Gameplay — Riftbound Rules

Section 300 — 218 rules

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 singular exclusive right 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. 312.3 When a player is granted Priority, it is either created if no player has it or taken from the player with Priority.
313.
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 A player may not make discretionary actions with Focus unless they also possess Priority.
313.5.
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 445. Scoring for more information.

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