Learn
Riftbound TCG // Everything Before Your First Game

Part 01
The Game
The 30-second version
What is Riftbound?
A fast physical trading card game about taking and holding battlefields (cards that sit in the middle of the table). You and your opponent both bring decks. Each turn, you get resources, draw a card, and play units. Send your units into a battlefield where the enemy has units, and you fight. If only your attackers remain, you conquer it and score. First to 8 points wins. Games are usually one-on-one (teams are supported too) and most finish in 10 to 20 minutes.



The color system
The Six Domains
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)
Darius, 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)
Ahri, 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)
Viktor, 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)
Sett, The Boss
Volatile effects

Jinx, 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)
Leona, Radiant Dawn

Part 02
Playing the Game
Vocabulary
Five Words You Need to Know
Exhaust
Turn a card sideways to use it. Exhausted cards can't act again until they ready.
Ready
Stand your exhausted cards back up. Happens automatically at the start of your turn.
Channel
Bring a Rune from your Rune Deck into play. You channel 2 every turn.
Recycle
Put a card on the bottom of its deck. Recycling a Rune is how you produce Power of its domain.
Might
A unit's one combat number: how much damage it deals, and how much it takes to kill it.
Before you play
Setting Up
Put your battlefields in the Battlefield Zone
Each player has 3 battlefields in their deck and randomly selects 1 for the game (in best-of-3 you choose instead). Both selected battlefields sit in the shared zone, and neither belongs to anyone once play starts.
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 Main Deck is at least 40 cards counting your Chosen Champion, and 40 is the standard. Your Chosen Champion already sits face-up in its Champion Zone (step 2), so shuffle the other 39.
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.
Randomly pick who goes first, then draw 4
Each player draws a 4-card opening hand. Not feeling it? Once per game, set aside up to 2 cards, draw that many, then the set-aside cards go to the bottom of your Main Deck.
Your side of the playmat (as it comes in Champion Deck boxes)
Battlefield Zone
Shared — both players' picks
Legend Zone
Champion Zone
Base: Units + Gear
Units not at battlefields wait here
Main Deck
39 cards
Rune Deck
12 Runes
Base: Runes
Runes channel into this strip
Trash
Killed & used cards
Track your score 0–8 along the edge · first to 8 wins
The rhythm
What a Turn Looks Like
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
Main
Play cards, move units, and start Showdowns.
06
Ending
End-of-turn abilities, then the next player starts.
The core loop
Cards Cost Runes
Step 1: Read the Price Tag
The number is the Energy cost. Colored domain symbols under it are the Power cost. Everything else on the card tells you what you get once it is paid for.

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.)
Step 2: Spend Runes to Pay It
Energy pays the number
Exhaust any Rune (turn it sideways) and it produces 1 Energy. The Rune is spent for the turn but stays on the table and readies next turn.
Power pays the symbols
Recycle a Rune of the matching domain (bottom of your Rune Deck) and it produces 1 Power. That Rune actually leaves the table, so Power is the premium price.
Step 3: Get What You Paid For
During your Main Phase you can play cards from your hand or your Chosen Champion from its zone. Three things your Runes can buy:

Annie, Fiery
Units
Units are fighters. You play them to your Base (or to a battlefield you already control), and they arrive exhausted. Moving exhausts a unit too: Base to battlefield, or battlefield back to Base.
![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 sit in your Base and grant abilities. Unlike units, Gear enters play ready, so it works right away.
Put it together
Your First Turn, Move by Move
- A
Awaken
Ready your exhausted cards. On turn one there's nothing to ready yet, so this takes a second.
- B
Beginning
Start-of-turn triggers happen now — including Hold points for battlefields you already control. Turn one: nothing yet.
- C
Channel
Channel 2 Runes from your Rune Deck into play. (Going second? You channel 3 on your first turn.)
- D
Draw
Draw a card. Your hand is everything you can threaten this turn — and your opponent can't see it.
- →
Main: play your hand
Exhaust Runes for Energy (or recycle for Power) and pay costs. Units land in your Base exhausted — no moving or fighting yet. Gear arrives ready. Spells resolve, then go to the Trash. (Units can also be played straight to a battlefield you already control.)
- ✓
Ending: pass
That's a real first turn. Next turn your unit readies and can move to a battlefield. If it's empty, you conquer it and score a point.
Combat
Fighting (Showdowns)
Step 1: Start the Fight
Combat happens on the board: a unit leaves your Base, lands on a contested battlefield, and the fight resolves where it stands.
Battlefield
Your Base
01
Move In
Exhaust a ready unit in your Base to move it to a battlefield where the enemy has units. The battlefield is now contested.
Battlefield
Your Base
02
The Window
Attack and defend triggers fire, then both players can respond with Actions and Reactions: buffs, removal, tricks. Fights are won and stolen here.
Battlefield
Your Base
03
Simultaneous Damage
Each side totals its Might and assigns it across the other side's units. All damage lands at once, so both sides can lose units in the same fight.
Battlefield
Your Base
04
Resolution
Only your units left standing? You conquer: +1 point, and your units hold the battlefield. If any defenders survive, no conquer, and your attackers retreat to Base.
The rule every new player misses: moving exhausts the unit
![Riftbound Unit: Darius, Trifarian. When you play your second card in a turn, give me +2 [S] this turn and ready me.](/_next/image?url=https%3A%2F%2Fcmsassets.rgpub.io%2Fsanity%2Fimages%2Fdsfx7636%2Fgame_data_live%2Fbf7a4900fd2296972c1305a4707c23860bb0522e-744x1039.png&w=2048&q=75)
READY · UPRIGHT
Can move and fight
a battlefield →
![Riftbound Unit: Darius, Trifarian. When you play your second card in a turn, give me +2 [S] this turn and ready me.](/_next/image?url=https%3A%2F%2Fcmsassets.rgpub.io%2Fsanity%2Fimages%2Fdsfx7636%2Fgame_data_live%2Fbf7a4900fd2296972c1305a4707c23860bb0522e-744x1039.png&w=2048&q=75)
EXHAUSTED · SIDEWAYS
Spent until your next Awaken
The move itself is the cost, in either direction: marching to a battlefield or retreating back to your Base both exhaust the unit. The moment it moves, turn the card sideways. It cannot move again or be exhausted for abilities until it readies at the start of your next turn. It still fights at full Might, though, exhausted units defend just fine. (Retreating is a real play: far fewer cards can touch a unit sitting in your Base.)
Step 2: Trade Damage — Who Wins?
Might is the whole fight: it is the damage a unit deals AND how much it takes to kill it. Compare the numbers and you know the outcome before the dice... except there are no dice. Two real fights:
The attacker wins
![Riftbound Unit: Darius, Trifarian. When you play your second card in a turn, give me +2 [S] this turn and ready me.](/_next/image?url=https%3A%2F%2Fcmsassets.rgpub.io%2Fsanity%2Fimages%2Fdsfx7636%2Fgame_data_live%2Fbf7a4900fd2296972c1305a4707c23860bb0522e-744x1039.png&w=2048&q=75)
Darius, Trifarian
ATTACKER · 5 MIGHT
![Riftbound Unit: Legion Rearguard. [Accelerate] (You may pay [1][C] as an additional cost to have me enter ready.)](/_next/image?url=https%3A%2F%2Fcmsassets.rgpub.io%2Fsanity%2Fimages%2Fdsfx7636%2Fgame_data_live%2Faedece01c7792c689050460db1670e6b9b15b61f-744x1039.png&w=2048&q=75)
Legion Rearguard
DEFENDER · 2 MIGHT
- ›Darius deals 5. Legion Rearguard has 2 Might, so 5 is lethal: it dies.
- ›Legion Rearguard deals 2 back. Darius has 5 Might, so he survives.
Result: conquer. Only Darius is left standing: conquer, +1 point, and he holds the battlefield. His 2 damage heals.
The defender holds
![Riftbound Unit: Noxus Hopeful. [Legion] — I cost [2] less. (Get the effect if you've played another card this turn.)](/_next/image?url=https%3A%2F%2Fcmsassets.rgpub.io%2Fsanity%2Fimages%2Fdsfx7636%2Fgame_data_live%2Fc3bb6f4cb58feeb50e396d12ec9865c5434025af-744x1039.png&w=2048&q=75)
Noxus Hopeful
ATTACKER · 4 MIGHT
![Riftbound Unit: Darius, Trifarian. When you play your second card in a turn, give me +2 [S] this turn and ready me.](/_next/image?url=https%3A%2F%2Fcmsassets.rgpub.io%2Fsanity%2Fimages%2Fdsfx7636%2Fgame_data_live%2Fbf7a4900fd2296972c1305a4707c23860bb0522e-744x1039.png&w=2048&q=75)
Darius, Trifarian
DEFENDER · 5 MIGHT
- ›Noxus Hopeful deals 4. Darius has 5 Might, so he survives the hit.
- ›Darius deals 5 back. Noxus Hopeful has 4 Might: that is lethal.
Result: repelled. A defender is still standing: no conquer, no point. Darius heals up and keeps the battlefield.
Step 3: The Fine Print
Winning
Scoring Points
Track your score 0–8 along the playmat edge · first to 8 wins
Conquer · +1
Take control of a battlefield: win the fight there, or walk into it empty. Pays out at most once per battlefield per turn.
Hold · +1 per battlefield, every turn
Start your turn still controlling a battlefield you took earlier and it pays again. Holding is the engine that actually wins games.
Advanced timing
Timing: Actions, Reactions, Hidden
Cards with Action work like normal cards on your turn, and can also be played during any Showdown - including fights on your opponent's turn.
Reactions are your answer cards. You can play them in response to a spell or ability, including during a Showdown.
Pay 1 Power to stash a Hidden card face-down at a battlefield you control. From your next turn on, it can be sprung as a Reaction - and you play it for free.
The current set
New in Unleashed: XP, Hunt & Level
XP
A resource you build up during the game. Spells and abilities grant it, and some cards let you spend it the way you spend Energy.
Hunt
When a unit with Hunt conquers or holds a battlefield, you gain XP. A higher Hunt value means more XP.
Level
Abilities marked [Level N] are switched off until you have N XP. Hit the number and the ability turns on.
Ambush
Ambush units can be played straight to a battlefield where you control units — even mid-fight, like a Reaction.
Skip the growing pains
Four Mistakes Every New Player Makes
Mixing up Conquer and Hold points
Conquering pays +1 immediately, the moment you take the battlefield. Holding pays +1 more at the start of each of YOUR turns while you still control it. A battlefield you take and keep pays on a drumbeat: +1 now, +1 next turn, +1 the turn after.
Over-committing to one battlefield
Winning a huge fight feels great, but a 1v1 game has two battlefields. While your whole army piles onto one, your opponent walks into the other and scores for free. Always know what's happening at the battlefield you're not fighting over.
Burning Runes without a plan
Recycling a Rune for Power sends it to the bottom of your Rune Deck. It comes back eventually, but it left the table today — a Rune making Power now can't make Energy next turn, so your bigger plays slip back a turn. Spend Power when it buys you something.
Playing Reactions too late
A Reaction answers a spell or ability BEFORE it resolves. Once your opponent's spell has resolved and the board has changed, the window is closed. If you want to respond, say so while the card is still on the table doing its thing.

Part 03
Building Your Deck
Deckbuilding
Anatomy of a Deck
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 is at least 40 cards counting your Chosen Champion - and 40 is what everyone plays. The Chosen Champion begins the game face-up in its Champion Zone, not in the deck, so 39 get shuffled.
Your deck includes 3 Battlefields. One is randomly selected each game (in best-of-3 you choose), so a 1v1 board always has 2 in play.
1 Legend
Face-up leader
1 Chosen Champion
Begins face-up in its Champion Zone
12 Runes
Separate Rune Deck
3 Battlefields
Locations to fight over
39 Main Deck
Units, Spells, Gear
0 or 8 Sideboard
Optional
Cheat sheet
Every Number That Matters
The shopping list
What You Need to Start

Starter Deck
A Champion Deck is the cleanest way to play your first games. One box is everything a single player needs: the full deck, Runes, Battlefields, Legend, and a paper playmat. Learning with a friend? Grab one each.

Booster Packs
Booster packs are for expanding once you know what you enjoy playing. Use them to find upgrades, test new domains, and build toward the Legend you actually want.
Where to next
You Know the Rules. Pick Your Path.
Three ways forward, depending on who you are.


