Showdowns — Riftbound Rules

Section 341 — 26 rules

342.
A Showdown is a Window of Opportunity in which Players have an Open State in which they may play Spells in an alternating fashion.
342.1.
Each spell played this way creates a Chain as normal.
343.
The State of the turn is partially determined by whether or not a Showdown or Combat is in progress.
343.1.
The turn is said to be in a Showdown State if a Showdown or Combat is in progress.
343.1.a.
Cards of all Categories, by default, cannot be played during a Showdown State.
343.1.b.
Card abilities, by default, cannot be played during a Showdown State.
343.2.
The turn is said to be in a Neutral State if no Showdown or Combat is in progress.
344.
A Showdown begins when Control of a Battlefield is Contested and the turn is in a Neutral Open State.
344.1.
If Control of a Battlefield is Contested between two players, then a Showdown will be opened as the first step of Combat. See rule 454. Combat for more information.
344.2.
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.
345.
As a Showdown begins, the player who applied Contested status to the Battlefield gains Focus.
346.
When the last item on the chain resolves and the turn returns to an Open State during a Showdown, Focus passes, and the next Player gains both Focus and Priority.
346.1.
Focus will not pass in this way if the chain opened as a result of a triggered ability being added to the chain, nor if it opened as a result of an Add ability being added to the chain. Example: the Initial Chain opens as a result of triggered abilities being added to the chain, so when the last item on the Initial Chain resolves and the turn returns to an Open State, Focus will not pass.
347.
During a Showdown, the player with Focus may do one of the following:
347.1.
Play a card that is legally timed.
347.1.a.
The card will start a Chain as normal.
347.2.
Activate Abilities of Game Objects that are legally timed. See rule 360. Abilities for more information.
347.3.
Pass.
347.3.a.
If all Players have passed once in sequence, the Showdown ends.
347.3.a.1.
Perform a Cleanup.
347.4.
Otherwise, Focus passes to the next Player in Turn Order.
348.
If all players pass Focus without playing a spell or activating an ability, then the Showdown Closes.
348.1.
If it is a Combat Showdown, proceed with the remaining steps of Combat to resolve the phase. See rule 458. The Steps of Combat for more information.
348.2.
If it is a Non-Combat Showdown, do the following:
348.2.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 185. Control for more information on Control. See rule 464.1. for more information on Conquering.
348.2.a.1.
This results in a Conquer if that player has not yet scored that Battlefield this turn.