Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Riftbound Core Rules
- Last Updated: 2025-10-01
- 000. Golden and Silver Rules
- 001. Golden Rule
- 002. Card text supersedes rules text. Whenever a card fundamentally contradicts the rules, the card's indication is
- what is true.
- 050. Silver Rule
- 051. Card text uses different terminology than rules. Card text should be interpreted according to these rules, not as
- though it were text within these rules.
- 052. Card, when written in card effects, is shorthand for "Main Deck card." Runes, legends, and battlefields are not
- considered cards when executing the abilities and effects of game objects. They are considered cards for the
- purposes of these rules.
- 053. Cards refer to themselves in the first person.
- 053.1. * Units and legends say "I," "me," etc.
- 053.2. * Gear and spells say "this."
- 053.3. * Battlefields say "here."
- 054. “Can’t beats Can”
- 054.1. Cards that forbid actions or effects, as a broad method of determination, supersede cards that allow or
- permit that same action or effect.
- 055. When executing card text, do as much as you can, ignoring impossible instructions.
- 055.1. If all of a card’s instructions are impossible, it is still played and resolved, but nothing happens.
- 100. Game Concepts
- 101. Deck Construction
- 102. Riftbound is a Trading Card Game where a player must provide their own cards to play against other players.
- 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. 1 Champion Legend
- 103.1.a. This is placed in the Legend Zone at the start of the game.
- 103.1.b. This will dictate the Domain Identity of the Main Deck.
- 103.1.b.1. Cards included in your Deck must abide by your Domain Identity.
- 103.1.b.2. Your deck’s Domain Identity is dictated by the domains of your Champion Legend.
- In the default card frame, these domains appear as symbols in the legend’s upper
- left corner.
- 103.1.b.3. If a card has a single Domain, then that card is permitted in the Domain Identity
- that corresponds to the same Domain.
- 103.1.b.4. If a card has more than one Domain, then that card is permitted only in a Domain
- Identity that contains all of the indicated Domains on that card.
- 103.2. A Main Deck of at least 40 cards 1 Chosen Champion Unit Units Gear Spells
- 103.2.a. Chosen Champion
- 103.2.a.1. This will be placed in the Champion Zone at the start of the game.
- 103.2.a.2. Must be a champion unit with a champion tag that matches the tag on your
- Champion Legend. Example: Loose Cannon has the tag Jinx. Therefore, a player
- could choose Jinx, Rebel or Jinx, Demolitionist as their Chosen Champion, because
- they also have the tag Jinx. Example: Tibbers has the tag Annie, but it is a signature
- unit, not a champion unit. It cannot be your Chosen Champion, even if your
- Champion Legend has the tag Annie.
- 103.2.a.3. A player’s Chosen Champion is both the specific card chosen for this slot during
- Deck Building and also any Champion Unit with the same name as the specific
- card selected for this specific slot during the course of play. Example: A player
- chose Jinx, Rebel as their Chosen Champion. One copy of Jinx, Rebel starts the
- game in their Chosen Champion zone. Any additional copies of Jinx, Rebel in their
- Main Deck, their hand, their trash, or on the board also count as their Chosen
- Champion for any game rules and effects that care about Chosen Champion status
- during the game.
- 103.2.b. Your Main Deck can include up to 3 copies of the same named card.
- 103.2.b.1. This includes your Chosen Champion. Example: A deck could include Volibear,
- Furious as its Chosen Champion and still include 2 more copies of Volibear, Furious.
- 103.2.b.2. Cards have different names even if they represent the same character. Example: A
- deck could include 3 copies of Yasuo, Remorseful and 3 copies of Yasuo, Windrider,
- because they have different names.
- 103.2.c. Subject to Domain Identity.
- 103.2.d. Your deck may only contain 3 total Signature cards that have the same Champion tag as
- your Champion Legend.
- 103.2.d.1. Regardless of name, a deck may only contain a sum total of 3 Signature cards.
- 103.2.d.2. All of the Signature cards must have the Champion tag that corresponds to the
- Champion Legend of the deck.
- 103.2.d.3. Signature cards are not Champion units and cannot be placed in the Champion
- Zone.
- 103.2.e. During Gameplay, the Main Deck is Secret Information.
- 103.2.e.1. It cannot be looked through or revealed unless instructed by a card effect.
- 103.3. Rune Deck
- 103.3.a. 12 Rune Cards
- 103.3.a.1. Cards in this deck must be of the Domain Identity of your Champion Legend.
- 103.3.b. Must be shuffled and kept separate from the Main Deck.
- 103.4. Battlefields
- 103.4.a. The number will be dictated by your Mode of Play.
- 103.4.b. Subject to Domain Identity if applicable.
- 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. Setup
- 105. Spaces
- 106. The Play Area includes a space for Game Objects referred to as The Board.
- 106.1. The Board is divided into several Zones.
- 106.2. The Base
- 106.2.a. One per player.
- 106.2.b. The space each player always has access to play their Units and Gear to.
- 106.2.c. Each Base is a Location.
- 106.2.d. Other players cannot have Game Objects they control in another player's Base.
- 106.2.e. The Base also houses each player's Runes that are on The Board.
- 106.3. The Battlefield Zone
- 106.3.a. Multiple Battlefields will be here, typically one per player, but occasionally less.
- 106.3.b. The space where Battlefields are located during gameplay.
- 106.3.c. Each Battlefield is individually a Location.
- 106.4. The Facedown Zones
- 106.4.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 through various Game Effects.
- 106.4.b. Each Facedown Zone has a maximum occupancy of one card.
- 106.4.c. Cards can only be placed in or occupy the Facedown Zone if the controller of the card also
- controls the associated Battlefield.
- 106.4.d. If the Hidden card's controller loses Control of the Battlefield, the card in the Facedown
- Zone is removed during the next Cleanup.
- See rule 318. Cleanups for more information.
- See rule 408. Hide for more information.
- 106.4.e. Facedown Zones are not locations.
- 106.5. The Legend Zone
- 106.5.a. The space for each player's Champion Legend.
- 106.5.b. This is not a location.
- 106.5.c. The Champion Legend here is a Game Object.
- See rule 119. Game Objects for more information.
- 106.5.d. The Champion Legend cannot be removed, moved, or displaced from this zone.
- 107. The Play Area also includes Non-Board Zones.
- 107.1. The Trash
- 107.1.a. This space is where cards are placed when they are killed or discarded, when they finish
- being executed as spells, when they are moved to the trash as an effect, etc.
- 107.1.b. Represents cards that have been used or spent.
- 107.1.c. Each player has a separate trash.
- 107.1.d. A card owned by a player can never, for any reason, be put into a trash of another player. If it
- would be, it's put into its owner's trash instead.
- 107.1.e. The cards in the Trash are unordered. Their sequence does not matter, and they may be
- reorganized.
- 107.1.f. The cards in any player's Trash are Public Information.
- See rule 127. Privacy for more information.
- 107.2. The Champion Zone
- 107.2.a. The space each player puts their Chosen Champion at the start of the game.
- 107.2.b. The Chosen Champion here cannot be returned to this zone by normal means.
- 107.2.b.1. If a Chosen Champion is instructed to be returned to this zone, it can only do so if
- there is not a card already in this zone.
- 107.2.c. The Chosen Champion can be played from here as normal, following the rules of Playing a
- Card.
- See rule 346. Playing Cards for more information.
- 107.3. The Main Deck Zone
- 107.3.a. The space for the player's Main Deck.
- 107.3.b. Primarily houses the face-down deck during gameplay.
- 107.3.c. The order of cards in the deck is Secret Information during the course of play.
- See rule 127. Privacy for more information.
- 107.4. The Rune Deck Zone
- 107.4.a. The space for the player's Rune Deck.
- 107.4.b. Primarily houses the face-down runes during gameplay.
- 107.4.c. The order of runes in the deck is Secret Information during the course of play.
- See rule 127. Privacy for more information.
- 107.5. Banishment
- 107.5.a. This space is where cards are placed when they are banished by a spell or effect.
- 107.5.b. Represents cards that have been removed from play in a more difficult-to-recover way, or a
- temporary space to hold cards while effects are being processed.
- 107.5.c. Each player has a separate banishment.
- 107.5.d. A card owned by a player can never, for any reason, be put into the banishment of another
- player. If it would be, it's put into its owner's banishment instead.
- 107.5.e. The cards in the banishment are unordered. Their sequence does not matter, and they may
- be reorganized.
- 107.5.f. The cards in any player's Banishment are Public Information.
- See rule 127. Privacy for more information.
- 107.5.g. Some spells or effects may reference cards placed into banishment directly.
- 107.5.h. Effects that reference cards in banishment only do so by means of also putting the cards
- there.
- 107.5.i. The effects or references to cards in banishment do not count as Choosing.
- 107.5.j. The effects or references to cards in banishment do not count as Attachment.
- 107.6. The Hand
- 107.6.a. Each player has a collection of cards they may Play cards from.
- 107.6.b. This is the location cards go when Drawn.
- 107.6.c. The cards in a player's hand are Private Information.
- 107.6.d. The number of cards in a player's hand is Public Information.
- 107.6.e. The hand can be targeted as a zone, and cards there can be affected by spells and effects
- when specified.
- 107.6.f. A card owned by a player can never, for any reason, be put into the hand of another player. If
- it would be, it's put into its owner's hand instead.
- 108. All Game Objects in the collective Play Areas are Public Information.
- 108.1. Any player may view, or be provided with the details of the face-up information printed on the cards
- in the Play Area.
- 108.2. 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.
- 109. 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 all capacities.
- Examples:
- Damage is cleared.
- Buffs are removed.
- Temporarily granted Keywords are no longer granted.
- 110. Setup Process
- 111. Each player separates their Champion Legend and places it in the Legend Zone.
- 112. Each player separates their Chosen Champion and places it in the Champion Zone.
- 113. Each player sets aside their Battlefields.
- 113.1. Your Mode of Play will dictate how these are used and placed into the Battlefield Zone.
- See rule 454. Modes of Play for more information.
- 114. Each player shuffles their decks, separately, then places them into their respective Zones.
- 114.1. The Main Deck is placed in the Main Deck Zone.
- 114.2. The Rune Deck is placed in the Rune Deck Zone.
- 115. Determine Turn Order using any fair random method agreed on by all players.
- 115.1. Turn Order is established as a repeating set of the players.
- 115.1.a. The Mode of Play will specify how to determine a First Player.
- 115.1.b. If not otherwise specified, Seating then determines the sequence, play proceeding
- clockwise from the First Player.
- 115.1.b.1. The First Player is the player who becomes the Turn Player first.
- 115.1.c. Turn Order repeats until the game ends.
- 115.2. See the selected Mode of Play for any adjustments to each player's first turn.
- See rule 454. Modes of Play for more information.
- 116. Players each draw 4.
- 117. In turn order, players perform their Mulligan.
- 117.1. A player may choose up to two cards in their hand. They set those cards aside.
- 117.2. Then, that player draws as many cards as they set aside.
- 117.3. Finally, that player Recycles the cards that were set aside.
- See rule 403. Recycle for more information.
- 118. Begin play with the First Player taking their turn.
- 119. Game Objects
- 120. A Game Object is any game piece that can produce one or more Game Effects or grant prerequisites for
- players to take Game Actions.
- 121. A Game Object does not include nor preclude any inherent properties beyond the ability to produce, or act as
- the prerequisite for, Game Effects and Game Actions.
- 122. A Game Object can be a literal object or a logical object.
- 123. Game Objects include, but are not limited to, the following:
- Main Deck cards in any zone
- Runes in any zone
- Legends
- Battlefields
- Tokens
- Abilities of any type on the chain
- Buffs and other status markers
- 124. Cards
- 125. Riftbound games are composed of players playing the cards in their respective decks.
- 126. Ownership
- 126.1. For gameplay purposes, a card's Owner is the player who brought it into the game, either as their
- Champion Legend, one of their Battlefields, or part of their Main Deck or Rune Deck. The legal
- owner of a card doesn't matter during gameplay.
- Example: Bo didn't bring a deck, so Alice loans him a deck. During the game, Bo is
- considered the owner of those cards, even though legally they belong to Alice.
- 127. Privacy
- 127.1. A card will always exist in one of the many Zones described during Setup.
- 127.2. A card will have a different level of Privacy based on where it resides at a given time
- 127.3. Secret: This level of Privacy indicates that neither player may read or look at the face of the card.
- 127.4. 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 read or look at the face of the card.
- Example: Cards in a player's hand are owned by that player. Only that player may read or
- look at their faces.
- Example: If a player controls a facedown card at a battlefield, that player and only that player
- may read or look at that card's face, regardless of who owns that card.
- 127.5. Public: This level of Privacy indicates that any player may read or look at the face of the card.
- 128. Back Side
- 128.1. The back side of a card is the side with the Riftbound logo.
- 128.2. There is a unique pattern of back side for each of the three categories of card: Main Deck cards, Rune
- Deck cards, and Battlefields and Champion Legends.
- 128.3. The back side of a card is presented to conceal information for Private and Secret information cards.
- For example, cards in the Main Deck and cards in hand have their back side presented.
- 128.4. 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 card’s front side is considered Private Information.
- 129. Front Side
- 129.1. The front side of a card is the opposite of its back.
- 129.2. This is also referred to as a front face.
- 129.3. This can be identified in situations where the back is not easily discernible by the presence of the Play
- Cost in the upper left corner of the card.
- 129.4. Cards, when played, are played with their front face presented.
- 129.5. The term face up is used to describe the state during regular play of having a card's front face
- presented
- 129.6. Cards are considered to be Public Information while in this state, even if obscured by other cards in a
- pile. Example: The Trash is Public Information because all cards there have their front face presented
- even while stacked.
- 130. Cost
- 130.1. Main Deck cards have a Cost, listed in the upper left corner of the front face of the card.
- See rule 158. Rune Pools for more information.
- 130.2. Energy Cost
- 130.2.a. The numeral listed in the Cost element in the upper left corner of the card.
- 130.3. Power cost
- 130.3.a. The symbols, listed vertically, in the Cost element in the upper left corner of the card.
- 130.3.b. This section may not be present on every card.
- 130.4 Effects that need to determine a card’s cost for any purpose always use its base cost, even if that cost
- is altered or ignored as the card is played.
- Example: Sky Splitter is a spell that costs 8 Energy and says in part “This spell's Energy cost is
- reduced by the highest Might among units you control.” Lux, Illuminated is a unit that says
- “When you play a spell that costs 5 or more, give me +3 [M] this turn.” If a player who controls
- Lux plays Sky Splitter, Lux’s ability will trigger, regardless of how much was actually paid for
- Sky Splitter.
- 131. Name
- 131.1. Each card has a name that identifies it uniquely.
- 131.2. This is usually located in the middle of the card.
- 131.3. Cards that are printed in different languages but represent the same card are considered to have the
- same name for the purposes of deckbuilding and gameplay.
- Example: Chemtech Enforcer in English and its counterpart in Chinese are considered the
- same card, despite the Name element on the card reading differently.
- 131.4 Some cards have both a short name and a subtitle. For all purposes, including rules and deckbuilding,
- such a card’s name is “[Short Name], [Subtitle]”. Example: Kai’Sa, Evolutionary and Kai’Sa, Survivor
- both have the short name Kai’Sa, but they have different names. You can include 3 of each in your
- deck under normal deckbuilding rules. If one of them is your Chosen Champion, the other is not.
- 132. Category
- 132.1. A card can have one or more Categories and Sub-Categories based on the properties of its front and
- back sides.
- 132.2. These Categories and Sub-Categories dictate the behaviors of the card during play.
- 132.3. Spells and other effects can refer to categories, sub-categories, supertypes, card types, tags, and other
- characteristics inclusively or exclusively.
- Example: A "non-unit card" is any card that is not a unit.
- Example: A "unit" is any game object that is a unit, regardless of any other categories it
- belongs to.
- 132.4. Main Deck Cards begin the game in the Main Deck or (in the case of a Chosen Champion) the
- Champion Zone.
- 132.4.a. Permanents
- 132.4.a.1. An umbrella sub-category encompassing Main Deck Game Objects that remain on
- the board after being played.
- 132.4.a.2. Unit and Gear are permanent types.
- 132.4.b. Spells
- 132.4.b.1. A sub-category encompassing Main Deck cards with the spell type, which do not
- remain on the board after being played.
- 132.5. Rune Deck Cards begin the game in the Rune Deck.
- 132.5.a. Runes
- 132.5.a.1. A sub-category encompassing cards with the rune type. These are channeled
- rather than played. They remain on the board after being channeled, but they are
- not permanents, as they are not Main Deck cards.
- 132.6. Non-Deck Cards are not part of any deck and begin the game in a zone determined by their type.
- 132.6.a. Battlefields
- 132.6.a.1. A sub-category encompassing cards with the battlefield type. They are not played
- or channeled. They start the game on the board.
- 132.6.b. Legends
- 132.6.b.1. A sub-category encompassing cards with the legend type. They are not played or
- channeled. They start the game in the Legend Zone and cannot leave it during play.
- 132.7. Supertypes are Categories that may apply to game objects of multiple types. They are listed before a
- card’s type.
- 132.7.a. Champion is a supertype that applies exclusively to units. It impacts the rules for
- deckbuilding.
- See rule 103.2.a. Chosen Champion for more information.
- 132.7.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. for more information about Signature cards.
- 132.7.c. Token is a supertype applied to temporary game objects of any card type.
- See rule 170. Tokens for more information.
- 132.8. Tags are Categories that may apply to game objects of multiple types. They are listed after a card’s
- type.
- 132.8.a. Tags have no innate rules meaning, but may be referenced by game rules and card effects.
- 132.8.b. Tags used to link Legends, Champion Units, and Signature cards are known as Champion
- Tags.
- 133. Domain
- 133.1. Most cards belong to one or more of six Domains, identified by one or more symbols in the lower
- right corner.
- 133.2. Each Domain has an associated color, a unique symbol, and a shorthand used to represent that
- symbol in written text.
- 133.2.a. Fury is associated with the color red and represented by a circular symbol with three
- projecting points. Its shorthand is [R].
- 133.2.b. Calm is associated with the color green and represented by a symbol resembling a leaf. Its
- shorthand is [G].
- 133.2.c. Mind is associated with the color blue and represented by a symbol resembling a sun and
- moon. Its shorthand is [B].
- 133.2.d. Body is associated with the color orange and represented by a blocky diamond-shaped
- symbol. Its shorthand is [O].
- 133.2.e. Chaos is associated with the color purple and represented by a hexagonal symbol with swirls
- emanating from its center. Its shorthand is [P].
- 133.2.f. Order is associated with the color yellow and represented by an angular winged symbol. Its
- shorthand is [Y].
- 134. Rules Text
- 134.1. All cards have a section that describes how they affect the game. This section is known as the Rules
- Text of the card.
- 134.2. This section may contain:
- 134.2.a. Abilities
- 134.2.a.1. Abilities are discrete pieces of text that describe what a card may or must do.
- See rule 357. Abilities for more information.
- 134.2.a.2. They may appear on any card.
- 134.2.b. Instructions
- 134.2.b.1. Instructions are a type of text that appears on spells and within abilities.
- 134.2.b.2. They describe the actions to be taken as the spell or ability resolves.
- 134.2.c. Keywords
- 134.2.c.1. Keywords are short words or phrases that represent longer abilities or instructions.
- See rule 716. Keywords for more information.
- 134.2.c.2. Keywords may or may not have reminder text.
- 134.2.d. Reminder Text
- 134.2.d.1. Reminder text appears in italics and parentheses.
- 134.2.d.2. Its purpose is to summarize relevant rules, including keywords and other rules.
- 134.2.d.3. The presence, absence, or exact wording of reminder text has no effect on game
- function.
- 134.2.e. Symbols
- 134.2.e.1. Rules text sometimes contains symbols that express game concepts. Each symbol
- also has a shorthand used to represent it in written text.
- 134.2.e.2. The cost of Exhausting a Permanent is represented by the “exhaust symbol,” which
- resembles a card turning sideways. Its shorthand is [E]. (Some previous rules
- information has given its shorthand as [T].)
- 134.2.e.3. Might is represented by the “Might symbol,” which resembles a sword and shield.
- Its shorthand is [M]. (Some previous rules information has given its shorthand as
- [S].)
- 134.2.e.4. Power of a specific Domain is represented by its domain symbol and the
- corresponding shorthand.
- See rule 133. Domain for more information.
- 134.2.e.5. Power of any Domain is represented by a swirling rainbow symbol. Its shorthand is
- [A].
- 134.2.e.5.a. When required as a cost, [A] can be paid by Power of any Domain.
- 134.2.e.5.b. When Added to a player’s Rune Pool, [A] can be spent to pay a Power cost
- of any Domain.
- 134.2.e.6. Power of a domain corresponding to a card’s own Domain is not represented by a
- symbol, but appears in these rules similarly to other symbols. Its shorthand is [C].
- 134.2.e.6.a. When a [C] shorthand is printed on a card as reminder text, it assumes
- that card’s usual Domain, but it still means “one Power of this card’s
- Domain.”
- 134.2.e.6.b. A [C] shorthand on a card with no Domain or with multiple Domains is
- processed as [A] instead.
- 134.3. Rules text can be blank.
- 135. Flavor Text
- 135.1. Flavor text is text that appears at the bottom of some cards to provide aesthetic enjoyment. It conveys
- no gameplay information.
- Example: The card Void Seeker features a quote from the character Kai'Sa. It does not have
- the Kai'Sa tag and has no gameplay connection to the Champion unit Kai'Sa.
- 135.2. Flavor text is located at the bottom of the section provided for rules text, usually in a shaded bar. It
- appears in italics.
- 136. Illustration
- 136.1. Each card has an illustration. It conveys no gameplay information.
- 137. Units
- 138. Unit is:
- 138.1. A Game Object
- 138.1.a. While on the Board:
- 138.1.a.1. Units are at one of several Locations while on the Board: a Battlefield or their
- Base.
- 138.1.a.2. Units and their details are Public Information while on the Board.
- 138.1.a.3. Units can be chosen, affected, or manipulated by spells, affects, or game actions
- that specify Units.
- 138.1.a.4. Units can be Killed.
- See rule 415. Kill for more information.
- 138.1.b. While in the Trash:
- 138.1.b.1. Units are treated as Cards, similar to when in the Hand.
- 138.1.b.2. They retain the properties of being a Unit, but are not on the Board and thus
- cannot take actions or be affected by spells, abilities, or game actions that target
- Units on the Board.
- 138.1.b.3. Units can be affected by spells and game effects that target Units in the Trash.
- 138.2. A Card Type
- 138.2.a. This is a unique identifier that some spells or abilities will use to restrict what they can
- choose or affect.
- 138.2.b. The card type is relevant in all zones.
- 139. Damage is a marked value that is applied to Units.
- 139.1. Damage is not a Game Object.
- 139.2. Damage is a value tracked per-Unit.
- 139.3. Damage tracks how close a Unit is to being Killed.
- See rule 415. Kill for more information.
- 139.4. Damage can be Healed.
- See rule 405. Heal for more information.
- 140. Units have multiple Intrinsic Properties unique to them:
- 140.1. Tag: A Unit has zero or more Tags representing one or more champions, regions, factions, or species
- it belongs to.
- 140.1.a. These have no intrinsic rules or behaviors by themselves.
- 140.1.b. Spells, abilities, and game actions can reference these types as part of their execution.
- 140.2. 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 effects.
- 140.2.a. If a Unit ever has nonzero damage marked on it equalling or exceeding its Might, it is Killed.
- 140.2.b. If a unit's Might is ever less than 0, it is treated as 0 for all purposes.
- 140.3. Units can have damage marked on them.
- 140.3.a. When spells, abilities, or other game effects deal damage, Units mark that damage on them
- temporarily. This can be tracked with coins, dice, or other markers, or by memory.
- 140.3.b. Damage is Healed from Units at two specific times:
- 140.3.b.1. At the end of each player's turn.
- 140.3.b.2. During a Combat Cleanup.
- See rule 440.1. for more information about Combat Cleanups.
- 140.4. Units enter the Board exhausted.
- 140.4.a. This can be altered by Accelerate or similar game effects.
- See rule 721. Accelerate for more information.
- 141. Units have the Inherent Ability to perform a Standard Move.
- 141.1. This action is limited in when it can be performed.
- 141.1.a. This action can be done any time during a player's Action Phase.
- 141.1.b. This action cannot be performed during a Closed State.
- 141.1.c. This action cannot be performed during a Showdown.
- 141.2. Exhausting the Unit is the Cost for this action.
- 141.3. Players may perform multiple Units' standard move simultaneously.
- 141.3.a. When a Move like this is declared by a player, the units' Destination must be the same.
- 141.3.b. When a Move like this is declared by a player, the Origins do not need to be the same.
- 141.3.c. The Costs of Exhausting the Units are also paid Simultaneously.
- 141.4. The Destinations where Units can Move to with their Standard Move are restricted:
- 141.4.a. Units may move from their Base to a Battlefield.
- 141.4.a.1. Units cannot Move to a Battlefield that already has units from 2 other players
- present.
- 141.4.b. Units may move from a Battlefield to their Base.
- 141.4.c. Ganking is a unique ability that affects a Unit's Standard Move
- 141.4.c.1. Units with Ganking may use their Standard Move to Move from Battlefield to
- Battlefield.
- See rule 726. Ganking for more information.
- 142. Units may have Activated Abilities.
- 142.1. Activated Abilities are Game Effects that are written as Costs followed by a ":", and then succeeded
- by an effect.
- See rule 369. Activated Abilities for more information.
- 142.2. The Activated Ability of Units may be executed at any time during the controlling player's Action
- Phase during an Open State, and not during a Showdown.
- 142.2.a. This follows the same process as playing a card.
- See rule 346. Playing Cards for more information.
- 142.2.a.1. This behaves, once activated, like a spell without an associated card.
- 143. Gear
- 143. Gear are:
- 143.1. A Game Object
- 143.1.a. While on the Board.
- 143.1.a.1. Gear can only be played to a player's Base.
- 143.1.a.2. Gear and their details are Public Information while on the Board.
- 143.1.a.3. Gear can be chosen, affected, or manipulated by spells, effects, or game actions
- that specify Gear.
- 143.1.a.4. Gear can be Killed.
- See rule 415. Kill for more information.
- 143.1.b. While in the Trash
- 143.1.b.1. Gear are treated as Cards before Game Objects, similar to the Hand.
- 143.1.b.2. They retain the properties of being Gear, but are not on the Board and thus cannot
- take actions or be affected by spells, abilities, or game actions that affect Gear on
- the Board.
- 143.1.b.3. Gear can be affected by spells and game effects that affect Gear in the Trash.
- 143.2. A Card Type
- 143.2.a. This is a unique identifier that some spells or abilities will use to restrict what they can
- choose or affect.
- 143.2.b. The card type is relevant in all zones.
- 144. Gear have several Intrinsic Properties unique to them.
- 144.1. Gear enters play Ready.
- 144.2. Gear can only be played to a player's Base.
- 144.3. If a Gear is at a Battlefield for any reason, then it is immediately recalled to its controller's Base as a
- corrective action.
- See rule 428. Recalls for more information.
- 145. Gear may have Activated Abilities.
- 145.1. Activated Abilities are Game Effects that are written as Costs followed by a ":", and then succeeded
- by an effect.
- See rule 369. Activated Abilities for more information.
- 145.2. The Activated Ability of Gear may be executed at any time during the controlling player's Action
- Phase during an Open State, and not during a Showdown.
- 145.2.a. This follows the same process as playing a card.
- See rule 346. Playing Cards for more information.
- 145.2.a.1. This behaves, once activated, like a spell without an associated card.
- 146. Spells
- 147. Spell is a card type.
- 148. A spell can be played during an Open State Outside of Showdowns on its controller's turn.
- 149. A spell is controlled by the player who played it.
- 150. A spell creates a game effect according to its instructions and is then placed in the Trash of the player who
- owns it.
- 151. When a spell is successfully played, a player executes the rules text of the spell. This is called Resolving the
- spell.
- 151.1. Spells have their rules text executed from top to bottom when they are Resolved.
- 151.2. If a later part of a spell applies a Replacement Effect that alters earlier parts of the spell, apply those
- replacement effects as appropriate. Example: A spell says "Choose a unit. Kill it the next time it takes
- damage this turn." and "[Legion] — Kill it now instead. (Get the effect if you've played another card
- this turn.)" If the Legion condition is satisfied, the unit is killed immediately and the instruction to kill
- it the next time it takes damage is ignored, even if the unit remains on the board somehow.
- 151.3. While a spell or ability on the chain is Resolving, no other spells or abilities can be finalized on the
- chain or resolved, including triggered abilities or game effects that would occur as a result of the
- execution of the spell.
- 151.3.a. Finish resolving all effects of a spell before addressing anything the spell may have triggered
- or caused through execution.
- 152. Certain Keywords on spells are not executable rules text, but instead intrinsic properties of the spell.
- 152.1. These determine inherent properties and behaviors of the spell before being played or while on the
- chain.
- 152.2. These keywords are:
- 152.2.a. Action
- 152.2.a.1. This indicates that, in addition to being able to be played during an Open State,
- this spell may also be played during Open States during Showdowns.
- 152.2.b. Reaction
- 152.2.b.1. Grants all cases and rules of Action.
- 152.2.b.2. In addition to all prior cases, may also be played during all forms of Closed State.
- 152.2.b.3. This will result in this spell resolving before spells and abilities that are already on
- the chain.
- 153. Runes
- 154. Rune is a Card Type.
- 154.1. A Rune is not a Main Deck card.
- 154.1.a. This means, despite remaining on the Board until Recycled or otherwise removed from the
- board, it is not a Permanent.
- 154.2. Runes are kept in the Rune Deck.
- 154.2.a. Exactly 12 Rune cards chosen during Deck Construction.
- See rule 103.3. Rune Deck for more information.
- 154.2.b. When a Rune is Recycled it is returned to the Rune Deck, not the Main Deck.
- See rule 403. Recycle for more information.
- 155. Runes produce the resources needed to pay costs.
- 156. Runes produce Energy and Power.
- 156.1. Energy is used to pay numeric Energy costs.
- 156.1.a. Energy has no Domain.
- 156.1.b. Energy has no type.
- 156.2. Power is used to pay Domain-associated Power Costs.
- 156.2.a. Power has a Domain.
- 156.2.a.1. Power's Domain usually corresponds to the Domain of the Rune that produced it.
- 156.2.b. Some Power is Universal and can be used to pay for costs of any Domain.
- 157. Basic Runes
- 157.1. There are six Basic Runes, each with a Domain corresponding to its name:
- Fury Rune
- Calm Rune
- Mind Rune
- Body Rune
- Chaos Rune
- Order Rune
- 157.2. A Basic Rune always has the following two Abilities:
- 157.2.a. [E]: [Reaction] — Add [1].
- 157.2.b. Recycle this: [Reaction] — Add [C].
- 157.2.b.1. The Power added this way corresponds to the Domain of the Rune that is being
- Recycled.
- 158. Rune Pools
- 159. The Rune Pool is a conceptual collection of a player's available Energy and Power available to pay Costs.
- 159.1. When a card adds Energy or Power, it is added to the controlling player's Rune Pool.
- 159.2. 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 costs.
- 159.3. Energy and Power do not have a physical marker or tracker, although players may wish to use a
- physical tracker if they are retaining unspent Energy and Power over the course of their turn.
- 160. Every player's Rune Pool empties at the end of each player's draw phase and the end of each player's turn.
- 160.1. Any unspent Energy or Power are lost.
- 161. All Abilities that include the action "Add" are abilities that are adding Energy or Power to the Rune Pool.
- See rule 416. Add for more information.
- 162. Battlefields
- 163. Battlefields are Game Objects.
- 163.1. Battlefields are Owned by a player.
- 163.2. Battlefields are not shuffled into Decks at the start of a game.
- 163.2.a. Battlefields are not played during the course of regular play.
- 163.2.b. Battlefields are established at the start of a game and remain in place for the duration of
- regular play.
- 163.3. Battlefields cannot be Killed during the course of regular play.
- 163.4. Battlefields cannot be Moved.
- 163.5. Battlefields are Locations.
- 163.5.a. Battlefields can be Origins of moves.
- 163.5.b. Battlefields can be Destinations of moves.
- 163.6. Any number of Units can be present at a Battlefield.
- 163.7. Battlefields can be targeted by spells or game effects.
- 163.8. Battlefields can have Passive Abilities.
- See rule 360. Passive Abilities for more information.
- 163.9. Battlefields can have Triggered Abilities.
- See rule 375. Triggered Abilities for more information.
- 164. Battlefields are not Permanents.
- 165. The number of Battlefields on the Board is determined by the Mode of Play.
- 166. Legends
- 167. Legends are Game Objects.
- 167.1. Legends are Owned by a player.
- 167.2. Legends are not shuffled into Decks at the start of a game.
- 167.2.a. Legends are not played during the course of regular play.
- 167.2.b. Legends are established at the start of a game, and remain in place for the duration of
- regular play.
- 167.3. Legends cannot be Killed during the course of regular play.
- 167.4. Legends cannot be Moved.
- 167.5. Legends can be targeted by spells or game effects.
- 167.6. Legends can have Passive Abilities.
- See rule 360. Passive Abilities for more information.
- 167.7. Legends can have Triggered Abilities.
- See rule 375. Triggered Abilities for more information.
- 167.8. Legends can have Activated Abilities.
- See rule 369. Activated Abilities for more information.
- 168. Legends are not Permanents.
- 169. Legends may have one or more Domains.
- 169.1. The Legend determines the Domain Identity of cards its owner can include.
- See rule 101. Deck Construction for more information.
- 170. Tokens
- 171. Tokens are Game Objects created by spells and abilities during play.
- 172. Tokens can be represented by anything. Printed tokens are included in Riftbound booster packs, but they are
- not required to play a token.
- 173. A token's controller is the controller of the spell or ability that created it, unless the token's type innately
- determines control or that spell or ability specifies that a different player is the token's controller.
- 174. A token's owner is the player who controlled the effect that created it.
- 175. The effect that creates a token may specify the conditions or circumstances under which it enters the board.
- These stipulations may alter the usual steps for playing a card.
- 175.1. The effect may state that the token enters ready or exhausted, if that state is contrary to the default
- for the token's type.
- 175.2. The effect may restrict the location to which the token may be played.
- 175.3. The effect may grant temporary abilities or modifications to the token.
- 176. Tokens are not cards.
- 176.1. Tokens have some properties in common with cards.
- 176.1.a. Tokens are played by their owner if their card type is played, following all the applicable
- steps for playing a card plus any restrictions or modifications from the effect that created the
- token.
- See rule 346. Playing Cards for more information.
- 176.1.b. Token units have a Might.
- 176.1.c. Tokens may have one or more tags.
- 176.1.d. Tokens have a type. They follow all rules for their type unless otherwise specified. Example: A
- token unit is a unit. It enters exhausted, can take the standard move action, deals damage
- equal to its Might in combat, is destroyed if it takes damage equal to or greater than its
- might, can be chosen or otherwise affected by spells or abilities that choose or affect units,
- etc.
- 176.2. Tokens differ from cards in some ways.
- 176.2.a. Tokens do not have costs.
- 176.2.b. Tokens do not have domains.
- 177. Tokens are created on the board and cannot exist elsewhere.
- 177.1. If a token is put into any Non-Board Zone, it ceases to exist immediately after moving to its new zone.
- 178. The spell or ability that creates a token specifies some of its characteristics. It may have other characteristics, as
- listed below.
- 178.1. A 1[M] Recruit token is a domainless unit token with 1 Might and the Recruit tag.
- 178.2. A 3[M] Sprite token with Temporary is a domainless unit token with 3 Might, the Fae tag, and the
- Temporary keyword.
- See rule 732. Temporary for more information.
- 179. Control
- 180. Control is the concept of a player having influence of a Game Object and applies differently to different card
- types.
- 181. Battlefields
- 181.1. Control is established over Battlefields through the course of play.
- 181.2. Control is a binary state for Battlefields and an Identifier for players.
- 181.2.a. A Battlefield is Controlled or Uncontrolled.
- 181.2.b. A Battlefield is Controlled by a specific player or Controlled by no one.
- 181.3. Control can be Contested through the course of play.
- 181.3.a. Contested is a temporary status applied to the battlefield when a Unit controlled by a Player
- who does not currently Control that Battlefield Moves or otherwise becomes present there.
- 181.3.a.1. Units moving to or being played to a battlefield apply Contested status if that
- battlefield is not already contested and that Unit’s controller does not already
- control that battlefield.
- 181.3.b. A Battlefield remains Contested until Control is established or re-established.
- 181.3.c. While a Battlefield remains Contested, Control of a Battlefield cannot change.
- 181.3.d. The state of a Battlefield being Contested is used to determine when Combat should occur,
- when a Showdown without a Combat should occur, and when Control will change.
- 181.3.e. At this time Game Effects cannot reference this status.
- 181.4. Control is established by having Units at a Battlefield at the end of a Showdown or Combat after
- applying the contested status.
- 181.4.a. If a player controls Units at a Battlefield, outside of Combat, they maintain Control of that
- Battlefield for as long as they have Units at that Battlefield.
- 181.4.b. A player maintains control of a Battlefield while it is being Contested by an opponent.
- 181.4.c. If a player has no Units at a Battlefield, they lose Control of that Battlefield immediately,
- unless it is Contested.
- 181.5. Control is a constant state.
- 181.6. Control of a Battlefield determines Control of its Abilities.
- 181.6.a. While a Battlefield is Controlled, its Controller controls its Abilities. That player takes
- responsibility for adding them to the Chain if applicable, and makes all choices required by
- them unless otherwise specified.
- 181.6.b. While a Battlefield is Uncontrolled, its Abilities are also Uncontrolled. The Turn Player
- takes responsibility for adding them to the Chain if applicable, makes all choices required by
- them unless otherwise specified, and is treated as their Controller if any game rule or effect
- requires one. Example: The Arena’s Greatest is a battlefield that reads “At the start of each
- player's first Beginning Phase, that player gains 1 point.” This ability will usually trigger while
- the battlefield has no controller. If it does, the Turn Player goes through the steps of adding
- the ability to the chain and receives priority after doing so, exactly as if they controlled the
- ability.
- 181.6.c. “You” in a battlefield’s abilities refers to the battlefield’s Controller, as does the implied “you”
- in instructions like “draw 1.” If the battlefield has no Controller, “you” refers to no one, and all
- such instructions are ignored.
- 182. Everything Else
- 182.1. When a player Plays a Card, they are established as that Game Object's Controller.
- 182.2. For Spells, they are the Spell's Controller.
- 182.2.a. That player chooses targets.
- 182.2.b. That player chooses modes.
- 182.2.c. That player pays costs.
- 182.3. For Permanents and Runes, when they Enter the Board, that player is assigned as that Game
- Object's Controller.
- 182.3.a. That player may make decisions about the Game Object's Inherent Abilities.
- 182.3.b. That player may make decisions about the Game Object's Unique Abilities.
- 182.3.c. That player may make decisions about any game effects or decisions necessary while the
- card is being played.
- 182.3.d. That player may make decisions about any game effects created from "When you play me"
- effects of Permanents.
- 183. When a game effect or rules text refers to the Controller of a specific object, it can be referring to either
- context interchangeably.
- 183.1. The method of assignment of control is different, but the status of Control is the same across all
- Game Objects.
- 300. Playing the Game
- 301. The Turn
- 302. Play continues cyclically until one player wins.
- 303. The phases of a turn are rigid, but the actions taken during those steps can be done in any order, unless
- otherwise specified.
- 303.1. Game Actions of any nature are performed one at a time and are executed completely.
- 303.2. Game Actions cannot be performed simultaneously for any reason.
- 303.2.a. If one or more actions, game effects, or Triggered Abilities are activated simultaneously,
- then Turn Order is referenced to organize the sequence of actions.
- See rule 375. Triggered Abilities for more information.
- 304. The Turn Player is the player taking the current turn.
- 305. When there are no items on the Chain and the Turn Player cannot or chooses not to perform any
- Discretionary Actions, the current phase or step of the turn ends and the next phase, step, or turn begins.
- 306. The Turn Player changes when the current Turn Player reaches the End of all of the Phases of their Turn.
- 307. States of the Turn
- 308. At any given time, the turn is in either a Neutral State or a Showdown State.
- 308.1. If a Showdown is in progress, the turn is in a Showdown State.
- 308.1.a. Only cards and abilities with the Action or Reaction keywords can be played or activated in
- a Showdown State.
- 308.2. If no Showdown is in progress, the turn is in a Neutral State.
- 309. At any given time, the turn is in either an Open State or a Closed State.
- 309.1. If a Chain exists, the turn is in a Closed State.
- 309.1.a. Only cards and abilities with the Reaction keyword can be played or activated in a Closed
- State.
- 309.2. If no Chain exists, the turn is in an Open State.
- 310. These descriptions can be combined, such that the turn is always in one of these four states:
- 310.1. Neutral Open: There is no Showdown in progress and no Chain exists.
- 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. Neutral Closed: There is no Showdown in progress and a Chain exists.
- 310.3. Showdown Open: A Showdown is in progress and no Chain exists.
- 310.4. Showdown Closed: A Showdown is in progress and a Chain exists.
- 311. Priority and Focus
- 312. At any given time, up to one player has Priority.
- 312.1. Priority is the permission to take Discretionary Actions.
- See rule 398.1. Discretionary Actions for more information.
- 312.1.a. The player with Priority can take appropriately timed Discretionary Actions.
- 312.1.b. If no player has Priority, no player can take Discretionary Actions.
- 312.1.b.1. Players can always take and make choices for Limited Actions when instructed,
- regardless of Priority.
- 312.2. A player receives Priority at the following times:
- 312.2.a. When the turn is in a Neutral Open State during their Action Phase.
- 312.2.b. When the turn is in a Showdown State and they gain Focus.
- 312.2.c. When the turn is in a Closed State and they control the next item on the Chain.
- 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.
- 313. At any given time, up to one player has Focus.
- 313.1. Focus is the permission to take appropriately timed Discretionary Actions when the turn is in a
- Showdown Open State.
- See rule 307. States of the Turn for more information.
- 313.1.a. The player with Focus must obey any additional restrictions on which Discretionary Actions
- may be performed.
- Example: A player with Focus may not play spells or activate abilities that don't
- have the Action or Reaction keywords.
- 313.2. A player who gains Focus also gains Priority.
- 313.3. A player who passes Priority retains Focus.
- 313.4. If the turn is in a Neutral State, no player has Focus.
- 314. Phases of the Turn
- 315. Start of Turn
- 315.1. Awaken Phase
- 315.1.a. The Turn Player readies all Game Objects they control that are able to be readied.
- See rule 402. Ready for more information.
- 315.2. Beginning Phase
- 315.2.a. Beginning Step
- 315.2.a.1. At the start of Beginning Phase game effects take place.
- 315.2.b. Scoring Step
- 315.2.b.1. Holding occurs at this time.
- See rule 441. Scoring for more information.
- 315.2.b.2. Reminder: In Modes of Play with Teams, Battlefields held by a Teammate of the
- Turn Player during this phase are disqualified from being scored this turn by the
- Turn Player.
- 315.2.c. Specific game effects or abilities will reference this timing and phase as necessary.
- 315.3. Channel Phase
- 315.3.a. The Turn Player gains their additional runes for the turn.
- 315.3.b. The Turn Player channels 2 runes from their Rune Deck.
- See rule 417. Channel for more information.
- 315.3.b.1. If there are fewer than 2 runes in the Rune Deck, they channel as many as possible.
- 315.3.c. Perform any actions as instructed by game objects during this time.
- 315.4. Draw Phase
- 315.4.a. The Turn Player gains their additional card for the turn.
- 315.4.b. The Turn Player draws 1.
- 315.4.b.1. If there are no cards remaining in their Main Deck to draw, the Turn Player has
- been Burned Out.
- See rule 418. Burn Out for more information.
- 315.4.b.2. After completing the Burn Out the Turn Player still Draws 1.
- 315.4.c. Perform any actions as instructed by game objects during this time.
- 315.4.d. As the Draw Phase ends, each player's Rune Pool empties.
- See rule 158. Rune Pools for more information.
- 316. Action Phase
- 316.1. When all steps of the Start of Turn have been completed, the Action Phase begins.
- 316.2. The Action Phase has no defined structure.
- 316.2.a. A player may take any number of Discretionary Actions they are able to perform during this
- phase.
- See rule 398.1. Discretionary Actions for more information.
- 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 307. States of the Turn for more information.
- 316.2.b.1. In Modes of Play with teammates, the Turn Player's teammates may play spells
- and activate abilities, including ones without Action or Reaction.
- 316.2.c. In Modes of Play with Teammates, spells may be played by Teammates of the Turn Player
- during this time, but the actions of the Turn Player take precedence.
- 316.3. As a result of a player taking Discretionary Actions, one or more structured phases may occur.
- 316.4. Combat
- 316.4.a. A Combat phase occurs as a result of Units controlled by opposing players being present at
- the same Battlefield.
- 316.4.b. This could be the result of a Standard Move Standard Action, a Spell, or other Game Effect.
- 316.4.c. The source effect does not change the structure or flow of Combat once initiated.
- 316.4.d. A Combat can only occur between two players.
- See rule 433. Combat for more information.
- 316.4.e. Play proceeds following the steps of combat.
- See rule 437. Steps of Combat for more information.
- 316.4.f. Combat will also include a Showdown.
- 316.5. Showdowns
- 316.5.a. A Showdown occurs when a Combat occurs.
- 316.5.a.1. Showdowns that occur as a result of Combat are a Sub-Phase of Combat.
- 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.b.1. Showdowns that occur as a result of a player moving to an empty Battlefield are a
- stand-alone Phase and do not create a Combat.
- 316.5.c. A Showdown is a structured Window of Opportunity where Players may play cards and
- activate abilities with Action or Reaction.
- See rule 337. Showdowns for more information.
- 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. This ends the Action Phase.
- 316.6.b. Play proceeds to the End of Turn.
- 317. End of Turn Phase
- 317.1. Ending Step
- 317.1.a. At the end of the turn Game Effects take place.
- 317.1.b. Specific game effects and abilities will reference this timing and phase as necessary.
- 317.2. End of Turn Cleanup
- 317.2.a. Invoke a Special Cleanup.
- See rule 318. Cleanups for more information.
- 317.2.b. Insert “2a. Heal all Units.”
- 317.3. Expiration Step
- 317.3.a. All "this turn" effects expire simultaneously.
- 317.3.b. As the Expiration Step ends, all players' Rune Pools empty. Any unspent Energy and Power
- are lost.
- 317.4. The Turn Player then becomes the next player in Turn Order.
- 318. Cleanups
- 319. A Cleanup occurs at the following times:
- 319.1. After the game transitions to or from an Open or Closed state
- 319.2. After the game transitions between Phases
- 319.3. After a Pending Item becomes a Legal Item on the Chain
- 319.4. After a Chain Item is removed from the Chain for any reason
- 319.5. After any number of Game Objects enter or leave the Board
- 319.6. After the status of any number of Game Objects changes for any reason
- 319.7. After a Move is completed
- 320. While a Cleanup is occurring, Chain Items cannot be Resolved.
- 320.1. New Pending Items can be added, but Legal Items cannot be executed and Priority and Focus are
- not passed or awarded.
- 321. If an event occurs during a Cleanup that qualifies for a Cleanup, another Cleanup will occur immediately after
- the first completes, repeating until a Cleanup occurs with no new change in the game’s state.
- 322. When a Cleanup occurs, the following steps occur in order:
- 322.1. 1. If a player has as many points as the Victory Score, that player wins.
- 322.2. 2. All Units that have non-zero Damage marked on them equalling or exceeding their Might are
- killed and placed in their owners' Trash.
- 322.3. 3. Assign or Remove the Attacker or Defender designation from Units as needed if there is a Combat
- in progress
- 322.3.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 designation as their Controller now
- 322.3.b. If there are Units present at the Battlefield the Combat is taking place at, but have the
- opposite designation of their controller, they lose that designation, and gain the same
- designation as their controller now
- 322.3.c. If there are Units at locations other than the Battlefield that the Combat is taking place at,
- but have either Attacker or Defender designations, they lose those designations now
- 322.4. 4. Battlefields with no Units occupying them and no Contested status become Uncontrolled.
- 322.5. 5. Recall all Gear at Battlefields. Remove all Hidden cards from all Battlefields that are not controlled
- by the same player and place them in their owner's Trash.
- 322.6. 6. Mark a Showdown as Staged at each Battlefield that Contested was applied to that is
- Uncontrolled.
- 322.7. 7. Mark a Combat as Staged at each Battlefield that Contested was applied to that is controlled by a
- different player than the one who applied the Contested Status.
- 322.7.a. The Combat remains Staged at that Battlefield as long as there are Units present from two
- opposing players there.
- 322.8. 8. Finalize any Pending Items on the Chain
- 322.9. 9. If the current state is a Neutral Open State and one or more Showdowns are Staged, the Turn
- Player chooses one of those Battlefields. A Showdown begins there.
- 322.10. 10. If the current state is a Neutral Open State and Combat is Staged at one or more Battlefields, the
- Turn Player chooses one of those Battlefields. Combat begins there.
- 323. Special Cleanups are Cleanup steps invoked at specific times that have additional steps not present in a
- normal Cleanup.
- 323.1. When a Special Cleanup is invoked, the unique steps added will be inserted and defined by the
- sub-section that invokes it.
- Example: When a Combat Cleanup is invoked, the Combat section defines what steps are
- added to the Cleanup.
- 323.2. If events during a Special Cleanup require another Cleanup, a normal Cleanup is invoked, not
- another iteration of the Special Cleanup.
- 324. Chains and Showdowns
- 325. Players can act during the following Windows of Opportunity that occur during the course of regular play:
- 325.1. During a Chain
- 325.2. During a Showdown
- 326. Chains
- 327. The Chain is a Non-Board Zone that temporarily exists whenever a card is played or an ability is activated.
- 327.1. Cards are placed here as part of the process of being played.
- 327.2. Abilities are queued here as part of the process of resolving.
- See rule 357. Abilities for more information.
- 328. Cards and abilities added to the chain are added as Pending Chain Items that become Finalized Chain Items.
- 328.1. Pending Items are on the Chain.
- 328.2. Chain Items are Pending until the “Check Legality” step of playing a card.
- See rule 346. Playing Cards for more information.
- 328.3. When a Pending Chain Item is no longer Pending it is finalized and becomes a Finalized Chain Item.
- 329. The Chain exists as long as a Chain Item is on it.
- 329.1. Only one Chain can exist at a time.
- 329.2. If a card would begin to be played while a Chain already exists, it is placed on the existing Chain.
- 330. The State of the Turn is partially determined by whether or not the Chain currently exists.
- 330.1. The turn is said to be in a Closed State if a Chain exists.
- 330.1.a. Cards of all Categories, by default, cannot be played during a Closed State.
- 330.1.b. Card abilities, by default, cannot be played during a Closed State.
- 330.2. The turn is said to be in an Open State if no Chain exists.
- 331. Steps of Resolving Chain Items
- 332. Whenever a card or token is played or an ability is activated or triggered, a Chain is created.
- 332.1. The player that created the chain becomes the first Active Player.
- 332.2. The Active Player is a designator similar to, but distinct from, Turn Player.
- 332.3. Similar to the Turn Player, this designation will pass between players over the course of play.
- 333. Step 1: Finalize
- 333.1. If one or more Items are Pending, their controllers must complete the steps of Playing those
- Pending Items until they are Finalized Items or leave the Chain.
- 333.1.a. This process does not pass Priority.
- 333.1.b. Each Item is Finalized in the order it was appended to the Chain.
- 333.1.c. Abilities that Add resources, Units, and Gear resolve immediately when Finalized and do not
- progress to Step 2: Execute.
- See rule 346. Playing Cards for more information.
- 333.1.c.1. If the Chain is empty, play proceeds in an Open State.
- 333.1.c.2. If the Chain is not empty and there are one or more Pending Items, repeat Step 1.
- 333.1.c.3. If the Chain is not empty and there are no Pending Items, the controller of the
- newest item on the chain gains Priority and becomes the Active Player. Proceed
- to Step 2: Execute.
- 334. Step 2: Execute
- 334.1. The Active Player may do any the following:
- 334.1.a. Play a Card that is legally timed.
- 334.1.a.1. Cards, by default, cannot be played during a Closed State.
- 334.1.a.2. A Legally Timed Card would be a Card with Reaction.
- 334.1.a.3. Other exceptions may be created during regular play.
- 334.1.a.4. The card will be added to the chain as a Pending Item, following the steps of
- playing a card.
- 334.1.a.5. This can be an additional card to the item that Started the Chain in the case of the
- first Active Player after creating the Chain.
- 334.1.a.6. Whether a Card is legally timed is evaluated during the “Check Legality” step of
- Playing a Card.
- See rule 346. Playing Cards for more information.
- 334.1.a.7. Playing a card will create one or more Pending Items. Return to Step 1: Finalize.
- 334.1.b. Activate Abilities of Game Objects that are legally timed.
- See rule 386. Playing or Activating Abilities for more information.
- 334.1.b.1. All rules for legally timed cards apply to legally timed abilities.
- 334.1.b.2. Activating abilities will create one or more Pending Items. Return to Step 1: Finalize.
- 334.1.c. Pass Priority
- 334.1.c.1. The Active Player passes Priority to the next Player in Turn Order. Proceed to Step
- 3: Pass.
- 335. Step 3: Pass
- 335.1. If all players have passed Priority without adding any items to the Chain, proceed to Step 4: Resolve.
- 335.2. Otherwise, the Active Player passes Priority to the next Player in Turn Order. Return to Step 3:
- Execute.
- 336. Step 4: Resolve
- 336.1. The newest item on the Chain resolves. Execute its game effects in their entirety.
- See rule 346. Playing Cards for more information on resolving spells.
- See rule 386. Playing or Activating Abilities for more information on resolving abilities.
- 336.2. If the Chain is empty, play proceeds in an Open State.
- 336.3. If the Chain is not empty and there are one or more Pending Items, return to Step 1: Finalize.
- 336.4. If the Chain is not empty and there are no Pending Items, the controller of the newest item on the
- chain gains Priority and becomes the Active Player. Return to Step 2: Execute.
- 337. Showdowns
- 338. A Showdown is a Window of Opportunity in which Players have an Open State in which they may play
- Spells in an alternating fashion.
- 338.1. Each spell played this way creates a Chain as normal.
- 339. The State of the turn is partially determined by whether or not a Showdown is in progress.
- 339.1. The turn is said to be in a Showdown State if a Showdown is in progress.
- 339.1.a. Cards of all Categories, by default, cannot be played during a Showdown State.
- 339.1.b. Card abilities, by default, cannot be played during a Showdown State.
- 339.2. The turn is said to be in a Neutral State if no Showdown is in progress.
- 340. A Showdown begins when Control of a Battlefield is Contested and the turn is in a Neutral Open State.
- 340.1. If Control of a Battlefield is Contested between two players, then a Showdown will be opened as the
- first step of Combat.
- See rule 433. Combat for more information.
- 340.2. If Control of a Battlefield is Contested and the Battlefield in question is uncontrolled when it
- becomes Contested, a Showdown is opened during the Cleanup at the end of the action that
- caused the Battlefield to become Contested.
- 341. As a Showdown begins, the player who applied Contested status to the Battlefield gains Focus.
- 342. When a Showdown begins, it may or may not begin with an Initial Chain.
- 342.1. Showdowns that open as a result of Combat may have an Initial Chain of Triggered Abilities.
- 342.1.a. These Triggered Abilities should be put on the chain first by the player with Focus, then
- proceeding with players without the Defender designation in Turn Order. Finally, the player
- with the Defender designation will add their Triggered Abilities, if any, to the Chain.
- 342.1.b. If there are no such Triggered Abilities present during a Combat-initiated Showdown then
- no Initial Chain is created, but the Showdown will still proceed.
- 343. When the last item on the chain resolves during a Showdown, Focus passes, and the next Player gains both
- Focus and Priority.
- 343.1. Focus does not pass when the last item on the Initial Chain resolves, if there was one. Instead the
- player with Focus proceeds with play.
- 344. During a Showdown, the player with Focus may do one of the following:
- 344.1. Play a spell that is legally timed.
- 344.1.a. The spell will start a Chain as normal.
- 344.2. Activate Abilities of Game Objects that are legally timed.
- See rule 357. Abilities for more information.
- 344.3. Pass.
- 344.3.a. If all Players have passed once in sequence, the Showdown ends.
- 344.3.a.1. Perform a Cleanup.
- 344.4. Otherwise, Focus passes to the next Player in Turn Order.
- 345. If all players pass Focus without playing a spell or activating an ability, then the Showdown Closes.
- 345.1. If this Showdown opened as a result of Combat, proceed with the remaining steps of Combat to
- resolve the phase.
- See rule 437. The Steps of Combat for more information.
- 345.2. If this Showdown opened as a result of Contested being applied to a Battlefield without a controller,
- do one of the following:
- 345.2.a. If only one player’s Units remain at the Battlefield, and if that player does not already Control
- the Battlefield, that player establishes Control over the Battlefield.
- See rule 179. Control for more information on Control.
- See rule 442.1. for more information on Conquering.
- 345.2.a.1. This results in a Conquer if that player has not yet scored that Battlefield this turn.
- 345.2.b. If two players’ Units remain at the Battlefield, Control cannot be established and the
- Battlefield remains Contested. This results in a Staged Combat.
- See rule 433. Combat for more information.
- 345.2.b.1. The player who applied Contested to the Battlefield will be the Attacker in the
- subsequent Combat.
- 346. Playing Cards
- 347. Playing a card is the act of a player utilizing their cards.
- 347.1. A card is Played when it has finished this process in its entirety.
- 347.2. Tokens are not cards, but can still be Played.
- See rule 170. Tokens for more information.
- 348. Cards have different behaviors when played.
- 348.1. Permanents become Game Objects when Played.
- 348.2. Spells create game effects that are executed, then the card is placed in the trash when Played.
- 349. Cards have different states during the process of being played.
- 349.1. When initially being played cards are Pending, as Pending Chain Items.
- 349.2. Near the end of the process cards will cease being Pending and become Finalized Chain Items.
- 350. The Process of Play
- 351. 1. Remove the card from the zone you are playing it from and put it onto the Chain.
- 351.1. This Closes the State.
- See rule 307. States of the Turn for more information.
- 351.2. This item becomes Pending.
- 351.3. If another Card Effect or ability is currently resolving, continue resolving it before proceeding with any
- further steps of this process.
- 352. 2. Make necessary choices.
- 352.1. If the card is a spell, or has an effect that specifies a choice "As I am played," those choices are made
- now.
- 352.2. For Units, choose a valid Location where that Unit will be placed upon being Played.
- 352.3. For Spells and Abilities that Move one or more Units, choose a valid Location as the Move
- Destination for each Move that will be performed.
- 352.4. If a card requires you to specifically choose one or more Game Objects, that choice is made now.
- 352.4.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 Choice.
- Example: "Kill all gear" is not a Choice.
- 352.4.b. This does not include making choices for Triggered Abilities of permanents, even if those
- abilities trigger when the permanent is played.
- Example: A unit with a triggered ability that says "When I'm played, kill a unit" does
- not require you to choose a target as it's played. The target will be chosen when the
- ability triggers.
- See rule 375. Triggered Abilities for more information.
- 352.5. Targeting
- 352.6. When a card Chooses one or more specific Game Objects to affect, it is Targeted.
- 352.7. In order to put a spell or ability on the chain, valid choices must be made for all targets.
- 352.8. A target is a valid choice if it meets all of the following requirements:
- 352.8.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 being in some other zone.
- e.g., “Kill a unit” targets a unit on the board.
- e.g., “Recycle a unit from your trash” targets a unit card in your trash.
- 352.8.a.1. “Unit,” “gear,” and “rune” refer to objects on the Board unless specified otherwise.
- 352.8.a.2. “Spell” and “ability” refer to objects on the Chain unless specified otherwise.
- 352.8.a.3. “Facedown card” refers to a card in a Facedown Zone unless specified otherwise.
- 352.8.a.4. “Legend” refers to a legend in the Legend Zone.
- 352.8.a.5. “Chosen Champion” and “unit in the Champion Zone” refer to a unit in the
- Champion Zone unless specified otherwise.
- 352.8.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
- unit,” “unit you control,” or “unit with Might 4 or greater” only if it meets the
- appropriate criteria.
- 352.8.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 permanent can target that permanent, because abilities and
- their sources are separate objects.
- 352.9. If a spell or ability requires one or more players to choose objects, players, or zones that are not
- targets, those choices are made on resolution.
- 352.9.a. Passive abilities never have targets.
- 352.9.b. Replacement effects never have targets.
- 352.9.c. Units and gear never have targets, although their abilities may.
- 352.10. A game object, player, or zone mentioned in the text of a spell, activated ability, or triggered ability is a
- target UNLESS any of the following are true:
- 352.10.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.
- e.g., “Return a unit from your trash to your hand” targets a unit card in your trash,
- because your trash is Public.
- e.g., “You may play a unit from your hand, ignoring its costs” does not target a unit
- card in your hand, because your hand is not a public zone.
- 352.10.a.1. Public zones are Battlefield Zones, Bases, Trashes, Legend Zones, Champion Zones,
- and Facedown Zones.
- 352.10.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 not a battlefield, because the
- units are targets and “at a battlefield” is a restriction.
- e.g., “Kill all units at a battlefield” targets a battlefield, but not any units.
- e.g., “Move a unit to a battlefield” targets both a unit and a battlefield.
- 352.10.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 friendly unit” doesn’t target anything.
- e.g., “When a friendly unit dies, kill a gear” targets a gear, but not a friendly unit.
- e.g., “When you play me, the next time a friendly unit would die this turn, return it
- to your hand instead” doesn’t target anything. The replacement effect applies
- when any friendly unit dies.
- e.g., “Choose a friendly unit. The next time it would die this turn, return it to your
- hand instead” targets a friendly unit, because “choose a friendly unit” is not part of
- the replacement effect.
- 352.10.c.1. This includes costs within instructions, identified by phrases like “[do X] to [do Y].”
- The cost within that instruction is “[do X].”
- e.g., “When I hold, you may kill another friendly unit here to draw 1” does
- not target anything.
- e.g., “When you play me, you may spend a buff to move a friendly unit”
- targets the friendly unit, but not the buff.
- 352.10.d. It is programmatically selected based on its characteristics rather than chosen by the spell or
- ability’s controller.
- e.g., “Kill all units at a battlefield” targets a battlefield, but does not target any
- units.
- e.g., “Kill all units at battlefields” doesn’t target anything.
- e.g., “Destroy a unit. Its controller draws 2 cards” targets the unit, but not its
- controller.
- e.g., “Ready your legend” doesn’t target anything, because you can only have one
- legend.
- e.g., “Ready a friendly legend” targets a legend, because in a 2v2 game there are
- two friendly legends.
- e.g., “Recycle all cards in your trash” doesn’t target anything, because it affects all
- cards and you only have one trash.
- 352.10.d.1. This exception applies solely to objects for which no choice is ever possible.
- 352.10.d.2. This exception does not apply to objects that are the only valid choice at the
- moment a spell or ability is placed on the chain, but which would require a choice
- under other circumstances.
- e.g., “Kill a unit at a battlefield” always targets a unit, even if that unit is
- the only unit currently at a battlefield.
- 352.10.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 target. Each player, including
- the one who played the spell, chooses a unit to kill as the spell or ability resolves.
- 352.10.f. It is identified in an instruction that a player “must” complete.
- e.g., “You must recycle one of your runes” doesn’t target anything. You choose from
- among your runes as the spell or ability resolves.
- e.g., “Recycle a rune you control” targets a rune. You choose a rune you control as
- you put the spell or ability on the chain.
- 352.11. Some cards identify a group of Targets with Targeting Requirements that must be met by the
- group as a whole.
- 352.11.a. As they’re finalized on the chain, such cards can choose any group of valid targets that
- collectively fulfill the targeting restriction.
- 352.11.b. If the group of targets no longer collectively fulfill the targeting restriction as the spell or
- ability resolves, that spell or ability’s controller can choose a subset of the original targets
- that fulfills the targeting requirement for the spell or ability to affect.
- Example: A player plays Fox-Fire, a spell that says in part “Kill any number of units at
- a battlefield with total Might 4 or less.” That player chooses four 1 [M] Recruit tokens
- at a single battlefield. As a Reaction, another player gives two of those Recruits +1
- [M], so the Recruits’ Mights are 1, 1, 2, and 2. Then Fox-Fire resolves. The Recruits no
- longer have total Might 4 or less, so Fox-Fire’s controller must choose a legal subset
- of the original targets to affect. They could choose to kill the two 2 [M] Recruits, or
- the two 1 [M] Recruits plus one 2 [M] Recruit. The units they choose are Fox-Fire’s
- remaining legal targets. They can’t choose to affect units at the same battlefield
- that weren’t initially chosen as targets, and they can’t affect any units that are no
- longer at the chosen battlefield.
- 352.12. If a card specifies that a player may choose some number of Game Objects to be affected by a card,
- then all choices are considered targeted and chosen independently.
- 352.13. 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 number of available targets, including zero. If they choose zero, the
- spell or ability can be played without any targets.
- 352.14. Splitting
- 352.14.a. If a card specifies that an amount of damage may be split among some number of Units,
- then each Unit chosen is Targeted.
- 352.14.b. The Targets are chosen when the spell or ability is finalized on the chain.
- 352.14.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. Example: A player playing a spell that instructs
- them to "Split 5 damage" may only choose up to 5 units, but may choose fewer.
- 352.14.d. Each Target is valid, and contributes to Chosen triggers individually.
- 352.14.e. The choice of how much damage is divided across the split is not decided until the
- resolution of the spell or ability.
- 352.14.f. Each Target must receive a valid amount of damage.
- 352.14.g. Valid damage is a positive integer amount, greater than or equal to 1 damage.
- 352.14.h. If, at resolution of the spell or effect, there are more Targets than available damage to divide,
- then the player who controls the effect dealing damage determines which Targets cease
- being Targets.
- 352.14.i. Any costs that were paid, or effects that were triggered as a result of those Game Objects
- being chosen as Targets remain in effect, paid, or otherwise triggered.
- 352.15. These choices cannot be changed after this step.
- 352.16. A player may not make choices during this step that will deterministically result in illegal choices or
- actions later in this process unless they have no choice.
- Example: A player plays Cruel Patron, which says "As an additional cost to play me, kill a
- friendly unit." They control exactly one unit, which is at a battlefield. They can't choose to play
- Cruel Patron to that battlefield, because by the time they have finished paying costs, they
- will no longer control that battlefield.
- 353. 3. Determine Total Cost.
- 353.1. 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 zero.
- 353.1.a. If a card allows a player to play a card "ignoring its cost," its base Energy cost and base
- Power cost are set to zero.
- 353.1.b. If a card instructs a player to play a card "ignoring its Energy cost" or "ignoring its Power
- cost," only the appropriate cost is set to zero, and the remaining cost still applies.
- 353.1.c. Further additional costs and/or cost increases applied in subsequent steps may raise the
- card's Total Cost above zero.
- Example: Legion Rearguard is a Fury unit that costs 2 Energy and 0 Power and has
- Accelerate. A player plays Legion Rearguard and is instructed to ignore its costs, but
- chooses to pay the Accelerate cost. They ignore Legion Rearguard's Base Cost of 2
- Energy, but the optional additional cost of 1 Energy and 1 Fury Power is added to its
- Total Cost and must be paid.
- 353.2. Apply additional costs in any order.
- 353.2.a. Mandatory Additional Costs
- 353.2.a.1. Some Additional Costs specified by Passive Abilities on the card being played or
- another card are Mandatory, and must be paid to complete playing the card. They
- use the phrase "as an additional cost" and don't include the word "may."
- Example: A unit has the passive ability "As an additional cost to play me,
- kill a friendly unit." To play that unit, a player must kill a friendly unit.
- See rule 360. Passive Abilities for more information.
- 353.2.a.2. The cost imposed by the Deflect keyword is a Mandatory Additional Cost.
- See rule 725. Deflect for more information.
- 353.2.b. Optional Additional Costs
- 353.2.b.1. Some Optional Costs specified by Passive Abilities on the card being played or
- another card are Non-Mandatory, and must be paid only if the player made the
- choice to pay them in rule 352. They use the phrase "as an additional cost" and the
- word "may."
- Example: A unit has the ability "As you play me, you may discard 1 as an
- additional cost. If you do, reduce my cost by [2]." While playing the unit, its
- controller declares their intention to pay the additional cost in rule 352,
- applies that additional cost in rule 353.2, applies the discount granted by
- paying that cost in rule 353.4, and discards a card to pay that additional
- cost in rule 354.2.
- See rule 360. Passive Abilities for more information.
- 353.3. Apply cost increases.
- 353.4. Apply discounts in any order.
- 353.4.a. Discounts may be applied by the card being played or by any other card or effect.
- 353.4.b. Discounts may say that cards "cost [amount] less" or that one or more of their costs are
- "reduced by [amount]."
- 353.4.c. If a discount applies a minimum cost, that minimum applies only to that discount.
- Example: Eager Apprentice says "While I'm at a battlefield, the Energy costs for
- spells you play is reduced by [1], to a minimum of [1]." A player who controls Eager
- Apprentice and a unit with 7 Might plays Sky Splitter, a spell that costs 8 Energy
- and says "This spell's Energy cost is reduced by the highest Might among units you
- control." That player can choose to apply Eager Apprentice's discount first, reducing
- Sky Splitter's Energy cost to 7, then apply Sky Splitter's discount, reducing its Energy
- cost to 0. If they applied these discounts in the other order, Sky Splitter's Energy
- cost would be 1.
- 353.4.d. Discounts can reduce additional costs, including to 0.
- 353.4.d.1. An optional additional cost was "paid" if the player made the decision in rule 352 to
- pay it. It doesn't matter how much the player actually paid.
- Example: Clockwork Keeper is a unit that costs 2 Energy and 0 Power and
- says "As you play me, you may pay [C] as an additional cost. If you do, draw
- " A player controls a card that says "Units you play cost [A] less." That player
- plays Clockwork Keeper and chooses to pay the optional additional cost of
- [C]. They will draw a card, even though the optional additional cost was
- reduced to 0.
- 353.5. Energy and Power costs can't be reduced below 0.
- 353.6. Costs may be Energy costs, Power costs, or non-standard costs. Example: A card reads "As an
- additional cost to play me, kill a friendly unit." Killing a friendly unit is an additional cost to play that
- card.
- 354. 4. Pay the card's costs.
- 354.1. In total, pay the combined Energy cost (if any) and Power cost (if any).
- 354.1.a. During this step, the spell's controller can use activated abilities with the Reaction tag that
- Add resources to add Energy and Power to pay the spell's costs.
- See rule 158. Rune Pools and rule 416. Add for more information.
- 354.2. In addition, pay any non-standard Cost summed in rule 353.2 in any order.
- 354.2.a. Costs that are replaced with other events by replacement effects are still considered paid.
- Example: A player plays Cruel Patron, which says "As an additional cost to play me,
- kill a friendly unit." They also control Zhonya’s Hourglass, which says “If a friendly
- unit would die, kill this instead. Heal that unit, exhaust it, and recall it.” They choose
- to kill a friendly unit during rule 353.2, but as they pay the cost in rule 354.2,
- Zhonya’s Hourglass replaces that unit’s death. The cost is considered paid, and the
- player can continue playing Cruel Patron.
- 354.3. A player may not pay costs during this step that will deterministically result in illegal choices or
- actions later in this process unless they have no choice.
- Example: A player plays Cruel Patron, which says "As an additional cost to play me, kill a
- friendly unit." They control multiple units, one of which is alone at a battlefield. During rule
- 352.2., they chose to play Cruel Patron to that battlefield. While paying costs, they can't
- choose to kill the unit at that battlefield, because then they will no longer control that
- battlefield and Cruel Patron cannot legally be played there. If they controlled that battlefield
- with multiple units, any of those units would be a legal choice, because they would still
- control the battlefield after killing one.
- 355. 5. Check legality.
- 355.1. Check that all chosen targets are legal.
- 355.2. Ensure that the outcome of the effect of this card being played would not create an illegal state.
- Example: Check that a spell's execution does not create a state where a Battlefield has Units
- controlled by 3 different players.
- 355.3. 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 taken in this process are undone and the action is cancelled.
- 356. 6. Finalize this card and proceed with the card's category of Play.
- 356.1. This card is no longer Pending.
- 356.2. A Permanent leaves the Chain and becomes a Game Object.
- 356.2.a. Any passive abilities become active.
- 356.2.b. Execute all rules text on the card, from top to bottom.
- 356.2.c. If it is a Unit, it enters the Board exhausted at the Location that was chosen.
- 356.2.d. If it is a Gear, it enters the Board Ready at the player's Base.
- 356.3. A Spell lingers on the Chain.
- 356.3.a. This card becomes a Finalized Chain Item.
- 356.3.b. If there are other Pending Items on the Chain, then the controller of those Pending Items
- completes Steps 2 through 5 of Playing Cards for those items before continuing.
- See rule 326. Chains for more information.
- 356.3.c. Other players have an opportunity to play Reactions before the resolution of spells.
- See rule 326. Chains for more information.
- 356.3.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 Trash of the owning player.
- 356.3.e. Handling illegal and impossible instructions
- 356.3.e.1. The spell resolves even if some or all of its targets are illegal.
- 356.3.e.2. A target is illegal as the spell resolves if it no longer meets the targeting
- requirements of the spell, or if it has changed Zones to or from a Non-Board Zone.
- 356.3.e.3. If a target ceases to meet the targeting requirements while the spell is on the chain,
- then meets them again, it's a legal target.
- Example: A spell targets "a unit at a battlefield." A player reacts with a spell
- that moves the unit to base, then another player reacts with a spell that
- moves it back to that battlefield, then the original spell resolves. The unit is
- a legal target.
- 356.3.e.4. If a target changes Zones to or from a Non-Board Zone and then returns to its
- original zone, it is no longer a legal target, because it's not treated as the same
- object.
- Examples:
- An enemy unit at a battlefield is no longer a legal target if it is no longer an
- enemy, no longer a unit, or no longer at a battlefield.
- A unit with 3 or less Might is no longer a legal target if it is no longer a unit
- or if its Might is greater than 3.
- Something that's exhausted is no longer a legal target if it is no longer
- exhausted. (It can't stop being "something.")
- A spell that's played from hidden has the additional targeting requirement
- "here." A target for such a spell ceases to be a legal target if it moves from
- the battlefield where that spell was played, even if the spell has no location
- targeting requirement otherwise.
- 356.3.e.5. If any of the spell's targets are no longer legal, those targets are unaffected by the
- spell as it resolves.
- Example: A player plays Void Seeker, a spell that says "Deal 4 to a unit at a
- battlefield. Draw 1." The unit's controller uses a Reaction to move the unit
- to their base. Since the unit is no longer a legal target, it is not dealt any
- damage. Void Seeker's controller still draws 1.
- 356.3.e.6. Instructions that can't be followed, either because of illegal targets or other
- circumstances, are ignored.
- 356.3.e.7. If all of an instruction's Targets become Invalid or Unavailable by the time the
- spell is finished being played, that instruction will not execute.
- 356.3.e.8. If an instruction has more than one Target and fewer than all of the Targets
- become Invalid or Unavailable by the time the spell is finished being played, the
- instruction will execute, with only the Targets available and valid being operated
- on.
- 356.3.e.9. The process for a card's choice becoming Invalid or Unavailable is referred to as
- mistargeting.
- Example: A spell has the instruction "Deal 2 to a unit at a battlefield."
- Before that instruction can execute, the chosen unit is moved to its base.
- The instruction will not be executed, because it specifies that the unit it
- chooses must be at a Battlefield, and by the time it attempted to execute,
- the unit was no longer valid as a choice.
- 356.3.e.10. It is possible for none of a spell's instructions to be executed as it resolves, due to all
- of them requiring targets to act on and all of those targets becoming Invalid or
- Unavailable. In this case, the spell has no effect but is still considered played.
- Example: A player plays a spell that reads "Deal 2 to a unit at a battlefield"
- with no other instructions, and chooses an enemy unit at a battlefield.
- They also control a unit with the ability "When you play a spell, give me +1
- [M] this turn." Before the spell resolves, the chosen unit is moved to its
- base. The spell resolves and its only instruction cannot be executed, but
- the unit's ability still triggers as the spell resolves and gives it +1 [M].
- 356.3.e.11. Instructions that can be partially followed are followed as much as possible and
- ignored otherwise.
- Example: A player plays a spell that says "Discard 2, then draw 2" If their
- hand is empty, the instruction to discard 2 will be ignored. They'll still draw
- 2. If they had 1 card in hand, they would discard it and draw 2.
- 356.3.e.12. If the spell checks information about a target that is no longer legal or a card or
- permanent whose location, zone, or status has changed such that that information
- is no longer available, that check returns "null" and all calculations based on it are
- ignored.
- Examples:
- A unit that is no longer on the board is treated as having null Might, null
- cost, etc.
- A unit that is no longer on the board has no location, is neither exhausted
- nor readied, etc.
- Baited Hook says "[1][C], [E]: Kill a friendly unit. Look at the top 5 cards of
- your Main Deck. You may banish a unit from among them that has Might
- up to 1 more than the killed unit and play it, ignoring its cost. Then recycle
- the rest." While Baited Hook’s ability is on the chain, an opponent reacts
- with a spell that returns the friendly unit to its owner's hand. Because the
- friendly unit is no longer a legal target, it can't be killed and its Might is
- treated as null. Baited Hook’s controller reveals the top 5 cards of their
- Main Deck, but can’t choose any unit from among them.
- 356.3.e.13. A spell or ability that moves something to a different zone as a cost or effect can
- "look back" at its characteristics before it changes zones.
- 357. Abilities
- 358. An Ability is the structured rules and capabilities of Game Objects or Spells.
- 358.1. An Ability has multiple structures.
- Passive Abilities
- Replacement Effects
- Activated Abilities
- Triggered Abilities
- Delayed Abilities
- 359. A card can have more than one Ability and more than one type of Ability.
- 360. Passive Abilities
- 361. Conditions, rules, constraints, or statements that affect the course of regular play.
- 361.1. 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."
- Example: "Friendly Yordles at my battlefield have [Shield]."
- 361.2. They can be recognized by being statements of fact.
- 361.3. Passive Abilities can be conditional.
- 361.3.a. Conditional Passive Abilities can be recognized by the occurrence of "if" or "while" as part of
- the statement of the ability.
- Example: "While I'm attacking or defending alone, I have +2 [M]."
- Example: "If an opponent controls a battlefield, I enter ready."
- 362. Presence on Permanents
- 362.1. Passive Abilities of Permanents are typically only active while on the Board.
- 363. Presence on Card outside of the Board
- 363.1. Passive Abilities of cards in zones that are outside of the Board will self-describe their context.
- Example: The passive ability "Play me only during an opponent's turn." applies in any zone
- from which that card can be played.
- 363.2. Passive Abilities can alter the costs of cards as they are played.
- 363.2.a. These apply at all times in any zone from which the card with the ability can be played.
- 364. Replacement Effects
- 365. An ability that alters the application of another game effect or game rule.
- 365.1. Passive Abilities can be Replacement Effects.
- 365.2. Triggered Abilities can be Replacement Effects.
- 366. Replacement Effects intercede during the execution of a Game Effect and alter its execution.
- 366.1. A Replacement Effect can be identified by the presence of the term "instead."
- Example: Zhonya's Hourglass reads "The next time a friendly unit would die, kill this instead.
- Recall that unit exhausted." This is a replacement effect that alters the execution of any
- Game Effect that would kill a friendly unit.
- 367. A Replacement Effect can alter the typical flow of play, including other cards' executions.
- 368. If more than one Replacement Effect applies to the same event being executed, then the owner of the object
- being acted on determines the order the Replacement Effects will apply.
- 368.1. If it is a player being acted on, that player decides the order the Replacement Effects will apply.
- 368.2. If the affected object is an Uncontrolled Battlefield then the Current Turn Player decides the order
- the Replacement Effects will apply.
- 369. Activated Abilities
- 370. Activated Abilities are repeatable effects with a cost. They follow a process of going onto the chain and
- resolving, similar to Playing a Card.
- See rule 346. Playing Cards for more information.
- 370.1. Activated Abilities are recognized by the presence of a ":" in the text of the card, preceded by a cost
- and succeeded by an effect.
- Example: "[2]: Draw 1" is an activated ability. The cost is 2 energy. The effect is to draw 1 card.
- 370.2. Activated Abilities use the chain.
- 370.2.a. Declare activation of the Ability.
- 370.2.a.1. The ability goes on the chain but has no card to represent it, so players need to take
- note that it is now a Closed State.
- 370.2.b. Proceed with executing the Chain.
- 370.2.b.1. Follow the steps of “Playing or Activating Abilities” in rule 386. This ability will
- become a Pending Chain Item.
- 370.2.b.2. Opponents have an opportunity to respond, as appropriate, as if a card was played
- onto the chain.
- 370.2.b.3. If no further action is taken, execute the Activated Ability.
- 371. The controlling player chooses when and whether to activate an Activated Ability.
- 372. Activated abilities are present on Game Objects and some Spells.
- 373. Can primarily be activated while on the Board.
- 374. All Activated Abilities can only be activated on the Controlling Player's Turn and during an Open State.
- 375. Triggered Abilities
- 376. Triggered Abilities are repeatable effects that happen when a Condition is met.
- 376.1. Triggered Abilities can usually be recognized by the word "when" followed by a game action or
- event; the word "at" followed by a point in time during the turn sequence; or the phrase “the [Nth]
- time” followed by a game action or event.
- Examples:
- "When you conquer here, you may spend a buff to draw 1."
- "At the end of your turn, ready 2 runes."
- “The first time I move each turn, you may ready something else that's exhausted.”
- 376.1.a. The phrases that identify triggered abilities do not always appear at the beginning of
- sentences or abilities.
- Example: Sona, Harmonious says “While I'm at a battlefield, ready up to 4 friendly
- runes at the end of your turn.” Although the ability starts with a conditional, “while,”
- the phrase “at the end of your turn” identifies this as a triggered ability. It can only
- trigger while that condition is met.
- 376.1.b. If an ability triggers “the [Nth] time” something happens and that trigger condition is met
- multiple times simultaneously, the ability’s controller picks one of those instances to serve as
- the trigger condition. The ability triggers only once, due to the chosen condition.
- Example: Wraith of Echoes reads “The first time another friendly unit dies each turn,
- draw 1.” That ability hasn’t triggered yet this turn. Two other friendly units die
- simultaneously (say, due to combat damage). The Wraith’s controller chooses one
- of those deaths to trigger Wraith’s ability.
- 376.2. Triggered Abilities have a Condition and an Effect.
- 376.2.a. The Condition follows the When.
- 376.2.b. The Effect is the Instruction that follows the comma after the Condition.
- 376.2.c. The Condition of a Trigger is evaluated after a potentially inciting event has been processed.
- 376.2.c.1. If a Game Object with a Triggered Ability that is active in a specific zone, it is
- evaluated and subsequently triggered if it enters that zone at the same time that
- its Trigger’s condition is met.
- Example: Immortal Phoenix says “When you kill a unit with a spell, you
- may pay [1][C] to play me from your trash.” This ability triggers if Immortal
- Phoenix is in your trash immediately after you kill a unit with a spell, even if
- the unit you killed with a spell was that Immortal Phoenix.
- 376.2.c.2. A Game Object will not be able to successfully be able to evaluate its Trigger
- Condition, however, if it leaves the zone that its Trigger is active from at the same
- time that its Trigger is satisfied.
- Example: Viktor, Leader says “When another non-Recruit unit you control
- dies, play a 1 [M] Recruit unit token into your base.” This ability triggers if
- Viktor is on the board immediately after another non-Recruit unit you
- control dies. It does not trigger if Viktor and another non-Recruit unit you
- control die during the same game action (for instance, if they are both
- killed in the same Cleanup due to the damage dealt by Unchecked
- Power).
- 376.3. When a Condition is met, a Triggered Ability behaves like an Activated Ability and is placed on the
- Chain.
- 376.3.a. Triggered Abilities can be put on the Chain during Closed States or Open States on any
- player's turn.
- 376.3.b. If more than one Triggered Ability is Triggered simultaneously, then the player that controls
- the Abilities selects the order to place them on the Chain.
- 376.3.b.1. If multiple players separately control Triggered Abilities that are Triggered
- simultaneously, then starting with the Turn Player and proceeding in Turn Order,
- each player orders their Triggered Abilities on the Chain.
- 376.4. Some Conditions are commonly used and structured in a way that explicitly defines their use and
- other properties of the Effect that is associated with it.
- 376.4.a. Play Effects are Triggered Abilities with the Condition that the Permanent that has the
- Play Effect being played to the board.
- 376.4.a.1. These are commonly structured as “When you play me…” for Units and “When you
- play this…” for Gear.
- 376.4.a.2. These Triggered Abilities are put on the Chain as Pending Items after the
- Permanent these effects correspond to is finalized and enters the board.
- 376.4.a.3. These Triggered Abilities can be referred to as Play Effects.
- 376.4.a.4. Abilities that trigger when another object is played are not considered Play Effects.
- 376.4.b. Conquer Effects are Triggered Abilities with a Condition of a Unit participating in, and
- successfully Conquering a Battlefield.
- 376.4.b.1. These are commonly structured as “When I conquer…” and “When you conquer…”
- 376.4.b.2. This category of Triggered Abilities encompasses only those that are triggered
- from Units that were present during the Conquer action, or Abilities that reference
- the player that performed the Conquer action.
- 376.4.b.2.a. The Conquer Abilities of Units are put on the Chain as Pending Items
- after the Unit(s) these effects correspond to are present at a Battlefield
- when a player gains control of it and gains 1 Victory Point from
- Conquering.
- 376.4.b.2.b. The Conquer Abilities of anything that references the player Conquering
- is put on the Chain as a Pending Item when the Condition that the player
- that controls the triggering source has performed a Conquer and gained 1
- Victory Point.
- 376.4.b.2.c. If the act of gaining one point from Conquering is negated or replaced in
- any way, the Conquer Effect will still trigger.
- 376.4.b.3. These Triggered Abilities can be referred to as Conquer Effects.
- 376.4.c. Hold Effects are Triggered Abilities with a Condition of a Unit being present at a
- Battlefield during the Beginning phase when a player scores Victory Points from Holding.
- 376.4.c.1. These are commonly structured as “When I hold…” or “When you hold…”
- 376.4.c.2. This category of Triggered Abilities encompasses only those that are triggered
- from Units that were present during the Hold action, or Abilities that reference the
- player that performed the Hold action.
- 376.4.c.2.a. The Hold Abilities of Units are put on the Chain as Pending Items after
- the Unit these effects correspond to are present at a Battlefield when a
- player maintains control of it and Gains 1 Victory Point during their
- Beginning Phase from Holding.
- 376.4.c.2.b. The Hold Abilities of anything that references the player Holding is put on
- the Chain as a Pending Item when the Condition that the player that
- controls the triggering source has performed a Hold and gained 1 Victory
- Point.
- 376.4.c.2.c. If the act of gaining one point from Holding is negated or replaced in any
- way, the Hold Effect will still trigger.
- 376.4.c.3. These Triggered Abilities can be referred to as Hold Effects.
- 376.4.d. Attack Triggers are Triggered Abilities that trigger when a Unit gains the Attacker
- designation for the first time during a combat.
- 376.4.d.1. These are commonly structured as “When I attack…”
- 376.4.d.2. These Triggered Abilities are put on the Chain as Pending Items after the Unit
- these effects correspond to gains the Attacker designation during Combat.
- 376.4.d.2.a. These triggers can only become fulfilled once per combat, despite a Unit
- being able to gain and lose the Attacker designation multiple times in the
- same combat.
- 376.4.d.3. These Triggered Abilities can be referred to as Attack Triggers.
- 376.4.e. Defend Triggers are Triggered Abilities that trigger when a Unit gains the Defender
- designation for the first time during a combat.
- 376.4.e.1. These are commonly structured as “When I defend…”
- 376.4.e.2. These Triggered Abilities are put on the Chain as Pending Items after the Unit
- these effects correspond to gains the Defender designation during Combat.
- 376.4.e.2.a. These triggers can only become fulfilled once per combat, despite a Unit
- being able to gain and lose the Defender designation multiple times in
- the same combat.
- 376.4.e.3. These Triggered Abilities can be referred to as Defend Triggers.
- 377. Presence on Permanents
- 377.1. Typically active while on the Board.
- 377.2. Triggered Abilities of Permanents are only able to have their Conditions evaluated while on the
- Board.
- 378. Presence on Cards outside of the Board
- 378.1. Triggered Abilities on cards outside of the Board rely on the Information Level of the zone they are
- in.
- 378.2. Triggered Abilities outside of the Board will self-describe their context.
- Example: The triggered ability "When you conquer, you may discard 1 to return this from
- your trash to your hand." triggers while the card it's on is in the trash, and not anywhere else.
- 379. Reflexive Triggers
- 380. Reflexive Triggers are a type of Triggered Ability that create one or more Chain Items when their condition is
- met.
- 380.1. Reflexive Triggers can be recognized by the phrase “Do this:” or “Do one of the following:”.
- 380.1.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.
- 380.2. Reflexive Triggers will be preceded by their conditions, if any. If no condition is present in the ability
- then the Reflexive Trigger will always be added to the Chain.
- 380.3. If present, the Condition of a Reflexive Trigger will follow the same format as a Triggered Ability.
- 381. Reflexive Triggers use the Chain.
- 381.1. A new ability is created and added to the chain as a Pending Item.
- See rule 386. Playing or Activating Abilities for more information.
- 381.2. 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 them to the Chain.
- See rule 386. Playing or Activating Abilities for more information.
- 382. Delayed Abilities
- 383. Delayed Abilities are a type of Ability whose trigger Condition identifies a specific time during a turn or a
- specific event that can occur during a specific timeframe.
- 383.1. Delayed Abilities can be any other type of Ability, and contain all of the properties of that type in
- addition to the properties of Delayed Abilities.
- 383.2. Delayed Triggers are Triggered Abilities that can be recognized by describing a specific time of the
- turn, or by structuring a Triggered Ability with a specific frame of time as a restriction.
- 383.3. Delayed Replacements are Replacement Effects that can be recognized by specifying the effect
- they are replacing at a specific time, or “the [Nth] time” in the description of the effect as it resolves.
- 383.4. Delayed Passive Abilities are Passive Abilities that are applicable only during a specified window of
- time. The time that the Delayed Passive Ability applies will be recognized in the effect that initiates
- it.
- 384. Delayed Abilities will resolve or be active just like the ability they augment, but only during the specified time
- in the effect that created the Delayed Ability.
- Example: Ravenborn Tome reads “The next spell you play this turn deals 1 Bonus Damage” is a
- Delayed Passive Ability that passively adds 1 damage to just the next spell played. The next spell is a
- specific time, and the 1 Bonus Damage is a passive ability.
- Example: Noxian Guillotine reads “Choose a unit. Kill it the next time it takes damage this turn.” When
- the chosen unit takes damage is the specified time, and killing it is the condition for a Delayed
- Triggered Ability.
- 385. Delayed Abilities are not associated with Units or Gear; they are created by other Abilities or Spells. As such
- they are executed when their condition and/or specified time occurs regardless of whether the source of the
- Delayed Ability is still on the board or not.
- 386. Playing or Activating Abilities
- 387. Playing or activating Abilities follows the same steps of playing cards.
- 388. Abilities when added to the Chain become Pending Items until they complete the steps of Playing.
- 388.1. When an Ability finishes the steps of playing it becomes a Chain Item just like a Spell.
- 388.2. When an Ability with the [Add] action is finalized it resolves immediately instead of becoming a
- Chain Item, like a Unit or Gear.
- 389. 1. Activate or trigger the Ability
- 389.1. Add a Pending Item to the chain representing the Ability that is either being Activated or Triggered.
- Notably, although this Chain Item will not have a card representing it, this will create a Closed State.
- See rule 346. Playing Cards for more information.
- 389.2. If there is currently a game effect being resolved, continue resolving the game effect instead of
- continuing the following steps.
- 390. 2. Make relevant choices
- 390.1. Make all choices required for this ability, such as targets, options, or other relevant decisions.
- See rule 346. Playing Cards for more information
- 390.2. If legal options are not available for an Activated Ability, it is not legal to activate it.
- 390.3. 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 Chain now. It ceases to be a Pending Item but never becomes a Chain
- Item.
- 390.3.a. This is not an Ability being countered.
- 390.3.b. If there are legal options to choose, the ability’s controller must choose them. They may not
- decline this stage of playing a Trigger.
- 391. 3. Determine Total Cost
- 391.1. Determine the base cost of the Ability.
- 391.1.a. Activated Abilities will have a cost listed before the “:” in their text.
- 391.1.b. Triggered Abilities will typically not have a base cost associated with them when placed on
- the chain due to their conditions.
- 391.2. Apply cost increases and decreases as a result of choices made in the prior step.
- See rule 346. Playing Cards for more information.
- 391.3. Apply any other cost increases or decreases as necessary.
- See rule 346. Playing Cards for more information.
- 392. 4. Pay Costs
- 392.1. Pay costs as determined in the prior step.
- See rule 346. Playing Cards for more information.
- 392.2. At this stage, players may decline to pay for Triggered Abilities that have incurred a cost. If they do,
- the ability will cease being a Pending Item and be removed from the Chain. It never becomes a
- Chain Item.
- 392.2.a. This is not an Ability being countered.
- 393. 5. Check Legality
- 393.1. Ensure that the Ability’s targets are still legal.
- 393.2. 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 that creates an illegal state.
- See rule 346. Playing Cards for more information.
- 394. 6. Proceed with Play
- 394.1. This Ability is no longer Pending.
- 394.2. This Ability becomes a Chain Item.
- 394.3. If there are other Pending Items on the Chain, their controllers perform the remaining steps of
- playing now.
- 394.4. Other players have an opportunity to play Reactions before the resolution of spells.
- See rule 326. Chains for more information.
- 394.5. Otherwise, execute the Ability just like a Spell, then clear the Chain Item from the Chain.
- 395. Game Actions
- 396. Game Actions are actions players may perform at any given time during the game.
- 397. A player, unless otherwise specified or prompted, may only perform actions on their turn.
- 398. There are two types of Game Actions:
- 398.1. Discretionary Actions
- 398.1.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 rule 307. States of the Turn for more information.
- 398.1.b. A player may take any number of Discretionary Actions available to them during their turn.
- 398.1.b.1. As long as any conditions, if applicable, are met.
- 398.1.b.2. As long as any costs, if applicable, are paid.
- 398.1.b.3. As long as it does not result in any forbidden action being taken or game state
- being created.
- Example: A player can't use the Standard Move discretionary action to
- move a unit to a Battlefield that's already occupied by Units controlled by
- two other players.
- 398.2. Limited Actions
- 398.2.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 player cannot perform these actions at-will.
- 398.2.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 occasion during the turn.
- Example: A player may Draw during the Draw Step of the Beginning Phase of
- their turn or when instructed to do so by a spell or ability. They can't choose to
- Draw at any other time.
- 399. Types of Actions
- 400. Draw
- 400.1. Drawing a card takes a single card from the top of the Main Deck and adds it to the player's Hand.
- 400.2. This is a Limited Action.
- 400.2.a. Each player draws 1 during the Draw Step of their Beginning Phase.
- 400.2.b. The player may draw cards when instructed to do so by other game effects.
- 400.3. This action, when instructed, is formatted as "Draw X."
- 400.4. If a player attempts to draw more cards than are available in their Main Deck, they do the following:
- 400.4.a. Draw as many as possible.
- 400.4.b. Perform a Burn Out.
- See rule 418. Burn Out for more information.
- 400.4.c. Draw the remaining cards needed to complete the Draw action.
- 401. Exhaust
- 401.1. Exhausting is an action that marks a non-spell Game Object as "spent."
- 401.1.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.
- 401.1.b. A Unit that is already Exhausted cannot be Exhausted again.
- 401.1.c. If a Unit is instructed to be Exhausted while it is already Exhausted, nothing additional
- happens.
- 401.2. "Exhausted" is a state for Game Objects that other game effects and rules can reference.
- 401.3. This is a Limited Action.
- 401.3.a. Most Exhaust actions will be costs for Activated Abilities or Discretionary Actions. Example:
- A unit's Standard Move exhausts the unit as a cost.
- 401.4. 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 an additional cost to play this, you may exhaust a friendly unit." An
- exhausted friendly unit may not be exhausted again as the additional cost for the spell, and
- the additional cost has not been paid.
- 401.5. In abilities, the Exhaust symbol represents the cost "Exhaust this" or "Exhaust me." It resembles a
- card turning sideways.
- 402. Ready
- 402.1. Readying is an action that marks a non-spell Game Object as available for action.
- 402.1.a. To mark it, rotate the card 90 degrees opposite of Exhausting, so that it is vertically oriented
- in front of you.
- 402.1.b. A Unit that is already Ready cannot be Readied again.
- 402.1.c. If a Unit is instructed to be Readied while it is already Ready, nothing additional happens.
- 402.2. "Ready" is a state for Game Objects that other game effects and rules can reference.
- 402.3. This is a Limited Action.
- 402.3.a. A player Readies all non-spell Game Objects they Control during the Ready Step of the
- Beginning Phase on their turn.
- 402.3.b. The player may also Ready their Game Objects when effects or spells instruct them to do so.
- 403. Recycle
- 403.1. 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 corresponding deck.
- 403.1.a. Main Deck cards are Recycled to the Main Deck.
- 403.1.b. Runes are Recycled to the Rune Deck.
- 403.1.c. Each player Recycles cards to their own Main Deck and Rune Deck, regardless of which
- player is instructed to perform the Recycle action.
- 403.2. This is a Limited Action.
- 403.2.a. The player must Recycle cards from the specified zones when instructed to do so by game
- effects or costs.
- 403.3. 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 ability "Recycle 1 from your trash: Give me +1 [M] this turn."
- Each time a player activates the ability, they must recycle 1 card from their trash to pay its
- cost. If they have no cards in their trash, they can't activate the ability, because they can't pay
- its cost.
- 403.4. When Recycling is part of an effect, a player must Recycle as many cards as possible from the
- specified zone or zones.
- 403.5. 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.
- Example: Garbage Grabber has the ability "Recycle 3 from your trash, [1], [E]: Draw " To pay
- the cost of activating this ability, its controller chooses 3 cards from their trash and places
- them on the bottom of their Main Deck in a random order.
- 403.5.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 owner's choosing.
- 403.6. This action, when instructed, is sometimes formatted as "Recycle X from [Zone]." That means to take
- X cards of the instructed player's choice from the relevant zone and recycle them.
- Example: Dr. Mundo, Expert has the ability "At the start of your Beginning Phase, recycle 3
- from your trash." As that ability resolves, its controller recycles 3 cards from their trash. If
- there are fewer than 3 cards in that player's trash, they recycle as many as they can.
- 404. Deal
- 404.1. Spells, Units, Abilities, and other game effects may Deal Damage to units.
- 404.1.a. Assigning Damage during Combat Resolution is not Dealing Damage, but will cause
- Damage to be Dealt when assignment is complete.
- 404.1.b. To Deal Damage to Units, mark the specified amount of Damage on the Unit.
- 404.1.c. Damage is marked on each unit separately.
- 404.1.d. Damage can be Dealt to more than one Unit at the same time.
- 404.2. Only Damage can be Dealt.
- 404.3. Dealing Damage is a Limited Action.
- 404.3.a. Assigning Damage causes Damage to be dealt outside of being directed to Deal Damage.
- See rule 433. Combat for more information.
- 404.4. Dealing can have the intrinsic property of Bonus Damage.
- 404.5. Bonus Damage is a property granted to the action of Dealing and alters the amount of Damage
- distributed by this action.
- See rule 712. Bonus Damage for more information.
- 404.6. Deal actions can originate from one or more sources.
- 404.6.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 spell that reads “Deal 4 to a unit at a battlefield. Draw 1.”
- The damage that Void Seeker instructs you to deal is dealt by Void Seeker.
- 404.6.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.
- 404.6.b.1. Units and Spells can be the source of Damage for Deal actions.
- 404.6.b.2. Abilities can be the source of Damage for Deal actions.
- 404.6.b.2.a. When an Ability is the source of Damage for a Deal action, it is in addition
- to the Spell or Unit that created that Ability.
- Example: Iron Ballista is a gear that says “[E]: Deal 2 to a unit at a
- battlefield.” This damage is dealt both by a gear and by an ability.
- 404.6.b.3. When a spell or ability specifies a Unit as the source of the Damage for the Deal
- action, it is not in addition to the spell or ability that specified it.
- Example: Challenge is a spell that reads “Choose a friendly unit and an
- enemy unit. They deal damage equal to their Mights to each other.” The
- damage that Challenge causes to be dealt is dealt by the chosen units, not
- by Challenge.
- 404.6.c. Damage Dealt as a result of being assigned during Combat has the Units as its source.
- 404.6.c.1. The Damage assigned, and subsequently Dealt, to attackers has the defenders as
- the source and vice versa.
- 404.7. Deal actions can distribute Damage as part of combat actions or non-combat actions.
- 405. Heal
- 405.1. Damage being cleared from Units is Healing.
- 405.1.a. If Damage is cleared for any reason it is considered Healing.
- 405.2. More than one Unit can be Healed at the same time.
- 405.3. Healing is a Limited Action.
- 405.3.a. Players may only Heal units when game effects instruct them to, or at specific points in the
- turn.
- 406. Play
- 406.1. A player Plays cards by paying costs associated with that card.
- See rule 346. Playing Cards for more information.
- 406.2. This is a Discretionary Action.
- 406.2.a. As long as a player has the resources to pay the costs associated with the card, they may
- play cards.
- 406.3. Game effects may result in cards being played as part of their resolution.
- 406.3.a. This treats Play as a Limited Action.
- 406.3.b. Treat all steps of Play as normal, except as noted by the game effect creating this Limited
- Play Effect.
- 406.3.c. If there are no eligible cards to Play when instructed to Play in this manner like this, then
- nothing happens and resolution continues.
- 406.4. Some Abilities trigger when cards are played or otherwise check whether cards have been played.
- 406.4.a. These abilities trigger when the act of playing the card has been completed by the
- resolution of the card.
- 406.4.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 abilities that trigger on playing cards trigger.
- See rule 412. Counter for more information.
- 407. Move
- 407.1. Moving is the act of a Game Object moving between two Locations on The Board.
- 407.2. Moving is a Limited Action.
- 407.2.a. Players may only move Game Objects when instructed to do so by Game Effects or costs.
- 407.2.b. The Standard Move inherent to Units may also cause Movement.
- See rule 140 for more information on the Standard Move.
- 407.3. The Standard Move inherent to Units is a Discretionary Action.
- 407.3.a. The Cost is Exhausting one or more Units.
- 407.3.b. The Effect is Moving those Unit.
- 408. Hide
- 408.1. Hiding a card is the act of placing a card facedown at a Battlefield you control.
- 408.2. Hiding is a Discretionary Action.
- 408.2.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 meet the prerequisites.
- See rule 727. Hidden for more information.
- 408.3. Cards that are facedown at Battlefields have their gameplay properties and permissions defined by
- the effect that put them there.
- Example: Cards that players Hide with the Hidden keyword can be Played for [0] on any
- subsequent turn as a property of the Hidden keyword.
- 408.4. If a facedown card would be put into a zone whose Privacy is Private or Secret, or if the game ends,
- its owner reveals it to all players.
- See rule 127. Privacy for more information.
- 409. Discard
- 409.1. Discarding a card is moving it from a player's hand directly into their trash without activating or
- executing its normal rules text.
- 409.1.a. The player who is performing the action chooses which cards to send to their Trash, and
- may use Private Information to do so.
- 409.1.b. “When I am discarded” abilities or other Triggered Abilities that trigger on discarding are
- executed after discarding has occurred.
- 409.2. Discarding is a Limited Action.
- 409.2.a. A player must Discard cards when instructed to do so by game effects or costs.
- 409.3. 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 ability "Discard 2: Deal 2 damage to a unit at a battlefield." To
- activate the ability, the card's controller must have at least 2 cards in hand and must be able
- to discard them.
- 409.4. When Discarding is part of an effect, then a player must Discard as many cards as possible from their
- hand. If instructed to discard more cards than they have in their hand, further discard instructions are
- ignored.
- Example: Undercover Agent has the ability "[Deathknell] — Discard 2, then draw 2. (When I
- die, get the effect.)" If Undercover Agent's controller has 2 or more cards in hand, they must
- discard 2. If they have 1 card in hand, they discard 1, and the rest of the discard instruction is
- ignored. If they have no cards in hand, the entire discard instruction is ignored. Regardless of
- how many cards they discard, they then draw 2.
- 409.5. This action is formatted as "Discard X."
- 410. Stun
- 410.1. Stunning is the act of selecting one or more Units on the Board and rendering them Stunned.
- 410.1.a. Stunned is a binary state. A Unit is Stunned or it isn't.
- 410.1.a.1. A Stunned Unit can not be Stunned again.
- Example: Eclipse Herald has the ability "When you stun an enemy unit,
- ready me and give me +1 [M] this turn." Its controller plays a spell that
- reads "Stun a unit." They may choose a unit that's already stunned, but if
- they do, Eclipse Herald will not trigger.
- 410.1.a.2. Stunned Units lose the Stunned status at the beginning of the next Ending Step.
- 410.1.b. A Stunned Unit does not contribute its might to damage in combat.
- 410.1.c. A Stunned Unit must still have damage applied to it equal to, or greater than, its full might
- value to be killed.
- 410.2. Stunning is a Limited Action.
- 410.2.a. Players may only Stun Units when directed to by Game Effects.
- 411. Reveal
- 411.1. 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 of.
- 411.1.a. Revealed is a temporary state and is not a zone.
- 411.1.a.1. Other cards, including the card being revealed, can reference the act of being
- Revealed.
- 411.1.a.2. Cards remain in the zone they are being Revealed from. Example: If a card is being
- Revealed from the top of a player's Main Deck, it is still the top card of that player's
- Main Deck.
- 411.1.b. Unless otherwise described, Revealed cards do nothing else beyond become temporarily
- known information to all players.
- 411.2. Revealing is a Limited Action.
- 411.2.a. Players may only Reveal cards from Private or Secret zones when instructed to do so by
- Game Effects.
- 411.2.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 not count as revealing and does not trigger any
- effects that trigger when cards are revealed.
- 411.3. This action is formatted as "Reveal cards from [zone]."
- Example: "Reveal 2 cards from the top of your Main Deck" would be executed by taking the
- two cards from the top of your Main Deck, and then presenting them to all players to clearly
- read and understand at the table. Then, when all players have had a chance to understand
- the revealed information, return them to the top of the deck in the same order.
- 411.4. Game Effects can manipulate or modify the cards Revealed while they are Revealed
- 411.4.a. While cards are Revealed, those cards can be further manipulated, or accessed. They can
- even have their destination modified for when the Reveal ends.
- Example: "Reveal 2 cards from the top of your Main Deck. Put one into your hand
- and Recycle the other" would be executed by taking the top two cards from your
- Main Deck to the table, and once every player present has had a chance to
- understand them you would make the selection of one of them to add to your
- hand. The one you did not select would then be Recycled to the bottom of the
- Main Deck.
- 412. Counter
- 412.1. Countering is the act of negating the execution, activation, or otherwise playing of a card by a player.
- 412.1.a. A card that is Countered does nothing and is then placed in the Trash.
- 412.1.b. A card that is Countered is not considered to have been played.
- 412.1.c. Countering does not refund any costs paid to play a card.
- 412.1.c.1. This includes additional costs.
- 412.2. Countering is a Limited Action.
- 412.2.a. Players may only Counter cards when directed to by Game Effects.
- 412.3. This action is formatted as "Counter [a card or ability on the chain]."
- 413. Buff
- 413.1. Buffing is the action of placing a Buff counter on a Unit.
- See rule 701. Buffs for more information.
- 413.1.a. A Buff is also an object.
- 413.1.b. To Buff a unit, place a Buff Counter on it if it does not have one already
- 413.1.b.1. If the unit already has a Buff Counter on it, it does not get another one.
- 413.1.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: A spell reads "Buff a unit. Then, if it was buffed this way, draw a card." It
- will place a buff counter on a unit that has no buff counter, and then its controller
- will draw a card. However, if the player chooses a unit with a buff counter on it
- already, then the card will not be drawn.
- 413.2. Buffing is a Limited Action.
- 413.2.a. Players may only Buff units when Game Effects direct them to do so.
- 413.3. 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 units at the same battlefield."
- 414. Banish
- 414.1. Banishing is the action of placing a card from any zone to Banishment.
- See 107.5. Banishment for more information.
- 414.2. When a card is Banished it is placed directly into the Banishment zone from its origin.
- 414.2.a. Banish is not a subset of Kill.
- 414.2.b. Banish is not a subset of Discard.
- 414.3. Cards and effects can refer to cards that were banished by the same object.
- 414.3.a. Separate instances of an object or effect banishing cards do not reference other banished
- cards by objects of the same name or effects originating from cards of the same name.
- Example: A spell reads "Banish the top card of your Main Deck. When you conquer
- this turn, draw it." This card effect allows you to draw the banished card from
- banishment if a condition is met. If more than one of these effects is played, each
- one triggers separately. Each card will be drawn separately. If the turn player passes
- the turn without playing the card, the card remains in banishment indefinitely. If
- the same player plays another copy of the same spell, banishes another card, and
- satisfies its condition, they could play the new banished card, but not the original
- banished card.
- 414.4. Banishing is a Limited Action.
- 414.4.a. Players may only Banish cards or permanents when Game Effects direct them to do so.
- 414.5. 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 from your trash."
- e.g., "Look at the top 2 cards of your Main Deck. Draw one of them and banish the other."
- 415. Kill
- 415.1. Killing is the action of a Permanent going to the trash from the board.
- 415.1.a. This can be Active or Passive.
- 415.1.a.1. Active Kill is when the action is taken when instructed by a game effect or as a cost
- for a card or ability.
- 415.1.a.2. Passive Kill is when the action is taken as a result of Lethal Damage or as a
- consequence for any other state.
- 415.2. When a permanent is killed it is placed directly in the trash from its place of origin.
- 415.2.a. It is only considered Killed if its origin was any zone on the board.
- 415.2.b. This is not a subset of Move.
- 415.3. Killing is a Limited Action.
- 415.3.a. Players may only Kill units when Game Effects direct them to do so.
- 415.4. Killing can also be the result of resolving a Cleanup.
- 415.5. Killing can be attributed to one or more Game Objects.
- 415.5.a. The Killed Unit or Gear is said to be Killed by that Game Object.
- 415.5.b. A spell or ability that contains a Kill instruction is responsible for Killing the Unit or Gear.
- 415.5.c. When one or more Units is killed due to a Cleanup, the spell or ability that resolved
- immediately prior to that Cleanup that applied damage to the Unit or Units is responsible
- for that Kill action.
- 415.5.d. Abilities originating from Game Objects that are responsible for Kill Actions are responsible
- in addition to the Game Object that created them.
- Example: Falling Star is a spell that says “Do this twice: Deal 3 to a unit.” Immortal
- Phoenix is a unit that says “When you kill a unit with a spell, you may pay [1][C] to
- play me from your trash.” A player plays Falling Star while Immortal Phoenix is in
- their trash. The “do this” phrasing on Falling Star means that it has a reflexive
- triggered ability, which places two triggered abilities on the chain. As each of those
- triggered abilities resolve, it deals damage to the unit chosen for that ability. If one
- of these abilities deals lethal damage to a unit, both Falling Star and its ability are
- considered sources of the damage, and so both Falling Star and its ability are
- responsible for killing the unit. This means that Falling Star’s controller killed a unit
- with a spell, so Immortal Phoenix’s ability will trigger.
- 415.6. 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 all gear."
- 416. Add
- 416.1. Adding is the action of putting resources into a player's Rune Pool.
- 416.2. Spells, triggered abilities, and activated abilities that Add resources finalize immediately.
- 416.2.a. Priority and Focus will not pass from Add abilities being finalized, and will resolve before any
- other outstanding items on the chain are finalized.
- 416.3. Activated abilities that Add resources and have the Reaction tag can be activated during the playing
- or resolution of other spells and abilities, any time that those spells or abilities require that resources
- be paid.
- Example: A player can add Energy and Power through any means before initiating the
- process of playing a spell. After initiating that process, in the Pay Costs step, they may
- activate Add Reactions to add Energy or Power to pay costs.
- 416.4. Adding is a Limited Action.
- 416.4.a. Players may only Add resources when Game Effects direct them to do so.
- 416.5. 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 Power of the Order domain."
- e.g., "Add [1][G]." means "Add 1 Energy and 1 Power of the Calm domain."
- 417. Channel
- 417.1. 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.
- 417.2. The Game Effect that instructs a player to channel 1 or more runes may specify the conditions or
- circumstances under which those runes enter the board. Example: A spell reads "Channel 1 rune
- exhausted." As that spell resolves, its controller puts the top rune of their rune deck onto the board
- and that rune enters the board exhausted rather than ready.
- 417.3. Channeling is a Limited Action.
- 417.3.a. Players may only channel runes when Game Effects direct them to do so.
- 417.4. This action is formatted as "Channel X rune(s)," optionally followed by conditions or stipulations.
- e.g., "Channel 1 rune."
- e.g., "When you play me, channel 1 rune exhausted."
- e.g., "Channel 2 runes exhausted. If you couldn't channel 2 runes this way, draw 1."
- 418. Burn Out
- 418.1. 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 excess of the number of cards remaining in their Main Deck:
- 418.1.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, then Draw the remaining amount instructed.
- 418.1.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 in their deck they will do so as much as possible,
- perform this action, and then complete the remaining number required by the instruction.
- 418.1.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 looks at or Reveals as many as possible, but does not Burn
- Out, then proceeds with the rest of the instruction.
- 418.1.c.1. If there are insufficient cards among the looked at or revealed cards to perform
- subsequent actions to the revealed or looked at cards, any further instructions are
- ignored. This does not cause a Burn Out, even if those instructions would cause
- those cards to change zones.
- Reminder: Cards are considered in the zone of origin while being looked at
- or revealed, in this case the Main Deck.
- 418.2. To Burn Out, a player does the following in sequence:
- 418.2.a. Performs as much of the prescribed action as possible.
- 418.2.b. Recycles their trash into their Main Deck.
- Reminder: When multiple cards are Recycled to the Main Deck at the same time,
- those cards must be randomized
- 418.2.c. Chooses an opponent to gain 1 point.
- 418.2.d. Completes the remainder of the action that caused them to burn out.
- Example: A player attempts to draw 1 during their Draw Phase while their Main
- Deck is empty. That player instead recycles their trash into their Main Deck,
- randomizing it as normal, then chooses an opponent to gain 1 point, and then
- draws 1.
- 418.3. 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 original action again, it will cause another Burn Out.
- 418.3.a. Unless some effect intervenes, this will result in them burning out repeatedly, giving 1 point
- to an opponent each time, until an opponent passes the Victory Score and wins the game.
- 418.4. Burning Out is a Limited Action.
- 418.4.a. Players may only burn out when Game Effects direct them to do so.
- 418.5. Burning Out is a Replacement Effect.
- See rule 364. Replacement Effects for more information.
- 419. Movement
- 420. Moving is a Limited Action.
- 420.1. 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 corrective Recall.
- See rule 407. Move for more information.
- 420.2. A card changing game zones does not in itself constitute a Move.
- 420.3. Moving is instantaneous.
- 420.3.a. There is no state for Permanents between locations.
- 420.3.b. Permanents are either at their Origin before Moving or their Destination after Moving.
- 420.3.c. Moving does not use the Chain, nor is it able to be Reacted to.
- 421. Moving is defined by the Origin and Destination of the Permanent that is changing locations.
- 421.1. The Origin is where the Permanent is starting from.
- 421.2. The Destination is where the Permanent is going to.
- 421.2.a. In Modes of Play with more than two players, Battlefields with Staged Combats or
- Combats in Progress are Invalid Destinations for Moves of all kinds (Standard Moves or
- otherwise) by Units controlled by Players who don't already have permanents at that
- Battlefield.
- 421.2.b. 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 as a Battlefield with two players that are not the
- controller of the Unit performing this Move action are in a Combat or such a Combat is
- Staged, it instead Recalls.
- See rule 428. Recalls for more information.
- 421.3. Units are the only Permanents that can Move.
- 422. Players may choose to move their Units with the Standard Move.
- See rule 140. for more information on the Standard Move.
- 423. Spells, Abilities, or other effects may cause a Move to occur.
- 423.1. The source of the Move will provide details on any restrictions on legality for Destination.
- 423.2. Units cannot Move to a Battlefield that already has units from 2 other players present by any means.
- 424. The Destination becomes Contested if it is a Battlefield not controlled by the controller of the Unit or Units
- that moved.
- 425. Units may cause a Showdown without a Combat when they Move.
- 425.1. A Showdown is opened when a Move causes a Battlefield to become Contested while it has no
- Units present from any player other than those that just moved.
- 426. Units may cause Combat when they Move.
- 426.1. A Combat is triggered when a Move causes a Battlefield to become Contested and Units controlled
- by opposing players.
- See rule 433. Combat for more information.
- 427. When a Move action is complete, perform a Cleanup.
- 428. Recalls
- 429. A Recall is when a Permanent is relocated from anywhere to its Base without it being a Move.
- 430. Recalls are not Moves.
- 430.1. They do not cause Triggered Abilities to trigger that are triggered by Move actions.
- 430.2. A Recall causes a Permanent to change locations.
- 430.3. A Recall cannot be prevented by actions and Game Effects that restrict or block Movement.
- 431. Gear can be Recalled.
- 431.1. When Gear is created or played at a battlefield, or is at a battlefield for any other reason, it is Recalled
- to its controller's base during the next Cleanup.
- Example: Zhonya's Hourglass is a gear with the Hidden ability, which allows it to be hidden
- at a battlefield and played later to that battlefield. If Zhonya's Hourglass is played from
- hidden, it must be played to that battlefield. It will be recalled to its controller's base during
- the next Cleanup.
- 432. Recalls do not affect the state of the Permanent being recalled.
- 432.1. Unless otherwise stated by the source of the Recall, Damage, Exhausted Status, Buffed Status, and
- applied Layer alterations will all remain unaffected by a Recall.
- 433. Combat
- 434. A Combat occurs when a Cleanup occurs, there are no items on the Chain, and a Battlefield has Units
- controlled by two opposing players.
- 435. Combat is considered Staged if there are units controlled by two opposing players at a Battlefield but the
- Steps of Combat have not been initiated.
- 435.1. If more than one Battlefield has Units controlled by opposing players at it at the same time, the Turn
- Player decides which Combat to resolve first.
- 435.2. If Staged Combats stop being Staged before the Steps of Combat are initiated, they are not resolved
- or executed.
- 436. Combat can only occur between Units controlled by exactly two players.
- 436.1. In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in
- Progress are Invalid Destinations for Moves of all kinds (Standard Moves or otherwise) by Units
- controlled by Players who don't already have permanents at that Battlefield.
- See rule 421.2.a. for more information on Invalid Destinations.
- 436.2. In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in
- Progress are Invalid to be chosen as a location to play one or more Units by a player not involved in
- that Combat by any means
- 436.2.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 the played unit is not a participant, instead the
- Unit is played to its controller's Base.
- 436.2.b. Any subsequent reference to "here" in the corresponding effect is reassigned to the
- Controller's Base, where the Unit was played. Any further effects that may be invalidated are
- invalidated as if the effect was mistargeted.
- See rule 352.5. Targeting for more information on Mistargeting.
- 436.3. All choices that would result in a Combat occurring between more than two players simultaneously
- are invalid and ineligible to be completed.
- 437. The Steps of Combat
- 438. Step 1: The Showdown Step
- 438.1. A Showdown opens at this time.
- 438.1.a. Establish who is Attacker and who is Defender.
- 438.1.a.1. The Attacker is the player whose unit(s) applied the Contested status to the
- Battlefield. They gain the Attacker designation now.
- 438.1.a.1.a. This player gains Focus as this Showdown begins.
- 438.1.a.2. The Defender is the player who did not apply the Contested status to the
- Battlefield. They gain the Defender designation now.
- 438.1.a.3. Units at the Contested Battlefield controlled by the Attacker gain the Attacker
- designation now.
- 438.1.a.3.a. If a Unit controlled by the Attacker becomes present at this Battlefield
- after this moment, it will gain the Attacker designation during the
- Cleanup phase following the action that caused it to become present
- 438.1.a.4. Units at the Contested Battlefield controlled by the Defender gain the Defender
- designation now.
- 438.1.a.4.a. If a Unit controlled by the Defender becomes present at this Battlefield
- after this moment it will gain the Defender designation during the
- Cleanup phase following the action that caused it to become present
- 438.1.b. Finalize items on the Initial Chain if establishing Attacker and Defender has caused
- Triggered Abilities to become Pending.
- 438.1.b.1. The Attacking player, who has Focus, places Triggered Abilities on the Chain first,
- followed by all non-Defender players in Turn Order, followed by the Defending
- Player.
- 438.1.c. The State Closes if an Initial Chain was created.
- 438.1.c.1. Otherwise the Showdown continues, with the State Open as normal.
- 438.1.d. Players proceed with any play on the Chain as normal.
- 438.1.e. Focus does not pass upon closure of the Initial Chain, if any.
- 439. Step 2: The Combat Damage Step
- 439.1. When the Showdown closes, Attackers and Defenders resolve Combat Damage at the Battlefield
- that was attacked, using their current Might.
- 439.1.a. The Combat Damage Step only occurs if both Attacking and Defending units remain at
- the location.
- 439.1.a.1. If neither Attacking Units nor Defending Units remain at this stage, the Combat
- Damage Step is skipped.
- 439.1.b. Sum the Might of all Attacking Units.
- 439.1.c. Sum the Might of all Defending Units.
- 439.1.d. Starting with the Attacker, each player assigns an amount of damage equal to their
- summed Might among the other's Units.
- 439.1.d.1. Assigning Damage is not Dealing Damage.
- 439.1.d.1.a. When all Damage is assigned, it will be Dealt simultaneously. These
- actions are not synonymous.
- 439.1.d.2. Abilities or effects may influence the order in which damage is assigned. Reminder:
- Lethal Damage is non-zero damage equaling or exceeding the Might of a Unit.
- 439.1.d.3. Units must have lethal damage assigned to them in full before damage is assigned
- to a different Unit.
- Example: If a player has 5 damage to distribute among four 3 Might units,
- they may not choose to assign 2 damage to one of the units and 1 damage
- to each of the remaining 3. They must assign at least 3 damage to one,
- and the remaining 2 to another.
- 439.1.d.4. Units cannot have more damage assigned to them than the minimum required to
- constitute lethal damage unless no further units remain to have damage assigned
- to them.
- 439.1.d.5. A player must obey all requirements and restrictions on damage assignment if
- able.
- Example: A player is assigning damage to the following units: a unit with
- Tank ("I must be assigned combat damage first."); Caitlyn, Patrolling ("I
- must be assigned combat damage last."); and another unit without any
- abilities. That player must assign combat damage first to the unit with
- Tank, then to the unit with no abilities, then to Caitlyn.
- 439.1.d.6. If multiple Units have abilities or effects that require a player to assign them
- damage with the same priority, that player may assign damage to those units in
- any order.
- Example: A player is assigning damage to the following units: two units
- with Tank ("I must be assigned combat damage first.") and one unit with
- no abilities. That player chooses one of the units with Tank and assigns
- combat damage to it. Then they must assign any remaining damage first
- to the other unit with Tank, then to the unit with no abilities.
- 439.1.d.7. If a Unit has one or more Abilities or effects applying to it that demand it be
- assigned damage in a specific way that is exclusionary, then the assigning player
- chooses only one of those abilities to apply when assigning damage.
- Example: Caitlyn, Patrolling ("I must be assigned combat damage last.")
- has been given the Tank ability ("I must be assigned combat damage
- first."). A player is assigning damage to this Caitlyn with Tank and two units
- with no abilities. That player can’t fulfill both of Caitlyn’s damage
- requirements, so they may choose to assign damage to Caitlyn first,
- fulfilling the Tank requirement, or last, fulfilling Caitlyn’s printed
- requirement. They can’t choose to apply damage to Caitlyn in between the
- other two units, because that wouldn’t fulfill either requirement.
- 439.1.d.8. If there is more than one unit in which this situation applies to, each unit is dealt
- with individually. The assigning player chooses which ability or effect applies, and
- then resolves the assignment. If this creates a situation where now more than one
- unit must be assigned with the same priority, those units may be assigned damage
- in any order as normal within that priority.
- Example: Two copies of Caitlyn, Patrolling ("I must be assigned combat
- damage last.") have been given the Tank ability ("I must be assigned
- combat damage first."). A player assigning damage to these two Caitlyns
- and one unit with no abilities could choose to fulfill both Caitlyns’ Tank
- requirements by assigning them both damage before the other unit.
- 439.1.d.9. If a unit cannot be dealt damage, then no amount of damage can be considered
- lethal. Such a unit is exempt from any considerations of mandatory assignment.
- Example: Kayn, Unleashed says “If I have moved twice this turn, I don't
- take damage.” While Kayn can’t take damage, it is ignored for the
- purposes of assigning lethal damage in combat.
- 439.1.e. Deal Damage to each unit equal to the amount assigned to it.
- 440. Step 3: The Resolution Step
- 440.1. 1. Perform a Combat Cleanup.
- 440.1.a. Invoke a Special Cleanup.
- 440.1.a.1. Insert “2a. Clear all marked damage from all Units.”
- 440.1.a.2. Insert “2b. Recall Attackers present at the Battlefield if Defenders are still present.”
- See rule 428. Recalls for more information.
- 440.1.a.3. Insert “2c. Remove Attacker and Defender Designation from all Units and Players.”
- 440.1.b. Clear the Contested status from this Battlefield.
- 440.1.b.1. Clear the Contested status regardless of the outcome of the Combat.
- 440.2. If any Units remain at the Battlefield, and if their controller does not already Control the Battlefield,
- that player Establishes Control over the Battlefield..
- 440.2.a. This results in a Conquer if that player has not yet scored that Battlefield this turn.
- See rule 179. Control for more information on Control.
- See rule 442.1. for more information on Conquering.
- 440.2.b. This does not have to be the player that applied Contested to the Battlefield.
- 441. Scoring
- 442. A player Scores in one of two ways:
- 442.1. Conquer: A player gains Control of a Battlefield they did not yet Score this turn.
- 442.1.a. In Modes of Play with teammates, Battlefields under the Control of a teammate during the
- Beginning Phase are also disqualified from being Scored through Conquer by any means.
- 442.1.b. A player will gain control of a Battlefield after establishing Control by applying Contested
- first.
- 442.2. Hold: A player maintains Control of a Battlefield during their Beginning Phase.
- 443. A player may only Score, from either method, once per Battlefield per turn.
- 444. When a player Scores, two things occur:
- 444.1. The player earns up to one Point, depending on their current score.
- 444.1.a. The Final Point has additional restrictions.
- 444.1.a.1. Notably, points earned from sources that are not Conquer or Hold are not beholden
- to these restrictions.
- 444.1.b. When a player tries to earn a Point through a Score, and their current Point Total is 1 point
- from the Victory Score of the Mode of Play, the following occurs:
- 444.1.b.1. If the player has Scored through Hold, that player scores the Final Point.
- 444.1.b.2. If the player has Scored through a Conquer and has Scored every Battlefield
- through either method this turn, that player scores the Final Point. If the player has
- Scored through a Conquer and has not Scored every Battlefield this turn, that
- player draws a card.
- 444.2. Trigger Score abilities at the Battlefield that Scored.
- 444.2.a. Conquer abilities trigger at a Battlefield that was Conquered.
- 444.2.b. Hold abilities trigger at a Battlefield that was Held.
- 444.2.c. These will only trigger when the Battlefield is Scored; I.E. These cannot be triggered more
- than once per turn for a player.
- 445. When a player accrues Points equal to the Victory Score for their Mode of Play, they Win the Game
- immediately.
- 446. Layers
- 447. Layers are the mechanism in which Game Effects alter the Traits, Intrinsic Abilities, or other properties of
- Game Objects.
- 448. Layers are an organizational structure.
- 448.1. Layers only serve to structure the application and order that Game Effects apply to Game Objects to
- maintain consistency.
- 449. The layers are applied repeatedly until all effects operating on objects have been applied once and no
- changes have been processed.
- 449.1. Layers are applied in sequence. Each effect in them is applied as soon as able, and only a single time
- across all sequences.
- 449.2. When a sequence of applications completes, recur the process, and evaluate each layer again
- applying any effects that may now be applicable.
- 449.3. The removal or disqualification of an effect is separate from the application of the effect, but still can
- only be applied once.
- Example: Fiora, Victorious has printed Might 4 and says “While I'm Mighty, I have Deflect,
- Ganking, and Shield.” If a player places a buff on Fiora, her Might is increased in the
- Arithmetic layer, after the layer for Ability-Altering Effects. The Ability-Altering Effect layer is
- then re-checked and the abilities Deflect, Ganking, and Shield applied. Since each effect has
- been applied once and there are no other effects to apply, Fiora’s characteristics are finalized
- as 5 Might with Deflect, Ganking, and Shield. While a buffed Fiora, Victorious is in combat as
- a defender, an additional +1 Might will be applied in the Arithmetic layer, giving her 6 Might
- and the 3 keywords.
- Example: A buffed Fiora, Victorious is in combat as a defender when her buff is removed.
- Reevaluating the layers in sequence, she no longer gains Deflect, Ganking, and Shield
- during the Ability-Altering Effect layer, so when the Arithmetic layer is evaluated, neither the
- buff (which is gone) nor Shield (which she no longer has) apply. She goes directly from 6
- Might with three keywords to 4 Might with no keywords..
- 450. Layers are applied in the following order:
- 450.1. 1. Trait-Altering Effects
- 450.1.a. This layer deals with effects that grant, remove, or replace inherent traits of Game Objects.
- Name
- Super Type
- Type
- Tags
- Controller
- Cost
- Domain
- 450.1.a.1. Assignment of Might is dealt with in this layer.
- Example: A spell reads "A unit's Might becomes 4 this turn." The unit's
- Might is set to 4 in this layer.
- 450.1.b. One Game Object becoming a copy of another.
- 450.1.b.1. All Traits, including the Rules Text, replace or are added to those of the original
- Game Object as specified by the Game Effect directing the Copy. This is applied in
- this layer.
- 450.1.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 ability "Other friendly units are Yordles." Other
- friendly units gain the Yordle tag in this layer.
- 450.2. 2. Ability-Altering Effects
- 450.2.a. This layer deals with effects that grant, remove, or replace the abilities or rules text of Game
- Objects.
- Keywords
- Passive Abilitie
- Appending rules text
- Removing rules text
- Duplicating Rules Text from one Game Object to another
- 450.2.b. Effects for this layer can be identified by the phrase "become(s)," "give," "lose(s)," "have," "has,"
- "is," or "are" in the text.
- Example: A permanent has the ability "Other friendly units have [Vision]." Other
- friendly units gain the Vision keyword in this layer.
- 450.3. 3. Arithmetic
- 450.3.a. This layer deals with the mathematics of increasing and decreasing the numeric values of
- the traits of Game Objects.
- Might
- Energy Cost
- Power Cost
- 450.3.b. When an arithmetic effect has a limitation that applies, it is limited at the time of its
- application, and is “remembered” at that limited level for the duration of its effect. This
- process is called “snapshotting.”
- Example: If an effect gives a unit “-4 [M] to a min of 1 until end of turn” choosing a
- unit with 2 [M], then the effect will generate -1 [M] until end of turn.
- 450.3.c. This layer applies arithmetic in the following way.
- 450.3.c.1. 1. Increases
- 450.3.d.1. Positive values, or increases, to Might are applied first.
- 450.3.e.1. If there is a restriction or limitation to this increase, the limitation is
- “snapshotted” for the duration of the effect.
- 450.3.e.2. 2. Decreases
- 450.3.f.0.a. Negative values, or decreases, to Might are applied last.
- 450.3.g.1. If there is a restriction or limitation to this decrease, the limitation is
- snapshotted for the duration of the effect.
- 451. 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 apply but their order may be determined by Dependency.
- 451.1. A Dependency is established if:
- 451.1.a. Applying one of the effects alters the existence of the other; or
- 451.1.b. Applying one of the effects alters the number of objects the other effect can influence
- 451.1.c. Applying one of the effects alters the outcome when applying the other non-
- deterministically
- 452. To determine which effect Depends on another, determine which of the prior criteria applies, and then also
- which effect’s evaluation is altered by the sequence of applications. That effect is said to Depend on the other.
- 452.1. To resolve a dependency, the effects within the same layer that created the dependency must be
- applied such that:
- 1. Identify which effect Depends on the other within the Layer.
- 2. Apply the effect that is depended on first.
- 3. Immediately apply the effect that Depends on the first effect next.
- 453. If more than one effect applies in the same layer but no dependency is established, then Timestamp order is
- applied to the effects.
- 453.1. The first effect to have been played is applied first, and the newest effect is applied last within the
- same Layer.
- 454. Modes of Play
- 455. There are multiple methods of playing Riftbound.
- 456. A Mode of Play must define several variables for the game.
- 456.1. Number of Players: How many people are playing the game.
- 456.2. Formation of Players: How the players are organized while playing.
- 456.2.a. This defines if a player is alone or on a team.
- 456.2.b. This defines the number of opponents.
- 456.3. Victory Score: The point total a player or team must reach to win.
- 456.3.a. Victory Scores can be any positive number.
- 456.4. Battlefield Count: Determines how many Battlefields are in play, contributed by players, during play.
- 456.4.a. This may influence deck building requirements in competitive settings.
- 456.4.b. This may involve utilizing less Battlefields than there are players.
- 456.5. Setup: Any changes to initial setup required for this mode.
- 456.6. Format: Conditions to win or additional rules added over play.
- 456.7. First Turn Process: Adjustments to each player's first turn.
- 456.8. Unique Rules
- 456.8.a. If any, they will be appended here.
- 457. Sanctioned Modes
- 458. 1v1 (Duel)
- 458.1. 2 Players
- 458.2. 1v1
- 1 opponent each
- No teams
- 458.3. Victory Score: 8
- 458.4. Battlefield Count: 2
- 458.4.a. Each player provides three (3) Battlefields, included in their deck during deck building. Only
- 1 will be used, chosen during setup.
- 458.5. Setup: Each player randomly selects one (1) of their three (3) Battlefields. The other two are removed
- and will not be used for this game. The selected Battlefields are placed in the Battlefield Zone.
- 458.6. Format: Best of 1. The first player to reach the Victory Score in Points wins the Match.
- 458.7. First Turn Process: The player going second channels an extra Rune from their Rune Deck during
- their first Channel Phase of the game.
- 459. 1v1 (Match)
- 459.1. 2 Players
- 459.2. 1v1
- 1 opponent each
- No teams
- 459.3. Victory Score: 8
- 459.4. Battlefield Count: 2
- 459.4.a. Each player provides three (3) Battlefields, included in their deck during deck building. Only
- 1 will be used, chosen during setup.
- 459.5. 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 play. The selected Battlefields are placed in the Battlefield Zone. After
- this game, the Battlefields that were used are to be removed and not selected again for this Match.
- One of the remaining Battlefields that were set aside must be chosen instead.
- 459.6. Format: Best of 3. The first player to reach the Victory Score in Points wins the game. The winner of
- that game earns One Set Point. Players then reset the game state, remove the Battlefields in play
- from the game, choose new Battlefields from those set aside, and play again. The first player to earn
- Two Set Points wins.
- 459.7. First Turn Process: The player going second channels an extra Rune from their Rune Deck during
- their first Channel Phase of the game.
- 460. FFA3 (Skirmish)
- 460.1. 3 Players
- 460.2. FFA
- 2 opponents each
- No teams
- 460.3. Victory Score: 8
- 460.4. Battlefield Count: 3
- 460.4.a. Each player provides three (3) Battlefields, included in their deck during deck building. Only 1
- will be used, chosen during setup.
- 460.5. Setup: Each player randomly selects one (1) of their three (3) Battlefields. The other two are discarded
- and will not be used for this game. The selected Battlefields are placed between the three Players
- before play and will be used for this game.
- 460.6. Format: Best of 1. The first player to reach the Victory Score in Points wins the Match.
- 460.7. First Turn Process: The player going first does not draw a card during their first Draw Phase of the
- game. The player going last channels an extra Rune from their Rune Deck during their first Channel
- Phase of the game.
- 461. FFA4 (War)
- 461.1. 4 Players
- 461.2. FFA
- 3 opponents each
- No teams
- 461.3. Victory Score: 8
- 461.4. Battlefield Count: 3
- 461.4.a. Each player provides three (3) Battlefields, included in their deck during deck building.
- 461.4.b. The player who is taking the first turn removes their Battlefields. They will not be used.
- 461.5. Setup: Each player who is not going first randomly selects one (1) of their three (3) Battlefields. The
- other two are removed and will not be used for this game. The selected Battlefields are placed
- between the players before play and will be used for this game.
- 461.6. Format: Best of 1. The first player to reach the Victory Score in Points wins the Match.
- 461.7. First Turn Process: The player going first does not draw a card during their first Draw Phase of the
- game. The player going last channels an extra Rune from their Rune Deck during their first Channel
- Phase of the game.
- 462. 2v2 (Magma Chamber)
- 462.1. 4 Players
- 462.2. 2v2
- 2 opponents each
- 1 teammate
- 462.3. Victory Score: 11
- 462.4. Battlefield Count: 3
- 462.4.a. Each player provides one (1) Battlefield, included in their deck during deck building.
- 462.4.b. The player who is taking the first turn removes their Battlefields. They will not be used.
- 462.5. Setup:
- 462.5.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 be used for this game. The selected Battlefields are
- placed between the players before play and will be used for this game.
- 462.5.b. Turn order alternates teams.
- 462.5.b.1. The first player will be followed by an opponent, then the first player's teammate,
- then the first opponent's teammate, and so on.
- 462.5.b.2. If allies are sitting across from each other, turn order proceeds clockwise as normal.
- 462.5.b.3. If allies are sitting next to each other, turn order is passed across the table.
- 462.6. Format: Best of 1. The first team to reach the Victory Score in Points wins the Match.
- 462.6.a. Teammates win or lose together.
- 462.6.a.1. If one player Concedes, then the entire team loses.
- 462.6.a.2. If one player Loses, then the entire team loses.
- 462.6.a.3. If one player Wins, then the entire team wins.
- 462.7. First Turn Process: The player going first does not draw a card during their first Draw Phase of the
- game. The player going last channels an extra Rune from their Rune Deck during their first Channel
- Phase of the game.
- 462.8. Unique Rules
- 462.8.a. Players may play spells during their Teammate's Turn.
- 462.8.b. Battlefields controlled during the Beginning Phase of a player's turn by that player's
- teammate are disqualified from being scored by that Team, that turn. Example: A player
- may not induce their partner to retreat, and then conquer a Battlefield their teammate was
- controlling.
- 462.8.c. Control is not shared.
- 462.8.c.1. Players may not Hide cards at Battlefields controlled by their Teammate.
- 462.8.c.2. Players may not issue Standard Movement to their Teammate's Units.
- 462.8.d. Friendly describes controlled Game Objects by a player or their Teammate. Example: "When
- I am played, ready a friendly unit" could target a player's own Units or their teammate's
- Units.
- 462.8.e. Hands are still Private Information.
- 462.8.e.1. Players are not restricted in what they say to their Teammate, however.
- 462.8.e.1.a. Feel free to openly communicate, honestly or cryptically.
- 462.8.e.1.b. Revealing Cards is still a game action and cannot be done unless
- instructed.
- See rule 411. Reveal for more information.
- 462.8.f. The Final Point has an adjustment to the criteria when scoring.
- 462.8.f.1. When scoring the Final Point from Conquer, a player must Score each Battlefield
- in the same turn, excepting any that were occupied by their ally during that turn’s
- Beginning Phase.
- 462.8.f.2. No other changes to Final Point restrictions.
- 462.8.g. Teammates may not utilize the same Champion Legend.
- 462.8.h. Teammates may not utilize the same Battlefields.
- 649. Conceding
- 650. A player may concede at any time.
- 651. When a player concedes, they are removed from the game in progress.
- 651.1. If only one other player is remaining after a player has conceded, the player remaining Wins.
- 651.2. If more than one player remains after a concession, follow the steps for the Removal of a Player.
- 651.3. Removal of a player involves them no longer being able to make choices or otherwise influence the
- game.
- 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. If the game continues, follow these steps for Removal of a Player.
- 652.1. Banish all permanents and runes they currently control and all permanents and runes they own.
- 652.2. Remove the Battlefield they contributed to the game if it is in use.
- 652.2.a. If it was in use, replace it with a token battlefield with no abilities.
- 652.2.b. Any units or hidden cards there do not move and are otherwise unaffected by this process.
- 652.2.c. If the removed battlefield was applying any continuous effects, those continuous effects
- immediately cease, which may cause changes in the characteristics of units or hidden cards
- there.
- Example: A battlefield reads "Units here have +1 [M]." If that battlefield's owner
- concedes and the battlefield is removed from the game as a result, units there
- immediately cease to get +1 [M].
- 652.3. Remove all cards they own from the game.
- 652.4. Counter all spells and abilities of all types controlled by the player that has conceded.
- 652.5. Proceed with the game.
- 652.5.a. Turn
- 652.5.a.1. If the removed player was the Turn Player, play proceeds in Turn Order to the next
- available player in order.
- 652.5.b. Focus
- 652.5.b.1. If the removed player had Focus in a Showdown, the next Player in order receives
- Focus.
- 652.5.b.2. If the player being removed creates a state where all Players have Passed their
- Focus, the Showdown ends and play proceeds as necessary, E.G. Combat is
- resolved or a Cleanup is completed.
- 652.5.c. Priority
- 652.5.c.1. If the removed player had Priority during a Chain, the next Player in order receives
- Priority.
- 652.5.c.2. If the player being removed creates a state where all Players have passed Priority,
- then the most recent spell or ability on the Chain will resolve with Priority being
- re-established as appropriate for the state after the resolution of that spell or ability.
- 700. Additional Rules
- 701. Buffs
- 702. Buffs are objects placed on Units.
- 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. Buffs can be added or spent.
- 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. Spending a Buff removes a single Buff counter from a Unit.
- 702.2.b.1. A buff cannot be spent from a Unit that does not have a buff.
- 702.2.b.2. A player can only spend buffs on units they control.
- 702.3. There can only be one Buff on a Unit at a time.
- 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. Each Buff individually contributes +1 Might to a Unit.
- 704. Buffs are Game Objects and may be referenced, counted, or targeted by other effects as specified.
- 705. If a Unit leaves play, remove all Buffs from it.
- 705.1. Champions do not retain Buffs in the Champion Zone, even if they return there somehow.
- 706. Mighty
- 707. Mighty is a description that applies to some units. Other game effects can check whether a unit is Mighty.
- 708. A Unit "is Mighty" as long as its Might is 5 or greater.
- 709. A Unit "becomes Mighty" at the moment its Might changes from being less than 5 to being 5 or greater.
- Example: A Unit with Might 4 that gets +1 [M] becomes Mighty.
- Example: A Unit with Might 5 that gets +1 [M] does not become Mighty, because it was already
- Mighty.
- 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 reads "A unit gets +3 [M] this turn." As
- that spell resolves, its Might changes from 3 to 6, and it becomes Mighty. When that effect expires at
- the end of the turn, it will no longer be Mighty.
- 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 is 5 or greater. It doesn't matter if there were
- effects raising or lowering its might while it was on the board.
- 712. Bonus Damage
- 713. Bonus Damage is an intrinsic property that can be granted to Deal actions that influence the amount of
- Damage that the action is distributing.
- 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. Bonus Damage can only be a positive value, and can only increase the amount of Damage being
- distributed.
- 714.2. If, for any reason, Bonus Damage would be a negative number, then no Bonus Damage is applied to
- the action.
- 715. Bonus Damage applies to the total damage Dealt by one instance of the action.
- 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. If the Deal action has multiple targets, the amount of Damage dealt to each target is increased by
- Bonus Damage individually and separately.
- Example: Singularity is a spell that says “Deal 6 to each of up to two units.” A player plays
- Singularity while they also control Annie, Fiery, a unit that says “Your spells and abilities deal 1
- Bonus Damage.” Singularity deals 1 Bonus Damage to both of its targets, dealing 7 to each.
- 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 of targets eligible to be chosen.
- Example: Volibear, Furious is a unit that says in part “When I attack, deal 5 damage split
- among any number of enemy units here.” A player attacks with Volibear, Furious while they
- also control Annie, Fiery, a unit that says “Your spells and abilities deal 1 Bonus Damage.”
- Volibear, Furious now deals 6 damage split among any number of enemy units at its
- location, and can choose to split that damage among up to 6 units rather than the usual 5.
- 716. Keywords
- 717. 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.
- 717.1. A Keyword can be an ability.
- 717.2. Keywords can be identified by having a colored highlight behind them.
- 717.2.a. The color of the highlight has no effect on gameplay.
- 717.3. Keywords can be referenced or specified by other Game Effects.
- 717.3.a. Other effects may grant Keywords.
- 717.3.a.1. The definition and rules of the specific Keyword will determine the behavior if a
- Keyword is granted while it is already present.
- 717.3.a.2. The effect that granted the Keyword will specify the duration for which it is
- granted.
- 717.3.a.3. If an effect that grants a Keyword does not specify a duration, the duration is as
- long as that Game Object remains on the Board or in its current Non-Board Zone.
- 717.3.b. Other effects may remove Keywords.
- 717.3.b.1. The effect that removed the Keyword will specify the duration it is removed.
- 717.3.b.2. If an effect that removes a Keyword does not specify a duration, the duration is as
- long as that Game Object remains on the Board or in its current Non-Board Zone.
- 718. A card can have any number of Keywords.
- 719. 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 text.
- 720. Keyword Glossary
- 721. Accelerate
- 721.1. Accelerate is a Unit ability.
- 721.1.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."
- 721.1.a.1. If the unit has a single domain, the Power portion of the Accelerate cost can be paid
- only with a Power that matches the domain of the unit.
- 721.1.a.2. If the unit has no domain or more than one domain, the Power portion of the
- Accelerate cost can be paid with [A] (a Power of any domain).
- 721.2. Accelerate is an Optional Additional Cost to be paid as a player plays the unit with the ability.
- 721.2.a. Accelerate costs cannot be paid while the unit is on the board, only as part of the steps of
- playing a card.
- 721.3. Accelerate has no function while on the board.
- 721.4. Multiple instances of Accelerate are redundant.
- 721.5. Accelerate, and whether or not a unit has Accelerate, is a characteristic of the Unit and may be
- checked or referenced by other Game Effects.
- 721.6. Accelerate influences the state of the unit entering the Board. It does not enter exhausted and then
- become ready.
- 721.6.a. Accelerate will not interact with, or trigger, abilities that are affected by units becoming
- ready.
- 722. Action
- 722.1. Action is a Permissive keyword.
- 722.1.a. It can be present on Spells, Units, Rune Abilities, Legend Abilities or Permanent Abilities.
- 722.1.b. Action grants the corresponding card or effect permission to be played or activated during
- Showdowns, even when it is not the Controlling player's turn.
- 722.1.c. Action is functionally short for the following:
- 722.1.c.1. On Spells and Units: "This can be played during showdowns on any player's turn."
- 722.1.c.2. On Rune, Legend, or Permanent Abilities: "This can be activated during showdowns
- on any player's turn."
- 722.2. The card or effect with this keyword is not restricted to showdowns. This permission is inclusive of all
- other timings and options available to the ability as written or by default.
- 722.3. Action does not alter the function of any instruction of the corresponding card or effect it is on. It is
- only permission.
- Example: Playing a Unit with Action still has the inherent restrictions of playing Units
- without Action. It can only be played to the controlling player's base or a battlefield they
- control.
- 722.4. Action is a referenceable characteristic.
- 722.4.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 Effects.
- 722.4.b. Whether or not a Spell has Action is a characteristic of that Spell and may be checked or
- referenced by other Game Effects.
- 722.4.c. Whether or not an Ability has Action is a characteristic of that Ability and may be checked
- or referenced by other Game Effects.
- 723. Assault
- 723.1. Assault is a Passive Ability keyword.
- 723.1.a. It is present on Units.
- 723.1.b. Assault is formatted as "Assault [X]".
- 723.1.b.1. The X is referenced in the functional text of the ability.
- 723.1.b.2. The X is referred to as the Assault Value.
- 723.1.b.3. If X is omitted, it is presumed to be 1.
- 723.1.c. It is functionally short for "While I am an attacker, I have +X [M]."
- 723.1.d. Being an attacker means the Unit has gained the Attacker designation during Combat.
- See rule 433. Combat for more information.
- 723.1.d.1. Assault remains in effect as long as the Unit maintains the Attacker designation.
- 723.2. If a Unit has Assault or has been granted Assault and is granted Assault by an additional source, the
- Assault Value of all granted Assault keywords is summed.
- Example: Petty Officer has Assault. It is chosen as the target of Cleave, which says "Give a unit
- [Assault 3] this turn." After Cleave resolves, Petty Officer has Assault 4 this turn.
- 723.3. Assault, and whether or not a unit has Assault, is a characteristic of the Unit and may be checked or
- referenced by other Game Effects.
- 724. Deathknell
- 724.1. Deathknell is a Triggered Ability keyword.
- 724.1.a. It is present on Permanents.
- 724.1.b. It is formatted as "Deathknell — [Effect]".
- 724.1.b.1. [Effect] is the rules text for the specific instance of Deathknell. This is referred to as
- the Deathknell effect.
- 724.1.c. It is functionally short for "When I die, [Effect]."
- 724.1.c.1. [Effect] is the rules text of the Deathknell effect.
- 724.1.d. The Trigger for this effect is the Permanent being Killed and sent to the Trash.
- 724.1.d.1. If the Permanent with the effect is not sent to the Trash, for example because its
- "killed" event was replaced with a recall, the Deathknell will not occur.
- 724.2. Each instance of Deathknell a Permanent may have will trigger separately.
- 724.2.a. The controller will choose the order to add these Triggers to the chain.
- 724.3. Deathknell, and whether or not a permanent has Deathknell, is a characteristic of the permanent and
- may be checked or referenced by other Game Effects.
- 725. Deflect
- 725.1. Deflect is a Passive Ability keyword.
- 725.1.a. It is present on Permanents.
- 725.1.b. It is formatted as "Deflect [X]".
- 725.1.b.1. The X is referenced in the functional text of the ability.
- 725.1.b.2. The X is referred to as the Deflect Value.
- 725.1.b.3. If X is omitted, it is presumed to be 1.
- 725.1.c. It is functionally short for "Spells and abilities an opponent controls that choose me cost an
- amount of Power equal to [Deflect Value] more to play as an additional cost."
- 725.1.c.1. The Power used to pay this cost may always be of any Domain.
- Example: A Fury spell targets an Order unit with Deflect. The Power used
- to pay the Deflect cost can be any Domain; it does not need to match the
- Domain of the spell or the target.
- 725.1.d. It is an effect that imposes a Mandatory Additional Cost on Spells and Abilities that choose
- the permanent that has this ability.
- See rule 346. Playing Cards for more information.
- 725.2. If a Unit has Deflect, or has been granted Deflect, and is granted Deflect by an additional source, the
- Deflect Value of all granted Deflect keywords is summed.
- 725.3. Deflect, and whether or not a permanent has Deflect, is a characteristic of the permanent and may
- be checked or referenced by other Game Effects.
- 726. Ganking
- 726.1. Ganking is a Passive Ability keyword.
- 726.1.a. It is present on Units.
- 726.1.b. It is functionally short for "I may move to a battlefield from another battlefield."
- 726.1.c. It is a passive ability that adds permissions to the Unit's Standard Move.
- 726.1.c.1. It does not restrict or remove options from the Unit's Standard Move.
- 726.1.c.2. It does not have an activation cost.
- 726.1.c.3. It does not give additional abilities or activations of Movement, only new options for
- the Standard Move.
- 726.2. Multiple instances of Ganking are redundant.
- 726.3. Ganking, and whether or not a unit has Ganking, is a characteristic of the Unit and may be checked or
- referenced by other Game Effects.
- 727. Hidden
- 727.1. Hidden is a keyword that acts as a prerequisite to perform the Hide Discretionary Action.
- 727.1.a. It is present on Spells, Units, and Gear.
- 727.1.b. It is functionally short for "While this card is in your hand or in the Champion Zone on your
- turn during an Open State, you may pay [A] to hide this facedown at a battlefield you control
- that doesn't already have a facedown card hidden there for as long as you control that
- battlefield. Beginning on the next turn, this gains [Reaction] and you may play this, ignoring
- its base cost."
- 727.1.c. It allows the player to take the Discretionary Action Hide.
- 727.1.c.1. Hide is not a subset of Play.
- 727.1.c.2. Hiding a card does not open a chain.
- 727.1.c.3. Playing a card from facedown (or "from Hidden") does open a chain.
- 727.1.d. Some choices made while playing a card from Hidden are restricted to the battlefield where
- it was hidden. A card cannot be played from Hidden if it is a spell with no valid targets under
- these restrictions.
- See rule 352.5. Targeting for more information.
- 727.1.d.1. A hidden unit must be played to that battlefield.
- 727.1.d.2. If a hidden spell or a play effect of a hidden permanent chooses any targets, those
- targets must be chosen from among options at that battlefield, unless the ability
- explicitly restricts targeting in a way that makes this impossible.
- Example: Blastcone Fae is a unit with Hidden and “When you play me,
- give a unit -2 [M] this turn, to a minimum of 1 [M].” Because this is a play
- effect, its target must be chosen from among units at the same battlefield
- if Blastcone Fae was played from Hidden.
- Example: Tideturner is a unit with Hidden and “When you play me, you
- may choose a unit you control at another location. Move me to its location
- and it to my original location.” Because its play ability has a targeting
- restriction that can never be fulfilled by a unit at its battlefield, its target
- may be chosen freely from among the available options.
- 727.1.d.3. If a hidden spell or a play effect of a hidden permanent causes you to play a unit,
- you must choose to play that unit at that battlefield.
- 727.2. Abilities and instructions of hidden cards other than the choices listed above function as normal.
- Example: Stand United is a spell that has Hidden and says “Buff a friendly unit. Buffs give an
- additional +1 might to friendly units this turn.” If it’s played from Hidden, the first part of its
- ability must choose a friendly unit at the same battlefield, but the second part of its ability
- affects all friendly units with buffs, no matter where they are.
- 727.3. Instead of being hidden, a card with Hidden may be played for its cost as normal, at its normal timing
- with no restrictions on targeting.
- 727.4. Multiple instances of Hidden are redundant.
- 727.5. 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.
- 727.5.a. This is independent of the state of being facedown.
- 727.6. A card that is Hidden gains Reaction while facedown, and may be played any time a card with
- Reaction may be played as a result.
- 727.6.a. The property is granted to the card in its facedown state, and is not publicly known.
- 728. Legion
- 728.1. Legion is a Conditional Keyword.
- 728.1.a. It can be present on Spells, Units, Rune Abilities, Legend Abilities and Permanent
- Abilities.
- 728.1.b. It is formatted as "Legion — [Text]".
- 728.1.c. Starting from the Keyword to the end of the clause, the entire statement is the Legion
- Ability.
- 728.1.c.1. On spells and on play effects of permanents, it is functionally short for “If you have
- played another Main Deck card before this one already this turn, apply [Text].”
- 728.1.c.2. On other abilities and instructions, it is functionally short for “If you have played a
- Main Deck card this turn, apply [Text].”
- 728.1.c.3. This is called the Legion condition.
- 728.1.c.4. Legion's conditional can apply to passive abilities, activated abilities, spell
- instructions, or even abilities active in zones outside of the board.
- 728.2. All instances of Legion on cards a player controls are satisfied by that player playing a single card.
- Example: One card has three different Legion Abilities. The Legion Text of all three abilities
- apply as long as one card has been played by the card's controller earlier in the same turn.
- 728.3. 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.
- 729. Reaction
- 729.1. Reaction is a Permissive keyword.
- 729.1.a. It can be present on Spells, Units, Rune Abilities, Legend Abilities and Permanent
- Abilities.
- 729.1.b. Reaction grants the corresponding card or effect all abilities and permissions of Action.
- 729.1.c. Reaction, additionally, is functionally short for the following:
- 729.1.c.1. On Spells: "This can be played during Closed States on any player's turn."
- 729.1.c.2. On Units: "This can be played during Closed States on any player's turn."
- 729.1.c.3. On Rune, Legend, or Permanent Abilities: "This can be activated during Closed
- States on any player's turn."
- 729.2. The corresponding card or effect with this keyword is not restricted to Closed States or Showdowns.
- This permission is inclusive of all other timings and options available to the ability as written, Action's
- permissions, or by default.
- 729.3. Reaction does not alter the function of any instruction of the Card, Rune, or Effect it is on. It is only
- Permission.
- 729.3.a. Playing Units with Reaction still has the inherent restrictions of playing Units without
- Reaction. It can only be played to the controlling player's base or a battlefield they control.
- 729.4. Reaction is a referencable characteristic.
- 729.4.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 Effects.
- 729.4.b. Whether or not a Spell has Reaction is a characteristic of that Spell and may be checked or
- referenced by other Game Effects.
- 729.4.c. Whether or not an Ability has Reaction is a characteristic of that Ability and may be checked
- or referenced by other Game Effects.
- 730. Shield
- 730.1. Shield is a Passive Ability keyword.
- 730.1.a. It is present on Units.
- 730.1.b. Shield is formatted as "Shield [X]".
- 730.1.b.1. The X is referenced in the functional text of the ability.
- 730.1.b.2. The X is referred to as the Shield Value.
- 730.1.b.3. If X is omitted, it is presumed to be 1.
- 730.1.c. It is functionally short for "While I am a defender, I have +X [M]."
- 730.1.d. Being a defender means the Unit has gained the Defender designation during Combat.
- See rule 433. Combat for more information.
- 730.1.d.1. Shield remains in effect as long as the Unit maintains the Defender designation.
- 730.2. If a Unit has Shield, or has been granted Shield, and is granted Shield by an additional source, the
- Shield Value of all granted Shield keywords is summed.
- Example: Stalwart Poro has Shield. It is chosen as the target of Block, which says "Give a unit
- [Shield 3] and [Tank] this turn." After Block resolves, Stalwart Poro has Shield 4 this turn.
- 730.3. 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.
- 731. Tank
- 731.1. Tank is a Passive Ability keyword.
- 731.1.a. It is present on Units.
- 731.1.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 have [Tank] during combat resolution."
- 731.1.c. It alters how players can elect to assign combat damage during combat.
- 731.1.c.1. Players must still assign lethal damage to a unit before moving to the next when
- assigning their damage.
- 731.1.c.2. If more than one unit with Tank is present with the same controller in Combat,
- damage may be assigned to any of them. Units without Tank are invalid
- assignments until all units with Tank have lethal damage assigned to them.
- 731.2. Multiple instances of Tank are redundant.
- 731.3. 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.
- 732. Temporary
- 732.1. Temporary is a Triggered Ability keyword.
- 732.1.a. It is present on Permanents.
- 732.1.b. It is functionally short for "At the start of this permanent's controller's Beginning Phase,
- before scoring, kill this."
- 732.1.c. The Trigger Condition is the controller of the permanent's Beginning Phase occurring.
- 732.2. Multiple instances of Temporary are redundant.
- 732.3. Temporary, and whether or not a permanent has Temporary, is a characteristic of the permanent and
- may be checked or referenced by other Game Effects.
- 733. Vision
- 733.1. Vision is a Triggered Ability keyword.
- 733.1.a. It is present on Permanents.
- 733.1.b. It is functionally short for "When this is played, look at the top card of your Main Deck. You
- may recycle it."
- 733.1.c. The trigger is the permanent entering the Board.
- 733.2. Multiple instances of Vision trigger separately.
- 733.2.a. The player may choose to recycle or not recycle for each instance of Vision separately.
- 733.2.b. If the player does not recycle the top card and nothing else happens in between the triggers
- resolving, each instance of Vision will see the same card.
- 733.3. Vision, and whether or not a permanent has Vision, is a characteristic of the permanent and may be
- checked or referenced by other Game Effects.
Add Comment
Please, Sign In to add comment