Grundregeln · Abschnitt 100-199
Game Concepts
564 Regeln
Die Regeln stehen im offiziellen englischen Text von Riot Games. Sie werden nicht übersetzt.
100.Game Concepts
101.Deck Construction
102.Riftbound is a Trading Card Game where a player must provide their own cards to play against other players.
103.To play Riftbound, a player must have a Main Deck, a Rune Deck, a Champion Legend, and a number of Battlefields determined by the Mode of Play. These are collectively referred to as a player’s deck.
103.1.1 Champion Legend
103.1.a.This is placed in the Legend Zone at the start of the game.
103.1.b.This will dictate the Domain Identity of the deck.
103.1.b.1.Cards included in your deck must abide by your Domain Identity.
103.1.b.2.Your deck’s Domain Identity is dictated by the domains of your Champion Legend.
In the default card frame, these domains appear as symbols in the legend’s upper left corner.
103.1.b.3.If a card has a single Domain, then that card is permitted in the Domain Identity that corresponds to the same Domain.
103.1.b.4.If a card has more than one Domain, then that card is permitted only in a Domain Identity that contains all of the indicated Domains on that card.
103.1.b.5.Some Game Effects may allow a player to add cards to their deck irrespective of those cards’ Domains. Those cards are considered part of their deck’s Domain Identity, regardless of their Domain.
103.2.A Main Deck of at least 40 cards: A Chosen Champion Unit, as well as Units, Gear, and Spells
103.2.a.Chosen Champion
103.2.a.1.This will be placed in the Champion Zone at the start of the game.
103.2.a.2.Must be a champion unit with a champion tag that matches the tag on your Champion Legend.
Example: Loose Cannon has the tag Jinx. Therefore, a player could choose Jinx, Rebel or Jinx, Demolitionist as their Chosen Champion, because they also have the tag Jinx.
Example: Tibbers has the tag Annie, but it is a signature unit, not a champion unit. It cannot be your Chosen Champion, even if your Champion Legend has the tag Annie.
103.2.a.3.A player’s Chosen Champion is both the specific card chosen for this slot during Deck Building and also any Champion Unit with the same name as the specific card selected for this specific slot during the course of play.
Example: A player chose Jinx, Rebel as their Chosen Champion. One copy of Jinx, Rebel starts the game in their Chosen Champion zone. Any additional copies of Jinx, Rebel in their Main Deck, their hand, their trash, or on the board also count as their Chosen Champion for any game rules and effects that care about Chosen Champion status during the game.
103.2.b.Your Main Deck can include up to 3 copies of the same named card.
103.2.b.1.This includes your Chosen Champion.
Example: A deck could include Volibear, Furious as its Chosen Champion
and still include 2 more copies of Volibear, Furious in their Main Deck.
103.2.b.2.Cards have different names even if they represent the same character.
Example: A deck could include 3 copies of Yasuo, Remorseful and 3 copies
of Yasuo, Windrider, because they have different names.
103.2.c.Subject to Domain Identity.
103.2.d.Your deck may only contain 3 total Signature cards that have the same Champion tag as your Champion Legend.
103.2.d.1.Regardless of name, a deck may only contain a sum total of 3 Signature cards.
103.2.d.2.All of the Signature cards must have the Champion tag that corresponds to the Champion Legend of the deck.
103.2.d.3.Signature cards are not Champion units and cannot be placed in the Champion Zone.
103.2.e.Subject to card legality of the Format being played.
103.3.Rune Deck
103.3.a.12 Rune Cards
103.3.a.1.Cards in the Rune Deck must be of the Domain Identity of your Champion Legend.
103.3.b.Must be shuffled and kept separate from the Main Deck.
103.4.Battlefields
103.4.a.The number will be dictated by your Mode of Play.
103.4.b.Subject to Domain Identity if applicable.
103.4.c.Cannot include more than one of a Battlefield of the same name when there are more than one required for the deck.
104.Setup
105.Spaces
106.The Play Area is a collection of logical Zones that are defined by their behaviors and relationships to Players.
These Zones are grouped into The Board and Non-Board Zones.
107.The Board
107.1.Bases
107.1.a.Each player has their own Base.
107.1.c.Permanents and Runes controlled by a player reside in that player's Base.
107.1.c.1.Permanents attached to Permanents controlled by a player may also be found in that player’s Base, regardless of their controller.
107.1.d.Permanents and Runes in Bases are Public Information.
107.2.Battlefield Zone
107.2.a.The Battlefield Zone houses multiple Battlefields.
107.2.c.Battlefields and permanents at Battlefields are Public Information.
107.3.Facedown Zones
107.3.a.Each Battlefield is associated with a sub-zone called a Facedown Zone, a single logical space that a card can be put facedown in through various Game Effects.
107.3.b.Each Facedown Zone has a maximum occupancy of one card.
107.3.b.1.The maximum occupancy of a Facedown Zone can increase or decrease.
107.3.b.2.If the maximum occupancy of a Facedown Zone decreases to a number less than the number of cards currently located there, the controller of that Facedown Zone must put a number of cards equal to the difference in the trash from the Facedown Zone.
107.3.c.Cards can only be placed in or occupy the Facedown Zone if the controller of the card also controls the associated Battlefield.
107.3.d.If a player loses Control of a Battlefield, any cards in the Facedown Zone associated with that Battlefield are removed during the next Cleanup.
See rule 318. Cleanups for more information.
See rule 421. Hide for more information.
107.3.e.Facedown Zones are not locations.
107.3.f.Facedown Zones are Public Zones, though facedown cards located there are Private.
107.4.Legend Zone
107.4.a.The space for each player's Champion Legend.
107.4.b.This is not a location.
107.4.d.The Champion Legend cannot be removed, moved, or displaced from this zone.
107.4.d.1.Some effects may add a legend card or token to the Legend Zone. These legends are not Champion Legends.
107.4.d.2.Non-Champion legends may be removed from the Legend Zone. They cannot exist in any zone other than the Legend Zone or Banishment.
108.Non-Board Zones
108.1.The Chain
108.1.a.Cards and abilities are placed here as part of the process of being played.
See rule 327. Chains for more information.
108.1.b.Cards and abilities on the Chain are Public Information.
108.2.Trashes
108.2.a.Each player has their own Trash.
108.2.b.This space is where cards are placed when they are killed or discarded, when they finish being executed as spells, when they are moved to the trash as an effect, etc.
108.2.c.Cards in each player’s Trash are unordered. Their sequence does not matter, and they may be reorganized.
108.2.d.Cards in a player's Trash are Public Information.
See rule 128. Privacy for more information.
108.3.Champion Zones
108.3.a.Each player has their own Champion Zone.
108.3.b.The space each player puts their Chosen Champion at the start of the game.
108.3.c.The Chosen Champion cannot be returned to this zone by normal means.
108.3.c.1.If a Chosen Champion is instructed to be returned to this zone, it can only do so if there is not a card already in this zone.
108.3.d.The Chosen Champion can be played from here as normal, following the rules of Playing a Card.
See rule 349. Playing Cards for more information.
108.3.e.Cards in a player’s Champion Zone are Public Information.
108.4.Main Deck Zones
108.4.a.Each player has their own Main Deck Zone.
108.4.b.The space for the player's Main Deck.
108.4.c.Primarily houses the face-down Main Deck during gameplay.
108.4.d.The order of cards in the Main Deck is Secret Information during the course of play.
See rule 128. Privacy for more information.
108.5.Rune Deck Zones
108.5.a.Each player has their own Rune Deck Zone.
108.5.b.The space for the player's Rune Deck.
108.5.c.Primarily houses the face-down runes during gameplay.
108.5.d.The order of runes in the Rune Deck is Secret Information during the course of play.
See rule 128. Privacy for more information.
108.6.Banishments
108.6.a.Each player has their own Banishment.
108.6.b.This space is where cards are placed when they are banished by a spell or effect.
108.6.c.Represents cards that have been removed from play in a more difficult-to-recover way, or a temporary space to hold cards while effects are being processed.
108.6.d.The cards in the banishment are unordered. Their sequence does not matter, and they may be reorganized.
108.6.e.The cards in any player's Banishment are Public Information.
See rule 128. Privacy for more information.
108.7.The Hand
108.7.a.Each player has their own Hand.
108.7.b.This is the location cards go when Drawn.
108.7.c.The cards in a player's hand are Private Information.
108.7.d.The cards in a player’s hand are Unordered. Their sequence does not matter and they may be reorganized.
108.7.e.The number of cards in a player's hand is Public Information.
108.7.f.The hand can be targeted as a zone, and cards there can be affected by spells and effects when specified.
109.All Game Objects in the collective Play Areas are Public Information.
109.1.Any player may view, or be provided with the details of the face-up information printed on the cards in the Play Area.
109.2.The State of all Game Objects in the Play Area is also Public Information.
Examples:
If a Unit is Buffed If a Gear is Exhausted Etc.
110.Setup Process
111.Each player separates their Champion Legend and places it in the Legend Zone.
112.Each player separates their Chosen Champion and places it in the Champion Zone.
113.Each player sets aside their Battlefields.
113.1.Your Mode of Play will dictate how these are used and placed into the Battlefield Zone.
See rule 481. Modes of Play for more information.
114.Each player shuffles their Main and Rune Decks, separately, then places them into their respective Zones.
114.1.The Main Deck is placed in the Main Deck Zone.
114.2.The Rune Deck is placed in the Rune Deck Zone.
115.Determine Turn Order using any fair random method agreed on by all players.
115.1.Turn Order is established as a repeating set of the players.
115.1.a.The Mode of Play will specify how to determine a First Player.
115.1.b.If not otherwise specified, Seating then determines the sequence, play proceeding clockwise from the First Player.
115.1.b.1.The First Player is the player who becomes the Turn Player first.
115.1.c.The Turn Order generates a looping queue of turns, starting with the First Player and repeating until the game ends.
115.2.See the selected Mode of Play for any adjustments to each player's first turn.
See rule 481. Modes of Play for more information.
116.Players each draw 4.
117.In turn order, players perform their Mulligan.
117.1.A player may choose up to two cards in their hand. They set those cards aside.
117.2.Then, that player draws as many cards as they set aside.
117.3.Finally, that player Recycles the cards that were set aside.
See rule 416. Recycle for more information.
118.Begin play with the First Player taking their turn.
119.Game Objects
120.A Game Object is any game piece that can produce one or more Game Effects or grant prerequisites for players to take Game Actions.
121.A Game Object does not include nor preclude any inherent properties beyond the ability to produce, or act as the prerequisite for, Game Effects and Game Actions.
122.A Game Object can be a literal object or a logical object.
123.Game Objects include, but are not limited to, the following:
Main Deck cards in any zone Runes in any zone Legends Battlefields Tokens in any zone Abilities of any type on the chain Counters and other status markers
124.A Game Object that changes zones to or from a Non-Board Zone becomes a new object for the purposes of tracking that object.
124.1.Whenever a Game Object changes zones to or from a Non-Board Zone, all Temporary Modifications of all kinds cease to be tracked on it in all capacities.
Examples:
Damage is cleared.
Counters are removed.
Granted Keywords are no longer granted.
Statuses are cleared.
124.2.A Game Object can have any of the following statuses (non-exhaustive):
Attached, Attacking, Buffed, Banished, Controlled, Defending, Empowered, Equipped, Exhausted, Facedown, Readied, Replaced, Revealed, Stunned, and any applied Layer alternations.
125.Cards
126.Riftbound games are composed of players playing the cards in their respective decks.
127.Ownership
127.1.For gameplay purposes, a card's Owner is the player who brought it into the game, either as their Champion Legend, one of their Battlefields, as part of their Main Deck or Rune Deck, or Created during the process of play. The legal owner of a card doesn't matter during gameplay.
Example: Bo didn't bring a deck, so Alice loans him a deck. During the game, Bo is considered the owner of those cards, even though legally they belong to Alice.
128.Privacy
128.1.A card will always exist in one of the many Zones described during Setup.
128.2.A card will have a different level of Privacy based on its state or where it resides at a given time.
128.2.a.Unless specified otherwise by the state of the card, a card’s Privacy is the same as the zone it is located in.
128.3.Secret: This level of Privacy indicates that no player may read or look at the face of the card.
128.4.Private: This level of Privacy indicates that only the controller of a card on the board or the owner of a card in any other zone may read or look at the face of the card.
Example: Cards in a player's hand are owned by that player. Only that player may read or look at their faces.
Example: If a player controls a facedown card at a battlefield, that player and only that player may read or look at that card's face, regardless of who owns that card.
128.5.Public: This level of Privacy indicates that any player may read or look at the face of the card.
128.6.A player cannot be compelled to perform an action on cards whose privacy is secret or private if that action specifies a type or quality of card.
Example: A card effect reads, “Play a unit from your hand, ignoring its costs.” Although the effect does not say “may”, the player can choose not to perform the action even if they have a unit in their hand, because the effect specifies a card type.
128.6.a.If an effect would compel a player to perform an action on cards whose privacy is secret or private, and if that effect specifies a type or quality of card, the player in question may choose to ignore that instruction. Ignored instructions are deemed impossible.
129.Back Side
129.1.The back side of a card is the side with the Riftbound logo.
129.2.There is a unique pattern of back side for each of the three categories of card: Main Deck cards, Rune Deck cards, and Battlefields and Champion Legends.
129.3.The back side of a card is presented to conceal information for Private and Secret information cards.
For example, cards in the Main Deck and cards in hand have their back side presented.
129.4.The term facedown is used to describe the state during regular play of having a card's back side presented on the Board. A facedown card’s front side is considered Private Information.
130.Front Side
130.1.The front side of a card is the opposite of its back.
130.2.This is also referred to as a front face.
130.3.This can be identified in situations where the back is not easily discernible by the presence of the Play Cost in the upper left corner of the card.
130.4.Cards, when played, are played with their front face presented.
130.5.The term face up is used to describe the state during regular play of having a card's front face presented
130.6.Cards are considered to be Public Information while in this state, even if obscured by other cards in a pile. Example: The Trash is Public Information because all cards there have their front face presented even while stacked.
131.Cost
131.1.Main Deck cards have a Cost, listed in the upper left corner of the front face of the card.
See rule 165. Rune Pools for more information.
131.2.Energy Cost
131.2.a.The numeral listed in the Cost element in the upper left corner of the card.
131.3.Power cost
131.3.a.The symbols, listed vertically, in the Cost element in the upper left corner of the card.
131.3.b.This section may not be present on every card.
132.Name
132.1.Each card has a name that identifies it uniquely.
132.2.This is usually located in the middle of the card.
132.3.Cards that are printed in different languages but represent the same card are considered to have the same name for the purposes of deckbuilding and gameplay.
Example: Chemtech Enforcer in English and its counterpart in Chinese are considered the same card, despite the Name element on the card reading differently.
132.4.Some cards have both a short name and a subtitle. For all purposes, including rules and deckbuilding, such a card’s name is “[Short Name], [Subtitle]”.
Example: Kai’Sa, Evolutionary and Kai’Sa, Survivor both have the short name Kai’Sa, but they have different names. You can include 3 of each in your deck under normal deckbuilding rules. If one of them is your Chosen Champion, the other is not.
133.Category
133.1.A card can have one or more Categories and Sub-Categories based on the properties of its front and back sides.
133.2.These Categories and Sub-Categories dictate the behaviors of the card during play.
133.3.Spells and other effects can refer to categories, sub-categories, supertypes, card types, tags, and other characteristics inclusively or exclusively.
Example: A "non-unit card" is any card that is not a unit.
Example: A "unit" is any game object that is a unit, regardless of any other categories it belongs to.
133.4.Main Deck Cards begin the game in the Main Deck or (in the case of a Chosen Champion) the Champion Zone.
133.4.a.Permanents
133.4.a.1.An umbrella sub-category encompassing Main Deck Game Objects that remain on the board after being played.
133.4.a.2.Unit and Gear are permanent types.
133.4.b.Spells
133.4.b.1.A sub-category encompassing Main Deck cards with the spell type, which do not remain on the board after being played.
133.5.Rune Deck Cards begin the game in the Rune Deck.
133.5.a.Runes
133.5.a.1.A sub-category encompassing cards with the rune type. These are channeled rather than played. They remain on the board after being channeled, but they are not permanents, as they are not Main Deck cards.
133.6.Other Cards are not part of either the Main or Rune Decks and begin the game in a zone determined by their type.
133.6.a.Battlefields
133.6.a.1.A sub-category encompassing cards with the battlefield type. They are not played or channeled. They start the game on the board.
133.6.b.Legends
133.6.b.1.A sub-category encompassing cards with the legend type. They are not played or channeled. They start the game in the Legend Zone and cannot typically leave it during play.
133.7.Supertypes are Categories that may apply to game objects of multiple types. They are listed before a card’s type.
133.7.a.Champion is a supertype that applies exclusively to units. It impacts the rules for deckbuilding.
See rule 103.2.a. Chosen Champion for more information.
133.7.b.Signature is a supertype that may apply to game objects of any card type. It impacts the rules for deckbuilding.
See rule 103.2.d. for more information about Signature cards.
133.8.Tags are Categories that may apply to game objects of multiple types. They are listed after a card’s type.
133.8.a.Tags have no innate rules meaning, but may be referenced by game rules and card effects.
133.8.b.Tags used to link Legends, Champion Units, and Signature cards are known as Champion Tags.
134.Domain
134.1.Most cards belong to one or more of six Domains, identified by one or more symbols in the lower right corner.
134.2.Each Domain has an associated color, a unique symbol, and a shorthand used to represent that symbol in written text.
134.2.a.Fury is associated with the color red and represented by a circular symbol with three projecting points. Its shorthand is [R].
134.2.b.Calm is associated with the color green and represented by a symbol resembling a leaf. Its shorthand is [G].
134.2.c.Mind is associated with the color blue and represented by a symbol resembling a sun and moon. Its shorthand is [B].
134.2.d.Body is associated with the color orange and represented by a blocky diamond-shaped symbol. Its shorthand is [O].
134.2.e.Chaos is associated with the color purple and represented by a hexagonal symbol with swirls emanating from its center. Its shorthand is [P].
134.2.f.Order is associated with the color yellow and represented by an angular winged symbol. Its shorthand is [Y].
135.Rules Text
135.1.All cards have a section that describes how they affect the game. This section is known as the Rules Text of the card.
135.2.This section may contain:
135.2.a.Abilities
135.2.a.1.Abilities are discrete pieces of text that describe what a card may or must do.
See rule 360. Abilities for more information.
135.2.a.2.They may appear on any card.
135.2.b.Instructions
135.2.b.1.Instructions are a type of text that appears on spells and within abilities.
135.2.b.2.They describe actions to be performed by one or more players.
135.2.b.3.Instructions will self-describe when they are to be executed. If there is no timing described, they will execute during resolution.
Example: An instruction says “as you play me, kill a unit as an additional cost.” That instruction will execute as the card is being played. If the card is given Repeat and the Repeat cost is paid, this instruction will not execute because the Repeat execution does not happen until resolution of the spell, after this instruction has executed.
135.2.b.4.Instructions can usually be recognized by the way they are written. An instruction is written in the imperative mood, using the base form of a verb and omitting the subject unless necessary.
135.2.b.5.A single instruction is made up of a game action and its complement.
135.2.b.5.a.The complement of a game action is made up of the players or Game Objects that perform that game action, that that game action is performed on, the condition under which it is performed, and the duration for its effect to last. Some game actions omit a complement entirely.
Example: Void Seeker is made up of two instructions. The first is “deal 4 to a unit at a battlefield.” Here “deal 4” is the game action, while “a unit at a battlefield,” is its complement. The second instruction, “draw 1,” has no complement.
Example: Teemo, Strategist’s defend trigger reads “When I defend, choose an enemy unit here and reveal the top 5 cards of your Main Deck. Deal 1 to that unit for each card with Hidden revealed this way, then recycle the revealed cards.” There are four instructions here: “choose an enemy unit here,” “reveal the top 5 cards of your Main Deck,” “deal 1 to that unit for each card with Hidden revealed this way,” and “recycle the revealed cards.”
135.2.b.6.Instructions do not include trigger conditions or the events or actions that a replacement effect defines as being eligible to be replaced.
Example: An ability reads “When you play me, draw 1.” The trigger condition for this ability is not an instruction. “Draw 1,” is the only instruction included in the ability.
Example: An ability reads “If a unit would die, banish it instead.” The text “If a unit would die,” is not an instruction of the ability.
Example: An ability reads “As I’m revealed from your Main Deck, Add [2].”
The text “As I’m revealed from your Main Deck,” is not an instruction of the ability.
135.2.c.Keywords
135.2.c.1.Keywords are short words or phrases that represent longer abilities or instructions.
See rule 800. Keywords for more information.
135.2.c.2.Keywords may or may not have reminder text.
135.2.d.Reminder Text
135.2.d.1.Reminder text appears in italics and parentheses.
135.2.d.2.Its purpose is to summarize relevant rules, including keywords and other rules.
135.2.d.3.The presence, absence, or exact wording of reminder text has no effect on game function.
135.2.e.Symbols
135.2.e.1.Rules text sometimes contains symbols that express game concepts. Each symbol also has a shorthand used to represent it in written text.
135.2.e.2.The cost of Exhausting a Permanent is represented by the “exhaust symbol,” which resembles a card turning sideways. Its shorthand is [E]. (Some previous rules information has given its shorthand as [T].)
135.2.e.3.Might is represented by the “Might symbol,” which resembles a sword and shield.
Its shorthand is [M]. (Some previous rules information has given its shorthand as [S].)
135.2.e.4.Power of a specific Domain is represented by its domain symbol and the corresponding shorthand.
See rule 134. Domain for more information.
135.2.e.5.Power of any Domain is represented by a swirling rainbow symbol. Its shorthand is [A].
135.2.e.5.a.When required as a cost, [A] can be paid by Power of any Domain.
135.2.e.5.b.When Added to a player’s Rune Pool, [A] can be spent to pay a Power cost of any Domain.
135.2.e.6.Power of a domain corresponding to a card’s own Domain is not represented by a symbol, but appears in these rules similarly to other symbols. Its shorthand is [C].
135.2.e.6.a.When a [C] shorthand is printed on a card as reminder text, it assumes that card’s usual Domain, but it still means “one Power of this card’s Domain.”
135.2.e.6.b.A [C] shorthand on a card with no Domain is processed as [A] instead.
135.2.e.6.c.A [C] shorthand on a card with multiple Domains is processed as any power of that card’s Domains.
Example: Defiant Dance is a Calm and Chaos spell. Its cost is [1][C]. The power component of that cost can be paid with either [G] or [P].
Example: Tibbers is a Fury and Chaos Unit. If Tibbers is granted the Accelerate keyword, the power component of the optional additional cost can be paid with either [R] or [P].
135.2.e.7.A keyword associated with an ability is indicated by the [>] symbol.
135.2.e.7.a.This could be a dependent keyword like [Legion][>] or [Level][>], a triggered ability with a keyworded trigger condition like [Deathknell] or it could be a permissive keyword associated with an ability like [Action][>] or [Reaction][>].
135.2.e.7.b.Whatever instruction or ability comes after the [>] is modified by the keyword that comes before the [>]. It will either be inactive, in the case of a dependent keyword; the trigger effect, in the case of a keyword triggered ability; or it will receive the permission granted by the keyword in the case of a permissive keyword.
135.3.Rules text can be blank.
135.4.A card’s printed Rules Text is Inactive while that card is Attached to another card.
See rule 716. Attachment for more information. See rule 720. Inactive for more information.
135.4.a.The presence of text, rules, Keywords, and other effects can still be referenced and detected by other game effects, even while Rules Text is Inactive.
135.4.b.Any granted or appended Rules Text on a card is still Active even if that card is Attached to another card.
136.Effect Text
136.1.Some cards have a separate section of text below the Rules Text. This is referred to as the Effect Text.
136.2.Effect Text can contain additional Abilities.
136.2.a.Effect Text can be blank.
136.2.b.Effect Text is inactive unless the card with the Effect Text is Attached to another card.
See rule 716. Attachment for more information. See rule 720. Inactive for more information.
136.2.c.The abilities in the Effect Text section of a card are appended to the Rules Text of the card to which the card with the Effect Text is Attached.
136.2.d.Effect Text may refer to “this” or to the name of the Attached game object that appended the Effect Text. Doing so refers to the Attached game object and not the Top-Most Card, even if the Top-Most Card shares a name with the Attached game object.
Example: Guardian Angel’s effect text reads “If I would die, kill Guardian Angel instead. Heal me, exhaust me, and recall me.”
Example: Brutalizer’s effect text reads “If this was attached to me this turn, I have an additional +2 [M].” The “this” in the effect text refers to the attached Brutalizer.
137.Might Bonus
137.1.Some cards have a Might Bonus in their lower right corner, expressed as an operator plus an integer.
137.2.A card’s Might Bonus can be +0.
137.3.A card’s Might Bonus modulates the Might of the card to which the card that has the Might Bonus is Attached.
See rule 716. Attachment for more information.
137.3.a.The Might Bonus is applied while Attached and stops applying as soon as the card with the Might Bonus is no longer Attached.
137.3.b.If the card to which a card with a Might Bonus is Attached has no Might value, the Might Bonus is ignored.
138.Flavor Text
138.1.Flavor text is text that appears at the bottom of some cards to provide aesthetic enjoyment. It conveys no gameplay information.
Example: The card Void Seeker features a quote from the character Kai'Sa. It does not have the Kai'Sa tag and has no gameplay connection to the Champion unit Kai'Sa.
138.2.Flavor text is located at the bottom of the section provided for rules text, usually in a shaded bar. It appears in italics.
139.Illustration
139.1.Each card has an illustration. It conveys no gameplay information.
140.Units
141.Unit is:
141.1.A Game Object
141.1.a.While on the Board:
141.1.a.1.Units are at one of several Locations while on the Board: a Battlefield or their Base.
141.1.a.2.Units and their details are Public Information while on the Board.
141.1.a.3.Units can be chosen, affected, or manipulated by spells, affects, or game actions that specify Units.
141.1.a.4.Units can be Killed.
See rule 428. Kill for more information.
141.1.b.While in the Trash:
141.1.b.1.Units are treated as Cards, similar to when in the Hand.
141.1.b.2.They retain the properties of being a Unit, but are not on the Board and thus cannot take actions or be affected by spells, abilities, or game actions that target Units on the Board.
141.1.b.3.Units can be affected by spells and game effects that target Units in the Trash.
141.2.A Card Type
141.2.a.This is a unique identifier that some spells or abilities will use to restrict what they can choose or affect.
141.2.b.The card type is relevant in all zones.
142.Damage is a marked value that is applied to Units.
142.1.Damage is not a Game Object.
142.2.Damage is a value tracked per-Unit.
142.3.Damage is marked on Units by players.
142.3.a.The player responsible for the Deal action that caused the Damage to be marked is the player who marked that Damage.
142.3.b.Game Effects may refer to that player’s Damage. This means the Damage marked by that player.
Example: A unit reads in part “Your damage can’t be prevented.” This refers to the damage marked by that player.
142.4.a.Lethal Damage is the amount of marked Damage that will cause a unit to die in a cleanup.
142.4.b.Lethal Damage for a Unit is a non-zero amount greater than or equal to that Unit’s Might.
Example: A unit has 5 [M] and 3 damage marked on it. Frigid Touch is played
targeting that unit. When it resolves, the unit’s Might becomes 3, and it will have lethal damage marked on it.
Example: A unit has 0 [M]. In order to have lethal damage marked on it, it must have at least 1 damage marked on it.
142.4.c.Some effects may alter this amount. These effects will refer to the amount of damage needed to kill a unit.
Example: Elder Dragon’s passive ability reads “Any amount of your damage is enough to kill enemy units.” This alters the Lethal Damage value for enemy units that have damage marked by you.
143.Units have multiple Intrinsic Properties unique to them:
143.1.Tag: A Unit has zero or more Tags representing one or more champions, regions, factions, or species it belongs to.
143.1.a.These have no intrinsic rules or behaviors by themselves.
143.1.b.Spells, abilities, and game actions can reference these types as part of their execution.
143.2.Might: The combat statistic of a Unit. Used to determine a Unit's contribution to Combat, as well as when it is Killed by damaging effects.
143.2.a.If a Unit ever has nonzero damage marked on it equalling or exceeding its Might, it is Killed.
143.2.b.If a unit's Might is ever less than 0, it is treated as 0 when referenced by spells and abilities, and when summing Might to be assigned as damage in the Combat Damage Step.
See rule 465. The Combat Damage Step for more information.
143.2.b.1.Although the unit’s Might is treated as 0, it is not 0. Effects that calculate Might increases and decreases use the actual value of the unit’s Might.
143.3.Units can have damage marked on them.
143.3.a.When spells, abilities, or other game effects deal damage, Units mark that damage on them temporarily. This can be tracked with coins, dice, or other markers, or by memory.
143.3.b.Damage is Healed from Units at two specific times:
143.3.b.1.At the end of each player's turn.
See rule 317.2. Ending Phase for more information.
143.3.b.2.During a Combat Cleanup.
See rule 466.1. for more information about Combat Cleanups.
143.4.Units enter the Board exhausted.
143.4.a.This can be altered by Accelerate or similar game effects.
See rule 805. Accelerate for more information.
144.Units have the Inherent Ability to perform a Standard Move.
144.1.This action is limited in when it can be performed.
144.1.a.This action can be done any time during a player's Main Phase.
144.1.b.This action cannot be performed during a Closed State.
144.1.c.This action cannot be performed during a Showdown or Combat.
144.2.Exhausting the Unit is the Cost for this action.
144.3.Players may perform multiple Units' standard move simultaneously. This is treated as one game action performed on multiple Units.
144.3.a.When a Move like this is declared by a player, the units' Destination must be the same.
144.3.b.When a Move like this is declared by a player, the Origins do not need to be the same.
144.3.c.The Costs of Exhausting the Units are also paid Simultaneously.
144.4.The Destinations where Units can Move to with their Standard Move are restricted:
144.4.a.Units may move from their Base to a Battlefield.
144.4.a.1.Units cannot Move to a Battlefield that already has units from 2 other players present, or where a Combat is ongoing that has 2 other players as participants.
See rule 447.2. For more information on valid destinations for movement.
144.4.b.Units may move from a Battlefield to their Base.
144.4.c.Ganking is a unique ability that affects a Unit's Standard Move
144.4.c.1.Units with Ganking may use their Standard Move to Move from Battlefield to Battlefield.
See rule 810. Ganking for more information.
145.Units may have Activated Abilities.
145.1.Activated Abilities are Game Effects that are written as Costs followed by a ":", and then succeeded by an effect.
See rule 376. Activated Abilities for more information.
145.2.The Activated Ability of Units may be executed at any time during the controlling player's Main Phase during an Open State, and not during a Showdown.
145.2.a.This follows the same process as playing a card.
See rule 349. Playing Cards for more information.
145.2.a.1.This behaves, once activated, like a spell without an associated card.
146.Units have a Location.
146.1.A Unit’s Location is the Base or Battlefield it currently occupies.
See rule 197. Locations for more information.
147.Gear
148.Gear are:
148.1.A Game Object
148.1.a.While on the Board.
148.1.a.1.Gear can only be played to a player's Base unless an effect specifies otherwise.
148.1.a.2.Gear and their details are Public Information while on the Board.
148.1.a.3.Gear can be chosen, affected, or manipulated by spells, effects, or game actions that specify Gear.
148.1.a.4.Gear can be Killed.
See rule 428. Kill for more information.
148.1.b.While in the Trash
148.1.b.1.Gear are treated as Cards before Game Objects, similar to the Hand.
148.1.b.2.They retain the properties of being Gear, but are not on the Board and thus cannot take actions or be affected by spells, abilities, or game actions that affect Gear on the Board.
148.1.b.3.Gear can be affected by spells and game effects that affect Gear in the Trash.
148.2.A Card Type
148.2.a.This is a unique identifier that some spells or abilities will use to restrict what they can choose or affect.
148.2.b.The card type is relevant in all zones.
149.Gear have several Intrinsic Properties unique to them.
149.1.Gear enter play Ready.
149.2.Gear can only be played to a player's Base unless an effect specifies otherwise.
149.3.If an unattached non-Unit Gear is at a Battlefield for any reason during a cleanup, then it is recalled to its controller's Base as a corrective action.
See rule 454. Recalls for more information.
See rule 318. Cleanups for more information.
150.Gear can have the Equipment tag.
150.1.These Gear are referred to as Equipment.
150.2.Equipment have effect text and a Might bonus.
See rule 136. Effect Text for more information on effect text. See rule 137. Might Bonus for more information on Might bonuses.
150.3.Equipment can have the Equip or Quick-Draw keywords.
See rule 818. Equip for more information on the Equip keyword. See rule 819. Quick-Draw for more information on the Quick-Draw keyword.
150.4.Equipment are still Gear and have the same intrinsic properties and rules that Gear do.
150.5.Equipment and whether a Gear has the Equipment tag is a characteristic of the Gear may be checked or referenced by other Game Effects.
151.Gear may have Activated Abilities.
151.1.Activated Abilities are Game Effects that are written as Costs followed by a ":", and then succeeded by an effect.
See rule 376. Activated Abilities for more information.
151.2.The Activated Ability of Gear may be executed at any time during the controlling player's Main Phase during an Open State, and not during a Showdown.
151.2.a.This follows the same process as playing a card.
See rule 349. Playing Cards for more information.
151.2.a.1.This behaves, once activated, like a spell without an associated card.
152.Gear have a Location.
152.1.A Gear’s Location is the Base or Battlefield it currently occupies.
See rule 197. Locations for more information.
152.2.Non-Unit Gear cannot normally become located at a Battlefield unless by some special means.
Example: Gear are played to Base unless an effect specifies otherwise. A gear played from
Facedown, which is specified to be played to the Battlefield it was played from, will enter at that Battlefield. Gear can also become located at a Battlefield if they are attached to a unit who becomes located at a Battlefield. A Gear that is a Unit can move to a Battlefield. See rule 811. Hidden for more information. See rule 716. Attachment for more information.
153.Spells
154.Spell is a card type.
155.A spell can be played during an Open State outside of Showdowns on its controller's turn.
156.A spell is controlled by the player who played it.
157.A spell creates a game effect according to its instructions and is then placed in the Trash of the player who owns it.
158.When a spell is successfully played, a player executes the rules text of the spell. This is called Resolving the spell.
158.1.Spells have their rules text executed from top to bottom when they are Resolved.
158.2.If a later part of a spell applies a Replacement Effect that alters earlier parts of the spell, apply those replacement effects as appropriate. Example: A spell says "Choose a unit. Kill it the next time it takes damage this turn." and "[Legion] — Kill it now instead. (Get the effect if you've played another card this turn.)" If the Legion condition is satisfied, the unit is killed immediately and the instruction to kill it the next time it takes damage is ignored, even if the unit remains on the board somehow.
See rule 367. Replacement Effects for more information.
158.3.While a spell or ability on the chain is Resolving, no other spells or abilities can be finalized on the chain or resolved, including triggered abilities or game effects that would occur as a result of the execution of the spell.
158.3.a.Finish resolving all effects of a spell before addressing any chain items or Tasks the spell may have added or made outstanding through execution.
159.Certain Keywords on spells are not executable rules text, but instead intrinsic properties of the spell.
159.1.These determine inherent properties and behaviors of the spell before being played or while on the chain.
159.2.These keywords are:
159.2.a.Action
159.2.a.1.This indicates that, in addition to being able to be played during an Open State, this spell may also be played during Open States during Showdowns.
See rule 806. Action for more information.
159.2.b.Reaction
159.2.b.1.Grants all cases and rules of Action.
159.2.b.2.In addition to all prior cases, may also be played during all forms of Closed State.
159.2.b.3.This will result in this spell resolving before spells and abilities that are already on the chain.
See rule 813. Reaction for more information.
160.Runes
161.Rune is a Card Type.
161.1.A Rune is not a Main Deck card.
161.1.a.This means, despite remaining on the Board until Recycled or otherwise removed from the board, it is not a Permanent.
161.2.Runes are kept in the Rune Deck.
161.2.a.Exactly 12 Rune cards chosen during Deck Construction.
See rule 103.3. Rune Deck for more information.
161.2.b.When a Rune is Recycled it is returned to the Rune Deck, not the Main Deck.
See rule 416. Recycle for more information.
162.Runes produce the resources needed to pay costs.
163.Runes produce Energy and Power.
163.1.Energy is used to pay numeric Energy costs.
163.1.a.Energy has no Domain.
163.1.b.Energy has no type.
163.2.Power is used to pay Domain-associated Power Costs.
163.2.a.Power has a Domain.
163.2.a.1.Power's Domain usually corresponds to the Domain of the Rune that produced it.
163.2.b.Some Power is Universal and can be used to pay for costs of any Domain.
164.Basic Runes
164.1.There are six Basic Runes, each with a Domain corresponding to its name:
Fury Rune Calm Rune Mind Rune Body Rune Chaos Rune Order Rune
164.2.A Basic Rune always has the following two Abilities:
164.2.a.[E]: [Reaction] — Add [1].
164.2.b.Recycle this: [Reaction] — Add [C].
164.2.b.1.The Power added this way corresponds to the Domain of the Rune that is being Recycled.
165.Rune Pools
166.The Rune Pool is a conceptual collection of a player's available Energy and Power available to pay Costs.
166.1.When a card adds Energy or Power, it is added to the controlling player's Rune Pool.
166.2.Players must add Energy and Power to their Rune Pool in order to be able to spend it to play cards or pay for Abilities with costs.
166.3.Energy and Power do not have a physical marker or tracker, although players may wish to use a physical tracker if they are retaining unspent Energy and Power over the course of their turn.
167.Every player's Rune Pool empties at the start of each player's Main Phase and the end of each player's turn.
167.1.Any unspent Energy or Power are lost.
168.All Abilities that include the action "Add" are abilities that are adding Energy or Power to the Rune Pool.
See rule 429. Add for more information.
169.Battlefields
170.Battlefields are Game Objects.
170.1.Battlefields are Owned by a player.
170.2.Battlefields are not shuffled into Decks at the start of a game.
170.2.a.Battlefields are not played during the course of regular play.
170.2.b.Battlefields are established at the start of a game and remain in place for the duration of regular play.
170.3.Battlefields cannot be Killed during the course of regular play.
170.4.Battlefields cannot be Moved.
170.5.Battlefields are Locations.
170.5.a.Battlefields can be Origins of moves.
170.5.b.Battlefields can be Destinations of moves.
170.6.Any number of Units can be present at a Battlefield.
170.7.Battlefields can be targeted by spells or game effects.
170.9.Battlefields can have Triggered Abilities.
See rule 382. Triggered Abilities for more information.
170.10.Battlefields can have Activated Abilities.
See rule 376. Activated Abilities for more information.
170.11.Battlefields can be referenced in different states in card text:
170.11.a.Battlefields can be “occupied.” This means they have a Unit present.
170.11.b.Battlefields can be “uncontrolled.” This means no player controls them.
170.11.c.Battlefields can be “open.” This means they are unoccupied and uncontrolled.
171.Battlefields are not Permanents.
172.The number of Battlefields on the Board is determined by the Mode of Play.
173.Legends
174.Legends are Game Objects.
174.1.Legends are Owned by a player.
174.2.Legends are not shuffled into Decks at the start of a game.
174.2.a.Legends are not played during the course of regular play.
174.2.b.Legends are established at the start of a game, and remain in place for the duration of regular play.
174.3.Legends cannot be Killed during the course of regular play.
174.4.Legends cannot be Moved.
174.5.Legends can be targeted by spells or game effects.
175.Legends are not Permanents.
176.Legends may have one or more Domains.
176.1.The Champion Legend determines the Domain Identity of cards its owner can include.
See rule 101. Deck Construction for more information.
177.Multiple Types
178.Game Objects can have multiple types.
178.1.A Game Object that is more than one type has the properties of all of their types, except where they are mutually exclusive.
178.1.a.Regardless of a Game Objects’ other types, there are some properties that are true of Game Objects of certain types. These properties take precedence when properties are mutually exclusive.
178.1.a.1.If a Game Object is a Unit, regardless of its other types, it has Might, can have damage marked on it, enters exhausted, and can be played to any valid location.
178.1.a.1.a.It will not be recalled to base in step 5 of a cleanup.
178.1.a.2.If a Game Object is a Rune, regardless of its other types, it will be recycled to the Rune Deck.
178.2.A Game Object that is more than one type maintains all of the permissions of all types.
178.2.a.If a Game Object is a Unit, it has the standard move inherent ability.
178.2.a.1.It can move and become located at a Battlefield.
178.3.A Game Object that is more than one type can be affected by Game Effects that modify or interact with any of its types.
Example: A unit that is also a gear can be affected by spells and abilities like the Ruination or Thermo Beam that say “Kill all units,” or “Kill all gear.” A unit that is also a gear can be targeted by spells and abilities like Vengeance or Rocket Barrage that say “Kill a unit,” or “Kill a gear.”
179.Tokens
180.Tokens are Game Objects created by spells and abilities during play.
181.Tokens can be represented by anything. Printed tokens are included in Riftbound booster packs, but they are not required to play a token.
182.A token's controller is the controller of the spell or ability that created it, unless the token's type innately determines control or that spell or ability specifies that a different player is the token's controller.
183.A token's owner is the player who controlled the effect that created it.
184.The effect that creates a token may specify the conditions or circumstances under which it enters the board.
These stipulations may alter the usual steps for playing a card if the token is played.
184.1.The effect may state that the token enters ready or exhausted, if that state is contrary to the default for the token's type.
184.2.The effect may restrict the location to which the token may be played.
184.3.The effect may grant temporary abilities or modifications to the token.
185.Tokens are not cards.
185.1.“Token” is an intrinsic category of Game Objects, in the same way “card” is.
185.1.a.Token Game Objects cannot lose their token nature by any means.
185.1.b.Card Game Objects cannot become tokens by any means.
185.2.Tokens have some properties in common with cards.
185.2.a.Tokens can be played by their owner if their card type is played, following all the applicable steps for playing a card plus any restrictions or modifications from the effect that created the token.
See rule 349. Playing Cards for more information.
185.2.b.Token units have a Might.
185.2.c.Tokens may have one or more tags.
185.2.d.Tokens have a type. They follow all rules for their type unless otherwise specified.
Example: A token unit is a unit. It enters exhausted, can take the standard move
action, deals damage equal to its Might in combat, is destroyed if it takes damage equal to or greater than its might, can be chosen or otherwise affected by spells or abilities that choose or affect units, etc.
185.2.e.Tokens inherit the recycle destination of their type.
Example: Token runes will be recycled to the Rune Deck. Token units, gear, and
spells will be recycled to the Main Deck. Token battlefields and legends can’t be recycled.
185.3.Tokens differ from cards in some ways.
185.3.a.Tokens do not have costs.
185.3.a.1.Although tokens do not have costs, their cost is treated as being 0 for all purposes.
185.3.a.2.Tokens can have costs appended to them via applied Layer effects.
Example: Deceiver’s conquer effect creates a 0 [M] Reflection unit token
and applies a copy effect to that token. The copy effect will append all copyable traits, including the cost of the unit to be copied. This appends a cost to the Reflection token.
185.3.b.Tokens do not have domains.
185.3.b.1.Tokens can have domains appended to them via applied Layer effects.
Example: A card reads in part “As you play this, pick a domain. All units and
gear are that domain.” If that card is in play, any unit and gear tokens will have the chosen domain appended to them.
186.Tokens are Created on the board or the Chain and cannot exist elsewhere.
186.1.If a token is put into any Non-Board Zone besides the chain, it ceases to exist immediately after moving to its new zone.
187.The spell or ability that Creates a token specifies some of its characteristics. It may have other characteristics, as listed below.
187.1.A 1 [M] Recruit token is a domainless unit token with 1 Might and the Recruit tag.
187.2.A 3 [M] Sprite token with Temporary is a domainless unit token with 3 Might, the Fae tag, and the Temporary keyword.
See rule 816. Temporary for more information.
187.3.A 2 [M] Sand Soldier token is a domainless unit token with 2 Might and the Shurima tag.
187.4.A 3 [M] Mech token is a domainless unit token with 3 Might and the Mech tag.
187.5.A Gold gear token is a domainless gear token with “[Reaction][>] Kill this, [E]: [Add] [A].”
187.6.A 0 [M] Reflection token is a domainless unit token with 0 Might.
187.7.A 1 [M] Bird token is a domainless unit token with 1 Might, the Bird tag, and the Deflect keyword.
See rule 809. Deflect for more information.
187.8.A Brush battlefield token is a domainless battlefield token with “Bird, Cat, Dog, Poro, and Ivern units here have +1 [M]” and “When you score here, you may replace this with the battlefield it replaced.”
187.9.The Baron Pit battlefield token is a domainless battlefield token with “Units can move here from anywhere.”
187.10.A 1 [M] Tentacle token is a domainless unit token with 1 Might and the Bilgewater tag.
187.11.A 0 [M] Shadow Clone token is a domainless unit token with 0 Might and “When I attack, you may banish a unit from your trash. If you do, give me [Assault 4] this turn.”
See rule 807. Assault for more information.
188.Control
189.Control is the concept of a player having influence of a Game Object and applies differently to different card types.
190.Battlefields
190.1.Control is established over Battlefields through the course of play.
190.2.Control is a binary state for Battlefields and an Identifier for players.
190.2.a.A Battlefield is Controlled or Uncontrolled.
190.2.b.A Battlefield is Controlled by a specific player or Controlled by no one.
190.3.Control can be Contested through the course of play.
190.3.a.Contested is a temporary status applied to the battlefield when a Unit controlled by a Player who does not currently Control that Battlefield Moves or otherwise becomes present there.
190.3.a.1.Units moving to or being played to a battlefield apply Contested status if that battlefield is not already Contested and that Unit’s controller does not already control that battlefield.
190.3.b.Once a Showdown or Combat begins at a Battlefield, it remains Contested until Control is established or re-established.
190.3.b.1.If a player who applied Contested status to a Battlefield controls no Units there and there is no ongoing Showdown or Combat at that Battlefield, then Contested status is removed in the following Cleanup.
190.3.c.The state of a Battlefield being Contested is used to determine when Combat should occur and when a Non-Combat Showdown should occur.
190.3.d.At this time Game Effects cannot reference this status.
190.4.Control is established by having Units at a Battlefield at the end of a Showdown or Combat after applying the contested status.
190.4.a.If a player controls Units at a Battlefield, outside of Combat, they maintain Control of that Battlefield for as long as they have Units at that Battlefield.
190.4.b.While a Combat or Showdown is ongoing at a Battlefield, Control of that Battlefield cannot change until instructed by steps of the Combat or Showdown.
190.4.c.If a player has no Units at a Battlefield and the turn is in an Open state, they lose Control of that Battlefield in the following cleanup unless there is a Combat or Showdown ongoing there.
190.5.Control is a constant state.
190.6.Control of a Battlefield determines Control of its Abilities.
190.6.a.While a Battlefield is Controlled, its Controller controls its Abilities unless that ability indicates another player does. The controlling player takes responsibility for adding them to the Chain if applicable, and makes all choices required by them unless otherwise specified.
190.6.b.While a Battlefield is Uncontrolled, its Abilities are also Uncontrolled unless that ability indicates a player controls it. If there is no such indication, the Turn Player takes responsibility for adding them to the Chain if applicable, makes all choices required by them unless otherwise specified, and is treated as their Controller if any game rule or effect requires one.
Example: The Arena’s Greatest is a battlefield that reads “At the start of each player's first Beginning Phase, that player gains 1 point.” This ability will usually trigger while the battlefield has no controller. If it does, the Turn Player goes through the steps of adding the ability to the chain and receives priority after doing so, exactly as if they controlled the ability.
190.6.c.If an Ability of a Battlefield indicates that a specific player makes a choice, that player is the Ability’s controller. They take responsibility for adding it to the chain if applicable and make all choices required by the ability. They and only they control the ability, regardless of who controls the Battlefield.
Example: Abandoned Hall is a battlefield that reads “When a player plays a spell, they may give a unit they control here +1 might this turn.” The ability indicates that the player who played the spell makes the choice, so that player takes responsibility for putting the ability on the chain and makes all choices. They control the triggered ability.
190.6.d.“You” in a battlefield’s abilities refers to the battlefield’s Controller, as does the implied “you” in instructions that don’t specify a player like “draw 1.” If the battlefield has no Controller, “you” refers to no one, and all such instructions are ignored.
191.Everything Else
191.1.When a player Plays, Hides, or Creates a Card or other Game Object, they are established as that Game Object's Controller.
191.2.For Spells, they are the Spell's Controller.
191.2.a.That player chooses targets.
191.2.b.That player chooses modes.
191.2.c.That player pays costs.
191.3.For Permanents and Runes, when they Enter the Board, that player is assigned as that Game Object's Controller.
191.3.a.That player may make decisions about the Game Object's Inherent Abilities.
191.3.b.That player may make decisions about the Game Object's Unique Abilities.
191.3.c.That player may make decisions about any game effects or decisions necessary while the card is being played.
191.3.d.That player may make decisions about any game effects created from "When you play me" effects of Permanents.
191.4.For Abilities, they are the Ability’s Controller.
191.4.a.By default, the Controller of an Ability’s Source is the Controller of that Ability.
191.4.a.1.If an Ability’s Source is located in a non-Board Zone, the Ability’s Controller is the Owner of the Source.
191.4.b.Changes to Control of an Ability’s Source do not change Control of that Ability.
191.4.c.That player chooses targets.
191.4.d.That player chooses modes.
191.4.e.That player pays costs.
192.When a game effect or rules text refers to the Controller of a specific object, it can be referring to either context interchangeably.
192.1.The method of assignment of control is different, but the status of Control is the same across all Game Objects.
193.Winning
194.Players win Riftbound games primarily through gaining points.
194.1.Players can gain points a number of ways:
194.1.c.Spells, Triggered Abilities and Activated Abilities that instruct them to gain one or more points.
194.1.d.When an opponent Burns Out and picks that player to gain 1 point.
See rule 431. Burn Out for more information.
194.2.A player wins the game if, in a cleanup, they have points greater than or equal to the Victory Score and more points than any other player.
See rule 318. Cleanups for more information.
194.2.a.If more than one player has points greater than or equal to the Victory Score, whichever player has more points wins.
194.2.b.If those players have the same number of points, play continues until one player has more points in a cleanup.
194.3.The Victory Score is 8 points by default.
194.3.a.Some game modes or card effects may alter the Victory Score.
See rule 481. Modes of Play for more information.
194.4.Players cannot have less than 0 points.
194.4.a.If a player would lose 1 or more points while they have 0 points, nothing occurs.
194.4.b.Any effects that trigger on a player losing points do not trigger.
195.A player also wins the game if an effect instructs them to do so, or if they are the only player remaining in the game.
195.1.If an effect instructs a player to lose the game, that player is immediately removed from the game.
See rule 649. Conceding for more information about being removed from the game.
196.When a player wins the game, the game ends.
197.Locations
198.Locations are the Game Objects and Zones where permanents and runes may be located.
198.1.Locations include the Battlefields and the Bases.
198.2.A permanent’s Location is a characteristic of that permanent that may be referenced by Game Effects.
199.A Game Object that comprises a Location is also a Game Object at that location.
199.1.A Battlefield is both a location and also a Game Object at that location.
Zu diesem Text
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