Riftbound, one part at a time
Short text, a picture for each idea. Every screenshot is from the tutorial; click one to see it full size.
1. The goal
First to 8 points. Points come only from the two Battlefields, two ways:
The Final Point (r469–471): a Conquer can only score your last point if you Conquer every Battlefield that turn; otherwise you draw a card instead. Holds have no such limit. The win is checked after every change: reach the Victory Score with more points than the opponent (r481).
2. What's in a deck
3. Setting up
4. The board
5. A turn
6. Runes, Energy and Power
7. Playing cards



8. Moving and Battlefields
A Standard Move (r144): ready units exhaust and move together — Base ⇄ Battlefield; Battlefield → Battlefield only with [Ganking]. What happens when they arrive:
9. Combat
10. The Chain
11. Keywords








| [Assault N] | +N Might while this unit is an attacker. |
|---|---|
| [Accelerate] | Pay an extra [1] + one pip of its colour as you play it: it enters ready. |
| [Ambush] | May be played to any Battlefield where you have units. |
| [Hidden] | May be placed facedown at a Battlefield you control for [A]; played later for 0, with Reaction. |
| [Legion] | The ability works only if you've played another card this turn. |
| [Temporary] | Killed at the start of its controller's next Beginning Phase. |
| [Deathknell] | "When I die, …" — goes on the Chain as it dies, resolves after it's gone. |
| [Mighty] | A state, not a grant: a unit is Mighty while it has 5+ Might. |
| Stun | Deals no combat damage; still needs full lethal to die; clears at end of turn. |
12. Statuses and effects
13. Odds and ends
Something wrong or missing? Tell me on the Feedback page — the tutorial's engine is built from these same rules, so a mistake here is probably a mistake there too.



