If you’re diving into Riftbound for the first time or just looking to understand its mechanics better, this guide will walk you through everything you need — from deckbuilding and setup to combat, scoring, and multiplayer adjustments.
🎯 The Objective: 8 points
The core goal in Riftbound is to be the first to score 8 points. You earn points by:
- Conquering a Battlefield (attacking it successfully).
- Holding a Battlefield (having a unit there at the start of your turn).
To win with the final point, there's a twist: your last point can’t come from conquering a Battlefield unless you’ve also scored points from every other Battlefield that turn. Most often, your eighth point will come from holding a Battlefield or using specific card effects.
🧱 Deckbuilding and Game Materials
To start playing, you'll need:
- 1 Legend
- 40-card Main Deck, including at least one Champion Unit matching your Legend.
- 12-card Rune Deck
- 3 Battlefield cards
All cards in both your Main and Rune decks must match the Domains allowed by your chosen Legend. For example, Jinx – Loose Cannon allows Chaos (Purple) and Fury (Red), so your decks can include cards from either Domain.
Main Deck rules:
- Max 3 copies of any single card.
- Must include at least one matching Champion Unit (your Chosen Champion).
- You can include other Champions, even from different Domains, if they follow your Legend’s rules.
Rune Deck rules:
- No copy limit.
- Exactly 12 cards, all matching your Legend’s Domains.
🧩 Game Setup
Here’s how to get ready:
- Each player presents their Legend and selects a matching Champion Unit.
- Shuffle your Main Deck and Rune Deck.
- Place your Legend and Chosen Champion face-up off to the side.
- In 2-player games, each player secretly picks one Battlefield and reveals it.
- Determine who goes first randomly.
- Draw 4 cards. Then, optionally mulligan up to 2 cards by recycling them (bottom of deck) and drawing replacements.
Now you’re ready to start the game.
🔁 Turn Structure
Every turn follows this structure:
** 1 Awaken Phase** Ready all of your cards — turning any sideways (Exhausted) cards upright (Ready).
2 Beginning Phase
- Score 1 point for each Battlefield you hold (if you have a unit there at the start of your turn).
- Channel 2 Runes (draw top 2 Runes and place them Ready).
-
- On the second player’s first turn, they channel 3 Runes instead.
- Draw 1 card from your Main Deck.
3 Action Phase
This is where most of the gameplay happens.
You can:
- Play Units, Spells, or Gear.
- Move Units and initiate Showdowns.
- Use Exhaust abilities on cards like Legends, Gear, or Units.
You may take any number of Actions, in any order, until you end your turn.
🔥 Playing Cards and Spending Resources
Main Deck cards cost Energy (top left corner) and sometimes Power (symbol beneath Energy cost). To pay these costs:
- Exhaust Ready Runes for Energy.
- Recycle matching Runes (place them at the bottom of the Rune Deck) for Power.
- A Rune can be used for both Energy and Power in the same Action.
For example, a card costing 4 Energy and 1 Fury Power requires:
- Exhausting 4 Runes.
- Recycling 1 Fury Rune.
Units also have:
- Might (top right) = attack strength and health.
- Tags (e.g., Noxus, Trifarian) = used for synergies.
- Abilities that make each unit unique.
Units enter play Exhausted, usually in your Base (not a Battlefield). You can also deploy them to any Battlefield you already control.
⚔️ Showdowns and Combat
To attack a Battlefield:
- Move Ready Units from your Base to a Battlefield.
- A Showdown begins between the Attacker and Defender (if present).
- Both players alternate playing Action Spells, starting with the Attacker.
Combat Resolution:
- Each side totals their Units' Might.
- Players alternate assigning damage to enemy Units until they run out of Might or Units to target.
- A Unit is destroyed if it takes damage equal to or more than its Might.
- If the Attacker has Units left and the Defender does not, they Conquer the Battlefield and score 1 point.
After combat:
- Surviving Units heal all damage.
- The Showdown ends, and play continues in the Action Phase.
⚙️ Gear and Special Abilities
Gear cards enter play Ready and stay in your Base. They provide ongoing support, such as:
- Seals: Provide Power once per turn (instead of Recycling Runes).
- Arena Bar: Buffs exhausted Units by increasing their Might.
Look out for abilities like:
- Exhaust: Tap the card for a one-time effect.
- Ganking: Allows Units to move between Battlefields.
- Reactions: Special abilities or cards that resolve before the Action they respond to.
🏆 Winning the Game
You win by scoring 8 points, but the last point has to follow a specific rule:
You can’t win by conquering a Battlefield unless you also:
- Hold or conquer every other Battlefield that turn, or
- Score the final point through a card effect.
Example win conditions:
- Conquer both Battlefields when at 7 points.
- Hold one and conquer the other.
- Use an ability or spell that directly grants a point.
👥 Multiplayer Differences
3-player:
- Each player brings 1 Battlefield.
- The first player doesn’t draw on their first turn.
4-player:
- Only 3 Battlefields are used.
- The first player doesn’t get their preferred Battlefield or draw a card on turn one.
In Showdowns, only the two involved players can act — but they may invite other players to assist by playing Actions.