • § 369.1 369.1. A Replacement Effect can usually be identified by the presence of the terms “would” or "instead." Example: Zhonya's Hourglass reads "T…
  • § 369.2 369.2. Some Game Actions are themselves Replacement Effects. Example: Burning Out is a replacement effect. Example: Preventing Damage is a r…
  • § 370 370. A Replacement Effect can alter the typical flow of play, including other cards' executions.…
  • § 370.1 370.1. Replacement Effects apply to any event or instruction that qualifies for their application. A Replacement Effect will specify the circ…
  • § 370.1.a 370.1.a. When a Replacement Effect applies, it replaces the qualifying event with one or more Game Actions or events, or the qualifying inst…
  • § 370.2 370.2. A Replacement Effect can only be applied once to an event, or to any Game Actions or events that replace that event. Example: A playe…
  • § 370.3 370.3. If a Game Object has a Replacement Effect that is active in a specific zone, it is evaluated and subsequently applied if it enters tha…
  • § 371 371. Some Replacement Effects will begin with “once each turn.”…
  • § 371.1 371.1. When an event the Replacement Effect could apply to occurs, the player who controls the Replacement Effect may choose to apply it to …
  • § 371.2 371.2. If they do not, it has not been applied this turn.…
  • § 372 372. If more than one Replacement Effect applies to the same event being executed, then the owner of the object being acted on determines th…
  • § 372.1 372.1. If it is a player being acted on, that player decides the order the Replacement Effects will apply.…
  • § 372.2 372.2. If the affected object is an Uncontrolled Battlefield then the Current Turn Player decides the order the Replacement Effects will appl…
  • § 373 373. If more than one event occurs simultaneously that Replacement Effects could apply to, each event is treated separately and individually…
  • § 373.1 373.1. Although these events are simultaneous, the applied Replacement Effects are ordered. If multiple applied Replacement Effects with dif…
  • § 373.2 373.2. When applying Replacement Effects to events that occur simultaneously, each Replacement Effect may only be applied in one sequence, t…
  • § 373.2.a 373.2.a. A sequence of Replacement Effects is an uninterrupted series of applications to a set of simultaneous events.…
  • § 374 374. A Replacement Effect’s controller is the player that controls the source of the Replacement Effect.…
  • § 375 375. If an event that a Replacement Effect applies to would be modified by a Game Effect, or the results of that event would be modified by a …
  • § 376 376. Activated Abilities…
  • § 377 377. Activated Abilities are repeatable effects with a cost. They follow a process of going onto the chain and resolving, similar to Playing…
  • § 377.1 377.1. Activated Abilities are recognized by the presence of a ":" in the text of the card, preceded by a cost and succeeded by an effect. E…
  • § 377.2 377.2. Card text will refer to activating Activated Abilities with the word “use.”…
  • § 377.2.a 377.2.a. If “using” an Activated Ability is part of a trigger condition, that condition is fulfilled when the Activated Ability resolves.…
  • § 377.2.b 377.2.b. If an Activated Ability has a condition on “using” it, that condition must be true in order to activate the ability in question. Ex…
  • § 377.3 377.3. Activated Abilities use the chain.…
  • § 377.3.a 377.3.a. Declare activation of the Ability.…
  • § 377.3.b 377.3.b. Proceed with executing the Chain.…
  • § 378 378. The controlling player chooses when and whether to activate an Activated Ability.…
  • § 379 379. Activated abilities are present on Game Objects and some Spells.…
  • § 380 380. Can primarily be activated while on the Board.…
  • § 381 381. All Activated Abilities can only be activated on the Controlling Player's Turn and during an Open State.…
  • § 382 382. Triggered Abilities…
  • § 383 383. Triggered Abilities are repeatable effects that happen when a Condition is met.…
  • § 383.1 383.1. Triggered Abilities can usually be recognized by the word "when" followed by a game action or event; the word "at" followed by a poin…
  • § 383.1.a 383.1.a. The phrases that identify triggered abilities do not always appear at the beginning of sentences or abilities.…
  • § 383.1.b 383.1.b. If an ability triggers “the [Nth] time” something happens and that trigger condition is met multiple times simultaneously, the abil…
  • § 383.2 383.2. Triggered Abilities have a Condition and an Effect.…
  • § 383.2.a 383.2.a. The Condition follows the When.…
  • § 383.2.b 383.2.b. The Effect is the Instruction that follows the comma after the Condition.…
  • § 383.2.c 383.2.c. The Condition of a Trigger is evaluated after a potentially inciting event has been processed.…
  • § 383.3 383.3. When a Condition is met, a Triggered Ability behaves like an Activated Ability and is placed on the Chain.…
  • § 383.3.a 383.3.a. If a Triggered Ability says “you may” as the first part of its Effect, the controller of its source will choose whether or not to pl…
  • § 383.3.b 383.3.b. If a Triggered Ability contains a cost within instructions, that cost is treated as the base cost of the Triggered Ability.…
  • § 383.3.c 383.3.c. Triggered Abilities can be put on the Chain during Closed States or Open States on any player's turn.…
  • § 383.3.d 383.3.d. If more than one Triggered Ability is Triggered simultaneously, then the player that controls the Abilities selects the order to pl…
  • § 383.3.e 383.3.e. If a triggered ability has a conditional statement following the Condition, that conditional statement must be true in order for th…
  • § 383.3.f 383.3.f. Some Triggered Abilities will trigger “once each turn.”…
  • § 383.4 383.4. Some Conditions are commonly used and structured in a way that explicitly defines their use and other properties of the Effect that is…
  • § 383.4.a 383.4.a. Play Effects are Triggered Abilities with the Condition that the Permanent that has the Play Effect being played to the board.…
  • § 383.4.b 383.4.b. Targeting Effects are Triggered Abilities with the Condition that a Game Object becomes targeted.…
  • § 383.4.c 383.4.c. Conquer Effects are Triggered Abilities with a Condition of a Unit participating in, and successfully Conquering a Battlefield.…
  • § 383.4.d 383.4.d. Hold Effects are Triggered Abilities with a Condition of a Unit being present at a Battlefield during the Beginning phase when a pla…
  • § 383.4.e 383.4.e. Attack Triggers are Triggered Abilities that trigger when a Unit gains the Attacker designation for the first time during a combat.…
  • § 383.4.f 383.4.f. Defend Triggers are Triggered Abilities that trigger when a Unit gains the Defender designation for the first time during a combat.…
  • § 384 384. Presence on Permanents…
  • § 384.1 384.1. Typically active while on the Board.…
  • § 384.2 384.2. Triggered Abilities of Permanents are only able to have their Conditions evaluated while on the Board.…
  • § 385 385. Presence on Cards outside of the Board…
  • § 385.1 385.1. Triggered Abilities on cards outside of the Board rely on the Information Level of the zone they are in.…
  • § 385.2 385.2. Triggered Abilities outside of the Board will self-describe their context. Example: The triggered ability "When you conquer, you may …
  • § 386 386. Reflexive Triggers…
  • § 387 387. Reflexive Triggers are a type of Triggered Ability that create one or more Chain Items when their condition is met.…
  • § 387.1 387.1. Reflexive Triggers can be recognized by the phrase “Do this:” or “Do one of the following:”.…
  • § 387.1.a 387.1.a. “Do this” can be followed by “N times.” The Reflexive Trigger will thus be added to the chain N times when its condition is met.…
  • § 387.2 387.2. Reflexive Triggers will be preceded by their conditions, if any. If no condition is present in the ability then the Reflexive Trigger w…
  • § 387.3 387.3. If present, the Condition of a Reflexive Trigger will follow the same format as a Triggered Ability.…
  • § 388 388. Reflexive Triggers use the Chain.…
  • § 388.1 388.1. A new ability is created and added to the chain as a Pending Item. See rule 398. Playing or Activating Abilities for more information…
  • § 388.2 388.2. If a Reflexive Trigger creates more than one Pending Item it creates them all in order, but does not go beyond the first step of adding…
  • § 389 389. Delayed Abilities…
  • § 390 390. Delayed Abilities are a type of Ability whose trigger Condition identifies a specific time during a turn or a specific event that can occu…
  • § 390.1 390.1. Delayed Abilities can be any other type of Ability, and contain all of the properties of that type in addition to the properties of D…
  • § 390.2 390.2. Delayed Triggers are Triggered Abilities that can be recognized by describing a specific time of the turn, or by structuring a Trigger…
  • § 390.3 390.3. Delayed Replacements are Replacement Effects that can be recognized by specifying the effect they are replacing at a specific time, or…
  • § 390.4 390.4. Delayed Passive Abilities are Passive Abilities that are applicable only during a specified window of time. The time that the Delayed …
  • § 390.5 390.5. Delayed Linked Abilities are Linked Abilities that are generated by another Ability and reference that Ability or Game Objects it aff…
  • § 390.5.a 390.5.a. If that Ability affects a Game Object, the Delayed Linked Ability’s window will be as long as that Game Object is in an appropriate…
  • § 390.5.b 390.5.b. If the Delayed Linked Ability references the source of the abilities, its window will be as long as the source is in an appropriate…
  • § 392 392. Delayed Abilities are not associated with Units or Gear; they are created by other Abilities or Spells. As such they are executed when …
  • § 393 393. Linked Abilities…
  • § 394 394. Linked Abilities are a set of Abilities with one or more of the component Abilities referencing the other Abilities in the set.…
  • § 395 395. In order for a set of Abilities to be Linked, they must be present in the printed Effect or Rules Text of the same Game Object, or be g…
  • § 396 396. Linked Abilities can contain component Abilities of any type.…
  • § 397 397. A component Linked Ability that references a Game Object affected by another Ability in the set may only interact with Game Objects aff…
  • § 398 398. Playing or Activating Abilities…
  • § 399 399. Playing or activating Abilities follows the same steps of playing cards.…
§ 400 400. Abilities when added to the Chain become Pending Items until they complete the steps of Playing. (552)
  • § 400 400. Abilities when added to the Chain become Pending Items until they complete the steps of Playing.…
  • § 400.1 400.1. When an Ability finishes the steps of playing it becomes a Chain Item just like a Spell.…
  • § 400.2 400.2. When an Ability with the [Add] action is finalized it resolves immediately instead of becoming a Chain Item, like a Unit or Gear.…
  • § 401 401. 1. Activate or trigger the Ability…
  • § 401.1 401.1. Add a Pending Item to the chain representing the Ability that is either being Activated or Triggered. Notably, although this Chain It…
  • § 401.2 401.2. If there is currently a game effect being resolved, continue resolving the game effect instead of continuing the following steps.…
  • § 402 402. 2. Make relevant choices…
  • § 402.1 402.1. Make all choices required for this ability, such as targets, modes, or other relevant decisions. See rule 349. Playing Cards for more…
  • § 402.2 402.2. If legal options are not available for an Activated Ability, it is not legal to activate it.…
  • § 402.3 402.3. If there are not enough options to make legal choices for a Triggered Ability that has been put on the chain, remove it from the Chai…
  • § 402.3.a 402.3.a. This is not an Ability being countered.…
  • § 402.3.b 402.3.b. If there are legal options to choose, the ability’s controller must choose them. They may not decline this stage of playing a Trigg…
  • § 403 403. 3. Determine Total Cost…
  • § 403.1 403.1. Determine the base cost of the Ability.…
  • § 403.1.a 403.1.a. Activated Abilities will have a cost listed before the “:” in their text.…
  • § 403.1.b 403.1.b. Triggered Abilities will typically not have a base cost associated with them when placed on the chain due to their conditions.…
  • § 403.2 403.2. Apply cost increases and decreases as a result of choices made in the prior step. See rule 349. Playing Cards for more information.…
  • § 403.3 403.3. Apply any other cost increases or decreases as necessary. See rule 349. Playing Cards for more information.…
  • § 404 404. 4. Pay Costs…
  • § 404.1 404.1. Pay costs as determined in the prior step. See rule 349. Playing Cards for more information.…
  • § 404.2 404.2. At this stage, players may decline to pay for Triggered Abilities that have incurred a cost. If they do, the ability will cease being…
  • § 404.2.a 404.2.a. This is not an Ability being countered.…
  • § 405 405. 5. Check Legality…
  • § 405.1 405.1. Ensure that the Ability’s targets are still legal.…
  • § 405.2 405.2. Ensure that the Ability’s effect would not create an illegal state. If it would, resolve in the same way you would resolve a Card tha…
  • § 406 406. 6. Proceed with Play…
  • § 406.1 406.1. This Ability is no longer Pending.…
  • § 406.2 406.2. This Ability becomes a Chain Item.…
  • § 406.3 406.3. If there are other Pending Items on the Chain, their controllers perform the remaining steps of playing now.…
  • § 406.4 406.4. Other players have an opportunity to play Reactions before the resolution of spells. See rule 327. Chains for more information.…
  • § 406.5 406.5. Otherwise, execute the Ability just like a Spell, then clear the Chain Item from the Chain.…
  • § 407 407. Game Actions…
  • § 408 408. Game Actions are actions players may perform at any given time during the game.…
  • § 409 409. A player, unless otherwise specified or prompted, may only perform actions on their turn.…
  • § 410 410. There are two types of Game Actions:…
  • § 410.1 410.1. Discretionary Actions…
  • § 410.1.a 410.1.a. A Discretionary Action is a Game Action that may be performed at any time during a player's turn during a Neutral Open State. See r…
  • § 410.1.b 410.1.b. A player may take any number of Discretionary Actions available to them during their turn.…
  • § 410.2 410.2. Limited Actions…
  • § 410.2.a 410.2.a. A Limited Action is a game action that a spell, ability, or circumstance of the turn's progression causes the player to perform. A …
  • § 410.2.b 410.2.b. These actions can only be taken when a player is instructed to do so as the execution of an effect or during their specified occasio…
  • § 411 411. Responsibility…
  • § 411.1 411.1. Game Actions may be the responsibility of up to one player. The player that performs the Game Action is responsible for it.…
  • § 411.2 411.2. In the case where a Game Action is performed by procedures of the game and not by any player, that Game Action is not the responsibil…
  • § 411.3 411.3. Certain rules assign responsibility to players for Game Actions that they are not normally responsible for.…
  • § 411.4 411.4. If an ability triggers when “you” do something, it triggers when a Game Action that you are responsible for occurs. Example: A gear r…
  • § 411.5 411.5. Note that certain Game Actions, specifically Kill, can be attributed to spells and abilities. This attribution is not the same as the …
  • § 411.5.a 411.5.a. Spells and abilities have attribution for game actions, while players have responsibility.…
  • § 412 412. Types of Actions…
  • § 413 413. Draw…
  • § 413.1 413.1. Drawing a card takes a single card from a zone and adding it to the player's Hand.…
  • § 413.1.a 413.1.a. Unless specified otherwise, drawing takes cards from the Main Deck.…
  • § 413.2 413.2. This is a Limited Action.…
  • § 413.2.a 413.2.a. Each player draws 1 during the Draw Step of their Beginning Phase.…
  • § 413.2.b 413.2.b. The player may draw cards when instructed to do so by other game effects.…
  • § 413.3 413.3. This action, when instructed, is formatted as "Draw X."…
  • § 413.4 413.4. If a player attempts to draw more cards than are available in their Main Deck, they do the following:…
  • § 413.4.a 413.4.a. Draw as many as possible.…
  • § 413.4.b 413.4.b. Perform a Burn Out. See rule 431. Burn Out for more information.…
  • § 413.4.c 413.4.c. Draw the remaining cards needed to complete the Draw action.…
  • § 414 414. Exhaust…
  • § 414.1 414.1. Exhausting is an action that marks a non-spell Game Object on the board as "spent."…
  • § 414.1.a 414.1.a. To mark it, rotate the card 90 degrees opposite of Readying, so that the orientation of the card is lengthwise in front of you.…
  • § 414.1.b 414.1.b. A Unit that is already Exhausted cannot be Exhausted again.…
  • § 414.1.c 414.1.c. If a Unit is instructed to be Exhausted while it is already Exhausted, nothing additional happens.…
  • § 414.2 414.2. "Exhausted" is a state for Game Objects on the board that other game effects and rules can reference.…
  • § 414.3 414.3. This is a Limited Action.…
  • § 414.3.a 414.3.a. Most Exhaust actions will be costs for Activated Abilities or Discretionary Actions. Example: A unit's Standard Move exhausts the u…
  • § 414.4 414.4. When Exhausting is listed as a Cost, then the Action must be able to be completed for the cost to be paid. Example: A spell says "As …
  • § 414.5 414.5. In abilities, the Exhaust symbol represents the cost "Exhaust this" or "Exhaust me." It resembles a card turning sideways.…
  • § 415 415. Ready…
  • § 415.1 415.1. Readying is an action that marks a non-spell Game Object on the board as available for action.…
  • § 415.1.a 415.1.a. To mark it, rotate the card 90 degrees opposite of Exhausting, so that it is vertically oriented in front of you.…
  • § 415.1.b 415.1.b. A Unit that is already Ready cannot be Readied again.…
  • § 415.1.c 415.1.c. If a Unit is instructed to be Readied while it is already Ready, nothing additional happens.…
  • § 415.2 415.2. "Ready" is a state for Game Objects on the board that other game effects and rules can reference.…
  • § 415.3 415.3. This is a Limited Action.…
  • § 415.3.a 415.3.a. A player Readies all non-spell Game Objects they Control during the Ready Step of the Beginning Phase on their turn.…
  • § 415.3.b 415.3.b. Players may also Ready Game Objects on the board when effects or spells instruct them to do so.…
  • § 416 416. Recycle…
  • § 416.1 416.1. Recycling cards is the action in which a player takes one or more cards from a specific zone and then puts it on the bottom of the cor…
  • § 416.1.a 416.1.a. Main Deck cards are Recycled to the Main Deck.…
  • § 416.1.b 416.1.b. Runes are Recycled to the Rune Deck.…
  • § 416.1.c 416.1.c. Each player Recycles cards to their own Main Deck and Rune Deck, regardless of which player is instructed to perform the Recycle ac…
  • § 416.2 416.2. This is a Limited Action.…
  • § 416.2.a 416.2.a. The player must Recycle cards from the specified zones when instructed to do so by game effects or costs.…
  • § 416.3 416.3. When Recycling is listed as a Cost, the action must be able to be completed for the cost to be paid. Example: Vi, Destructive has the…
  • § 416.4 416.4. When Recycling is part of an effect, a player must Recycle as many cards as possible from the specified zone or zones.…
  • § 416.5 416.5. If 2 or more cards are Recycled to the Main Deck simultaneously, they are placed on the bottom of that deck in a random order. Exampl…
  • § 416.5.a 416.5.a. If 2 or more cards are Recycled to the Rune Deck simultaneously, they are placed on the bottom of that deck in the order of their o…
  • § 416.6 416.6. This action, when instructed, is sometimes formatted as "Recycle X from [Zone]." That means to take X cards of the instructed player'…
  • § 417 417. Deal…
  • § 417.1 417.1. Spells, Units, Abilities, and other game effects may Deal Damage to units.…
  • § 417.1.a 417.1.a. Assigning Damage during the Combat Damage Step is not Dealing Damage, but will cause Damage to be Dealt when assignment is complete…
  • § 417.1.b 417.1.b. To Deal Damage to Units, mark the specified amount of Damage on the Unit.…
  • § 417.1.c 417.1.c. Damage is marked on each unit separately.…
  • § 417.1.d 417.1.d. Damage can be Dealt to more than one Unit at the same time.…
  • § 417.1.e 417.1.e. Valid Damage is a positive integer amount, greater than or equal to 1 Damage.…
  • § 417.2 417.2. Only Damage can be Dealt.…
  • § 417.3 417.3. Dealing Damage is a Limited Action.…
  • § 417.3.a 417.3.a. Assigning Damage causes Damage to be dealt outside of being directed to Deal Damage. See rule 454. Combat for more information.…
  • § 417.4 417.4. Dealing can have the intrinsic property of Bonus Damage.…
  • § 417.5 417.5. Bonus Damage is a property granted to the action of Dealing and alters the amount of Damage distributed by this action. See rule 712.…
  • § 417.6 417.6. Deal actions can originate from one or more sources.…
  • § 417.6.a 417.6.a. If a game effect does not specify a source, the game effect describing the Deal action is the source. Example: Void Seeker is a spe…
  • § 417.6.b 417.6.b. If a game effect does specify a source, then that source is what is considered the origin of the Damage for this Deal action.…
  • § 417.6.c 417.6.c. Damage Dealt as a result of being assigned during Combat has the Units as its source.…
  • § 417.7 417.7. Deal actions can distribute Damage as part of combat actions or non-combat actions.…
  • § 418 418. Heal…
  • § 418.1 418.1. Damage being cleared from Units is Healing.…
  • § 418.1.a 418.1.a. If Damage is cleared for any reason it is considered Healing.…
  • § 418.2 418.2. More than one Unit can be Healed at the same time.…
  • § 418.3 418.3. Healing is a Limited Action.…
  • § 418.3.a 418.3.a. Players may only Heal units when game effects instruct them to, or at specific points in the turn.…
  • § 419 419. Play…
  • § 419.1 419.1. A player Plays cards by placing them on the chain and queuing them to be finalized. See rule 349. Playing Cards for more information o…
  • § 419.1.a 419.1.a. By default, a player can only Play cards from their hand or their Chosen Champion zone.…
  • § 419.2 419.2. This is a Discretionary Action.…
  • § 419.2.a 419.2.a. As long as a player has the resources to pay the costs associated with the card and legal choices to make for their cards, they may…
  • § 419.3 419.3. Game effects may result in cards being played as part of their resolution.…
  • § 419.3.a 419.3.a. This treats Play as a Limited Action.…
  • § 419.3.b 419.3.b. Treat all steps of Play as normal, except as noted by the game effect creating this Limited Play Effect.…
  • § 419.3.c 419.3.c. If there are no eligible cards to Play when instructed to Play in this manner like this, then nothing happens and resolution contin…
  • § 419.4 419.4. Some Abilities trigger when cards are played or otherwise check whether cards have been played.…
  • § 419.4.a 419.4.a. These abilities trigger when the act of playing the card has been completed by the resolution of the card.…
  • § 419.4.b 419.4.b. If a game effect prevents the resolution of the card—for example, because the card was countered—the card wasn't played and no abil…
  • § 420 420. Move…
  • § 420.1 420.1. Moving is the act of a Game Object moving between two Locations on The Board. See rule 440. Movement for more information on movement…
  • § 420.2 420.2. Moving is a Limited Action.…
  • § 420.2.a 420.2.a. Players may only move Game Objects when instructed to do so by Game Effects or costs.…
  • § 420.2.b 420.2.b. The Standard Move inherent to Units may also cause Movement. See rule 144. for more information on the Standard Move.…
  • § 420.3 420.3. The Standard Move inherent to Units is a Discretionary Action.…
  • § 420.3.a 420.3.a. The Cost is Exhausting one or more Units.…
  • § 420.3.b 420.3.b. The Effect is Moving those Unit.…
  • § 421 421. Hide…
  • § 421.1 421.1. Hiding a card is the act of placing a card facedown at a Battlefield you control.…
  • § 421.2 421.2. Hiding is a Discretionary Action.…
  • § 421.2.a 421.2.a. The Hidden keyword allows a player to pay a cost to Hide a card any time they have a Hidden card in their hand or Champion Zone and…
  • § 421.3 421.3. Cards that are facedown at Battlefields have their gameplay properties and permissions defined by the effect that put them there. Examp…
  • § 421.4 421.4. If a facedown card would change zones or if the game ends, its owner reveals it to all players. See rule 128. Privacy for more inform…
  • § 422 422. Discard…
  • § 422.1 422.1. Discarding a card is moving it from a player's hand directly into their trash without activating or executing its normal rules text.…
  • § 422.1.a 422.1.a. The player who is performing the action chooses which cards to send to their Trash, and may use Private Information to do so.…
  • § 422.1.b 422.1.b. “When I am discarded” abilities or other Triggered Abilities that trigger on discarding are executed after discarding has occurred.…
  • § 422.2 422.2. Discarding is a Limited Action.…
  • § 422.2.a 422.2.a. A player must Discard cards when instructed to do so by game effects or costs.…
  • § 422.3 422.3. When Discarding is listed as a Cost, then the Action must be able to be completed for the cost to be paid. Example: A card has the ab…
  • § 422.4 422.4. When Discarding is part of an effect, then a player must Discard as many cards as possible from their hand. If instructed to discard …
  • § 422.5 422.5. This action is formatted as "Discard X."…
  • § 423 423. Stun…
  • § 423.1 423.1. Stunning is the act of selecting one or more Units on the Board and rendering them Stunned.…
  • § 423.1.a 423.1.a. Stunned is a binary state. A Unit is Stunned or it isn't.…
  • § 423.1.b 423.1.b. A Stunned Unit does not contribute its might to damage in the combat damage step. See rule 460. The Combat Damage Step for more inf…
  • § 423.1.c 423.1.c. A Stunned Unit must still have damage applied to it equal to, or greater than, its full might value to be killed.…
  • § 423.2 423.2. Stunning is a Limited Action.…
  • § 423.2.a 423.2.a. Players may only Stun Units when directed to by Game Effects.…
  • § 424 424. Reveal…
  • § 424.1 424.1. Revealing is the act of presenting a card to all players from a zone that one or more players do not have access to the information o…
  • § 424.1.a 424.1.a. Revealed is a temporary state and is not a zone.…
  • § 424.1.b 424.1.b. Unless otherwise described, Revealed cards do nothing else beyond become temporarily known information to all players.…
  • § 424.2 424.2. Revealing is a Limited Action.…
  • § 424.2.a 424.2.a. Players may only Reveal cards from Private or Secret zones when instructed to do so by Game Effects.…
  • § 424.2.b 424.2.b. During the course of a game of Riftbound, a player may choose to show Private information to one or more other players. This does n…
  • § 424.3 424.3. This action is formatted as "Reveal cards from [zone]." Example: "Reveal 2 cards from the top of your Main Deck" would be executed by…
  • § 424.4 424.4. Game Effects can manipulate or modify the cards Revealed while they are Revealed…
  • § 424.4.a 424.4.a. While cards are Revealed, those cards can be further manipulated, or accessed. They can even have their destination modified for whe…
  • § 425 425. Counter…
  • § 425.1 425.1. Countering is the act of negating the execution, activation, or otherwise playing of a card or ability by a player.…
  • § 425.1.a 425.1.a. A card or ability that is Countered does nothing and is cleared from the chain.…
  • § 425.1.b 425.1.b. A card that is Countered is not considered to have been played.…
  • § 425.1.c 425.1.c. Countering does not refund any costs paid to play a card, activate an ability, or trigger an ability.…
  • § 425.2 425.2. Countering is a Limited Action.…
  • § 425.2.a 425.2.a. Players may only Counter cards and abilities when directed to by Game Effects.…
  • § 425.3 425.3. This action is formatted as "Counter [a card or ability on the chain]."…
  • § 426 426. Buff…
  • § 426.1 426.1. Buffing is the action of placing a Buff counter on a Unit. See rule 701. Buffs for more information.…
  • § 426.1.a 426.1.a. A Buff is also an object.…
  • § 426.1.b 426.1.b. To Buff a unit, place a Buff Counter on it if it does not have one already…
  • § 426.1.c 426.1.c. Units with Buff Counters can still be chosen for actions that Buff units, but will not be Buffed as part of the execution. Example:…
  • § 426.2 426.2. Buffing is a Limited Action.…
  • § 426.2.a 426.2.a. Players may only Buff units when Game Effects direct them to do so.…
  • § 426.3 426.3. This action is formatted as "Buff [one or more units]." e.g., "Buff a unit." e.g., "Buff a friendly unit." e.g., "Buff two friendly u…
  • § 427 427. Banish…
  • § 427.1 427.1. Banishing is the action of placing a card from any zone to Banishment. See 107.5. Banishment for more information.…
  • § 427.2 427.2. When a card is Banished it is placed directly into the Banishment zone from its origin.…
  • § 427.2.a 427.2.a. Banish is not a subset of Kill.…
  • § 427.2.b 427.2.b. Banish is not a subset of Discard.…
  • § 427.3 427.3. Cards and effects can refer to cards that were banished by the same object.…
  • § 427.3.a 427.3.a. Separate instances of an object or effect banishing cards do not reference other banished cards by objects of the same name or effe…
  • § 427.4 427.4. Banishing is a Limited Action.…
  • § 427.4.a 427.4.a. Players may only Banish cards or permanents when Game Effects direct them to do so.…
  • § 427.5 427.5. This action is formatted as "Banish [one or more permanents or cards]." e.g., "Banish a card from your hand." e.g., "Banish 2 cards f…
  • § 428 428. Kill…
  • § 428.1 428.1. Killing is the action of a Permanent going to the trash from the board.…
  • § 428.1.a 428.1.a. This can be Active or Passive.…
  • § 428.2 428.2. When a permanent is killed it is placed directly in the trash from its place of origin.…
  • § 428.2.a 428.2.a. It is only considered Killed if its origin was any zone on the board.…
  • § 428.2.b 428.2.b. This is not a subset of Move.…
  • § 428.3 428.3. Killing is a Limited Action.…
  • § 428.3.a 428.3.a. Players may only Kill units when Game Effects direct them to do so.…
  • § 428.4 428.4. Killing can also be the result of resolving a Cleanup.…
  • § 428.5 428.5. Killing can be attributed to one or more Game Objects.…
  • § 428.5.a 428.5.a. The Killed Unit or Gear is said to be Killed by that Game Object.…
  • § 428.5.b 428.5.b. A spell or ability that contains a Kill instruction is responsible for Killing the Unit or Gear.…
  • § 428.5.c 428.5.c. When one or more Units is killed due to a Cleanup, that kill action is attributed to the spell or ability that resolved immediately…
  • § 428.5.d 428.5.d. Abilities originating from Game Objects that are attributed Kill Actions are attributed in addition to the Game Object that created…
  • § 428.5.e 428.5.e. In order to Kill something “with” a spell or ability, the Kill action must be attributed to the spell or ability, the player must c…
  • § 428.6 428.6. This action is formatted as "Kill [one or more permanents]." e.g., "Kill an enemy unit." e.g., "Kill this, [2]: Draw 1." e.g., "Kill …
  • § 429 429. Add…
  • § 429.1 429.1. Adding is the action of putting resources into a player's Rune Pool.…
  • § 429.2 429.2. Spells, triggered abilities, and activated abilities that Add resources finalize immediately.…
  • § 429.2.a 429.2.a. Priority and Focus will not pass from Add abilities being finalized or resolving, and will resolve before any other outstanding item…
  • § 429.3 429.3. Activated abilities that Add resources and have the Reaction tag can be activated during the playing or resolution of other spells an…
  • § 429.3.a 429.3.a. When an Add ability is activated in this way, it immediately finalizes and resolves, even during the resolution of spells and abilit…
  • § 429.4 429.4. Adding is a Limited Action.…
  • § 429.4.a 429.4.a. Players may only Add resources when Game Effects direct them to do so.…
  • § 429.5 429.5. This action is formatted as "Add [one or more resources]." e.g., "Add [2]." means "Add 2 Energy." e.g., "[E]: Add [Y]." means "Add 1 …
  • § 430 430. Channel…
  • § 430.1 430.1. Channeling is the action of taking one or more Runes from the top of a player's Rune Deck and putting them on the board.…
  • § 430.2 430.2. The Game Effect that instructs a player to channel 1 or more runes may specify the conditions or circumstances under which those rune…
  • § 430.3 430.3. Channeling is a Limited Action.…
  • § 430.3.a 430.3.a. Players may only channel runes when Game Effects direct them to do so.…
  • § 430.4 430.4. This action is formatted as "Channel X rune(s)," optionally followed by conditions or stipulations. e.g., "Channel 1 rune." e.g., "Wh…
  • § 431 431. Burn Out…
  • § 431.1 431.1. Burning Out is an action a player must perform if they attempt to move one or more cards from their Main Deck to any other zone in ex…
  • § 431.1.a 431.1.a. If a player must Draw cards in excess to the number of cards in their deck, they will Draw as many as possible, perform this action…
  • § 431.1.b 431.1.b. If a player must put one or more cards from their Main Deck in any other zone, such as the Trash, in excess of the number of cards …
  • § 431.1.c 431.1.c. If an instruction directs a player to look at or reveal cards in excess to the number of cards in a player’s Main Deck, that player…
  • § 431.2 431.2. To Burn Out, a player does the following in sequence:…
  • § 431.2.a 431.2.a. Performs as much of the prescribed action as possible.…
  • § 431.2.b 431.2.b. Recycles their trash into their Main Deck. Reminder: When multiple cards are Recycled to the Main Deck at the same time, those card…
  • § 431.2.c 431.2.c. Chooses an opponent to gain 1 point.…
  • § 431.2.d 431.2.d. Completes the remainder of the action that caused them to burn out. Example: A player attempts to draw 1 during their Draw Phase wh…
  • § 431.3 431.3. A player's Main Deck may remain empty as they Burn Out, usually because their trash is also empty. When they attempt to perform the o…
  • § 431.3.a 431.3.a. Unless some effect intervenes, this will result in them burning out repeatedly, giving 1 point to an opponent each time, until an o…
  • § 431.3.b 431.3.b. Points gained after the first Burn Out being processed in sequence cannot be replaced or prevented by any means. Points gained after…
  • § 431.4 431.4. Burning Out is a Limited Action.…
  • § 431.4.a 431.4.a. Players may only burn out when Game Effects direct them to do so.…
  • § 431.5 431.5. Burning Out is a Replacement Effect. See rule 367. Replacement Effects for more information.…
  • § 432 432. Double…
  • § 432.1 432.1. Doubling is the act of increasing a numeric attribute by an amount equal to that attribute’s current value.…
  • § 432.1.a 432.1.a. This creates an effect that modulates that attribute by that specific amount for the duration specified by the Game Effect that instr…
  • § 432.2 432.2. Doubling is a Limited Action.…
  • § 432.2.a 432.2.a. Players may only Double when Game Effects direct them to do so.…
  • § 433 433. Swap…
  • § 433.1 433.1. Swapping is the act of increasing one numeric value and decreasing another numeric value on some number of Game Objects such that the…
  • § 433.1.a 433.1.a. Swapping creates two different effects that apply to each attribute. One that Increases one value and one that Decreases the other.…
  • § 433.1.b 433.1.b. To accomplish this, determine the difference between these values and then apply an Increase for that amount to the lower value of …
  • § 433.1.c 433.1.c. If both attributes are the same numeric value, Swapping has no effect.…
  • § 433.2 433.2. Swapping is a Limited Action.…
  • § 433.2.a 433.2.a. Players may only swap when Game Effects direct them to do so.…
  • § 434 434. Attach…
  • § 434.1 434.1. Attaching is the act of linking two cards on the board together to combine their effects in some way. This causes one or more cards t…
  • § 434.1.a 434.1.a. Attaching affects two cards at once.…
  • § 434.1.b 434.1.b. This is represented by physically laying the Top-Most card on top of the other or others such that all Effect Texts and Might Bonus…
  • § 434.1.c 434.1.c. The Top-Most card has all Effect Text of all cards Attached to it appended to its Rules Text.…
  • § 434.1.d 434.1.d. The Top-Most Card has its Might modulated by the Might Bonus of all cards Attached to it.…
  • § 434.1.e 434.1.e. Attaching one or more cards will cause those cards’ Rules Text to become Inactive for as long as they remain Attached. See rule 716…
  • § 434.1.f 434.1.f. Attaching a card to a new Top-Most Card will cause it to Detach from the card to which it is currently Attached.…
  • § 434.1.g 434.1.g. Attaching a card to its current Top-Most Card will not have any effect.…
  • § 434.1.h 434.1.h. If a Game Effect instructs a player to Attach a card to its current Top-Most Card, nothing additional happens.…
  • § 434.2 434.2. Attaching is a Limited Action.…
  • § 434.2.a 434.2.a. Players may only Attach cards when directed to by Game Effects.…
  • § 434.3 434.3. Attaching cards does not inherently choose or specify a target. However, Game Effects that Attach cards may do so.…
  • § 434.4 434.4. When a card Attaches to a card, its location becomes the same as the new Top-Most Card.…
  • § 434.4.a 434.4.a. This is not a Move.…
  • § 435 435. Detach…
  • § 435.1 435.1. Detaching is the act of unlinking two cards that are currently linked through the act of Attaching. This causes one to cease being At…
  • § 435.1.a 435.1.a. Detaching affects only cards that are currently Attached to another card.…
  • § 435.1.b 435.1.b. When one or more cards become Detached, they cease to be in the Attached state.…
  • § 435.1.c 435.1.c. The card being Detached has its Effect Text become Inactive and its Rules Text cease being Inactive.…
  • § 435.1.d 435.1.d. The Top-Most Card ceases to have the Effect Text of the card being Detached appended to its Rules Text.…
  • § 435.1.e 435.1.e. The Top-Most Card ceases to have its Might modulated by the Might Bonus of the card being Detached.…
  • § 435.2 435.2. Detaching is a Limited Action.…
  • § 435.2.a 435.2.a. Players may only Detach cards when directed to by Game Effects.…
  • § 435.3 435.3. Detaching cards does not inherently choose, or specify a target. However, Game Effects that Detach cards may.…
  • § 435.4 435.4. When a card Detaches from a Top-Most Card, its location is the same as the Top-Most Card from which it Detached.…
  • § 435.4.a 435.4.a. If the Detached card was a Gear and this causes it to become present at a Battlefield, it will be Recalled during the next Cleanup.…
  • § 435.4.b 435.4.b. If the Attached card was Detached because the Top-Most Card changed zones from a board zone to a non-board zone, then the location …
  • § 436 436. Predict…
  • § 436.1 436.1. Predicting a card is the act of looking at a single card from the top of the Main Deck and choosing whether or not to Recycle it.…
  • § 436.1.a 436.1.a. When more than one card is Predicted, the Predicting player looks at that many cards and Recycles any number of them.…
  • § 436.1.b 436.1.b. The Player who performs the game action may rearrange any cards not Recycled in this way.…
  • § 436.2 436.2. Predicting is a Limited Action.…
  • § 436.2.a 436.2.a. Players may only Predict cards when instructed to do so by game effects.…
  • § 436.3 436.3. This action, when instructed, is formatted as "Predict X."…
  • § 436.3.a 436.3.a. If omitted, X is presumed to be 1.…
  • § 436.4 436.4. If a player attempts to Predict more cards than are available in their Main Deck, they will Predict as many as possible instead.…
  • § 436.4.a 436.4.a. The Player will not perform a Burn Out as a result of Predicting with too few cards in their deck.…
  • § 437 437. Prevent…
  • § 437.1 437.1. Preventing damage is the act of reducing the Damage a set of game objects would take.…
  • § 437.1.a 437.1.a. Prevent is an action that interacts with Damage.…
  • § 437.1.b 437.1.b. Prevent appears in statements that define an amount of damage and the source of the damage it will affect, as well as the timespan i…
  • § 437.2 437.2. When damage is Prevented, it is replaced with an event where it deals that much damage reduced by the Prevent Value tracked on the Un…
  • § 437.2.a 437.2.a. The damage being dealt as a result of Preventing can never be less than 0, but can be 0. This is equivalent to not dealing damage.…
  • § 437.3 437.3. When damage is dealt this way, reduce the Prevent Value being tracked on the Unit affected by the Prevent action by the prevented amo…
  • § 437.3.a 437.3.a. If the Prevent Value is 0 or less, then Prevent is no longer being tracked on the Unit in question, and the effect expires.…
  • § 437.3.b 437.3.b. The reduced value is the newly tracked Prevent Value.…
  • § 437.3.c 437.3.c. If the Prevent Value is “All” then it remains “All.”…
  • § 437.4 437.4. Damage dealt to a Unit that has that all of that damage Prevented is not considered to have been dealt to it at all.…
  • § 437.5 437.5. Damage can still be assigned to Units in combat that are affected by Prevent. The damage dealt as a result of that assignment will be…
  • § 437.5.a 437.5.a. Damage can be assigned to a Unit up to a value that would be Lethal considering the Prevent Value of all Prevent Actions on a Unit.…
  • § 437.5.b 437.5.b. No amount of damage is ever considered lethal if the Prevent Value is “All.”…
  • § 437.6 437.6. Prevent is a Limited Action.…
  • § 437.6.a 437.6.a. Players may only Prevent Damage when directed to by Game Effects.…
  • § 437.7 437.7. Prevent is a Delayed Replacement Effect. See rule 367. Replacement Effects for more information. See rule 389. Delayed Abilities for …
  • § 438 438. Replace…
  • § 438.1 438.1. Replacing is the act of Creating a token in the place of another card or token without playing it while inheriting all effects or sta…
  • § 438.2 438.2. Replacing is a Limited Action.…
  • § 438.2.a 438.2.a. The player may Replace cards and tokens when instructed to do so by other game effects.…
  • § 438.3 438.3. This action, when instructed, is formatted as "Replace [X] with [Y]."…
  • § 438.3.a 438.3.a. The [X] is the target to be Replaced.…
  • § 438.3.b 438.3.b. The [Y] is the object that will Replace the target.…
  • § 438.4 438.4. Replacing is not a subset of Banishing.…
  • § 438.5 438.5. The card or token that is Replaced is placed in Banishment.…
  • § 438.5.a 438.5.a. While it resides in Banishment, it is considered to have been Replaced and not Banished.…
  • § 438.6 438.6. If a token is Replaced it will stop existing once it begins its occupancy in Banishment.…
  • § 438.6.a 438.6.a. This does not invalidate the token created, or the act of Replacement.…
  • § 438.7 438.7. Tokens that have been Created through a Replace action can be instructed to be “Swapped back.”…
  • § 438.7.a 438.7.a. “Swapping Back” is an extension of the Replace action.…
  • § 438.7.b 438.7.b. To Swap Back, the token stops existing and the original card is returned to the space that the token just occupied, inheriting all …
  • § 438.7.c 438.7.c. If there is nothing in Banishment to swap back to, usually because a token was replaced, then this object can never swap back.…
  • § 439 439. Create…
  • § 439.1 439.1. Creating is the act of producing a Game Object that previously did not exist in the game.…
  • § 439.2 439.2. Effects that Create one or more Game Objects will direct where those Game Objects must go - the Game Objects are Created directly to …
  • § 439.2.a 439.2.a. Prior to being Created, these Game Objects did not exist outside of the zone they were Created to. After being Created, they may ch…
  • § 439.2.b 439.2.b. If a zone is not specified by the effect, the Game Object will be created to the appropriate zone for its type. Permanents will be C…
  • § 439.3 439.3. An effect that Creates a Game Object will specify the nature of the Game Object created.…
  • § 439.3.a 439.3.a. If the Game Object is a token, it will follow the normal rules for tokens. See rule 176. Tokens for more information.…
  • § 439.4 439.4. Unless specified otherwise by the Game Effect that Creates a Game Object, any such Game Object is owned by the player who Created it. …
  • § 439.4.a 439.4.a. A Created permanent, rune, legend, or spell is controlled by its owner as it is created.…
  • § 439.4.b 439.4.b. A Created battlefield is uncontrolled as it is created.…
  • § 439.5 439.5. This action, when instructed, is usually formatted as "Create [X] to [Y]" or “Add [X] to [Y].”…
  • § 439.6 439.6. Creating is a Limited Action.…
  • § 439.6.a 439.6.a. Players may only Create Game Objects when directed to by Game Effects.…
  • § 440 440. Movement…
  • § 441 441. Moving is a Limited Action.…
  • § 441.1 441.1. A Permanent changing its position from any space on the Board to another space on the Board is a Move, unless it is caused by a corre…
  • § 441.2 441.2. A card changing game zones does not in itself constitute a Move.…
  • § 441.3 441.3. Moving is instantaneous.…
  • § 441.3.a 441.3.a. There is no state for Permanents between locations.…
  • § 441.3.b 441.3.b. Permanents are either at their Origin before Moving or their Destination after Moving.…
  • § 441.3.c 441.3.c. Moving does not use the Chain, nor is it able to be Reacted to.…
  • § 442 442. Moving is defined by the Origin and Destination of the Permanent that is changing locations.…
  • § 442.1 442.1. The Origin is where the Permanent is starting from.…
  • § 442.2 442.2. The Destination is where the Permanent is going to.…
  • § 442.2.a 442.2.a. In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in Progress are Invalid Destinations for Mo…
  • § 442.2.b 442.2.b. In Modes of Play with teammates, Battlefields Controlled by a player’s teammates are Invalid Destinations for Moves of all kinds (St…
  • § 442.2.c 442.2.c. If an action would require a Move that would cause a Unit to become present in a Location where it cannot move for any reason, such…
  • § 442.3 442.3. Units are the only Permanents that can Move.…
  • § 443 443. Players may choose to move their Units with the Standard Move. See rule 144. for more information on the Standard Move.…
  • § 444 444. Spells, Abilities, or other effects may cause a Move to occur.…
  • § 444.1 444.1. The source of the Move will provide details on any restrictions on legality for Destination.…
  • § 444.2 444.2. Units cannot Move to a Battlefield that already has units from 2 other players present by any means.…
  • § 445 445. The Destination becomes Contested if it is a Battlefield not controlled by the controller of the Unit or Units that moved.…
  • § 446 446. Units may cause a Showdown without a Combat when they Move.…
  • § 446.1 446.1. A Showdown is opened when a Move causes a Battlefield to become Contested while it has no Units present from any player other than tho…
  • § 447 447. Units may cause Combat when they Move.…
  • § 447.1 447.1. A Combat is opened when a Move causes a Battlefield to become Contested and Units controlled by opposing players, or when a Move cause…
  • § 448 448. When a Move action is complete, perform a Cleanup.…
  • § 449 449. Recalls…
  • § 450 450. A Recall is when a Permanent is relocated from anywhere to its Base without it being a Move.…
  • § 451 451. Recalls are not Moves.…
  • § 451.1 451.1. They do not cause Triggered Abilities to trigger that are triggered by Move actions.…
  • § 451.2 451.2. A Recall causes a Permanent to change locations.…
  • § 451.3 451.3. A Recall cannot be prevented by actions and Game Effects that restrict or block Movement.…
  • § 452 452. Gear can be Recalled.…
  • § 452.1 452.1. When an un-attached Gear is created or played at a battlefield, or is at a battlefield for any other reason, it is Recalled to its cont…
  • § 453 453. Recalls do not affect the state of the Permanent being recalled.…
  • § 453.1 453.1. Unless otherwise stated by the source of the Recall, Damage, Exhausted Status, Buffed Status, and applied Layer alterations will all …
  • § 454 454. Combat…
  • § 455 455. A Combat occurs when a Cleanup occurs, there are no items on the Chain, there is a staged Combat at a Battlefield, and no Showdown or Co…
  • § 455.1 455.1. If there is an ongoing Showdown at the Battlefield where the Combat is staged, that Showdown will become a Combat Showdown and a Comba…
  • § 456 456. Combat is considered Staged if there are units controlled by two opposing players at a Battlefield but the Steps of Combat have not been…
  • § 456.1 456.1. If more than one Battlefield has Units controlled by opposing players at it at the same time, the Turn Player decides which Combat to …
  • § 456.2 456.2. If Staged Combats stop being Staged before the Steps of Combat are initiated, they are not resolved or executed.…
  • § 456.3 456.3. If a Combat and Showdown are staged at the same Battlefield and the turn player initiates the Showdown, it will open as a Combat Showd…
  • § 457 457. Combat can only occur between Units controlled by exactly two players.…
  • § 457.1 457.1. In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in Progress are Invalid Destinations for Move…
  • § 457.2 457.2. In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in Progress are Invalid to be chosen as a loc…
  • § 457.2.a 457.2.a. If an effect would require a Unit be played to a Battlefield with a Staged Combat or a Combat in Progress, where the controller of t…
  • § 457.2.b 457.2.b. Any subsequent reference to "here" in the corresponding effect is reassigned to the Controller's Base, where the Unit was played. A…
  • § 457.3 457.3. All choices that would result in a Combat occurring between more than two players simultaneously are invalid and ineligible to be com…
  • § 458 458. The Steps of Combat…
  • § 459 459. Step 1: The Combat Showdown Step…
  • § 459.1 459.1. Combat will open in one of two ways: when a Combat and Showdown are staged at the same Battlefield and the turn player initiates the S…
  • § 459.2 459.2. When Combat opens, it either opens with a Combat Showdown, or the current Showdown becomes a Combat Showdown.…
  • § 459.2.a 459.2.a. The following Tasks become Outstanding, in the order described:…
  • § 459.2.b 459.2.b. 1. Establish who is Attacker and who is Defender.…
  • § 459.2.c 459.2.c. 2. The Attacker gains Focus.…
  • § 459.2.d 459.2.d. 3. Add items to the Combat Chain if establishing Attacker and Defender has caused Triggered Abilities to become Pending.…
  • § 459.2.e 459.2.e. The State Closes if a Combat Chain was created.…
  • § 459.2.f 459.2.f. Players proceed with any play on the Chain as normal.…
  • § 459.2.g 459.2.g. Focus does not pass upon closure of the Combat Chain, if any.…
  • § 460 460. Step 2: The Combat Damage Step…
  • § 460.1 460.1. If both Attacking and Defending units remain at this battlefield, the following Tasks become Outstanding, in the specified order:…
  • § 460.2 460.2. 1. When the Showdown closes, Attackers and Defenders resolve Combat Damage at the Battlefield that was attacked, using their current M…
  • § 460.2.a 460.2.a. Sum the Might of all Attacking Units.…
  • § 460.2.b 460.2.b. Sum the Might of all Defending Units.…
  • § 460.2.c 460.2.c. Starting with the Attacker, each player assigns an amount of damage equal to their summed Might among the other's Units.…
  • § 460.2.d 460.2.d. Deal Damage to each unit equal to the amount assigned to it.…
  • § 460.3 460.3. 2. Skip the FEPR process and proceed to the Resolution Step.…
  • § 461 461. Step 3: The Resolution Step…
  • § 461.1 461.1. 1. Perform a Combat Cleanup.…
  • § 461.1.a 461.1.a. Invoke a Combat Special Cleanup.…
  • § 461.2 461.2. The following Task becomes Outstanding:…
  • § 461.3 461.3. 1. Determine Combat Result…
  • § 461.3.a 461.3.a. A Player has won a combat if they received either the attacker or defender designation and are the only Player that has units remai…
  • § 461.3.b 461.3.b. A Player has lost a combat if they received either the attacker or defender designation and are the only Player that does not have …
  • § 461.3.c 461.3.c. Units at this battlefield inherit the same combat result as their controllers…
  • § 461.3.d 461.3.d. There is “No Result” if either both Players have units present during this step, or neither player has units present during this st…
  • § 461.4 461.4 The following Task becomes Outstanding:…
  • § 461.5 461.5. 1. If no Showdown or Combat is staged at this location, the player with Units remaining here Establishes Control.…
  • § 461.5.a 461.5.a. Clear the Contested Status.…
  • § 461.5.b 461.5.b. If there are no Units remaining here controlled by any player, the Battlefield becomes Uncontrolled.…
  • § 461.5.c 461.5.c. Remove all Hidden cards from this Battlefield that do not share a controller with the Battlefield.…
  • § 461.5.d 461.5.d. Establishing Control results in a Conquer if that player has not yet scored this Battlefield this turn. See rule 185. Control for mo…
  • § 461.5.e 461.5.e. This does not have to be the player that applied Contested to the Battlefield.…
  • § 461.6 461.6. The following Task becomes Outstanding:…
  • § 461.7 461.7. 1. Combat ends.…
  • § 461.7.a 461.7.a. Remove Attacker and Defender Designation from all Units and Players.…
  • § 461.7.b 461.7.b All “this combat” effects expire simultaneously.…
  • § 462 462. Scoring…
  • § 463 463. Scoring is the act of a Player gaining a point through the process of seizing or maintaining control over Battlefields.…
  • § 463.1 463.1. Every instance of Scoring is also an instance of Gaining points…
  • § 464 464. A player Scores in one of two ways:…
  • § 464.1 464.1. Conquer: A player gains Control of a Battlefield they did not yet Score this turn.…
  • § 464.1.a 464.1.a. In Modes of Play with teammates, Battlefields under the Control of a teammate during the Beginning Phase are also disqualified from b…
  • § 464.1.b 464.1.b. A player will gain control of a Battlefield after establishing Control by applying Contested first.…
  • § 464.2 464.2. Hold: A player maintains Control of a Battlefield during their Beginning Phase.…
  • § 465 465. A player may only Score, from either method, once per Battlefield per turn.…
  • § 466 466. When a player Scores, two things occur:…
  • § 466.1 466.1. The player Gains up to one Point, depending on their current score.…
  • § 466.1.a 466.1.a. The Winning Point has additional restrictions.…
  • § 466.1.b 466.1.b. When a player tries to Gain a Point through a Score, and their current Point Total is 1 point from the Victory Score of the Mode of…
  • § 466.2 466.2. Trigger Score abilities at the Battlefield that Scored.…
  • § 466.2.a 466.2.a. Conquer abilities trigger at a Battlefield that was Conquered.…
  • § 466.2.b 466.2.b. Hold abilities trigger at a Battlefield that was Held.…
  • § 466.2.c 466.2.c. These will only trigger when the Battlefield is Scored; I.E. These cannot be triggered more than once per turn for a player.…
  • § 467 467. When a cleanup occurs and a player has accrued Points greater than or equal to the Victory Score for their Mode of Play, and if they ha…
  • § 468 468. Layers…
  • § 469 469. Layers are the mechanism in which Game Effects alter the Traits, Intrinsic Abilities, or other properties of Game Objects.…
  • § 470 470. Layers are an organizational structure.…
  • § 470.1 470.1. Layers only serve to structure the application and order that Game Effects apply to Game Objects to maintain consistency.…
  • § 471 471. The layers are applied repeatedly until all effects operating on objects have been applied once and no changes have been processed.…
  • § 471.1 471.1. Layers are applied in sequence. Each effect in them is applied as soon as able, and only a single time across all sequences.…
  • § 471.2 471.2. When a sequence of applications completes, recur the process, and evaluate each layer again applying any effects that may now be appl…
  • § 471.3 471.3. The removal or disqualification of an effect is separate from the application of the effect, but still can only be applied once. Examp…
  • § 472 472. Layers are applied in the following order:…
  • § 472.1 472.1. 1. Trait-Altering Effects…
  • § 472.1.a 472.1.a. This layer deals with effects that grant, remove, or replace inherent traits of Game Objects. Name Super Type Type Tags Controller …
  • § 472.1.b 472.1.b. Copy effects are applied in this layer.…
  • § 472.1.c 472.1.c. Effects for this layer can be identified by the phrase "become(s)", "give," "is," or "are" in the text. Example: A permanent has the…
  • § 472.2 472.2. 2. Ability-Altering Effects…
  • § 472.2.a 472.2.a. This layer deals with effects that grant, remove, or replace the abilities or rules text of Game Objects. Keywords Passive Abilitie…
  • § 472.2.b 472.2.b. Effects for this layer can be identified by the phrase "become(s)," "give," "lose(s)," "have," "has," "is," or "are" in the text. Ex…
  • § 472.2.c 472.2.c. Abilities of Effect Text of Attached cards are appended in this layer.…
  • § 472.3 472.3. 3. Arithmetic…
  • § 472.3.a 472.3.a. This layer deals with the mathematics of increasing and decreasing the numeric values of the traits of Game Objects. Might Energy C…
  • § 472.3.b 472.3.b. When an arithmetic effect has a limitation that applies, it is limited at the time of its application, and is “remembered” at that …
  • § 472.3.c 472.3.c. Might Bonuses of Attached cards are applied in this layer.…
  • § 472.3.d 472.3.d. This layer applies arithmetic in the following way.…
  • § 473 473. If more than one effect applies to the same Game Object in the Same Layer, or to each other in the same layer, then both effects will a…
  • § 473.1 473.1. A Dependency is established if:…
  • § 473.1.a 473.1.a. Applying one of the effects alters the existence of the other; or…
  • § 473.1.b 473.1.b. Applying one of the effects alters the number of objects the other effect can influence…
  • § 473.1.c 473.1.c. Applying one of the effects alters the outcome when applying the other.…
  • § 474 474. To determine which effect Depends on another, determine which of the prior criteria applies, and then also which effect’s evaluation is…
  • § 474.1 474.1. To resolve a dependency, the effects within the same layer that created the dependency must be applied such that:…
  • § 475 475. If more than one effect applies in the same layer but no dependency is established, then Timestamp order is applied to the effects with…
  • § 475.1 475.1. When an effect begins applying, it establishes a time for which it is compared against other Game Effects for purposes of resolving L…
  • § 475.1.a 475.1.a. Timestamps are not rote values.…
  • § 475.1.b 475.1.b. Timestamps are relative comparisons between effects and when they began applying to the game.…
  • § 475.1.c 475.1.c. Timestamps are not referenced by Game Effects in any way. They are only used to finalize layered effects.…
  • § 475.2 475.2. When Rules Text becomes Inactive for any reason, it loses its Timestamp. When it ceases to be Inactive, a new Timestamp is establishe…
  • § 475.3 475.3. Effects are applied such that the earliest Timestamp within each Layer and Sublayer applies first, followed by other Effects in that L…
  • § 476 476. Modes of Play…
  • § 477 477. There are multiple methods of playing Riftbound.…
  • § 478 478. A Mode of Play must define several variables for the game.…
  • § 478.1 478.1. Number of Players: How many people are playing the game.…
  • § 478.2 478.2. Formation of Players: How the players are organized while playing.…
  • § 478.2.a 478.2.a. This defines if a player is alone or on a team.…
  • § 478.2.b 478.2.b. This defines the number of opponents.…
  • § 478.3 478.3. Victory Score: The point total a player or team must reach to win.…
  • § 478.3.a 478.3.a. Victory Scores can be any positive number.…
  • § 478.4 478.4. Battlefield Count: Determines how many Battlefields are in play, contributed by players, during play.…
  • § 478.4.a 478.4.a. This may influence deck building requirements in competitive settings.…
  • § 478.4.b 478.4.b. This may involve utilizing less Battlefields than there are players.…
  • § 478.5 478.5. Setup: Any changes to initial setup required for this mode.…
  • § 478.6 478.6. Format: Conditions to win or additional rules added over play.…
  • § 478.7 478.7. First Turn Process: Adjustments to each player's first turn.…
  • § 478.8 478.8. Unique Rules…
  • § 478.8.a 478.8.a. If any, they will be appended here.…
  • § 479 479. Sanctioned Modes…
  • § 480 480. 1v1 (Duel)…
  • § 480.1 480.1. 2 Players…
  • § 480.2 480.2. 1v1…
  • § 480.3 480.3. Victory Score: 8…
  • § 480.4 480.4. Battlefield Count: 2…
  • § 480.4.a 480.4.a. Each player provides three (3) Battlefields, included in their deck during deck building. Only…
  • § 480.5 480.5. Setup: Each player randomly selects one (1) of their three (3) Battlefields. The other two are removed and will not be used for this g…
  • § 480.6 480.6. Format: Best of 1. The first player to reach the Victory Score in Points wins the Match.…
  • § 480.7 480.7. First Turn Process: The player going second channels an extra Rune from their Rune Deck during their first Channel Phase of the game.…
  • § 481 481. 1v1 (Match)…
  • § 481.1 481.1. 2 Players…
  • § 481.2 481.2. 1v1…
  • § 481.3 481.3. Victory Score: 8…
  • § 481.4 481.4. Battlefield Count: 2…
  • § 481.4.a 481.4.a. Each player provides three (3) Battlefields, included in their deck during deck building. Only…
  • § 481.5 481.5. Setup: Each player selects one (1) of their three (3) Battlefields. The other two are set aside and will not be used for this round of…
  • § 481.6 481.6. Format: Best of 3. The first player to reach the Victory Score in Points wins the game. The winner of that game earns One Game Win. Pl…
  • § 481.7 481.7. First Turn Process: The player going second channels an extra Rune from their Rune Deck during their first Channel Phase of the game.…
  • § 482 482. FFA3 (Skirmish)…
  • § 482.1 482.1. 3 Players…
  • § 482.2 482.2. FFA…
  • § 482.3 482.3. Victory Score: 8…
  • § 482.4 482.4. Battlefield Count: 3…
  • § 482.4.a 482.4.a. Each player provides three (3) Battlefields, included in their deck during deck building. Only 1 will be used, chosen during setup.…
  • § 482.5 482.5. Setup: Each player randomly selects one (1) of their three (3) Battlefields. The other two are discarded and will not be used for this…
  • § 482.6 482.6. Format: Best of 1. The first player to reach the Victory Score in Points wins the Match.…
  • § 482.7 482.7. First Turn Process: The player going first does not draw a card during their first Draw Phase of the game. The player going last channe…
  • § 483 483. FFA4 (War)…
  • § 483.1 483.1. 4 Players…
  • § 483.2 483.2. FFA…
  • § 483.3 483.3. Victory Score: 8…
  • § 483.4 483.4. Battlefield Count: 3…
  • § 483.4.a 483.4.a. Each player provides three (3) Battlefields, included in their deck during deck building.…
  • § 483.4.b 483.4.b. The player who is taking the first turn removes their Battlefields. They will not be used.…
  • § 483.5 483.5. Setup: Each player who is not going first randomly selects one (1) of their three (3) Battlefields. The other two are removed and will …
  • § 483.6 483.6. Format: Best of 1. The first player to reach the Victory Score in Points wins the Match.…
  • § 483.7 483.7. First Turn Process: The player going first does not draw a card during their first Draw Phase of the game. The player going last channe…
  • § 484 484. 2v2 (Magma Chamber)…
  • § 484.1 484.1. 4 Players…
  • § 484.2 484.2. 2v2…
  • § 484.3 484.3. Victory Score: 11…
  • § 484.4 484.4. Battlefield Count: 3…
  • § 484.4.a 484.4.a. Each player provides three (3) Battlefields, included in their deck during deck building.…
  • § 484.5 484.5. Setup:…
  • § 484.5.a 484.5.a. Each player who is not going first randomly selects one (1) of their three (3) Battlefields. The other two are removed and will not b…
  • § 484.5.b 484.5.b. The player who is taking the first turn removes their Battlefields. They will not be used.…
  • § 484.5.c 484.5.c. Turn order alternates teams.…
  • § 484.6 484.6. Format: Best of 1. The first team to reach the Victory Score in Points wins the Match.…
  • § 484.6.a 484.6.a. Teammates win or lose together.…
  • § 484.7 484.7. First Turn Process: The player going first does not draw a card during their first Draw Phase of the game. The player going last channe…
  • § 484.8 484.8. Unique Rules…
  • § 484.8.a 484.8.a. Players may play spells or activate abilities during their Teammate's Turn. In order to do so, their Teammate will invite them to p…
  • § 484.8.b 484.8.b. Battlefields controlled during the Beginning Phase of a player's turn by that player's teammate are disqualified from being scored by…
  • § 484.8.c 484.8.c. Control is not shared.…
  • § 484.8.d 484.8.d. Friendly describes controlled Game Objects by a player or their Teammate. Example: "When I am played, ready a friendly unit" could …
  • § 484.8.e 484.8.e. Hands are Private Information. Players may show their Private Information to one or more players at any time during play, including…
  • § 484.8.f 484.8.f. The Final Point has an adjustment to the criteria when scoring.…
  • § 484.8.g 484.8.g. Teammates may not utilize the same Champion Legend.…
  • § 484.8.h 484.8.h. Teammates may not utilize the same Battlefields.…
§ 600 (19)
  • § 649 649. Conceding…
  • § 650 650. A player may concede at any time.…
  • § 651 651. When a player concedes, they are removed from the game in progress.…
  • § 651.1 651.1. If only one other player is remaining after a player has conceded, the player remaining Wins.…
  • § 651.2 651.2. If more than one player remains after a concession, follow the steps for the Removal of a Player.…
  • § 651.3 651.3. Removal of a player involves them no longer being able to make choices or otherwise influence the game.…
  • § 651.4 651.4. If the player has Teammates due to the Mode of Play, that player’s Teammates also lose and are removed from the game.…
  • § 652 652. If the game continues, follow these steps for Removal of a Player.…
  • § 652.1 652.1. Banish all permanents, runes, and facedown cards they currently control and all permanents, runes, and facedown cards they own.…
  • § 652.2 652.2. Remove the Battlefield they contributed to the game if it is in use.…
  • § 652.2.a 652.2.a. If it was in use, Replace it with a token battlefield with no abilities.…
  • § 652.2.b 652.2.b. Any units or hidden cards there do not move and are otherwise unaffected by this process. See rule 438. Replace for more informatio…
  • § 652.2.c 652.2.c. If the removed battlefield was applying any continuous effects, those continuous effects immediately cease, which may cause changes …
  • § 652.3 652.3. Remove all cards they own from the game.…
  • § 652.4 652.4. Counter all spells and abilities of all types controlled by the player that has conceded.…
  • § 652.5 652.5. Proceed with the game.…
  • § 652.5.a 652.5.a. Turn…
  • § 652.5.b 652.5.b. Focus…
  • § 652.5.c 652.5.c. Priority…
§ 700 700. Additional Rules (99)
  • § 700 700. Additional Rules…
  • § 701 701. Buffs…
  • § 702 702. Buffs are objects placed on Units.…
  • § 702.1 702.1. Buffs can be tracked with a buff reminder card from a Riftbound booster pack or with any spare object in your surroundings.…
  • § 702.2 702.2. Buffs can be added or spent.…
  • § 702.2.a 702.2.a. To Buff a Unit, a player chooses a Unit and then places a buff on it. That Unit is Buffed for as long as the buff remains on it.…
  • § 702.2.b 702.2.b. Spending a Buff removes a single Buff counter from a Unit.…
  • § 702.3 702.3. There can only be one Buff on a Unit at a time.…
  • § 702.3.a 702.3.a. If a Buff is added, or instructed to be added, on a Unit that already has a Buff, it is not placed instead.…
  • § 703 703. Each Buff individually contributes +1 Might to a Unit.…
  • § 704 704. Buffs are Game Objects and may be referenced, counted, or targeted by other effects as specified.…
  • § 705 705. If a Unit leaves play, remove all Buffs from it.…
  • § 705.1 705.1. Champions do not retain Buffs in the Champion Zone, even if they return there somehow.…
  • § 706 706. Mighty…
  • § 707 707. Mighty is a description that applies to some units. Other game effects can check whether a unit is Mighty.…
  • § 708 708. A Unit "is Mighty" as long as its Might is 5 or greater.…
  • § 709 709. A Unit "becomes Mighty" at the moment its Might changes from being less than 5 to being 5 or greater. Example: A Unit with Might 4 that…
  • § 710 710. Units on the board are evaluated according to their current Might. Example: A unit with a base Might of 3 is targeted by a spell that r…
  • § 711 711. Units in Non-Board Zones are evaluated according to their inherent Might. Example: A unit in the trash is Mighty if its printed Might i…
  • § 712 712. Bonus Damage…
  • § 713 713. Bonus Damage is an intrinsic property that can be granted to Deal actions that influence the amount of Damage that the action is distrib…
  • § 714 714. If more than one instance of Bonus Damage is applied or granted to a Deal action, all instances are summed and applied once.…
  • § 714.1 714.1. Bonus Damage can only be a positive value, and can only increase the amount of Damage being distributed.…
  • § 714.2 714.2. If, for any reason, Bonus Damage would be a negative number, then no Bonus Damage is applied to the action.…
  • § 715 715. Bonus Damage applies to the total damage Dealt by one instance of the action.…
  • § 715.1 715.1. If the Deal action has a single target, the amount of Damage to that target will be increased by the Bonus Damage granted to it.…
  • § 715.2 715.2. If the Deal action has multiple targets, the amount of Damage dealt to each target is increased by Bonus Damage individually and sepa…
  • § 715.3 715.3. If the Deal action Splits damage, then the Bonus Damage applies to the amount of Damage that will be Split. This can alter the number…
  • § 715.4 715.4. If no damage was Dealt, because it was replaced or reduced by any means, then Bonus Damage will not apply.…
  • § 716 716. Attachment…
  • § 717 717. Attaching is a limited action that causes cards to become linked to each other to combine their effects in some way. This causes one ca…
  • § 718 718. Attached is the state of a card being linked to another card in this way.…
  • § 718.1 718.1. A card remains in this state until Detached.…
  • § 718.2 718.2. While in this state, the card’s printed Rules Text is Inactive. See rule 720. Inactive for more information.…
  • § 718.3 718.3. While in this state, Abilities in the card’s Effect Text are appended to the Rules Text of the Top-Most Card.…
  • § 718.4 718.4. While in this state, the card’s Might Bonus modulates the Top-Most Card’s Might by the value listed.…
  • § 718.5 718.5. Attached cards still have all properties of being a card on the board while in this state.…
  • § 718.5.a 718.5.a. Attached cards still have all Types and Tags while Attached.…
  • § 718.5.b 718.5.b. Attached cards still can be chosen or targeted by game effects while Attached.…
  • § 718.5.c 718.5.c. Attached cards cannot be moved separately from the Top-Most Card they are Attached to.…
  • § 718.5.d 718.5.d. A card may be Attached only to a single Top-Most card at a time.…
  • § 718.5.e 718.5.e. Attached cards may have different Controllers from their Top-Most card.…
  • § 718.5.f 718.5.f. Changes in Control of the Top-Most card do not impact Control of Attached cards and vice versa.…
  • § 718.5.g 718.5.g. An Attached card still appends the abilities in its Effect Text to the Rules Text of the Top-Most card and modulates the Top-Most C…
  • § 719 719. A Top-Most Card is a card that has one or more cards linked to it through the process of Attaching.…
  • § 719.1 719.1. The Effect Text of all cards Attached to this card are appended to the Rules Text of this card for as long as they remain Attached.…
  • § 719.2 719.2. This card ceases being a Top-Most Card when there are no longer any cards Attached to it.…
  • § 719.3 719.3. A Top-Most Card and all cards Attached to it are at the same location.…
  • § 719.3.a 719.3.a. When the Top-Most Card moves, all Attached cards move with it.…
  • § 719.4 719.4. The Exhausted and Ready state of the Top-Most card does not affect nor change the status of the Attached cards and vice versa.…
  • § 719.5 719.5. When a Top-Most Card changes zones from a board zone to a non-board zone, all Attached cards Detach from it, remaining in their curre…
  • § 719.5.a 719.5.a. The player that controls the Top-Most Card that changed zones decides the order these cards Detach in, and thus the order of any re…
  • § 720 720. Inactive…
  • § 721 721. Card text can occasionally be assigned to be ignored, disregarded, or otherwise rendered as not applicable during the course of play. T…
  • § 721.1 721.1. Text marked this way is not applied at all while in this state.…
  • § 721.2 721.2. Inactive Abilities do not trigger, do not apply, and cannot be activated. Inactive instructions are not processed.…
  • § 722 722. Inactive text is still present on cards.…
  • § 722.1 722.1. Cards with Inactive text still have keywords for the sake of Game Effects that want to reference or see if a card has a keyword.…
  • § 722.2 722.2. Game Effects that parse or interpret text to determine target eligibility may still parse Inactive text for the sake of eligibility. …
  • § 723 723. Rules Text is never Inactive by default.…
  • § 724 724. Effect Text is Inactive unless the card with the Effect Text is Attached.…
  • § 725 725. Inactive text can partially cease to be Inactive under specific circumstances and exceptions.…
  • § 725.1 725.1. If an Attached card has a Passive or Replacement ability that applies during the process of Attaching or a Triggered ability that tri…
  • § 725.2 725.2. If an Attached card has a Passive or Replacement ability that applies during the process of Detaching or a Triggered ability that tri…
  • § 725.3 725.3. If an Attached card has an Equip ability, the Weaponmaster keyword can reference that Equip ability and any abilities that passively …
  • § 726 726. Dependent Keywords…
  • § 727 727. Keywords can be Dependent Keywords…
  • § 727.1 727.1. A Dependent Keyword is comprised of both a Condition that it is short for, and an ability of some format immediately after the Keywor…
  • § 727.1.a 727.1.a. A Dependent Keyword will always be functionally short for a Condition.…
  • § 727.1.b 727.1.b. The Dependent Ability associated with the Dependent Keyword is Inactive on the card with the Dependent Keyword until the Condition …
  • § 727.1.c 727.1.c. The Dependent Abilities of Dependent Keywords can be of any type…
  • § 728 728. XP…
  • § 729 729. XP is a resource that is accrued, spent, or otherwise modified by Players through the course of play.…
  • § 729.1 729.1. The amount of XP that a player has should be marked clearly.…
  • § 729.1.a 729.1.a. XP is a value that can be tracked by counters, dice, cards, or any method that clearly displays the specific value of XP that is cur…
  • § 729.2 729.2. The amount of XP a Player has is Public Information.…
  • § 730 730. XP can be Gained and Spent.…
  • § 730.1 730.1. To Gain XP, increase the value of XP marked on the Player gaining it.…
  • § 730.2 730.2. To Spend XP, reduce the value of XP marked on the Player spending it.…
  • § 731 731. XP is not a Game Object.…
  • § 731.1 731.1. XP cannot be targeted, readied, or exhausted.…
  • § 732 732. XP is not shared between Allies in Game Modes with Teammates.…
  • § 733 733. There is no limit to an amount of XP a player can accrue.…
  • § 734 734. Additional Turns Certain Game Effects will instruct a player to “take a turn after this.” These effects create a temporary…
  • § 735 735. Additional Turn owned by that player that is inserted into the turn queue after the current turn.…
  • § 736 736. Turn order is established when the game begins as a repeating set of players. This populates a looping queue of turns that each player …
  • § 737 737. When an Additional Turn is inserted into this queue, it does not change the Turn Order of the game. The owner of the Additional Turn ju…
  • § 738 738. If multiple Additional Turns are queued, they are added to the queue in the order the Game Effects that generated them occurred. Exampl…
  • § 739 739. Special Terms…
  • § 740 740. Some card text refers to Game Objects in particular ways:…
  • § 740.1 740.1. Two Game Objects are friendly if they share a controller, or if one’s controller is teammates with the other’s.…
  • § 740.2 740.2. Two Game Objects are enemies if one’s controller is an opponent of the other’s.…
  • § 741 741. Some card text refers to Units in particular ways:…
  • § 741.1 741.1. A unit is alone when there are no other friendly units at the same location.…
  • § 741.2 741.2. A unit is one on one when it and the enemy unit at the same location are both alone.…
  • § 741.3 741.3. A unit is in combat if it is occupying a battlefield where combat is ongoing and has a combat designation.…
  • § 742 742. Some terms in this document are used in particular ways:…
  • § 742.1 742.1. Costs within instructions are instructions that take a particular form (“[do X] to [do Y]”). [Do X] is the cost associated with the i…
  • § 742.1.a 742.1.a. For spells, costs within instructions are paid on resolution of the spell. In order to get the effect, the cost must be paid.…
  • § 742.1.b 742.1.b. For triggered abilities, costs within instructions are paid on finalization of the triggered ability. In order to place the triggere…
§ 800 800. Keywords (215)
  • § 800 800. Keywords…
  • § 801 801. A Keyword is a specific term that appears on Cards that acts as a shorthand for a specific game effect, or ability of any variety.…
  • § 801.1 801.1. A Keyword can be an ability.…
  • § 801.2 801.2. Keywords can be identified by having a colored highlight behind them.…
  • § 801.2.a 801.2.a. The color of the highlight has no effect on gameplay.…
  • § 801.3 801.3. Keywords can be referenced or specified by other Game Effects.…
  • § 801.3.a 801.3.a. Other effects may grant Keywords.…
  • § 801.3.b 801.3.b. Other effects may remove Keywords.…
  • § 802 802. A card can have any number of Keywords.…
  • § 803 803. Similar to other rules text, execute any effects of Keywords in the order listed when reading the card from top to bottom of the rules …
  • § 804 804. Keyword Glossary…
  • § 805 805. Accelerate…
  • § 805.1 805.1. Accelerate is a Unit ability.…
  • § 805.1.a 805.1.a. Accelerate is functionally short for "As you play me, you may pay [1] and 1 Power as an additional cost. If you do, I enter ready."…
  • § 805.2 805.2. Accelerate is an Optional Additional Cost to be paid as a player plays the unit with the ability.…
  • § 805.2.a 805.2.a. Accelerate costs cannot be paid while the unit is on the board, only as part of the steps of playing a card.…
  • § 805.3 805.3. Accelerate has no function while on the board.…
  • § 805.4 805.4. Multiple instances of Accelerate are redundant.…
  • § 805.5 805.5. Accelerate, and whether or not a unit has Accelerate, is a characteristic of the Unit and may be checked or referenced by other Game …
  • § 805.6 805.6. Accelerate influences the state of the unit entering the Board. It does not enter exhausted and then become ready.…
  • § 805.6.a 805.6.a. Accelerate will not interact with, or trigger, abilities that are affected by units becoming ready.…
  • § 806 806. Action…
  • § 806.1 806.1. Action is a Permissive keyword.…
  • § 806.1.a 806.1.a. It can be present on Cards, Rune Abilities, Legend Abilities or Permanent Abilities.…
  • § 806.1.b 806.1.b. Action grants the corresponding card or effect permission to be played or activated during Showdowns, even when it is not the Contr…
  • § 806.1.c 806.1.c. Action is functionally short for the following:…
  • § 806.1.d 806.1.d. Action is formatted as “[Action]” on spells, or “[Action][>]” on abilities.…
  • § 806.2 806.2. The card or effect with this keyword is not restricted to showdowns. This permission is inclusive of all other timings and options av…
  • § 806.3 806.3. Action does not alter the function of any instruction of the corresponding card or effect it is on. It is only permission. Example: P…
  • § 806.4 806.4. Some passive abilities may grant a card or ability Action under certain conditions. The card or ability does not have the Action keyw…
  • § 806.4.a 806.4.a. Those conditions might only be fulfilled while the card or ability is on the chain. In such a case, it can still be played or activa…
  • § 806.4.b 806.4.b. If the chain item does not fulfill the conditions by the time step 5: check legality has been reached, the actions taken while playi…
  • § 806.5 806.5. Action is a referenceable characteristic.…
  • § 806.5.a 806.5.a. Whether or not a Game Object has Action is a characteristic of that Game Object and may be checked or referenced by other Game Effe…
  • § 806.5.b 806.5.b. Whether or not a Spell has Action is a characteristic of that Spell and may be checked or referenced by other Game Effects.…
  • § 806.5.c 806.5.c. Whether or not an Ability has Action is a characteristic of that Ability and may be checked or referenced by other Game Effects.…
  • § 807 807. Assault…
  • § 807.1 807.1. Assault is a Passive Ability keyword.…
  • § 807.1.a 807.1.a. It is present on Units.…
  • § 807.1.b 807.1.b. Assault is formatted as "Assault [X]".…
  • § 807.1.c 807.1.c. It is functionally short for "While I am an attacker, I have +X [M]."…
  • § 807.1.d 807.1.d. Being an attacker means the Unit has gained the Attacker designation during Combat. See rule 454. Combat for more information.…
  • § 807.2 807.2. If a Unit has Assault or has been granted Assault and is granted Assault by an additional source, the Assault Value of all granted As…
  • § 807.3 807.3. Assault, and whether or not a unit has Assault, is a characteristic of the Unit and may be checked or referenced by other Game Effect…
  • § 808 808. Deathknell…
  • § 808.1 808.1. Deathknell is a Triggered Ability keyword.…
  • § 808.1.a 808.1.a. It is present on Permanents.…
  • § 808.1.b 808.1.b. It is formatted as "[Deathknell][>] [Effect]".…
  • § 808.1.c 808.1.c. It is functionally short for "When I die, [Effect]."…
  • § 808.1.d 808.1.d. The Trigger for this effect is the Permanent being Killed and sent to the Trash.…
  • § 808.2 808.2. Each instance of Deathknell a Permanent may have will trigger separately.…
  • § 808.2.a 808.2.a. The controller will choose the order to add these Triggers to the chain.…
  • § 808.3 808.3. Deathknell, and whether or not a permanent has Deathknell, is a characteristic of the permanent and may be checked or referenced by o…
  • § 809 809. Deflect…
  • § 809.1 809.1. Deflect is a Passive Ability keyword.…
  • § 809.1.a 809.1.a. It is present on Permanents.…
  • § 809.1.b 809.1.b. It is formatted as "Deflect [X]".…
  • § 809.1.c 809.1.c. It is functionally short for "Spells and abilities an opponent controls that choose me cost an amount of Power equal to [Deflect Val…
  • § 809.1.d 809.1.d. It is an effect that imposes a Mandatory Additional Cost on Spells and Abilities that choose the permanent that has this ability. S…
  • § 809.2 809.2. If a Unit has Deflect, or has been granted Deflect, and is granted Deflect by an additional source, the Deflect Value of all granted Defle…
  • § 809.3 809.3. Deflect, and whether or not a permanent has Deflect, is a characteristic of the permanent and may be checked or referenced by other Gam…
  • § 810 810. Ganking…
  • § 810.1 810.1. Ganking is a Passive Ability keyword.…
  • § 810.1.a 810.1.a. It is present on Units.…
  • § 810.1.b 810.1.b. It is functionally short for "I may move to a battlefield from another battlefield with a standard move."…
  • § 810.1.c 810.1.c. It is a passive ability that adds permissions to the Unit's Standard Move.…
  • § 810.2 810.2. Multiple instances of Ganking are redundant.…
  • § 810.3 810.3. Ganking, and whether or not a unit has Ganking, is a characteristic of the Unit and may be checked or referenced by other Game Effect…
  • § 811 811. Hidden…
  • § 811.1 811.1. Hidden is a keyword that acts as a prerequisite to perform the Hide Discretionary Action.…
  • § 811.1.a 811.1.a. It is present on Spells, Units, and Gear.…
  • § 811.1.b 811.1.b. It is functionally short for "While this card is in your hand or in your Champion Zone on your turn during an Open State, you may p…
  • § 811.1.c 811.1.c. It allows the player to take the Discretionary Action Hide.…
  • § 811.1.d 811.1.d. Some choices made while playing a card from Hidden are restricted to the battlefield where it was hidden. A card cannot be played fr…
  • § 811.2 811.2. Abilities and instructions of hidden cards other than the choices listed above function as normal. Example: Stand United is a spell t…
  • § 811.3 811.3. Instead of being hidden, a card with Hidden may be played for its cost as normal, at its normal timing with no restrictions on target…
  • § 811.4 811.4. Multiple instances of Hidden are redundant.…
  • § 811.5 811.5. Hidden, and whether or not a card has Hidden, is a characteristic of the card and may be checked or referenced by other Game Effects.…
  • § 811.5.a 811.5.a. This is independent of the state of being facedown.…
  • § 811.6 811.6. A card that is Hidden gains Reaction while facedown or played from facedown, and may be played any time a card with Reaction may be p…
  • § 811.6.a 811.6.a. The property is granted to the card in its facedown state, and is not publicly known.…
  • § 812 812. Legion…
  • § 812.1 812.1. Legion is a Dependent Keyword.…
  • § 812.1.a 812.1.a. It is formatted as "[Legion][>] [Text]".…
  • § 812.1.b 812.1.b. Starting from the Keyword to the end of the clause, the entire statement is the Legion Ability.…
  • § 812.1.c 812.1.c. As long as a card different than the one with the Legion ability has been Finalized on the same turn then the Dependent Ability is …
  • § 812.2 812.2. All instances of Legion on cards a player controls are satisfied by that player playing a single card. Example: One card has three dif…
  • § 812.3 812.3. Legion, and whether or not a card has Legion, is a characteristic of the card and may be checked or referenced by other Game Effects.…
  • § 813 813. Reaction…
  • § 813.1 813.1. Reaction is a Permissive keyword.…
  • § 813.1.a 813.1.a. It can be present on Cards, Rune Abilities, Legend Abilities and Permanent Abilities.…
  • § 813.1.b 813.1.b. Reaction grants the corresponding card or effect all abilities and permissions of Action.…
  • § 813.1.c 813.1.c. Reaction, additionally, is functionally short for the following:…
  • § 813.1.d 813.1.d. Reaction is formatted as “[Reaction]” on cards, or “[Reaction][>]” on abilities.…
  • § 813.2 813.2. The corresponding card or effect with this keyword is not restricted to Closed States or Showdowns. This permission is inclusive of a…
  • § 813.3 813.3. Reaction does not alter the function of any instruction of the Card, Rune, or Effect it is on. It is only Permission.…
  • § 813.3.a 813.3.a. Playing Units with Reaction still has the inherent restrictions of playing Units without Reaction. It can only be played to the con…
  • § 813.4 813.4. Some passive abilities may grant a card or ability Reaction under certain conditions. The card or ability does not have the Reaction …
  • § 813.4.a 813.4.a. Those conditions might only be fulfilled while the card or ability is on the chain. In such a case, it can still be played or activa…
  • § 813.4.b 813.4.b. If the chain item does not fulfill the conditions by the time step 5: check legality has been reached, the actions taken while playi…
  • § 813.5 813.5. Reaction is a referencable characteristic.…
  • § 813.5.a 813.5.a. Whether or not a Game Object has Reaction is a characteristic of that Game Object and may be checked or referenced by other Game Ef…
  • § 813.5.b 813.5.b. Whether or not a Spell has Reaction is a characteristic of that Spell and may be checked or referenced by other Game Effects.…
  • § 813.5.c 813.5.c. Whether or not an Ability has Reaction is a characteristic of that Ability and may be checked or referenced by other Game Effects.…
  • § 814 814. Shield…
  • § 814.1 814.1. Shield is a Passive Ability keyword.…
  • § 814.1.a 814.1.a. It is present on Units.…
  • § 814.1.b 814.1.b. Shield is formatted as "Shield [X]".…
  • § 814.1.c 814.1.c. It is functionally short for "While I am a defender, I have +X [M]."…
  • § 814.1.d 814.1.d. Being a defender means the Unit has gained the Defender designation during Combat. See rule 454. Combat for more information.…
  • § 814.2 814.2. If a Unit has Shield, or has been granted Shield, and is granted Shield by an additional source, the Shield Value of all granted Shie…
  • § 814.3 814.3. Shield, and whether or not a unit has Shield, is a characteristic of the Unit and may be checked or referenced by other Game Effects.…
  • § 815 815. Tank…
  • § 815.1 815.1. Tank is a Passive Ability keyword.…
  • § 815.1.a 815.1.a. It is present on Units.…
  • § 815.1.b 815.1.b. It is functionally short for "I must be assigned lethal damage before any other unit with the same controller as me that does not h…
  • § 815.1.c 815.1.c. It alters how players can elect to assign combat damage during combat.…
  • § 815.2 815.2. Multiple instances of Tank are redundant.…
  • § 815.3 815.3. Tank, and whether or not a unit has Tank, is a characteristic of the Unit and may be checked or referenced by other Game Effects.…
  • § 816 816. Temporary…
  • § 816.1 816.1. Temporary is a Triggered Ability keyword.…
  • § 816.1.a 816.1.a. It is present on Permanents.…
  • § 816.1.b 816.1.b. It is functionally short for "At the start of this permanent's controller's Beginning Phase, before scoring, kill this."…
  • § 816.1.c 816.1.c. The Trigger Condition is the controller of the permanent's Beginning Phase starting.…
  • § 816.2 816.2. Multiple instances of Temporary are redundant.…
  • § 816.2.a 816.2.a. Regardless of how many instances there are, the ability will only trigger once.…
  • § 816.3 816.3. Temporary, and whether or not a permanent has Temporary, is a characteristic of the permanent and may be checked or referenced by oth…
  • § 817 817. Vision…
  • § 817.1 817.1. Vision is a Triggered Ability keyword.…
  • § 817.1.a 817.1.a. It is present on Permanents.…
  • § 817.1.b 817.1.b. It is functionally short for "When this is played, look at the top card of your Main Deck. You may recycle it."…
  • § 817.1.c 817.1.c. The trigger is the permanent entering the Board.…
  • § 817.2 817.2. Multiple instances of Vision trigger separately.…
  • § 817.2.a 817.2.a. The player may choose to recycle or not recycle for each instance of Vision separately.…
  • § 817.2.b 817.2.b. If the player does not recycle the top card and nothing else happens in between the triggers resolving, each instance of Vision wil…
  • § 817.3 817.3. Vision, and whether or not a permanent has Vision, is a characteristic of the permanent and may be checked or referenced by other Gam…
  • § 818 818. Equip…
  • § 818.1 818.1. Equip is an Activated Ability keyword.…
  • § 818.1.a 818.1.a. Equip is normally present on Gear with the tag Equipment.…
  • § 818.1.b 818.1.b. Equip has a cost to activate and Attaches the card with Equip to a chosen Unit when the cost is paid.…
  • § 818.1.c 818.1.c. Equip is formatted as “Equip [Cost]”…
  • § 818.2 818.2. When the Attach action completes from this keyword, the Unit that was chosen is considered to have been Equipped by the Gear with thi…
  • § 818.2.a 818.2.a. This is an event other Game Effects and Triggered Abilities can reference.…
  • § 818.3 818.3. Equipped is the state of a Top-Most Card being Attached by one or more cards that are Equipment.…
  • § 818.3.a 818.3.a. The state of being Equipped is synchronous with that of the Attached state of the Equipment.…
  • § 818.3.b 818.3.b. A Top-Most Card is Equipped as long as one or more of its Attached cards are Equipment.…
  • § 818.3.c 818.3.c. The state of being Equipped corresponds to a Top-Most card having a card with Equip that is Attached to it.…
  • § 818.4 818.4. Multiple instances of Equip are equivalent to multiple Activated Abilities and can each be activated separately by paying the corresp…
  • § 818.5 818.5. Equip, and whether or not a Gear has Equip, is a characteristic of the Gear and may be checked or referenced by other Game Effects.…
  • § 818.5.a 818.5.a. Whether or not a Gear has Equip may be referenced even if the Rules Text of the Gear is Inactive. See rule 716. Attachment for more…
  • § 819 819. Quick-Draw…
  • § 819.1 819.1. Quick-Draw is a Triggered Ability keyword. It is also a Permissive keyword.…
  • § 819.1.a 819.1.a. Quick-Draw is present on Gear with Equip abilities.…
  • § 819.1.b 819.1.b. Cards with Quick-Draw have Reaction inherently.…
  • § 819.1.c 819.1.c. Quick-Draw allows cards to be played and Attached using Reaction timing.…
  • § 819.1.d 819.1.d. Quick-Draw is functionally short for “[Reaction]” and “When you play this, attach it to a Unit you control.” See rule 716. Attachme…
  • § 819.2 819.2. Multiple instances of Quick-Draw do not trigger separately and have no effect beyond the first.…
  • § 819.3 819.3. Quick-Draw, and whether or not a gear has Quick-Draw, is a characteristic of the Gear and may be checked or referenced by other Game …
  • § 820 820. Repeat…
  • § 820.1 820.1. Repeat is an Optional Additional Cost keyword.…
  • § 820.1.a 820.1.a. Repeat is present on Spells.…
  • § 820.1.b 820.1.b. Repeat is an optional cost that a player may pay to execute the effect of their spells a second time.…
  • § 820.1.c 820.1.c. Repeat is formatted as “Repeat [Cost]”…
  • § 820.1.d 820.1.d. Repeat is functionally short for “You may pay [Cost] as an additional cost as you play this spell. If you do, execute the instructi…
  • § 820.2 820.2. When a spell’s effect is performed an additional time with Repeat, choices must be made at the usual time during the Make Relevant Ch…
  • § 820.2.a 820.2.a. Choices made for the additional execution do not have to be the same as the choices made for the initial execution. Example: Rocket…
  • § 820.3 820.3. Multiple instances of Repeat can be paid for separately. The spell’s instructions will be executed an additional time for each instan…
  • § 820.3.a 820.3.a. Regardless of the number of times a spell's instructions are executed with this keyword, the spell is only Played once.…
  • § 820.4 820.4. Repeat, and whether or not a spell has Repeat, is a characteristic of the Spell and may be checked or referenced by other Game Effect…
  • § 821 821. Weaponmaster…
  • § 821.1 821.1. Weaponmaster is a Triggered Ability keyword.…
  • § 821.1.a 821.1.a. Weaponmaster is present on Units.…
  • § 821.1.b 821.1.b. Weaponmaster is a Play Effect that chooses an Equipment you control and allows you to pay its Equip cost at a discount, regardless …
  • § 821.1.c 821.1.c. Weaponmaster is functionally short for: “When you play me, you may choose a Card you control with the Equipment tag. Necessary port…
  • § 821.1.d 821.1.d. If you choose the same target with multiple instances of Weaponmaster, each will resolve separately.…
  • § 821.2 821.2. Weaponmaster has no function while on the board.…
  • § 821.3 821.3. Weaponmaster, and whether or not a unit has Weaponmaster, is a characteristic of the Unit and may be checked or referenced by other G…
  • § 822 822. Ambush…
  • § 822.1 822.1. Ambush is a Passive Ability keyword.…
  • § 822.1.a 822.1.a. It is present on Units.…
  • § 822.1.b 822.1.b. It is functionally short for "I may be played to a battlefield where you control Units" and “I have [Reaction] as long as I’m being …
  • § 822.1.c 822.1.c. It is a passive ability that adds options to locations that are valid for a Unit to be played to during the Make Relevant Choices s…
  • § 822.2 822.2. Multiple instances of Ambush are redundant.…
  • § 822.3 822.3. If there are no units at the location chosen before Finalization completes for any reason, then it is no longer a valid location by A…
  • § 822.3.a 822.3.a. Other effects and permissions may still enable this Unit to be able to be played to the selected location, but Ambush’s permission …
  • § 822.4 822.4. Ambush, and whether or not a unit has Ambush, is a characteristic of the Unit and may be checked or referenced by other Game Effects.…
  • § 823 823. Hunt…
  • § 823.1 823.1. Hunt is a Triggered Ability keyword.…
  • § 823.1.a 823.1.a. Hunt is present on Units.…
  • § 823.1.b 823.1.b. Hunt is both a Conquer and a Hold effect.…
  • § 823.1.c 823.1.c. Hunt is formatted as “Hunt X”…
  • § 823.2 823.2. If a Unit has Hunt, or has been granted Hunt, and is granted Hunt by an additional source, the Hunt Value of all granted Hunt keyword…
  • § 823.3 823.3. Hunt, and whether or not a unit has Hunt, is a characteristic of the Unit and may be checked or referenced by other Game Effects.…
  • § 824 824. Level…
  • § 824.1 824.1. Level is a Dependent Keyword.…
  • § 824.1.a 824.1.a. It is formatted as "[Level [N]][>] [Text]".…
  • § 824.1.b 824.1.b. Starting from the Keyword to the end of the clause, the entire statement is the Level Ability.…
  • § 824.1.c 824.1.c. As long as the controlling player has [N] XP, then the Dependent Ability will be be Active on the card with Level…
  • § 824.1.d 824.1.d. The Dependent Ability will be Inactive as soon as the controlling player has less than [N] XP.…
  • § 824.2 824.2. Level, and whether or not a card has Level is a characteristic of the card and may be checked or referenced by other Game Effects.…
  • § 825 825. Unique…
  • § 825.1 825.1. Unique is a Deck Constraint Permission.…
  • § 825.2 825.2. Unique is not functionally short for any rules text, and instead provides a restriction to players during Deck Construction.…
  • § 825.2.a 825.2.a. A Deck can contain only one card of a given name if the card has Unique…
  • § 825.2.b 825.2.b. If a card is a Signature card and is also Unique, then that Deck can contain any combination of three Signature cards, but still on…
  • § 825.3 825.3. Cards with Unique have no additional effects during gameplay.…
  • § 825.4 825.4. Unique, and whether or not a Card has Unique, is a characteristic of the Unit and may be checked or referenced by other Game Effects.…
  • § 826 826. Backline…
  • § 826.1 826.1. Backline is a Passive Ability keyword.…
  • § 826.2 826.2. It is present on Units.…
  • § 826.3 826.3. It is functionally short for “I must be assigned lethal damage after any other unit with the same controller as me that does not have…
  • § 826.4 826.4. It alters how players can elect to assign combat damage during combat.…
  • § 826.4.a 826.4.a. Players must still assign lethal damage to a unit before moving to the next when assigning their damage.…
  • § 826.4.b 826.4.b. If more than one unit with Backline is present with the same controller in Combat, damage may be assigned to any of them. Units wit…
  • § 826.5 826.5. Multiple Instances of Backline are redundant.…
  • § 826.6 826.6. Backline, and whether or not a unit has Backline, is a characteristic of the Unit and may be checked or referenced by other Game Effe…

Tournament Rules PDF (officieel) (615 secties)

§ 000 000. Golden Rule (1)
  • § 000 000. Golden Rule…
  • § 001 001. The tournament rules exist to ensure anyone who attends a Riftbound organized play event has a fun, equitable, fair, safe and consisten…
§ 100 100. Introduction (12)
  • § 100 100. Introduction…
  • § 101 101. Purpose: This document provides the frameworks and structures for Riftbound competitions by defining rules, responsibilities and procedu…
  • § 102 102. Consistency: All Riftbound competitions must be run consistently regardless of their organizer or location to ensure equal treatment of…
  • § 103 103. Responsibility:…
  • § 103.1 103.1. Attendees: All competitors AND all competition officials are expected to be responsible for following the rules as written and in the…
  • § 103.2 103.2. Spectators: Spectators have their own set of responsibilities and expectations. See 204.8 for more information on spectators.…
  • § 103.3 103.3. Penalties: Individuals who violate the frameworks and structures in this document are subject to penalties at the appropriate Organiz…
  • § 104 104. Precedence:…
  • § 104.1 104.1. vs. Core Rules: In some cases, information in this document may contradict, or provide information not contained in, the Riftbound Co…
  • § 104.2 104.2. vs. Official Local Language Translations: The English language version of this document will supersede any translation.…
  • § 104.3 104.3. vs. Specific Event Addenda: In some cases, information in this document may be contradicted by alternate or additional policies or pro…
  • § 105 105. Alteration: Riot Games or its official Riftbound partners reserve the right to alter this document, or any subsequent competition-speci…
  • § 127 127. Privacy for information types.…
§ 200 200. Definitions (74)
  • § 200 200. Definitions…
  • § 201 201. Competition Types: Riftbound competitions come in three types.…
  • § 201.1 201.1. Premier: A competition that is run by Riot Games or an official competition organizer and has a unique name and features.…
  • § 201.2 201.2. Qualifier: Any competition where rewards include access or advantages for premier events. (Premier events can themselves be qualifiers.…
  • § 201.3 201.3. Local: Any competition that is neither premier nor qualifier.…
  • § 202 202. Competition Format: Riftbound competitions can be run with one of two formats.…
  • § 202.1 202.1. Limited: A limited competition is one where all product needed for play is provided during the competition.…
  • § 202.2 202.2. Constructed: A constructed competition is one where players compete using decks they prepare beforehand.…
  • § 202.3 202.3. Swiss: A competition or component of a competition where players are paired based on their current standing in the competition.…
  • § 202.4 202.4. Playoff: A competition or component of a competition where players are initially paired based on their standing and are subsequently …
  • § 202.5 202.5. Rules: Each format has rules specific to it.…
  • § 202.6 202.6. Multiple: Some competitions may consist of multiple formats within the same competition.…
  • § 203 203. Units of Play:…
  • § 203.1 203.1. Game: A Riftbound game is defined in the Core Rules.…
  • § 203.2 203.2. Match: A Riftbound match is defined in the Core Rules.…
  • § 204 204. Competition Roles: Every attendee at a competition has at least one of the following roles.…
  • § 204.1 204.1. Official roles: Roles 3-6 are considered competition officials for the purpose of this document.…
  • § 204.1.a 204.1.a. Multiple: Any individual can act in any combination of official roles.…
  • § 204.2 204.2. Judge roles: Roles 4-5 are considered judges for the purpose of this document.…
  • § 204.2.a 204.2.a. Judges equally serve as both rules arbiters and ambassadors of a healthy and welcoming environment for all players.…
  • § 204.3 204.3. Competition Organizer (CO): The CO is responsible for all competition logistics, including:…
  • § 204.3.a 204.3.a. Sanctioning the event by registering it with Riot Games or its official partners.…
  • § 204.3.b 204.3.b. Providing a site for the event (the venue) that meets the competition’s needs, including providing sufficient space and amenities f…
  • § 204.3.c 204.3.c. Promoting the event before it begins.…
  • § 204.3.d 204.3.d. Staffing the event with the necessary tournament officials and support.…
  • § 204.3.e 204.3.e. Providing all materials necessary to operate the event.…
  • § 204.3.f 204.3.f. Reporting the event results.…
  • § 204.3.g 204.3.g. Maintaining records of the event results (by game and match) for a minimum period of 3 months for the purpose of appeals. See 413 f…
  • § 204.4 204.4. Head Judge: All sanctioned competitions require a Head Judge. The Head Judge is the final authority on competition rules and regulatio…
  • § 204.4.a 204.4.a. Ensuring that rules, procedures and regulations are followed.…
  • § 204.4.b 204.4.b. Ensuring that all game or policy violations are dealt with and any appropriate corrective action taken.…
  • § 204.4.c 204.4.c. Responding to floor judges who bring matters to their attention.…
  • § 204.4.d 204.4.d. Coordinating and delegating responsibilities to floor judges as necessary.…
  • § 204.4.e 204.4.e. Determining corrective action for errors or violations of the scorekeeper or floor judges.…
  • § 204.4.f 204.4.f. The head judge has ultimate discretion if situations arise where the written rules are unclear or inadequate.…
  • § 204.5 204.5. Floor Judge: Floor judges respond to players and spectators who have questions about rules and regulations, and/or need judgment on t…
  • § 204.5.a 204.5.a. Answering questions about rules, interactions among cards, providing Watcher wordings, or derived game state.…
  • § 204.5.b 204.5.b. Provide rulings related to game and policy violations brought to their attention.…
  • § 204.5.c 204.5.c. Assist with translation if able.…
  • § 204.5.d 204.5.d. Assist players in technically precise play (at low OPL). (This should generally not include strategic advice.)…
  • § 204.6 204.6. Scorekeeper: All sanctioned competitions require a scorekeeper. Scorekeepers are responsible for correct competition logistics as it …
  • § 204.6.a 204.6.a. Generating each round of the competition and necessary data to proceed with that round (e.g. match pairings).…
  • § 204.6.b 204.6.b. Generating standings in the competition before the last round of the competition (in Swiss competitions).…
  • § 204.6.c 204.6.c. Generating standings in the competition after the last round of the competition (in Swiss competitions).…
  • § 204.6.d 204.6.d. Solving scorekeeping problems with a-c above in conjunction with the Head Judge.…
  • § 204.6.e 204.6.e. Reporting on the competition afterward and including all necessary data.…
  • § 204.7 204.7. Player…
  • § 204.7.a 204.7.a. Any non-official participant of the competition is a player.…
  • § 204.7.b 204.7.b. Players have responsibilities, including:…
  • § 204.7.c 204.7.c. Even if officials assist, the player remains ultimately responsible for the above.…
  • § 204.7.d 204.7.d. Individual members of a team in a team competition are each individually responsible for the above.…
  • § 204.7.e 204.7.e. Violations of the above responsibilities may be subject to penalties, suspension, or revocation of that player’s eligibility.…
  • § 204.8 204.8. Spectator…
  • § 204.8.a 204.8.a. Any person present at a competition but not in one of the above roles is a spectator.…
  • § 204.8.b 204.8.b. A player who is at a competition but not currently playing a match is also a spectator.…
  • § 204.8.c 204.8.c. Spectators have responsibilities, including:…
  • § 204.8.d 204.8.d. Spectator are prohibited from the following:…
  • § 204.8.e 204.8.e. Players may request to a judge that a spectator not observe their match, at that judge’s discretion.…
  • § 204.8.f 204.8.f. Competition officials may instruct that a spectator not observe a match.…
  • § 205 205. Organized Play Level (OPL): OPL is shorthand that helps communicate expectations to players and judges.…
  • § 205.1 205.1. The purpose of OPL is to define how strictly to treat deviations from rules, policy, and procedures as violations and what penalty tho…
  • § 205.2 205.2. Casual (low): Most competitions are casual and are focused on fun and social interaction, not rules enforcement.…
  • § 205.2.a 205.2.a. Players are expected to know most of the rules as defined in the Core Rules.…
  • § 205.2.b 205.2.b. Players are responsible for playing according to the rules in the Core Rules and this document, but:…
  • § 205.2.c 205.2.c. Generally, violations at this level have lower penalties which are covered below in section 700.…
  • § 205.3 205.3. Competitive (high): These competitions have significant rewards, which may include invitations or advantages at the Professional level…
  • § 205.3.a 205.3.a. Players are expected to know the rules as defined in the Core Rules and this document.…
  • § 205.3.b 205.3.b. All attendees are expected to maintain the integrity of the competition, while recognizing that some players may not be used to pla…
  • § 205.3.c 205.3.c. Generally, violations at this level have stricter penalties which are covered below in section 700.…
  • § 205.4 205.4. Professional (high): These competitions have significant rewards and prestige.…
  • § 205.4.a 205.4.a. Players are expected to know the rules as defined in the Core Rules and this document completely.…
  • § 205.4.b 205.4.b. All attendees are expected to maintain the integrity of the competition and the highest standard of behavior and technically precis…
  • § 205.4.c 205.4.c. Generally, violations at this level have the strictest penalties which are covered below in section 700.…
  • § 206 206. Round Cycle: A round cycle is the duration (in turns) that contains the standard turn for all players.…
  • § 206.1 206.1. Additional turns do not affect the round cycle.…
§ 300 300. Eligibility (21)
  • § 300 300. Eligibility…
  • § 301 301. Anyone is eligible to participate as a player in Riftbound competitions, unless the player is:…
  • § 301.1 301.1. Suspended.…
  • § 301.2 301.2. A competition official in that same competition, unless the competition explicitly allows it (non-premier competitions only).…
  • § 301.3 301.3. Specifically prohibited by Riot or official partner policy.…
  • § 301.4 301.4. Under 13 years of age and do not have a parent’s or guardian’s permission.…
  • § 301.5 301.5. Prohibited by law, the rules or policy of the Competition Organizer, or by the venue’s rules or policy.…
  • § 301.6 301.6. Restricted by competition addenda regarding age, as long as those restrictions are messaged ahead of time (at low OPL).…
  • § 302 302. Anyone is eligible to participate as a competition official, unless the player is:…
  • § 302.1 302.1. Suspended.…
  • § 302.2 302.2. A player in that same competition, unless the competition explicitly allows it (non-premier competitions only).…
  • § 303 303. If a competition official for an event participates in that event, it must be run at Casual OPL.…
  • § 304 304. Owners of organizations that run premier competitions may not play in those competitions, even if otherwise allowed.…
  • § 305 305. Some competitions have additional criteria regarding eligibility for players or competition officials (for example, invitation-only com…
  • § 306 306. Employees of Riot and their families are subject to additional restrictions.…
  • § 306.1 306.1. Family is defined here as any person living with or related to the relevant employee, but not themselves an employee.…
  • § 306.2 306.2. All employees and their family are allowed to participate in local competitions.…
  • § 306.2.a 306.2.a. If the reward is product or cash, the employee or family member may claim that part of the reward.…
  • § 306.3 306.3. Employees must declare themselves to the CO.…
  • § 306.4 306.4. The CO may decline to allow Riot employees to participate in the competition for any reason; if so, they must abide by this decision.…
  • § 306.5 306.5. No Riot employee is allowed to play in premier or qualifier competitions.…
  • § 306.6 306.6. Families of employees are allowed to play in premier or qualifier competitions, if they are otherwise eligible to compete.…
§ 400 400. Policies (175)
  • § 400 400. Policies…
  • § 401 401. Deck Registration…
  • § 401.1 401.1. Players in competitions are required to register their decks and sideboards (if applicable to the format) at high OPL.…
  • § 401.1.a 401.1.a. The Head Judge may require deck registration at low OPL.…
  • § 401.2 401.2. A registered decklist must have a complete, unambiguous record of the player’s Champion Legend, battlefields, Main Deck including Chos…
  • § 401.3 401.3. Once a decklist has been registered and delivered to a competition official, it can’t be changed.…
  • § 401.4 401.4. In a constructed event, a player’s deck must be registered prior to the start of the first round of competition.…
  • § 401.5 401.5. Other player’s decklists are normally considered private information. The head judge of an event may run that event or the final round…
  • § 401.5.a 401.5.a. In an open decklist competition, each round players are provided with their opponent’s decklist to review at the start of the match…
  • § 401.5.b 401.5.b. Typically, professional OPL competitions should be run with open decklists, but it is ultimately up to the discretion of the head j…
  • § 402 402. Deck Size…
  • § 402.1 402.1. In a constructed event, players must register a Main Deck of exactly 40 cards (including a chosen champion), 1 Legend, 12 runes, and …
  • § 402.2 402.2. Otherwise, deck construction is defined in the Core Rules.…
  • § 403 403. Sideboard…
  • § 403.1 403.1. In certain competitions, players may have a group of additional cards (outside of their starting configuration) called a sideboard. Se…
  • § 403.2 403.2. Sideboard size and contents are dictated by the competition format.…
  • § 403.3 403.3. Limits on copies of named cards as defined by competition format apply to the combination of Main Deck and sideboard.…
  • § 403.4 403.4. Players may use sideboard cards to modify their deck in between games of a match. Sideboard cards must be exchanged 1 for 1 with Main…
  • § 403.4.a 403.4.a. During that time, a player may change their Chosen Champion to one from their sideboard or Main Deck that meets the deckbuilding ru…
  • § 403.4.b 403.4.b. In constructed formats, a player may not change their Runes, Legend, or Battlefields at any point after deck registration.…
  • § 403.4.c 403.4.c. After the sideboarding process, a player’s Main Deck must meet deck size requirements dictated by the competition format.…
  • § 403.5 403.5. Players may not use sideboard cards in the first game of a match.…
  • § 403.6 403.6. Players may count the cards in their opponents’ sideboards at any time.…
  • § 403.7 403.7. A player may look at their own sideboard at any time, but must keep it distinguishable from other cards.…
  • § 403.8 403.8. A player’s deck and sideboard must be returned to their registered states before the first game of the next match.…
  • § 403.9 403.9. If a match completely skips the first game due to a penalty, neither player may sideboard for the following game.…
  • § 403.10 403.10. If a game ends in a draw, neither player may sideboard for the following game.…
  • § 403.11 403.11. If a game restarts due to an in-game effect or due to corrective action by judges, the state of each player’s deck and sideboard mus…
  • § 404 404. Match…
  • § 404.1 404.1. A match of Riftbound consists of a series of games that are played until one side has won a predetermined number of games.…
  • § 404.2 404.2. Most matches of Riftbound are “best of 3,” meaning the predetermined number of games to win is 2.…
  • § 404.3 404.3. Games that end in a draw do not count toward this goal.…
  • § 404.4 404.4. If the competition round ends (due to time limits) prior to any side achieving the goal, the winner of the match is the one who has w…
  • § 404.5 404.5. If all sides have equal game wins, the match is a draw.…
  • § 405 405. Start of Match Procedure…
  • § 405.1 405.1. Prior to the start of each round, players must seek out information about their imminent match, opponent, and seating in the venue.…
  • § 405.2 405.2. Players must arrive at their seats prior to the start of the round.…
  • § 406 406. Start of Game Procedure…
  • § 406.1 406.1. The setup process for a game of Riftbound is defined in the Core Rules. See CR 110. Setup Process. Additionally:…
  • § 406.1.a 406.1.a. In competitions where sideboards are allowed, players may exchange cards from their main deck and their sideboard after each game o…
  • § 406.1.b 406.1.b. If a game ends in a draw, players must use the same battlefields for the following game.…
  • § 406.1.c 406.1.c. Each player must shuffle their Main Deck and their Rune Deck. See 420 for more information on shuffling.…
  • § 406.1.d 406.1.d. Each player must present their Main Deck, Rune Deck, and sideboard (if applicable to the format) to their opponents.…
  • § 406.1.e 406.1.e. Each player may shuffle the Main Deck and Rune Deck of each of their opponents.…
  • § 406.1.f 406.1.f. For the first game of a match, start of game procedures may be performed as soon as both players reach their assigned seat, even bef…
  • § 406.1.g 406.1.g. For competitions run using a “best of 1” format instead of a “best of 3” format, the head judge may opt to use the altered initial …
  • § 407 407. Play First Rule…
  • § 407.1 407.1. For the first game of a match, a designated player decides whether they wish to play first or last.…
  • § 407.2 407.2. Any random method that is agreed upon by all players in the current game may be used to determine the designated player.…
  • § 407.2.a 407.2.a. At high OPL, during playoff matches that occur following the end of Swiss rounds, the higher ranked player from the Swiss rounds is…
  • § 407.3 407.3. The player is designated and the choice of playing first is made during the Start of Game procedure. See CR 115. Determine turn order.…
  • § 407.4 407.4. For games after the first game of a match, the loser of the previous game gets to choose if they play first or last. If the previous ga…
  • § 407.5 407.5. For alterations to this rule for 2v2, see 603.7.…
  • § 408 408. End of Match Procedure…
  • § 408.1 408.1. A match is complete once a match result is recorded by players or a tournament official.…
  • § 408.2 408.2. If the time limit for a competition round is reached before a winner is determined, the player whose turn it is finishes their turn.…
  • § 408.2.a 408.2.a. After that player’s turn is complete, three additional turns are played, and then the match ends.…
  • § 408.2.b 408.2.b. If the game is incomplete at the end of the additional turns, a player is declared the winner of the game if they have a point lead…
  • § 408.2.c 408.2.c. Additional turns are untimed, but at professional OPL a judge must be present to ensure a reasonable pace of play.…
  • § 408.2.d 408.2.d. If the players are between games when the round time ends, no new game is started.…
  • § 408.3 408.3. The winner of a match is the first player who reaches the appropriate game win score.…
  • § 408.3.a 408.3.a. If neither player has reached that score by the end of the end of match procedure, the player with more game wins wins the match.…
  • § 408.3.b 408.3.b. If players are tied on game wins, the match is a draw.…
  • § 408.4 408.4. Single elimination matches use untimed rounds so players can play their games to a natural conclusion. In the event that single elimi…
  • § 408.4.a 408.4.a. When time is reached before a winner is determined, if players are in-between games, if a player has more game wins in the match th…
  • § 408.4.b 408.4.b. When time is reached before a winner is determined, if players are in the middle of a game, the player whose turn it is finishes the…
  • § 408.4.c 408.4.c. After that player’s turn is complete, three additional turns are played. At the conclusion of those additional turns:…
  • § 408.4.d 408.4.d. If the game score is tied and a new game needs to be started, players start the new game and act as though time immediately runs ou…
  • § 409 409. Tiebreakers…
  • § 409.1 409.1. In the course of determining standings, the scorekeeper might need to distinguish between two players with equal match records.…
  • § 409.2 409.2. In these cases, the following tiebreakers should be applied in order:…
  • § 409.2.a 409.2.a. The player with higher opponents’ mean (average) match win percentage.…
  • § 409.2.b 409.2.b. The player with higher game win percentage.…
  • § 409.2.c 409.2.c. The player with higher opponents’ mean (average) game win percentage.…
  • § 409.3 409.3. If after all tiebreakers are applied, two players are still of equal standing in the competition, the scorekeeper should use a random…
  • § 410 410. Concessions and Intentional Draws…
  • § 410.1 410.1. At any time before a game is completed, any player may concede that game or all players may mutually agree to draw it.…
  • § 410.2 410.2. At any time before a match is completed, any player may concede that match or all players may mutually agree to draw it.…
  • § 410.3 410.3. Players can’t agree to concessions or draws in exchange for anything. See 704.5 for more information on bribery.…
  • § 410.4 410.4. Players can’t scout other match results before deciding to concede or draw their match and need to remain in their seats while their …
  • § 410.5 410.5. If a player refuses to play, tournament officials should treat that as conceding the match.…
  • § 411 411. Deck Checks…
  • § 411.1 411.1. At high OPL, judges should perform deck checks during the course of the competition.…
  • § 411.2 411.2. When deck checks are performed, at least 10% of all decks, chosen at random, should be checked during the course of the competition.…
  • § 411.3 411.3. Deck checks for the players in a match should occur after players have randomized and presented their decks, but before opening hands…
  • § 411.3.a 411.3.a. If a deck check is performed within a match, judges should grant a time extension to that match sufficient to cover the logistical …
  • § 412 412. Judge Calls…
  • § 412.1 412.1. At any point during a match, a player may pause to flag a floor judge. See 204.4 for floor judge responsibilities.…
  • § 412.2 412.2. Time extensions should be granted if the total time of a judge call is more than 1 minute.…
  • § 413 413. Appeals…
  • § 413.1 413.1. If a player disagrees with a judge’s ruling, they may appeal to the head judge.…
  • § 413.2 413.2. At high OPL, the head judge may designate certain floor judges to be appeals judges, who are then empowered to hear and rule on appeal…
  • § 413.3 413.3. Players may not appeal before a full ruling is made by a judge.…
  • § 413.4 413.4. Players may not appeal a ruling of an appeals judge or the head judge.…
  • § 413.5 413.5. If a penalty is applied outside the scope of a competition, the appeals process should follow what’s laid out on the official Riot Ga…
  • § 414 414. Dropping…
  • § 414.1 414.1. Players may drop from a competition at any time.…
  • § 414.2 414.2. If a player drops before the competition begins, they never participated in the competition.…
  • § 414.3 414.3. Players who wish to drop must inform the scorekeeper before pairings for the next round of the competition are generated.…
  • § 414.4 414.4. If a player doesn’t show up for their match, they are automatically dropped from the competition unless they report to the scorekeepe…
  • § 414.5 414.5. Players who drop from limited format tournaments own the cards that they correctly have in their possession at the time of dropping, …
  • § 414.6 414.6. If a player drops from a competition after a top placement cut has been made, no player is advanced in replacement. The highest ranke…
  • § 414.7 414.7. Players who have dropped may re-enter the competition before the start of the following round at the discretion of the head judge.…
  • § 414.8 414.8. Players can’t re-enter a competition if they missed a portion where a deck construction activity was required.…
  • § 414.9 414.9. Players can’t re-enter a competition after a top placement cut.…
  • § 415 415. Tracking Score…
  • § 415.1 415.1. All players within a game are responsible for tracking all players’ scores throughout the game.…
  • § 415.2 415.2. Changes to score should be announced and acknowledged by all players.…
  • § 415.3 415.3. Scores must be tracked, displayed, and updated legibly in writing.…
  • § 415.3.a 415.3.a. At low OPL, an electronic device, dice, or similar methods can be used to track score.…
  • § 415.3.b 415.3.b. If any player notices a score discrepancy, they must immediately make all players aware of it. If it can’t be resolved easily by th…
  • § 416 416. Taking Notes…
  • § 416.1 416.1. Players may take written notes during a match and refer to those notes during games in the same match.…
  • § 416.2 416.2. At the beginning of each match, each player’s written note sheet must be empty and visible to all opponents and tournament officials.…
  • § 416.3 416.3. Players do not have to reveal their written notes to opponents. Judges may ask players to reveal and/or explain their notes.…
  • § 416.4 416.4. Players may not refer to notes from outside the current match, including notes from previous matches, during games.…
  • § 416.5 416.5. Between games, players may refer to notes they made prior to the match. They do not have to reveal these notes to opponents.…
  • § 417 417. Electronic Devices…
  • § 417.1 417.1. Players may use electronic devices during competitions, but can’t use them during matches.…
  • § 417.2 417.2. At low OPL, digital devices may take the place of written note sheets.…
  • § 417.3 417.3. The head judge may further restrict or permit usage of electronic devices.…
  • § 418 418. Coverage…
  • § 418.1 418.1. Some competitions at high OPL use video capture of matches.…
  • § 418.2 418.2. Certain events or portions of events may require players to appear on camera.…
  • § 418.3 418.3. Spectators and players who are on camera during matches are responsible for behaving respectfully toward all participants.…
  • § 418.4 418.4. Spectators are permitted to record matches using video capture, provided they do so without interfering with the match.…
  • § 418.5 418.5. At Professional OPL, the head judge may consult video capture to help make rulings during a match.…
  • § 418.6 418.6. Judges should never honor a player's request to consult video capture.…
  • § 419 419. Proxies and Alters…
  • § 419.1 419.1. A proxy is a stand-in, unofficial version of an actual Riftbound card.…
  • § 419.2 419.2. Proxies are not allowed at competitions of any OPL.…
  • § 419.2.a 419.2.a. The only exception is an official proxy issued by the head judge at their discretion to replace a card deemed unusable.…
  • § 419.3 419.3. An alter is an official Riftbound card that has been modified in some way.…
  • § 419.4 419.4. Alters are allowed in competition only if the modifications do not:…
  • § 419.4.a 419.4.a. Modify or obscure the card name or cost, or make the art unrecognizable.…
  • § 419.4.b 419.4.b. Contain substantial strategic advice.…
  • § 419.4.c 419.4.c. Contain offensive images or text.…
  • § 419.5 419.5. By judge discretion, alters may not be allowed to be used during matches that are streamed or otherwise broadcast.…
  • § 419.5.a 419.5.a. Players using altered cards are responsible for having official unaltered versions of those cards to use during gameplay that is st…
  • § 419.5.b 419.5.b. When instructed, players must replace the altered versions with the official unaltered versions before gameplay begins for a match …
  • § 419.5.c 419.5.c. Alters containing material outside of Riot Games intellectual property may not be permitted during matches that are streamed or oth…
  • § 419.6 419.6. The head judge of a competition is the final decider on whether a card is acceptable for a competition.…
  • § 420 420. Card Language…
  • § 420.1 420.1. Players may include official Riftbound cards of any language in their decks during deckbuilding and gameplay.…
  • § 420.2 420.2. A player may call a judge at any time to get the Watcher wording for any card in the language of their preference.…
  • § 421 421. Shuffling…
  • § 421.1 421.1. Decks must be made random at the start of each game, and whenever an instruction from cards or tournament officials require it.…
  • § 421.2 421.2. Random is defined as a state where no player could have any information about the order or position of cards in any part of the deck.…
  • § 421.3 421.3. Shuffling by methodically placing cards into distinct piles (informally known as “pile shuffling”) may be used as a method to count t…
  • § 421.4 421.4. When a deck is made random, it is presented to the player’s opponent. This signals that the player believes their deck is legal and r…
  • § 421.5 421.5. Players must notify a judge if they believe their opponents’ deck has not been made sufficiently random. See 703.7 for more informati…
  • § 421.6 421.6. Players may shuffle their opponents’ decks additionally.…
  • § 421.7 421.7. Players must take care not to damage cards or sleeves through this process of shuffling, nor cause cards or sleeves to become marked.…
  • § 421.8 421.8. When two or more cards are recycled to the player’sMain Deck as part of a single action, the above procedures 1-7 should be followed …
  • § 422 422. Sleeves…
  • § 422.1 422.1. Players may use plastic sleeves or other protective devices on their cards.…
  • § 422.2 422.2. If a player chooses to do this, all such sleeves must be identical and all cards in a deck must be placed in sleeves in the same mann…
  • § 422.2.a 422.2.a. It’s suggested but not required that players use different sleeves for the different decks (Main, Rune).…
  • § 422.2.b 422.2.b. Players may use a unique sleeve or additional layer to distinguish their Chosen Champion during game setup, but must change its sle…
  • § 422.3 422.3. Sleeves must have opaque backs.…
  • § 422.4 422.4. During a match, a player may request that a judge inspect an opponent’s sleeves.…
  • § 422.5 422.5. Judges may disallow any specific sleeve or the sleeves generally if they believe they are marked, worn, inappropriate, offensive, or o…
  • § 422.6 422.6. At high OPL, using sleeves for the Main Deck, Rune Deck and Battlefields is a requirement. At low OPL, using sleeves can be required a…
  • § 422.7 422.7. At high OPL, sleeves must also not:…
  • § 422.7.a 422.7.a. Have highly reflective backs.…
  • § 422.7.b 422.7.b. Contain holographic patterns on the front or back.…
  • § 423 423. Marked Cards…
  • § 423.1 423.1. Players are responsible during competitions to make sure their cards and/or sleeves are not marked.…
  • § 423.2 423.2. Marked is defined as bearing something that makes it possible to identify the card without seeing its face.…
  • § 423.3 423.3. If cards are sleeved, they should be inspected for marking while in the sleeves.…
  • § 423.4 423.4. Judges may ask players to remove sleeves or replace any specific sleeve at any time during a competition.…
  • § 424 424. Display…
  • § 424.1 424.1. During a match, the start of match procedure, and other relevant times during a competition, players must keep cards above the vertic…
  • § 424.2 424.2. Players are responsible for making reasonable effort to prevent secret information from being revealed accidentally. See CR 127. Priv…
  • § 424.3 424.3. Players may reveal private information unless specifically prohibited by the Core Rules.…
  • § 424.4 424.4. At high OPL, players don’t need to inform opponents of accidentally revealed private information.…
§ 500 500. Communication (104)
  • § 500 500. Communication…
  • § 501 501. Requirements…
  • § 501.1 501.1. Players are required to communicate honestly about the state of the game with their opponents.…
  • § 501.2 501.2. Players are required to communicate honestly and completely with tournament officials.…
  • § 501.3 501.3. Players are not required to assist their opponents in playing the game.…
  • § 501.4 501.4. Players are required to treat other players, tournament officials, and spectators with respect.…
  • § 501.5 501.5. In team events, communication between teammates is allowed and encouraged, but it must be done in a reasonably timely manner. See 703…
  • § 502 502. Information…
  • § 502.1 502.1. Cards have a level of privacy as specified in CR 127. Privacy. These apply to levels of information accessible to the players as well.…
  • § 502.2 502.2. In addition to these levels of information, some information is derived.…
  • § 502.2.a 502.2.a. Derived information is a combination of public information and a player’s own skill or calculation.…
  • § 502.2.b 502.2.b. Players are not required to assist opponents in determining derived information.…
  • § 502.3 502.3. Like cards, other relevant information about the game state can be public, derived, private, or secret.…
  • § 502.4 502.4. The additional relevant public information includes:…
  • § 502.4.a 502.4.a. The current turn player, phase, step, state of the turn, and who has priority and focus.…
  • § 502.4.b 502.4.b. Rune Pools and the number and quantity of resources in them.…
  • § 502.4.c 502.4.c. All players’ current scores.…
  • § 502.4.d 502.4.d. A permanent’s current state, as distinct from its printed ones.…
  • § 502.4.e 502.4.e. Spells and abilities on the Chain, their order, and play choices made for them.…
  • § 502.4.f 502.4.f. Spells and abilities that resolved previously in the turn, and the sources of them are themselves public.…
  • § 502.5 502.5. The additional relevant derived information includes:…
  • § 502.5.a 502.5.a. Which public cards have been recycled.…
  • § 502.5.b 502.5.b. The order of runes in a Rune Deck.…
  • § 502.5.c 502.5.c. Consequences of actions that might happen in the future, such as a unit receiving a Might bonus from the Shield ability if a player…
  • § 502.6 502.6. Players must acknowledge changes to public information that result from their cards and effects as those effects would have an observ…
  • § 502.7 502.7. Players must answer honestly any questions regarding public information.…
  • § 502.8 502.8. Players must not represent public or derived information incorrectly.…
  • § 502.9 502.9. Players must point out discrepancies between announced and recorded public information.…
  • § 502.10 502.10. Judges are encouraged to help players determine public information, but not derived information.…
  • § 502.11 502.11. In 2v2, teammates may share Private information, including directly showing each other the cards in their hand as defined by 484.8.e.…
  • § 503 503. Shortcuts…
  • § 503.1 503.1. In competitions, players may take actions that skip parts of the technically precise play sequence without explicitly announcing that…
  • § 503.2 503.2. The most common type of shortcut is skipping one or more parts of a turn, phase, or step to the mutual understanding of all involved …
  • § 503.3 503.3. Players may request to use a new shortcut in a game but must be clear about the game state at the start and end of the shortcut.…
  • § 503.4 503.4. Players may interrupt shortcuts by explaining where they want to intervene to take an action.…
  • § 503.5 503.5. Players may interrupt their own shortcuts.…
  • § 503.6 503.6. Players can’t use shortcuts they haven’t previously announced or modify existing shortcuts without announcement.…
  • § 503.7 503.7. Players can’t interrupt a shortcut with the intent to do nothing.…
  • § 503.8 503.8. When resolving spells or abilities, players can’t assume their opponents are using shortcuts without asking.…
  • § 503.9 503.9. The following are common shortcuts for Riftbound competitions:…
  • § 503.9.a 503.9.a. When a player channels runes or draws a card at the start of their turn, it is assumed that they have passed through the Beginning …
  • § 503.9.b 503.9.b. When a player places a spell or ability on the chain, they are assumed to be passing priority unless they explicitly announce they …
  • § 503.9.c 503.9.c. When a player puts a spell or ability on the chain and announces choices for it that are normally made upon resolution, they must a…
  • § 503.9.d 503.9.d. When a player asks about choices normally made upon resolution, they are assumed to be passing priority and allowing the spell or a…
  • § 504 504. Sequencing…
  • § 504.1 504.1. Complex series of game actions are sometimes shortcutted into out-of-order sequences, which are technically incorrect or imprecise, b…
  • § 504.1.a 504.1.a. Example: Drawing a card before channeling runes.…
  • § 504.2 504.2. Players may ask their opponents to do these actions, or a subset of these actions, in the correct order so that they can react at the…
  • § 504.3 504.3. Players can’t shortcut out-of-order in a way that gives them information prematurely that might affect decisions later in that sequen…
  • § 504.4 504.4. When something is recycled, it must be immediately put on the bottom of the appropriate deck.…
  • § 504.4.a 504.4.a. Example: A player may not keep their recycled runes facedown on the board to track Energy.…
  • § 504.4.b 504.4.b. Failure to recycle in this way is a Communication Violation. See 703.5 for more information on Communication Violations.…
  • § 505 505. Loops…
  • § 505.1 505.1. Some sequences of actions can be repeated and are shortcutted as a loop.…
  • § 505.2 505.2. Players performing a loop must have each iteration of the loop be identical with no conditional actions.…
  • § 505.3 505.3. To decide how to proceed with a loop, determine how many players are needed to maintain it (who must take actions or make decisions t…
  • § 505.3.a 505.3.a. No players…
  • § 505.3.b 505.3.b. One player…
  • § 505.3.c 505.3.c. Two or more players…
  • § 505.4 505.4. For each maintaining player (if any), in turn order, that player chooses a number of iterations.…
  • § 505.5 505.5. Each other player (if any), in turn order, may choose to agree to that number or choose a number of iterations after which they commi…
  • § 505.6 505.6. If no player chooses to break the loop and there were no maintaining players, the game ends in a draw.…
  • § 505.7 505.7. Otherwise, the loop continues until the lowest number of iterations chosen, then that player either gains priority (if a maintaining …
  • § 505.8 505.8. If a player intervenes to break a loop, they may choose to interrupt a partially completed iteration.…
  • § 505.9 505.9. If a sequence of actions is non-deterministic, it may not be shortcut and iterations must be performed manually.…
  • § 505.10 505.10. Some loops are maintained by decisions rather than actions. In these cases, apply…
  • § 505.11 505.11. Judges are the final arbiter of what constitutes a loop, or if choices are available to continue a loop when secret information is in…
  • § 505.12 505.12. Players who try to opt-out of shortcutting or propose incorrect shortcutting to use up time are cheating. See 704.8 for more informa…
  • § 506 506. Triggered Abilities…
  • § 506.1 506.1. Accountable Player: The player responsible for putting a triggered ability on the chain, as defined by the core rules. See CR 375. Tri…
  • § 506.1.a 506.1.a. The accountable player for triggers sourced from battlefields depends on control of the battlefield and is not automatically the play…
  • § 506.2 506.2. Players are not required to notify other players of triggered abilities when they are not the accountable player, but may if they wis…
  • § 506.2.a 506.2.a. At low OPL, a player is not required to notify other players of triggered abilities when they are not the accountable player, but i…
  • § 506.3 506.3. The accountable player must acknowledge their triggers by the time they would have an observable impact on the game. If they do not, …
  • § 506.3.a 506.3.a. A trigger is considered forgotten once its point of observable impact has been reached and a new game action is taken without the a…
  • § 506.3.b 506.3.b. Players ruled to be abusing this rule to intentionally forget mandatory triggers that they are the accountable player for will be p…
  • § 506.3.c 506.3.c. For triggers that occur “At the start of each player’s first Beginning Phase”, the accountable player has the full duration of the t…
  • § 506.3.d 506.3.d. Examples of observable impact:…
  • § 506.4 506.4. A triggered ability that was forgotten never goes on the chain.…
  • § 506.5 506.5. A triggered ability that was forgotten is still considered to have triggered for the purpose of non-optional “First time” or similarl…
  • § 507 507. Teams in Separate Matches…
  • § 507.1 507.1. Players may communicate with teammates at all times unless explicitly prohibited by the format rules.…
  • § 507.2 507.2. Players that acquire secret or private information about a match in which a teammate is playing can’t communicate with that teammate …
  • § 508 508. Layout…
  • § 508.1 508.1. In high OPL, players must arrange their cards according to the following rules, for clarity.…
  • § 508.2 508.2. Runes must be closer to the player than nonrunes.…
  • § 508.3 508.3. Nonrunes must be closer to the player’s opponent than the player’s runes.…
  • § 508.4 508.4. Main Deck and trash must be together on either the left side or the right side of the board.…
  • § 508.5 508.5. Rune Deck should be on the other side (right or left) of the board from the Main Deck.…
  • § 508.6 508.6. Legend must be between nonrunes and Chosen Champion, and both legend and Chosen Champion must be together on either the left side or …
  • § 508.7 508.7. Each card or indicator that attaches to another card must be clearly associated with it physically.…
  • § 508.8 508.8. Tokens must be represented by card objects that show all relevant information including ready state.…
  • § 508.9 508.9. Buffs must be represented by an object that unambiguously represents a buff in game terms.…
  • § 508.10 508.10. Ready objects must be oriented facing the controller. Exhausted objects must be oriented at a 90 degree rotation to ready objects, e…
  • § 509 509. Gameplay Decisions…
  • § 509.1 509.1. In competitions, players are responsible for considering options before taking actions.…
  • § 509.2 509.2. Once an action is communicated to an opponent, that action can’t generally be taken back.…
  • § 509.3 509.3. At low OPL, a player can reverse their most recent action and make a different decision for that action (including not taking it at a…
  • § 509.4 509.4. At high OPL, a player can reverse their most recent action and make a different decision for that action (including not taking it at …
  • § 509.4.a 509.4.a. The player wants to make a different decision for a spell or ability immediately after all choices have been made and communicated …
  • § 509.4.b 509.4.b. The player wants to make a different decision for playing a unit or gear immediately after playing it to a location. Example:…
  • § 509.4.c 509.4.c. The player wants to make a different decision immediately after making a choice such as moving a unit to a location or discarding a…
  • § 509.4.d 509.4.d. The player wants to undo a decision to exhaust or recycle runes.…
  • § 509.5 509.5. Intentionally attempting to reverse decisions to gain information from an opponent is considered angle shooting. Players may not chan…
  • § 509.6 509.6. While changing decisions as described above is allowed, players must still maintain an appropriate pace of play. See 703.2 for more i…
§ 600 600. Competition Formats (51)
  • § 600 600. Competition Formats…
  • § 601 601. Constructed…
  • § 601.1 601.1. Deck Construction…
  • § 601.1.a 601.1.a. The rules for constructing a Riftbound deck are found in CR 101. Deck Construction, except where modified here below for the competi…
  • § 601.1.b 601.1.b. In competitions, a player’s Main Deck must be exactly 40 cards.…
  • § 601.1.c 601.1.c. In competitions where a sideboard is allowed:…
  • § 601.1.d 601.1.d. In some competitions, the legal battlefields are different from the format-legal battlefields. If this is the case, it will be commun…
  • § 601.2 601.2. Card Legality…
  • § 601.2.a 601.2.a. A card may only be included in a deck if it is from a set that is legal in that format or it has the same name as a card from a set…
  • § 601.2.b 601.2.b. Until set release parity is reached, regional limitations on the legality of cards will be enforced according to the official produ…
  • § 601.2.c 601.2.c. If an existing card is reprinted in a new set, but its collector number is not within the normal numbering of that set, it does not…
  • § 601.2.d 601.2.d. If a card is banned in a specific format, that card may not be included in a deck.…
  • § 601.3 601.3. Standard…
  • § 601.3.a 601.3.a. Standard is a format consisting of the most recent 5-8 sets.…
  • § 601.3.b 601.3.b. Each Standard consists of the current year’s sets plus the previous year’s sets.…
  • § 601.3.c 601.3.c. The current Standard consists of:…
  • § 602 602. Limited…
  • § 602.1 602.1. Legality…
  • § 602.1.a 602.1.a. A limited competition is one where all product needed for play is provided during the competition.…
  • § 602.1.b 602.1.b. Even if a card is banned in constructed, it is legal to use in a limited deck as long as it is not also banned in that limited form…
  • § 602.2 602.2. Abnormal Product…
  • § 602.2.a 602.2.a. There is no guarantee that the composition or distribution of any specific unopened product is correct.…
  • § 602.2.b 602.2.b. If a player notices a discrepancy between expected rarity or frequency of cards in a pack and what is opened, they must notify a ju…
  • § 602.2.c 602.2.c. The head judge may, at their discretion, replace atypical product in these cases.…
  • § 602.2.d 602.2.d. In some cases, competition officials may allow players to provide their own product, but in such cases player-brought products must…
  • § 602.3 602.3. Building From a Limited Pool…
  • § 602.3.a 602.3.a. 602.1.a. The rules for constructing a Riftbound deck are found in CR 101. Deck Construction, except where modified here below for li…
  • § 602.3.b 602.3.b. At high OPL, players may not use electronic devices to take notes or as a strategic aid during deckbuilding. At low OPL, this can b…
  • § 602.3.c 602.3.c. At high OPL, players may not receive any outside assistance during deckbuilding. At low OPL, this can be allowed by the head judge.…
  • § 602.3.d 602.3.d. Limited decks can use battlefields from their provided card pool or any number of "blank" battlefields. Players may opt to use “blank…
  • § 602.3.e 602.3.e. At high OPL, players must register a starting configuration from the card pool provided and must register the remaining contents of …
  • § 602.3.f 602.3.f. At low OPL, starting configuration registration is not required and players may freely change the composition of their starting deck…
  • § 602.3.g 602.3.g. For card pool generation and deck construction rules specific to each limited format, see Limited Formats below.…
  • § 602.4 602.4. Limited Formats…
  • § 602.4.a 602.4.a. Sealed…
  • § 602.4.b 602.4.b. Draft…
  • § 603 603. 2v2…
  • § 603.1 603.1. A 2v2 team consists of 2 players who enter a competition together and register together as a team to play congruently in a single mat…
  • § 603.2 603.2. Each player must provide their individual registration information to enter the competition.…
  • § 603.2.a 603.2.a. When registering, teams must specify an ordering for the players on their team for seating purposes by indicating an A player and a…
  • § 603.3 603.3. If a player drops from a competition, their entire team is dropped.…
  • § 603.4 603.4. If a player is disqualified from a competition, their entire team is disqualified.…
  • § 603.5 603.5. In some competitions, 2v2 teams may provide a team name to be displayed. Tournament officials may disallow a specific name for any rea…
  • § 603.6 603.6. A 2v2 competition can be either constructed or sealed. In sealed 2v2, the team shares a single product pool of 8 packs.…
  • § 603.7 603.7. During matches, teammates sit next to each other in their registered AB order. The setup process for a game of Riftbound is defined in…
  • § 603.7.a 603.7.a. Turn order is as follows:…
  • § 603.7.b 603.7.b. A random method is used to decide which team selects the starting player.…
  • § 603.7.c 603.7.c. Once the appropriate step in the core rules process is reached, the team that earned the decision chooses where within the a.1-4 tu…
  • § 604 604. Event and Round Time Limits…
  • § 604.1 604.1. It’s recommended that players be given 60 minutes for rounds of play in the Swiss portion of a competitive event.…
  • § 604.2 604.2. It is strongly recommended that single elimination matches use untimed rounds so players can play their games to a natural conclusion…
  • § 604.2.a 604.2.a. Players are still expected to play at a reasonable pace. See 703.2 the Slow Play penalty.…
§ 700 700. Enforcement and Penalties (169)
  • § 700 700. Enforcement and Penalties…
  • § 701 701. General…
  • § 701.1 701.1. Philosophy…
  • § 701.1.a 701.1.a. Errors are assumed to be committed unintentionally. If the judge believes it was intentional, it is cheating. See 704.8 for more in…
  • § 701.1.b 701.1.b. Judges are neutral arbiters and enforcers of policy and rules.…
  • § 701.1.c 701.1.c. Judges should not stop errors from occurring. Instead they deal with errors that have occurred.…
  • § 701.1.d 701.1.d. Judges should not intervene in games unless:…
  • § 701.1.e 701.1.e. Judges should model fair play, sporting conduct, and diplomatic behavior.…
  • § 701.1.f 701.1.f. Judges should not account for a player’s history or skill when determining whether errors occurred.…
  • § 701.1.g 701.1.g. Judges may take into account a player’s history or skill when investigating.…
  • § 701.1.h 701.1.h. Penalties are designed to educate players on mistakes and encourage them not to make them in the future.…
  • § 701.1.i 701.1.i. Penalties are also designed to deter other players from similar errors.…
  • § 701.1.j 701.1.j. Penalties are issued and tracked to help judges understand intent over patterns of behavior.…
  • § 701.1.k 701.1.k. Head judges and head judges ONLY may issue penalties outside of these guidelines. They have discretion to apply harsher penalties o…
  • § 701.1.l 701.1.l. Judges are human and they make mistakes.…
  • § 701.1.m 701.1.m. If a judge recognizes their own mistakes, they should acknowledge them and correct them if possible.…
  • § 701.1.n 701.1.n. If a competition official makes a mistake and it results in a penalty applied to a player, the head judge can downgrade the penalty…
  • § 701.1.o 701.1.o. If a player acts on information given in error by a competition official, the head judge can rewind the game to account for it, eve…
  • § 701.2 701.2. Definitions of Penalties…
  • § 701.2.a 701.2.a. Warning: An indication that an error occurred that provides a record of the error.…
  • § 701.2.b 701.2.b. Game Loss: A game loss causes the erroring player and any of their teammates to concede the game. If this does not result in a winn…
  • § 701.2.c 701.2.c. Match Loss: A severe penalty that’s issued when the entire match has been compromised by the error.…
  • § 701.2.d 701.2.d. Disqualification: A penalty issued for errors that damage the integrity of the competition or for severe misconduct.…
  • § 701.3 701.3. Applying Penalties…
  • § 701.3.a 701.3.a. Penalties of Game Loss of higher (b-d) should be reported to the head judge.…
  • § 701.3.b 701.3.b. Judges should explain the error, the procedure to fix it, and the penalties for involved players.…
  • § 701.3.c 701.3.c. Some errors include remedies beyond the scope of the base penalty, to protect competition officials from accusations of bias.…
  • § 701.3.d 701.3.d. If a single error leads to multiple related penalties, judges should issue only the one with the most severe penalty.…
  • § 701.4 701.4. Shuffling…
  • § 701.4.a 701.4.a. Some remedies require shuffling the randomized portion of the deck.…
  • § 701.4.b 701.4.b. Many cards recycle cards to the bottom of a deck. The judge should do what they can using information available from the game state…
  • § 701.4.c 701.4.c. Once the deck has been shuffled, any cards set aside in this way should be returned to their proper locations in the deck.…
  • § 701.4.d 701.4.d. Shuffles performed by a judge in this way are not considered shuffles in game terms.…
  • § 701.5 701.5. Rewinding…
  • § 701.5.a 701.5.a. Some remedies allow rewinding the game state in extreme circumstances, where leaving the game in its current state is substantially…
  • § 701.5.b 701.5.b. Some rewinds are simple; this means rewinding only the last action completed or one currently in progress.…
  • § 701.5.c 701.5.c. For rewinds more complicated than a simple rewind, only the head judge or designated appeals judges (at high OPL) may authorize rew…
  • § 701.5.d 701.5.d. To rewind:…
  • § 701.6 701.6. Investigations…
  • § 701.6.a 701.6.a. Any penalty that results in disqualification automatically starts an investigation into that player and patterns of behavior that mi…
  • § 701.6.b 701.6.b. Investigations may also occur at a judge's discretion following the application of a penalty if cheating is suspected. See 704.8 fo…
  • § 701.6.c 701.6.c. The result of an investigation can be suspension of the player from Riftbound competitions.…
  • § 701.6.d 701.6.d. Suspended players may not enter Riftbound competitions. If a suspended player is found to have registered for a competition, the or…
  • § 702 702. Game Play Errors…
  • § 702.1 702.1. Overview…
  • § 702.1.a 702.1.a. A game play error is caused by incorrect and inaccurate play of the game that violates the Core Rules.…
  • § 702.1.b 702.1.b. Repeated game play error [Warnings] can upgrade to [Game Loss].…
  • § 702.1.c 702.1.c. At low OPL, penalties should generally be less harsh and rewinds may be applied even if the erroring player gains an information ad…
  • § 702.2 702.2. Missed Trigger [No Penalty]: The accountable player for a triggered ability doesn’t demonstrate awareness of the trigger before the fi…
  • § 702.2.a 702.2.a. See 506 for definition of triggered abilities.…
  • § 702.2.b 702.2.b. After the initial point at which a triggered ability is missed, any further errors related to that trigger are considered a General…
  • § 702.2.c 702.2.c. Players may not attempt to cause triggered abilities where an opponent is the accountable player to be missed by taking game action…
  • § 702.2.d 702.2.d. A triggered ability is considered to have triggered even if it was subsequently missed. Effects that count or restrict the number o…
  • § 702.2.e 702.2.e. If a mandatory trigger is missed by its accountable player and missing that trigger is advantageous for them, this penalty is a [Wa…
  • § 702.2.f 702.2.f. Remedies:…
  • § 702.3 702.3. Forgetting to Score a Point [No Penalty]: A player is entitled to a point from conquering or holding a battlefield but fails to track …
  • § 702.3.a 702.3.a. This does not apply to points that would be scored from card triggers such as Ahri, Alluring.…
  • § 702.3.b 702.3.b. Remedies:…
  • § 702.4 702.4. Forgetting to Draw Cards [No Penalty]: A player is obligated to draw a card, either as part of their draw phase or instruction from a…
  • § 702.4.a 702.4.a. Remedies:…
  • § 702.4.b 702.4.b. If forgetting to draw was advantageous to the erroring player (example: the player is near burning out), this penalty is a [Warning…
  • § 702.5 702.5. Looking at Extra Cards [Warning]: While taking a game action that allows a player to look at cards from a deck, they look at more car…
  • § 702.5.a 702.5.a. Cards being looked at from secret information such as a deck are added to a private information group while they are being looked a…
  • § 702.5.b 702.5.b. Once extra cards being looked at have touched a new private or secret group from their original source, they become part of that gr…
  • § 702.10 702.10. for more on Looking at Secret Information errors.…
  • § 702.5.c 702.5.c. Remedies:…
  • § 702.6 702.6. Channeling Too Many Runes [Warning]: A player channels a number of runes greater than they are entitled to under the Core Rules as th…
  • § 702.6.a 702.6.a. Errors of this sort are generally public, and all players are expected to be mindful of game state.…
  • § 702.6.b 702.6.b. Remedies:…
  • § 702.15 702.15 for more information about General Errors.…
  • § 702.7 702.7. Channeling Too Few Runes [No Penalty]: A player channels a number of runes less than what they are entitled to under the Core Rules a…
  • § 702.7.a 702.7.a. Errors of this sort are generally public, and all players are expected to be mindful of game state.…
  • § 702.7.b 702.7.b. Remedies:…
  • § 702.7.c 702.7.c. If forgetting to channel runes was advantageous to the erroring player, this penalty is a [Warning] instead.…
  • § 702.8 702.8. Overpayment for Cost [No Penalty]: A player pays a cost overpaying its power or energy cost.…
  • § 702.8.a 702.8.a. Errors of this sort are generally public, and all players are expected to be mindful of game state.…
  • § 702.8.b 702.8.b. Remedies:…
  • § 702.9 702.9. Mispayment for Cost [Warning]: A player pays a cost underpaying its power or energy cost, or uses the incorrect domain to pay a power…
  • § 702.9.a 702.9.a. Errors of this sort are generally public, and all players are expected to be mindful of game state.…
  • § 702.9.b 702.9.b. Remedies:…
  • § 702.10.a 702.10.a. Players should not be penalized via a remedy for errors their opponents make. Example: If one of your opponents inappropriately fli…
  • § 702.10.b 702.10.b. Remedies:…
  • § 702.11 702.11. Looking at Opponent Private Information [Warning]: A player accidentally looks at information that is private to their opponent. See…
  • § 702.11.a 702.11.a. Players should not be penalized via a remedy for errors their opponents make. Example: If one of your opponents inappropriately dr…
  • § 702.11.b 702.11.b. Remedies:…
  • § 702.12 702.12. Drawing Extra Cards [Warning]: A player draws more cards than they are entitled to under the Core Rules as the result of a limited a…
  • § 702.12.a 702.12.a. Drawing extra cards is also looking at extra cards, but only this error should be recorded.…
  • § 702.12.b 702.12.b. Remedies:…
  • § 702.13 702.13. Facedown Card Error [Warning]: A player places a card into a facedown zone in a manner other than how they are entitled to under the…
  • § 702.13.a 702.13.a. Example: Hiding a card that does not have the Hidden keyword.…
  • § 702.13.b 702.13.b. Remedies:…
  • § 702.14 702.14. Mulligan Procedure Error [Warning]: A player performs the mulligan procedure incorrectly.…
  • § 702.14.a 702.14.a. Remedies:…
  • § 702.15.a 702.15.a. Remedies:…
  • § 702.15.b 702.15.b. If forgetting to ready was advantageous to the erroring player, this penalty is a [Warning] instead.…
  • § 702.16 702.16. General Error [Warning]: Any other violation of the Rules of Riftbound.…
  • § 702.16.a 702.16.a. This is a catch-all for any other game play error.…
  • § 702.16.b 702.16.b. Errors of this sort are generally public, and all players are expected to be mindful of game state.…
  • § 702.16.c 702.16.c. Remedies:…
  • § 702.17 702.17. Failure to Maintain Game State [Warning]: A player does not call out another player’s failure to maintain the proper game state, inc…
  • § 702.17.a 702.17.a. Generally this error occurs when a player’s opponent commits a game play error and the player doesn’t call a judge immediately.…
  • § 702.17.b 702.17.b. Unlike other Game Play Errors, this error is primarily for tracking and never upgrades unless specifically instructed by the head j…
  • § 703 703. Tournament Errors…
  • § 703.1 703.1. Overview…
  • § 703.1.a 703.1.a. A tournament error is caused by actions in or around a tournament match that violate tournament procedure expectations.…
  • § 703.1.b 703.1.b. Repeated tournament error [Warnings] can upgrade to [Game Loss].…
  • § 703.1.c 703.1.c. At low OPL, penalties should generally be less harsh and rewinds may be applied even if the erroring player gains an information ad…
  • § 703.2 703.2. Slow Play [Warning]: A player is performing their start of game procedure or is playing mid-game at an unreasonably slow pace.…
  • § 703.2.a 703.2.a. Players must take their turns in a timely manner, appropriate to a judge according to the state of the game at the time, and adhere…
  • § 703.2.b 703.2.b. Players may ask a judge to watch their game for slow play.…
  • § 703.2.c 703.2.c. Intentionally stalling to gain an advantage is cheating. See 704.8 for more information about cheating.…
  • § 703.3 703.3. Decklist Error [Game Loss]: A player submits a decklist for registration that contains illegal elements.…
  • § 703.3.a 703.3.a. Examples:…
  • § 703.3.b 703.3.b. Remedies:…
  • § 703.4 703.4. Deck Presentation Error [Warning]: A player’s deck’s contents are illegal during presentation to an opponent or during gameplay.…
  • § 703.4.a 703.4.a. Examples:…
  • § 703.4.b 703.4.b. Remedies:…
  • § 703.5 703.5. Communication Violation [Warning]: A player does not effectively communicate with their opponents during gameplay.…
  • § 703.5.a 703.5.a. This error includes any unintentional violation of the communication policies listed in section 500.…
  • § 703.5.b 703.5.b. Remedies:…
  • § 703.6 703.6. Marked Cards [Warning]: A player’s cards are possible to identify without seeing their face.…
  • § 703.6.a 703.6.a. This includes but is not limited to scratches, discoloration, and bends.…
  • § 703.6.b 703.6.b. If a player’s cards are sleeved, the cards must be examined while in the sleeves to determine if they are marked.…
  • § 703.6.c 703.6.c. The Head Judge has the authority to determine if a card in a player’s deck is marked.…
  • § 703.6.d 703.6.d. Remedies…
  • § 703.7 703.7. Insufficient Randomization [Warning]: A player did not sufficiently randomize their deck when required to.…
  • § 703.7.a 703.7.a. If a player believes an opponent has not sufficiently randomized their Main Deck or Rune Deck before presenting them, they may call…
  • § 703.7.b 703.7.b. Pile shuffling is not a sufficient randomization method and should only be used as a counting method.…
  • § 703.7.c 703.7.c. Remedies:…
  • § 703.8 703.8. Late to Match: A player arrives at their assigned match after the round clock has started.…
  • § 703.8.a 703.8.a. If the player arrives within 2 minutes of the round start, the penalty is a [Warning] and a time extension is issued.…
  • § 703.8.b 703.8.b. If the player arrives within 10 minutes of the round start, the penalty is a [Warning] and a time extension is issued. At high OPL …
  • § 703.8.c 703.8.c. If the player arrives after 10 minutes of the round start, the penalty is a [Match Loss].…
  • § 703.8.d 703.8.d. If a player never arrives for their match, the penalty is a [Match Loss] and the player is dropped from the tournament unless they …
  • § 703.8.e 703.8.e. Players may call a judge before the round clock starts or in between games of a match to request up to a 10 minute time extension i…
  • § 703.9 703.9. Outside Assistance: A player receives advice or strategic assistance from an individual outside of the match.…
  • § 703.9.a 703.9.a. If the player receiving the advice actively refuses the advice by calling a judge, they receive a [Warning]. Otherwise, that player…
  • § 703.9.b 703.9.b. If the player receiving the advice solicited the advice, it is cheating. See 704.8 for more information about cheating.…
  • § 703.9.c 703.9.c. If the spectator giving the outside assistance is also a player in the event, this penalty is also applied to them.…
  • § 703.9.d 703.9.d. Spectators providing advice may be barred from the tournament venue if the advice was given maliciously or knowingly.…
  • § 703.9.e 703.9.e. It is not outside assistance to receive strategic advice from a teammate in the 2v2 format or in other team formats when specified.…
  • § 703.9.f 703.9.f. At a judge’s discretion, a player may receive assistance with the physical logistics of the competition, including game actions suc…
  • § 703.10 703.10. Improperly Determining a Winner [Match Loss]: Games and matches of Riftbound must be decided by playing Riftbound appropriate to the…
  • § 703.10.a 703.10.a. Other methods, including but not limited to flipping a coin, rolling dice, or playing other games, may not be used to determine a w…
  • § 703.10.b 703.10.b. Playing other formats of Riftbound other than the one designated for the tournament with the appropriate registered decklist may n…
  • § 703.10.c 703.10.c. Offering or accepting such offers is considered improperly determining a winner.…
  • § 704 704. Unsporting Conduct…
  • § 704.1 704.1. Overview…
  • § 704.1.a 704.1.a. Riftbound does not tolerate unsporting conduct. Tournament attendees and spectators must behave in a respectful and honorable manne…
  • § 704.1.b 704.1.b. If a player commits the same category of unsporting conduct [Warning] 2 or more times in the same event, the penalty is upgraded to…
  • § 704.1.c 704.1.c. Infractions and penalties listed in this section aim to serve as general guidelines. Listed infractions are examples and are not ex…
  • § 704.2 704.2. Unsporting Minor [Warning]:…
  • § 704.2.a 704.2.a. Examples include but are not limited to:…
  • § 704.3 704.3. Unsporting Major [Disqualification]:…
  • § 704.3.a 704.3.a. Examples include but are not limited to:…
  • § 704.3.b 704.3.b. This penalty often comes with ejection from the venue at the discretion of tournament officials.…
  • § 704.4 704.4. Angle Shooting [Warning]: A player uses the technical precision of the rules to gain an advantage where the spirit of the rules would…
  • § 704.4.a 704.4.a. Examples include but are not limited to:…
  • § 704.5 704.5. Bribery [Match Loss]: Tournament attendees and spectators may not bribe tournament players or tournament officials.…
  • § 704.5.a 704.5.a. The outcome of tournament games may not be influenced by offers of out-of-game rewards or incentives.…
  • § 704.5.b 704.5.b. Sharing prizes that have not yet been awarded in the current tournament does not constitute bribery. Players are permitted to make …
  • § 704.5.c 704.5.c. It is not bribery when players in the single-elimination portion of a tournament offering only items such as cash, store credit, an…
  • § 704.5.d 704.5.d. It is not bribery when, in the final round of the single-elimination portion of a tournament, with the tournament organizer’s permis…
  • § 704.6 704.6. Wagering [Disqualification]: Tournament attendees may not wager on any portion of a tournament, match, or game, including its outcome.…
  • § 704.7 704.7. Theft [Disqualification]: Stealing or attempting to steal the property of a tournament attendee, spectator, vendor, or event organizer…
  • § 704.8 704.8. Cheating [Disqualification]: Riftbound does not tolerate cheating at any level of play.…
  • § 704.8.a 704.8.a. Cheating includes but is not limited to performing any action that results in a penalty listed under 702 or 703 if it is done knowi…
  • § 704.8.b 704.8.b. Lying to a tournament official is cheating.…
  • § 704.8.c 704.8.c. Intentionally neglecting to indicate a teammate's error is cheating.…
  • § 704.8.d 704.8.d. The head judge has ultimate discretion to issue penalties for cheating.…