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How to Play Riftbound

Overview

Riftbound is a 2-player trading card game where you choose a champion and send them alongside your army to take control of battlefields and win!

Win Condition: First to 8 points wins!

Earn points by conquering battlefields and holding them at the start of your turn.

Building Your Deck

Legend (1)

Your commander that determines your champion and available colors.

Main Deck (40+ cards)

Units, spells, and gear. Max 3 copies of any card.

Rune Deck (12 cards)

Resources that provide Energy and Power. Must match your legend's domains.

Battlefields (3)

Locations to fight over. You'll pick one each game.

The Six Domains

🔥 Fury

Aggression, damage, quick conquests

🌿 Calm

Defense, counterspells, holding positions

💎 Mind

Card draw, planning, gear synergies

💪 Body

Big units, ramp, combat dominance

🌀 Chaos

Recursion, unpredictability, sacrifice

⭐ Order

Tokens, go-wide, rally effects

Turn Structure

1. Awaken Phase

Ready (untap) all your exhausted cards.

2. Beginning Phase

  • Score: Gain 1 point for each battlefield you hold
  • Channel: Add 2 runes from your deck (3 if going second, first turn)
  • Draw: Draw 1 card

3. Main Phase

Play cards, move units, attack battlefields, activate abilities.

4. End Phase

Turn passes to opponent.

Resources

Energy

Pay by exhausting (tapping) runes. A card costing 4 Energy means you exhaust 4 runes.

Runes ready at the start of your turn.

Power

Pay by recycling runes (put on bottom of rune deck). The rune must match the required domain.

Recycled runes are gone for the game (usually).

Units & Combat

Might

A unit's Might represents both its attack damage AND its health. A unit with 5 Might deals 5 damage and dies after taking 5 damage.

Movement & Combat

  1. Units enter play at your Base, exhausted
  2. Next turn, exhaust a unit to move it from Base to a Battlefield
  3. If enemies are there, a Showdown begins!
  4. Both sides add up their Might and deal damage
  5. Units taking damage equal to their Might die
  6. Survivors heal to full after combat
  7. If attackers kill all defenders, they Conquer (score 1 point)

Common Keywords

ACCELERATE

Pay extra to have the unit enter ready instead of exhausted

ASSAULT [X]

+X Might while attacking

SHIELD [X]

+X Might while defending

TANK

Must be killed before other allies in combat

GANKING

Can move from one battlefield to another (not just from base)

HIDDEN

Can be placed face-down for surprise plays

REACTION

Can be played during opponent's turn in response to actions

DEATHKNELL

Effect triggers when this card dies

Scoring Points

ActionPoints
Conquer a battlefield (first time)1 point
Hold a battlefield at turn start1 point
Max per battlefield per turn1 point

Important: Your 8th (winning) point must come from holding, not conquering — unless you score from every battlefield that turn!

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