Move — Riftbound Rules

Section 420 — 7 rules

420.1.
Moving is the act of a Game Object moving between two Locations on The Board. See rule 440. Movement for more information on movement.
420.2.
Moving is a Limited Action.
420.2.a.
Players may only move Game Objects when instructed to do so by Game Effects or costs.
420.2.b.
The Standard Move inherent to Units may also cause Movement. See rule 144. for more information on the Standard Move.
420.3.
The Standard Move inherent to Units is a Discretionary Action.
420.3.a.
The Cost is Exhausting one or more Units.
420.3.b.
The Effect is Moving those Unit.

Related FAQ (9)

What's the standard move?

Every unit has the natural ability to move itself from base to battlefield, or back from battlefield to base, during your Main Phase (on your own turn, outside of a showdown). To do this, you pay the cost (exhausting the unit) and then move the unit. If a unit is exhausted, you can't move it using the standard move.

Do I have to exhaust a unit when I move it with a spell or ability?

Moving a unit with a spell or ability won't change its ready or exhausted state unless the effect specifies that it does. The cost of using a unit's standard move is to exhaust that unit, but that isn't a cost or effect of other moves.

Can I move multiple units together to a battlefield?

Yes, you can use the standard move of your units all at once to move them as a group together to the same legal destination. To do this, exhaust them all (the cost of the standard move) and then move them to the destination, then resolve any move effects, then start a showdown if needed.

Does Ganking allow a unit to move an extra time? When can I use the Ganking ability?

No, Ganking is an extra way to use the standard move. Normally, when a unit uses the standard move, it can only move between base and battlefield. If a unit has Ganking, it can also move between two battlefields. You can move units with Ganking alongside other units that are moving with the standard move, as long as the destination is legal for all units moving as a group.

Can I move more units in before a combat starts using a spell or ability?

If you don't move units together as a group using the standard move, then you can only move additional units afterward if you use a spell or ability with the Action or Reaction keywords, after the combat starts as part of the showdown.

If I hide a card, and then my opponent uses a spell to move a unit to that battlefield that same turn, can I play the card I hid?

No. You can't play cards the same turn you hide them.

What about when I use a unit's standard move? Does that target?

No. The standard move is a special action that doesn't use the chain and can't be reacted to, so the concept of targeting doesn't apply. You announce which units are moving and what destination they're moving to, then move those units there immediately.

Does that mean if the units I originally chose die, move, or lose Might as a Reaction, I can pick additional units at that battlefield to kill?

No. You can only kill units from among the ones you initially chose.

Can I move my ally's unit to my own base with Unforgiven, the Yasuo legend? Does that mean it's mine now?

No, you can't do this. Any time you try to move something you don't control into your base, it moves to its controller's base instead. This is hard-coded in the rules, similar to how cards you own can ever be in your own hand, trash, or deck, even if something tries to put them in a different when. Similarly, you and your ally can never both have units at the same battlefield; the rules prevent any move that tries to make that happen. A few cards, including Unforgiven, were printed with English text that suggests misleading outcomes in these situations (but were printed correctly in Chinese). Those cards are receiving errata to clarify what they can and can't do. Banish a friendly unit, then its owner plays it to their base, ignoring its cost. For The Syren and Unforgiven, this is not functional errata, just a clarification. For Portal Rescue, this is a slight functional change to its interaction with cards like Possession. Previously, you could use Portal Rescue to re-play a card you took with Possession and retain control of it, but under the new wording this would give it back to its owner. Another card, Tideturner, is receiving similar errata and another clarification (see below).