How to play Riftbound

A complete beginner’s guide, from your first point to winning the game.

This guide covers a whole game of Riftbound in 7 short lessons: the cards you start with, setting up, a full turn, paying costs, combat and winning, then a real starter deck. Read it here, or play each lesson with real cards on an interactive table.

Contents 7 lessons

Lesson 1 of 7

Your first point

Meet your Legend, Chosen Champion and decks, then follow one unit to your first point.

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Meet your cards

Start with your Legend

Master of Shadows (VEN-143/166), official card
Master of Shadows

This card sets your deck’s colors. Keep it in your Legend Zone throughout the game.

Core Rules 103.1; 107.4

Your Chosen Champion is a unit

Zed, From the Shadows (VEN-023/166), official card
Zed, From the Shadows

Both cards have the Zed tag, so they match. Your Legend stays in its zone. Your Chosen Champion is a unit you can play and fight with.

Core Rules 103.2.a; 108.3

Your cards to play

Units, spells and gear go here: at least 40 cards, including your Chosen Champion. We set Zed aside and shuffle the other 39 cards.

Core Rules 103.2; 108.4; 108.7

A separate deck for resources

Fury Rune (VEN-R01), official card
Fury Rune
Chaos Rune (VEN-R05), official card
Chaos Rune

Keep your 12 runes in their own shuffled deck. In your Channel Phase, bring 2 onto the table. This is called channeling. Runes supply resources to play your cards.

Core Rules 103.3; 315.3; 164.2

See the table

Find your base

Your familiar cards and decks sit on your side. Your base is where you play your units.

Core Rules 107-108; 485.4

Points come from battlefields

Rockfall Path (SFD-216/221), official card
Rockfall Path
Bandle Tree (OGN-278/298), official card
Bandle Tree

In 1v1, reach 8 points to win. Let’s follow one unit to see how taking control earns your first point.

Core Rules 485.3; 469-471

Play one unit

The energy cost is the number at the top left

Shipyard Skulker (OGN-175/298), official card
Shipyard Skulker

This is Shipyard Skulker. The number at the top left tells you how much energy it costs to play.

Core Rules 128-129; 143.2

Pay 3 energy for Skulker

Each ready rune adds 1 energy when you turn it sideways. This is called exhausting.

Core Rules 164.2; 338-340; 143.4

Can this unit move now?

A standard move exhausts a ready unit. Skulker is already sideways, meaning exhausted. What should you do?

Answer: Without another effect, wait until your next turn readies it. It does not ready when the opponent’s turn begins.

Core Rules 143.4; 144.1-144.2; 414

Your next turn readies your cards

Your turn ends. The opponent takes a turn without changing this position. Now it is your turn again.

Core Rules 315-317

Earn a point

Move Skulker to a battlefield

Skulker is ready. A standard move to either battlefield exhausts it.

Core Rules 144; 316.8

Give both players a chance to act

This response window is a Showdown. You can add a legally timed spell or ability, or pass. In this example, both players pass.

Core Rules 344-348

Taking control earns your first point

Both players passed. Only your unit is here, so you take control. Scoring this way is called conquering.

Core Rules 348.2; 469.1; 470-471

Your unit is still there next turn

The opponent takes a turn without removing your unit or taking control. When does your next point arrive?

Core Rules 315.1-315.2; 469.2; 470

Try it yourself

Which unit can move?

It is your Main Phase, with an empty chain and no Showdown. No effects are changing either copy.

Answer: The upright copy can exhaust to move. The sideways copy cannot pay that cost. Same card, different available action.

Core Rules 144.1-144.2; 315; 469-471

When do you score?

Answer: In this position, both players pass, you establish control, and you conquer. Arrival alone is not a point.

Core Rules 144.1-144.2; 315; 469-471

When do you score again?

Answer: If you keep control, you score for holding in your next Beginning Phase. Readying in Awakening is not scoring.

Core Rules 144.1-144.2; 315; 469-471

Three things to take to the table

A unit’s cost, readiness and location tell you different things. So does the timing of your turn.

Core Rules 143-144; 469-471

Lesson 2 of 7

Set up a game

Lay out your deck, pick a battlefield, decide who goes first, draw four and mulligan.

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Your zones

Lay out your deck

A deck is a Legend, a Main Deck of at least 40 cards with your Chosen Champion in it, a Rune Deck of 12 runes, and three battlefields for a 1v1 game.

Core Rules 103; 485.4

Legend to the Legend Zone

Your Legend starts the game in its zone and stays there. It’s never shuffled into a deck.

Core Rules 111; 174.2

Chosen Champion to the Champion Zone

Take your Chosen Champion out of your Main Deck and put it face up in the Champion Zone.

Core Rules 112; 103.2.a

Battlefields and decks

One battlefield, picked at random

Zaun Warrens (OGN-298/298), official card
Zaun Warrens
Grove of the God-Willow (OGN-280/298), official card
Grove of the God-Willow
Rockfall Path (SFD-216/221), official card
Rockfall Path

In a 1v1 duel each player brings three battlefields and uses one, picked at random. Both players place theirs at the same time. The other two aren’t used this game.

Core Rules 113; 485.4-485.5

Shuffle each deck on its own

Shuffle your Main Deck and your Rune Deck separately, then put each in its zone.

Core Rules 114

Who goes first

Decide who goes first

Use any fair random method both players agree on, like a coin flip. In this example, the opponent goes first and you go second.

Core Rules 115

What does the second player get?

Think about your first turn.

Answer: The player going second channels one extra rune in their first Channel Phase.

Core Rules 485.7

Opening hand

Draw 4

Shadow Order Disciple (VEN-095/166), official card
Shadow Order Disciple
Shadow Assassin (VEN-013/166), official card
Shadow Assassin
Ruthless Strike (VEN-008/166), official card
Ruthless Strike
Twilight Step (VEN-105/166), official card
Twilight Step

Each player draws 4 cards from their Main Deck.

Core Rules 116

Set aside up to two cards

In turn order, each player may set aside up to two cards, draw that many, then recycle the set-aside cards to the bottom of their Main Deck. You can also keep all four.

Core Rules 117; 416

Where do set-aside cards go?

After you draw replacements, the cards you set aside leave your hand.

Answer: Recycling puts cards on the bottom of their deck. They aren’t shuffled in.

Core Rules 117.3; 416.1

Ready

The first player takes their turn

Setup is done. The opponent starts. On your first turn, you channel one extra rune.

Core Rules 118; 485.7

Lesson 3 of 7

The whole turn

Awaken, Beginning, Channel, Draw, Main and Ending: every step of a turn, in order.

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Start of turn

Every turn has the same shape

Start of turn: Awaken, Beginning, Channel and Draw. Then your Main Phase. Then the Ending Phase. Your cards are still sideways from last turn.

Core Rules 301-317

Awaken: ready everything

Ready every card you control that can be readied: your units and your runes.

Core Rules 315.1; 415

Beginning: effects, then scoring

Vanguard Sergeant (OGN-219/298), official card
Vanguard Sergeant
Rockfall Path (SFD-216/221), official card
Rockfall Path

Start-of-turn effects happen first. Then you hold each battlefield you control. Your Sergeant is still at Rockfall Path.

Core Rules 315.2; 469.2

Channel: 2 runes

Put the top 2 runes of your Rune Deck onto the table, ready. If fewer than 2 are left, channel as many as you can.

Core Rules 315.3; 430

Draw: 1 card

Draw 1 card from your Main Deck into your hand.

Core Rules 315.4

What if your Main Deck is empty?

You have to draw 1, but there are no cards left in your Main Deck.

Answer: You Burn Out: recycle your trash into your Main Deck, choose an opponent to gain 1 point, then draw.

Core Rules 315.4.b; 431

Main Phase

Main Phase: your turn to act

Your rune pool empties first. Then you can play cards, move units and use abilities, in any order, as long as you can pay for them.

Core Rules 316

Ending

Ending: effects, then cleanup

End-of-turn effects happen. Then every unit heals, effects that last “this turn” end, and your rune pool empties. Say a spell dealt 2 damage to your Skulker this turn.

Core Rules 317

Try it yourself

Which comes first?

Two steps at the start of your turn.

Answer: Channel comes before Draw.

Core Rules 315; 165-167

Three things to take to the table

The start of your turn runs itself in order. The Main Phase is yours. The Ending Phase cleans up.

Core Rules 314-317

Lesson 4 of 7

Energy and power

Exhaust runes for energy, recycle them for power, and pay a card that needs both.

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Two costs

Some cards cost energy and power

Vengeance (OGN-229/298), official card
Vengeance

Vengeance costs 4 energy and 2 Order power. It kills a unit. You have four ready Order Runes.

Core Rules 131; 163

Energy

Exhaust a rune: 1 energy

Order Rune (VEN-R06), official card
Order Rune

Turning a ready rune sideways adds 1 energy. Vengeance needs 4.

Core Rules 164.2.a; 414

Power

Recycle a rune: 1 power

Recycling a rune adds 1 power of that rune’s domain and puts the rune on the bottom of your Rune Deck. It doesn’t need to be ready, so an exhausted rune can still be recycled.

Core Rules 164.2.b; 161.2.b; 416

Play it

Play Vengeance

You have 4 energy and 2 Order power. Choose the opponent’s Shipyard Skulker as the target.

Core Rules 155-158; 340

What happens to energy you don’t spend?

Say you had exhausted a fifth rune and never used that energy.

Answer: Your rune pool empties at the start of your Main Phase and at the end of each turn. Unspent energy and power are lost.

Core Rules 165-167

Try it yourself

Which rune do you recycle?

A card needs 1 Fury power. You have a ready Chaos Rune and a ready Fury Rune.

Answer: Recycling adds power of the rune’s own domain. Only the Fury Rune makes Fury power.

Core Rules 163.2; 164.2.b.1

Three things to take to the table

Energy pays the number. Power pays the domain. The order you use a rune matters.

Core Rules 163-168; 416

Lesson 5 of 7

Your first combat

Move into a battlefield the opponent holds, assign combat damage and see who takes control.

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Move in

Their unit holds a battlefield

Vanguard Sergeant (OGN-219/298), official card
Vanguard Sergeant
Shipyard Skulker (OGN-175/298), official card
Shipyard Skulker
Rockfall Path (SFD-216/221), official card
Rockfall Path

The opponent controls Rockfall Path with a Shipyard Skulker there. Your Vanguard Sergeant is ready at your base. Neither card has ability text, so only Might decides this fight.

Core Rules 146; 188-190

Move your Sergeant to Rockfall Path

A standard move exhausts your unit. Moving to a battlefield you don’t control makes it contested.

Core Rules 144; 447-453; 461

Attack and defend

You’re the attacker

The player whose unit made the battlefield contested is the attacker. The other player is the defender. Every unit there takes its controller’s role.

Core Rules 464.2.c

A showdown comes before damage

Both players get a window to play Action and Reaction cards. The attacker has focus first. In this example, both players pass.

Core Rules 464.2.d; 341-348

Damage

Your Sergeant is exhausted. Does it still fight?

Moving exhausted it. Think about what combat counts.

Answer: Combat totals the Might of every attacking unit there. Ready or exhausted makes no difference.

Core Rules 465.2.a

Assign your 4 damage

Starting with the attacker, each player assigns damage equal to the total Might of their units there, among the other player’s units.

Core Rules 465.2.a-c

Which units have lethal damage?

All assigned damage is dealt at the same time. Lethal damage is damage equal to or greater than a unit’s Might.

Answer: Skulker has 4 damage against 3 Might: lethal. Your Sergeant has 3 damage against 4 Might: not lethal.

Core Rules 142.4; 465.2.c.1; 465.2.d

The result

Lethal damage kills. Then every unit heals

Units with lethal damage die and go to their owner’s trash. Then all units heal, so damage doesn’t carry over.

Core Rules 466.1; 323.4-323.5

You won. Take control and conquer

Only your unit remains, so you won the combat. You establish control of Rockfall Path. You haven’t scored it this turn, so that’s a conquer: 1 point.

Core Rules 466.3; 466.5; 469.1

Try it yourself

How can you assign your 4 damage?

Recruit (NX) (OGN-272/298), official card
Recruit (NX)

Your Sergeant attacks two defenders: a Shipyard Skulker with 3 Might and a Recruit with 1. You assign first.

Answer: Lethal damage to one unit first, then the rest to the next.

Core Rules 465.2.c.3-4; 142.4.b; 466.5.b

Three things to take to the table

Who attacks, how damage is assigned, and who is left standing tell you who scores.

Core Rules 459-466; 469

Lesson 6 of 7

Winning the game

Eight points wins, and the last point has a condition: learn when a conquer wins and when holding does.

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Eight points

First to 8 points wins

In a 1v1 game the victory score is 8. Every point comes from a battlefield: you conquer it or you hold it.

Core Rules 469; 485.3

Can one battlefield score twice in a turn?

Say you conquered Rockfall Path earlier this turn. Your unit leaves, comes back, and you take control again.

Answer: Each battlefield can score for you only once per turn, by conquering or holding.

Core Rules 469.1; 470

The final point

Take Bandle Tree

Bandle Tree (OGN-278/298), official card
Bandle Tree

You control no battlefields. Bandle Tree is empty. Move your Skulker there.

Core Rules 144; 344-348

Do you gain your 8th point?

You take control of Bandle Tree. It’s a conquer, and you’re 1 point from winning.

Answer: To conquer for your final point, you must have scored every battlefield this turn. You haven’t scored Rockfall Path, so you draw a card instead.

Core Rules 471.1.b

Holding to win

Keep it through their turn

The opponent’s turn doesn’t change this position. Your turn starts, and you still control Bandle Tree.

Core Rules 315.2.b; 469.2; 471.1.a.1

8 points. You win

Holding has no final-point restriction. When a cleanup happens and you have 8 or more points and more than every opponent, you win the game.

Core Rules 323.1; 472

Try it yourself

Now conquer the second battlefield

You have 7 points. You held Rockfall Path in your Beginning Phase this turn. Now you conquer Bandle Tree.

Core Rules 470; 471.1.b

Three things to take to the table

How you score your last point decides whether it counts.

Core Rules 469-472

Lesson 7 of 7

Learn the Zed deck

The Zed Showdown deck on the table: a ready Assassin, the Clone’s attack trigger, and Twilight Step through Flow.

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The deck

Learn the Zed deck

The Legend uses banishes to enable a discard-and-draw Action. Assassins can enter ready. Clones can turn units in your trash into attacking Might. These are tools for contesting battlefields, not points on their own.

Core Rules 469-472

Each card’s job in this deck

Each card opens with its job in this deck, what it needs, and its limits.

Core Rules 103

A ready Assassin

Two copies. Two different jobs

Shadow Assassin (VEN-013/166), official card
Shadow Assassin

You can pay 5 energy and have two Shadow Assassins in hand. Master of Shadows is ready and empowered.

Core Rules 164.2; 416.1; 143.4; 155; 159.2; 187.11; 190.4; 316.8; 144; 107–108; 327; 445–447; 485–486; 469–472; 807; 829

What makes the second copy enter ready?

Look at Shadow Assassin’s card text. Which state does it check as it enters?

Answer: Another Shadow Assassin in your trash. It checks for a card with the same name in your trash. The Legend helps put one there, but is not itself the entry condition.

Core Rules 164.2; 416.1; 143.4; 155; 159.2; 187.11; 190.4; 316.8; 144; 107–108; 327; 445–447; 485–486; 469–472; 807; 829

Discard the first copy. Draw a card

Use the Legend’s Action: disempower and exhaust it, then discard one Assassin and draw one card.

Core Rules 164.2; 416.1; 143.4; 155; 159.2; 187.11; 190.4; 316.8; 144; 107–108; 327; 445–447; 485–486; 469–472; 807; 829

Pay 5 energy for the other Assassin

The matching copy is still in your trash when this Assassin enters, so it enters ready.

Core Rules 164.2; 416.1; 143.4; 155; 159.2; 187.11; 190.4; 316.8; 144; 107–108; 327; 445–447; 485–486; 469–472; 807; 829

A ready unit, not a point

You have a 5-Might unit ready at your base. No battlefield has been taken and no point has been gained.

Core Rules 164.2; 416.1; 143.4; 155; 159.2; 187.11; 190.4; 316.8; 144; 107–108; 327; 445–447; 485–486; 469–472; 807; 829

What if the trash copy was removed before entry?

With no matching copy in the trash at entry, the second Assassin enters exhausted. This variation assumes an opponent banished the first copy before that check; it does not give any player a free action.

Answer: It enters exhausted. The matching-name condition is checked at entry. Earlier presence in the trash is not enough.

The Clone attack

The Clone starts at 0 Might

You have a ready Shadow Clone and a unit in your trash. Your Legend is ready but not empowered.

Core Rules 164.2; 416.1; 143.4; 155; 159.2; 187.11; 190.4; 316.8; 144; 107–108; 327; 445–447; 485–486; 469–472; 807; 829

Which card can fuel the attack?

The trash contains a Shadow Assassin and Ruthless Strike. Which one can the Clone’s attack ability banish?

Answer: The Assassin, because it is a unit. The Clone asks for a unit from your trash. Ruthless Strike is a spell. Using the Assassin also removes it from any later matching-name check.

Core Rules 164.2; 416.1; 143.4; 155; 159.2; 187.11; 190.4; 316.8; 144; 107–108; 327; 445–447; 485–486; 469–472; 807; 829

Move the Clone in. Its trigger is pending

Exhaust the ready Clone to make its standard move. It becomes an attacker and its attack ability triggers. It is still 0 Might at this stage.

Core Rules 164.2; 416.1; 143.4; 155; 159.2; 187.11; 190.4; 316.8; 144; 107–108; 327; 445–447; 485–486; 469–472; 807; 829

Resolve the trigger: banish the unit

Choose to banish your Shadow Assassin as the attack ability resolves. The Clone gains Assault 4 this turn and currently has 4 Might as an attacker.

Core Rules 164.2; 416.1; 143.4; 155; 159.2; 187.11; 190.4; 316.8; 144; 107–108; 327; 445–447; 485–486; 469–472; 807; 829

Resolve the Legend’s empower trigger

The Legend is now empowered. The Clone is a 4-Might attacker. Nothing in this sequence has scored a point, and combat is not resolved here.

Core Rules 164.2; 416.1; 143.4; 155; 159.2; 187.11; 190.4; 316.8; 144; 107–108; 327; 445–447; 485–486; 469–472; 807; 829

What if there was no unit to banish?

With only a spell in your trash, the Clone cannot pay the optional unit banish. It gains no Assault from that ability. The Legend also gets no empower trigger from a banish that did not happen.

Answer: It gets no Assault from this ability. The Might bonus depends on actually banishing a unit. A spell in the trash cannot satisfy that instruction.

Twilight Step through Flow

A spell in the trash is not a free spell

Twilight Step (VEN-105/166), official card
Twilight Step

Twilight Step is in your trash. You can pay 4 energy and 1 Chaos power. The exhausted Clone has 0 Might, so it meets the spell’s target limit.

Core Rules 164.2; 416.1; 143.4; 155; 159.2; 187.11; 190.4; 316.8; 144; 107–108; 327; 445–447; 485–486; 469–472; 807; 829

Does Flow make this a Reaction?

Can Twilight Step be played in response to another spell just because you are using Flow?

Answer: No. Its normal timing still applies. Twilight Step has neither Action nor Reaction. Flow changes its cost and the zone you play it from, not its timing permissions.

Core Rules 164.2; 416.1; 143.4; 155; 159.2; 187.11; 190.4; 316.8; 144; 107–108; 327; 445–447; 485–486; 469–472; 807; 829

Pay the Flow cost. The spell is on the chain

Twilight Step has been played from your trash for 4 energy and 1 Chaos power. The Clone has not moved yet.

Core Rules 164.2; 416.1; 143.4; 155; 159.2; 187.11; 190.4; 316.8; 144; 107–108; 327; 445–447; 485–486; 469–472; 807; 829

Resolve the spell. Move the Clone to base

Twilight Step resolves and moves the Clone to your base. The spell is then banished as it leaves the chain. The Flow cost was already paid.

Core Rules 164.2; 416.1; 143.4; 155; 159.2; 187.11; 190.4; 316.8; 144; 107–108; 327; 445–447; 485–486; 469–472; 807; 829

Resolve the Legend’s new trigger

Banishing your spell triggers Master of Shadows. When that trigger resolves, your Legend becomes empowered. The Clone remains exhausted.

Core Rules 164.2; 416.1; 143.4; 155; 159.2; 187.11; 190.4; 316.8; 144; 107–108; 327; 445–447; 485–486; 469–472; 807; 829

One move. The spell is now banished

You spent the full Flow cost to move a unit back to base. No point was gained. This shows the interaction, not a recommendation to make this move in every game.

Core Rules 164.2; 416.1; 143.4; 155; 159.2; 187.11; 190.4; 316.8; 144; 107–108; 327; 445–447; 485–486; 469–472; 807; 829

What if you could pay only 3 energy?

Keep the original setup. Even with 1 Chaos power, 3 energy cannot pay this Flow cost. The spell stays in the trash; no move or banish occurs.

Answer: The play cannot be paid for. Both parts of the cost must be paid. One Chaos power does not cover the fourth energy.

Recap

Three things to take to the table

Might, a ready unit and an empowered Legend are tools. They are not points. Think about which battlefield the play helps you conquer or hold.

Core Rules 469-472

Rule numbers refer to Riot’s Core Rules. Riot’s rule documents ↗ · Glossary · Card rulings