Chains — Riftbound Rules

Section 327 — 15 rules

328.
The Chain is a Non-Board Zone that temporarily exists whenever a card is played or an ability is activated.
328.1.
Cards are placed here as part of the process of being played.
328.2.
Abilities are queued here as part of the process of resolving. See rule 360. Abilities for more information.
329.
Cards and abilities added to the chain are added as Pending Chain Items that become Finalized Chain Items.
329.1.
Pending Items are on the Chain.
329.2.
Chain Items are Pending until the “Check Legality” step of playing a card. See rule 349. Playing Cards for more information.
329.3.
When a Pending Chain Item is no longer Pending it is finalized and becomes a Finalized Chain Item.
330.
The Chain exists as long as a Chain Item is on it.
330.1.
Only one Chain can exist at a time.
330.2.
If a card would begin to be played while a Chain already exists, it is placed on the existing Chain.
331.
The State of the Turn is partially determined by whether or not the Chain currently exists.
331.1.
The turn is said to be in a Closed State if a Chain exists.
331.1.a.
Cards of all Categories, by default, cannot be played during a Closed State.
331.1.b.
Card abilities, by default, cannot be played during a Closed State.
331.2.
The turn is said to be in an Open State if no Chain exists.