How to Play
Rules Access // First Match
The 30-Second Version
You and your opponent both bring decks. Each turn, you get resources, draw a card, and play units onto battlefields. When you move your units into a battlefield where the enemy already has units, you fight. If only your attacking units remain after combat, you conquer the battlefield and score a point.
Setting Up
Before you play, each player lays out their side of the table.
Put your battlefields in the Battlefield Zone
For a 1v1 game, each player has a selected battlefield for the game. Those battlefields sit in the shared Battlefield Zone.
Place your Legend and Chosen Champion face-up
Your Champion Legend starts in the Legend Zone. Your Chosen Champion is a matching champion unit that starts face-up in the Champion Zone.
Shuffle your remaining Main Deck
Your Chosen Champion comes out of the 40-card Main Deck before the game, so shuffle the remaining 39 Main Deck cards.
Shuffle your Rune Deck separately
Your 12 Runes are a separate deck. You channel from this pile during the game.
Leave space for Base, Runes, and Trash
Your Base holds units that are not at battlefields. Your Runes enter play from the Rune Deck, and your Trash holds discarded or killed cards.
Battlefield Zone
Your selected Battlefield
Opponent selected Battlefield
Legend Zone
Champion Legend face-up
Champion Zone
Chosen Champion face-up
Base
Open space for units that are not at battlefields.
Main Deck
Shuffle the remaining 39 cards
Rune Deck
Shuffle separately
Trash
Discarded and killed cards
Runes channel from the Rune Deck into open play space during turns.
Anatomy of a Card
Cards can show Energy, Power, Might, type, domain, and rules text. The example below is pulled from the local card snapshot.

Annie, Fiery
Energy cost
5
Power cost
1
Might
4
Card type
Unit
Card text
Your spells and abilities deal 1 Bonus Damage. (Each instance of damage the spell deals is increased by 1.)
What a Turn Looks Like
Every turn follows the same rhythm. The Action Phase is where you play cards, move units, and pick fights.
01
Awaken
Ready exhausted cards.
02
Beginning
Start-of-turn abilities and Holding points.
03
Channel
Put the top 2 Runes from your Rune Deck onto the board.
04
Draw
Draw 1 card from your Main Deck.
05
Action
Play cards, move units, and start Showdowns.
06
End
End-of-turn abilities, then the next player starts.
Paying for Things (Runes)
Your 12 Runes live in a separate deck, and you channel 2 every turn. Cards can have Energy costs and Power costs, and Runes pay for both.
Energy
Exhaust a Rune to get 1 Energy. This pays for the number in the top-left corner of a card. The Rune stays on the table and readies next turn.
Power
Recycle a Rune to get 1 Power of that Rune's domain. This pays for colored domain symbols on cards.
Last Player Gets a Bonus
The player who goes last channels an extra Rune on their first turn, so 3 Runes instead of 2.
Playing Cards
During your Action Phase, you can play cards from your hand or your Chosen Champion from its zone. Main Deck cards include Units, Spells, and Gear.

Annie, Fiery
Units
Units are fighters. Units enter exhausted, so they cannot move or attack the turn you play them.
![Riftbound Spell: Disintegrate. [Action] (Play on your turn or in showdowns.)
Deal 3 to a unit at a battlefield. If this kills it, do this: draw 1.](/_next/image?url=https%3A%2F%2Fcmsassets.rgpub.io%2Fsanity%2Fimages%2Fdsfx7636%2Fgame_data_live%2Fa27374ac3a81f3dfefb43c3c3237c23b4883cb5a-744x1039.png&w=2048&q=75)
Disintegrate
Spells
Spells are one-time effects. After they resolve, they go to the Trash.
![Riftbound Gear: Zhonya's Hourglass. [Hidden] (Hide now for [A] to react with later for [0].)
If a friendly unit would die, kill this instead. Heal that unit, exhaust it, and recall it. (Send it to base. This isn't a move.)](/_next/image?url=https%3A%2F%2Fcmsassets.rgpub.io%2Fsanity%2Fimages%2Fdsfx7636%2Fgame_data_live%2Fdc38172c56f838b407fc9f170ba973da32d7cd4d-744x1039.png&w=2048&q=75)
Zhonya's Hourglass
Gear
Gear cards are persistent cards that sit in your Base and have abilities that affect the game.
Fighting (Showdowns)
If you move a unit to a battlefield where the enemy already has units, a Showdown starts. Players resolve triggers, may use legal cards and abilities, then remaining units fight.
01
Move In
A unit moves to a battlefield with enemy units.
02
Triggers
Defend and attack triggers resolve in order.
03
Priority
Players may use Reactions and legal combat cards.
04
Damage
Units deal simultaneous damage by Might.
You conquer the battlefield and score 1 point. Your units stay put.
If any defending units remain after combat, no conquer occurs, and surviving attackers are sent back to Base.
Scoring Points
Two ways to score, both worth 1 point.
Conquer +1
Win a Showdown and take the battlefield.
Hold +1/turn
Score for battlefields you already control at the start of your turn.
Timing: Actions, Reactions, Hidden
Some cards have timing keywords that change when you can play them.
Playable on your turn normally, but also during Showdowns.
Can be played in response to a spell or ability, including during Showdowns.
Can be placed face-down at a battlefield you control, then played later as a Reaction.
The Six Domains
Every card belongs to one or two domains. Your Legend decides which domains you can play.
Aggressive pressure
![Riftbound Legend: Hand of Noxus. [T]: [Reaction], [Legion] — [Add] [1]. (Abilities that add resources can't be reacted to. Get the effect if you've played a card this turn.)](/_next/image?url=https%3A%2F%2Fcmsassets.rgpub.io%2Fsanity%2Fimages%2Fdsfx7636%2Fgame_data_live%2F5b9a904048b7fb936377844ec2d31564b7fedf81-744x1039.png&w=2048&q=75)
Hand of Noxus
Sustain and setup
![Riftbound Legend: Nine-Tailed Fox. When an enemy unit attacks a battlefield you control, give it -1 [S] this turn, to a minimum of 1 [S].](/_next/image?url=https%3A%2F%2Fcmsassets.rgpub.io%2Fsanity%2Fimages%2Fdsfx7636%2Fgame_data_live%2Ffbce641f5e4d8cdf2956e8ead5884b6cd3ccd90d-744x1040.png&w=2048&q=75)
Nine-Tailed Fox
Disruption and draw
![Riftbound Legend: Herald of the Arcane. [1], [T]: Play a 1 [S] Recruit unit token.](/_next/image?url=https%3A%2F%2Fcmsassets.rgpub.io%2Fsanity%2Fimages%2Fdsfx7636%2Fgame_data_live%2F913236dabf1e4f71650bbba46870fff8163e2eff-744x1039.png&w=2048&q=75)
Herald of the Arcane
Large units
![Riftbound Legend: The Boss. If a buffed unit you control would die, you may pay [C], exhaust me, and spend its buff to heal it, exhaust it, and recall it instead. (Send it to base. This isn't a move.)
When you conquer, ready me.](/_next/image?url=https%3A%2F%2Fcmsassets.rgpub.io%2Fsanity%2Fimages%2Fdsfx7636%2Fgame_data_live%2Fb132becb843b2cf418cb110ead64758f49f51554-744x1039.png&w=2048&q=75)
The Boss
Volatile effects

Loose Cannon
Board teamwork
![Riftbound Legend: Radiant Dawn. When you stun one or more enemy units, buff a friendly unit. (If it doesn't have a buff, it gets a +1 [S] buff.)](/_next/image?url=https%3A%2F%2Fcmsassets.rgpub.io%2Fsanity%2Fimages%2Fdsfx7636%2Fgame_data_live%2F822b8bc7987a47498550708b18ef166b121fd620-744x1039.png&w=2048&q=75)
Radiant Dawn
A Few More Things
Your Main Deck can have a maximum of 3 copies of any card. Your Rune Deck needs exactly 12 Runes in any combination of your Legend's domains.
The Main Deck has 40 cards total: the Chosen Champion plus 39 cards in the shuffled Main Deck.
Each player brings 3 Battlefields and picks 1 during setup for a standard 1v1 game.
Use this structure when checking whether a deck is ready to play.
1 Legend
Face-up leader
1 Chosen Champion
Starts outside the Main Deck
12 Runes
Separate Rune Deck
3 Battlefields
Locations to fight over
39 Main Deck
Units, Spells, Gear
8 Sideboard
Optional
Next Step
Pick Your Legend
You know the basic flow. Now pick a Legend and start building around its domains.
Browse Legends →