Riftbound Core Rules Reference

Core Rules v1.2 — 1744 rules, 17 keywords, 29 sections.

Keyword Glossary

  • Accelerate (Rule 731): Accelerate is a Unit ability. 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."
  • Action (Rule 732): Action is a Permissive keyword. On Spells and Units: "This can be played during showdowns on any player's turn." On Rune, Legend, or Permanent Abilities: "This can be activated during showdowns on any player's turn."
  • Assault (Rule 733): Assault is a Passive Ability keyword. It is functionally short for "While I am an attacker, I have +X [M]."
  • Deathknell (Rule 734): Deathknell is a Triggered Ability keyword. It is functionally short for "When I die, [Effect]."
  • Deflect (Rule 735): Deflect is a Passive Ability keyword. 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."
  • Equip (Rule 744): Equip is an Activated Ability keyword. Equip is functionally short for “[Cost]: Attach this gear to a unit you control.”
  • Ganking (Rule 736): Ganking is a Passive Ability keyword. It is functionally short for "I may move to a battlefield from another battlefield."
  • Hidden (Rule 737): Hidden is a keyword that acts as a prerequisite to perform the Hide Discretionary Action. 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."
  • Legion (Rule 738): Legion is a Conditional Keyword. 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].” On other abilities and instructions, it is functionally short for “If you have played a Main Deck card this turn, apply [Text].”
  • Quick-Draw (Rule 745): Quick-Draw is a Triggered Ability keyword. It is also a Permissive keyword. Quick-Draw is functionally short for “[Reaction]” and “When you play this, attach it to a Unit you control.”
  • Reaction (Rule 739): Reaction is a Permissive keyword. On Spells: "This can be played during Closed States on any player's turn." On Units: "This can be played during Closed States on any player's turn." On Rune, Legend, or Permanent Abilities: "This can be activated during Closed States on any player's turn."
  • Repeat (Rule 746): Repeat is an Optional Additional Cost keyword. Repeat is functionally short for “You may pay [Cost] as an additional cost as you play this spell. If you do, execute the instructions of this spell one additional time.”
  • Shield (Rule 740): Shield is a Passive Ability keyword. It is functionally short for "While I am a defender, I have +X [M]."
  • Tank (Rule 741): Tank is a Passive Ability keyword. 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."
  • Temporary (Rule 742): Temporary is a Triggered Ability keyword. It is functionally short for "At the start of this permanent's controller's Beginning Phase, before scoring, kill this."
  • Vision (Rule 743): Vision is a Triggered Ability keyword. It is functionally short for "When this is played, look at the top card of your Main Deck. You may recycle it."
  • Weaponmaster (Rule 747): Weaponmaster is a Triggered Ability keyword. Weaponmaster is functionally short for: “When you play me, choose a Card you control with the Equipment tag. Necessary portions of its Rules Text are no longer Inactive if they are currently Inactive. Pay the cost of its Equip ability, reduced by [A], to attach it to this unit.”

Sections

  1. Golden and Silver Rules (13 rules)
  2. Deck Construction (32 rules)
  3. Setup (88 rules)
  4. Game Objects (4 rules)
  5. Cards (103 rules)
  6. Units (54 rules)
  7. Gear (23 rules)
  8. Spells (18 rules)
  9. Runes (29 rules)
  10. Battlefields (16 rules)
  11. Legends (14 rules)
  12. Tokens (22 rules)
  13. Control (41 rules)
  14. Gameplay (218 rules)
  15. Playing Cards (122 rules)
  16. Abilities (139 rules)
  17. Game Actions (287 rules)
  18. Combat (56 rules)
  19. Scoring (18 rules)
  20. Layers (45 rules)
  21. Modes of Play (89 rules)
  22. Conceding (23 rules)
  23. Buffs (13 rules)
  24. Mighty (5 rules)
  25. Bonus Damage (8 rules)
  26. Attachment (35 rules)
  27. Keywords (229 rules)