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Learn Riftbound

A paged guide to the rules, a keyword glossary, and how this simulator works.

Core Rules · Section 400-499

Chain, Abilities and Game Actions

710 rules

The rules are shown in the official English text published by Riot Games. They are not translated.

400.Abilities when added to the Chain become Pending Items until they complete the steps of Playing.

400.1.When an Ability finishes the steps of playing it becomes a Finalized Chain Item just like a Spell.

400.2.When an Ability with the [Add] action is finalized it resolves immediately, like a Unit or Gear.

401.1. Activate or trigger the Ability

401.1.Add a Pending Item to the chain representing the Ability that is either being Activated or Triggered.

Notably, although this Chain Item will not have a card representing it, this will create a Closed State.

See rule 349. Playing Cards for more information.

401.2.If there is currently a game effect being resolved, continue resolving the game effect instead of continuing the following steps.

402.2. Make relevant choices

402.1.If the first part of a Triggered Ability’s effect is “you may,” or “they may,” its controller decides whether or not to perform the Triggered Ability now.

402.1.a.If they choose not to perform the Triggered Ability now, it is removed from the chain.

402.2.Make all choices required for this ability, such as targets, modes, or other relevant decisions.

See rule 349. Playing Cards for more information

402.3.If legal options are not available for an Activated Ability, it is not legal to activate it.

402.4.If there are not enough options to make legal choices for a Triggered Ability that has been put on the chain, remove it from the Chain now. It ceases to be a Pending Item but never becomes a Finalized Chain Item.

402.4.a.This is not an Ability being countered.

402.4.b.If there are legal options to choose, the ability’s controller must choose them. They may not decline this stage of playing a Trigger.

403.3. Determine Total Cost

403.1.Determine the base cost of the Ability.

403.1.a.Activated Abilities will have a cost listed before the “:” in their text.

403.1.b.Triggered Abilities will typically not have a base cost associated with them when placed on the chain due to their conditions.

403.1.b.1.If a Triggered Ability has a cost within instructions (e.g. “[do X] to [do Y]”), the cost is taken as the base cost.

See rule 740.2.a. for more information on costs within instructions.

403.2.Apply cost increases and decreases as a result of choices made in the prior step.

See rule 349. Playing Cards for more information.

403.3.Apply any other cost increases or decreases as necessary.

See rule 349. Playing Cards for more information.

404.4. Pay Costs

404.1.Pay costs as determined in the prior step.

See rule 349. Playing Cards for more information.

404.2.At this stage, players may decline to pay for Triggered Abilities that have incurred a cost. If they do, the ability will cease being a Pending Item and be removed from the Chain. It never becomes a Finalized Chain Item.

404.2.a.This is not an Ability being countered.

405.5. Check Legality

405.1.Ensure that the Ability’s targets are still legal.

405.2.Ensure that the Ability’s effect would not create an illegal state. If it would, resolve in the same way you would resolve a Card that creates an illegal state.

See rule 349. Playing Cards for more information.

406.6. Proceed with Play

406.1.This Ability is no longer Pending.

406.2.This Ability becomes a Finalized Chain Item.

406.3.If there are other Pending Chain Items on the Chain, their controllers perform the remaining steps of playing now.

406.4.Other players have an opportunity to play Reactions before the resolution of spells and abilities.

See rule 327. Chains for more information.

406.5.Otherwise, execute the Ability just like a Spell, then clear the Chain Item from the Chain.

407.Game Actions

408.Game Actions are actions players may perform at any given time during the game.

409.A player, unless otherwise specified or prompted, may only perform actions on their turn.

410.There are two types of Game Actions:

410.1.Discretionary Actions

410.1.a.A Discretionary Action is a Game Action that may be performed at any time during a player's turn during a Neutral Open State.

See rule 307. States of the Turn for more information.

410.1.b.A player may take any number of Discretionary Actions available to them during their turn.

410.1.b.1.As long as any conditions, if applicable, are met.

410.1.b.2.As long as any costs, if applicable, are paid.

410.1.b.3.As long as it does not result in any forbidden action being taken or game state being created.

Example: A player can't use the Standard Move discretionary action to move a unit to a Battlefield that's already occupied by Units controlled by two other players.

410.2.Limited Actions

410.2.a.A Limited Action is a game action that a spell, ability, or circumstance of the turn's progression causes the player to perform. A player cannot perform these actions at-will.

410.2.b.These actions can only be taken when a player is instructed to do so as the execution of an effect or during their specified occasion during the turn.

Example: A player may Draw during the Draw Phase on their turn or when instructed to do so by a spell or ability. They can't choose to Draw at any other time.

411.Responsibility

411.1.Game Actions may be the responsibility of up to one player. The player that performs the Game Action is responsible for it.

Example: Cull the Weak is a spell that reads “Each player kills one of their units.” When the spell resolves, each player chooses a unit they control and kills that unit. They are responsible for the death of their own unit.

411.2.In the case where a Game Action is performed by procedures of the game and not by any player, that Game Action is not the responsibility of any player.

411.3.Certain rules assign responsibility to players for Game Actions that they are not normally responsible for.

411.4.If an ability triggers when “you” do something, it triggers when a Game Action that you are responsible for occurs.

Example: A gear reads “When you move an enemy unit, you may exhaust this to [Stun] it.” It will trigger whenever a move game action that you are responsible for causes an enemy unit to move. If an opponent plays a spell that reads “choose a Battlefield. Each player may move a unit they don’t control to that battlefield,” and a player that controls the gear chooses to move an enemy unit, their gear will trigger.

411.5.Note that certain Game Actions, specifically Kill, can be attributed to spells and abilities. This attribution is not the same as the responsibility a given player has for the kill game action.

411.5.a.Spells and abilities have attribution for game actions, while players have responsibility.

411.6.Some Game Effects may check if a player has performed a Game Action “with” a Game Object. In order to do so, the Game Action must be attributed to the spell or ability of that Game Object if necessary, the player must control that spell or the ability of that Game Object, and the player must be responsible for the Game Action.

411.6.a.Abilities granted via the effect text of a Game Object to another Game Object count for both Game Objects for this purpose.

412.Types of Actions

413.Draw

413.1.Drawing a card takes a single card from a zone and adds it to the player's Hand.

413.1.a.Unless specified otherwise, drawing takes cards from the top of the Main Deck.

413.2.This is a Limited Action.

413.2.a.Each player draws 1 during the Draw Phase on their turn.

413.2.b.The player may draw cards when instructed to do so by other game effects.

413.3.This action, when instructed, is formatted as "Draw X."

413.4.If a player attempts to draw more cards than are available in their Main Deck, they do the following:

413.4.a.Draw as many as possible.

413.4.b.Perform a Burn Out.

See rule 431. Burn Out for more information.

413.4.c.Draw the remaining cards needed to complete the Draw action.

414.Exhaust

414.1.Exhausting is an action that marks a non-spell Game Object on the board as "spent."

414.1.a.To mark it, rotate the card 90 degrees opposite of Readying, so that the orientation of the card is lengthwise in front of you.

414.1.b.A Game Object that is already Exhausted cannot be Exhausted again.

414.1.c.If a Game Object is instructed to be Exhausted while it is already Exhausted, nothing additional happens.

414.2."Exhausted" is a state for Game Objects on the board that other game effects and rules can reference.

414.3.This is a Limited Action.

414.3.a.Most Exhaust actions will be costs for Activated Abilities or Discretionary Actions.

Example: A unit's Standard Move exhausts the unit as a cost.

414.4.When Exhausting is listed as a Cost, then the Action must be able to be completed for the cost to be paid.

Example: A spell says "As an additional cost to play this, you may exhaust a friendly unit." An exhausted friendly unit may not be exhausted again as the additional cost for the spell, and the additional cost has not been paid.

414.5.In abilities, the Exhaust symbol represents the cost "Exhaust this" or "Exhaust me." It resembles a card turning sideways.

415.Ready

415.1.Readying is an action that marks a non-spell Game Object on the board as available for action.

415.1.a.To mark it, rotate the card 90 degrees opposite of Exhausting, so that it is vertically oriented in front of you.

415.1.b.A Unit that is already Ready cannot be Readied again.

415.1.c.If a Unit is instructed to be Readied while it is already Ready, nothing additional happens.

415.2."Ready" is a state for Game Objects on the board that other game effects and rules can reference.

415.3.This is a Limited Action.

415.3.a.A player Readies all non-spell Game Objects they Control during the Awakening Phase on their turn.

415.3.b.Players may also Ready Game Objects on the board when effects or spells instruct them to do so.

416.Recycle

416.1.Recycling cards is the action in which a player takes one or more cards from a specific zone and then puts it on the bottom of the corresponding deck.

416.1.a.Main Deck cards are Recycled to the Main Deck.

416.1.b.Runes are Recycled to the Rune Deck.

416.1.c.Each player Recycles cards to their own Main Deck and Rune Deck, regardless of which player is instructed to perform the Recycle action.

416.2.This is a Limited Action.

416.2.a.The player must Recycle cards from the specified zones when instructed to do so by game effects or costs.

416.3.When Recycling is listed as a Cost, the action must be able to be completed for the cost to be paid.

Example: Vi, Destructive has the ability "Recycle 1 from your trash: Give me +1 [M] this turn."

Each time a player activates the ability, they must recycle 1 card from their trash to pay its cost. If they have no cards in their trash, they can't activate the ability, because they can't pay its cost.

416.4.When Recycling is part of an effect, a player must Recycle as many cards as possible from the specified zone or zones.

416.5.If 2 or more cards are Recycled to the Main Deck simultaneously, they are placed on the bottom of that deck in a random order.

Example: Garbage Grabber has the ability "Recycle 3 from your trash, [1], [E]: Draw " To pay the cost of activating this ability, its controller chooses 3 cards from their trash and places them on the bottom of their Main Deck in a random order.

416.5.a.If 2 or more cards are Recycled to the Rune Deck simultaneously, they are placed on the bottom of that deck in the order of their owner's choosing.

416.6.This action, when instructed, is sometimes formatted as "Recycle X from [Zone]." That means to take X cards of the instructed player's choice from the relevant zone and recycle them. Such an instruction does not target the recycled cards.

Example: Dr. Mundo, Expert has the ability "At the start of your Beginning Phase, recycle 3 from your trash." As that ability resolves, its controller recycles 3 cards from their trash. If there are fewer than 3 cards in that player's trash, they recycle as many as they can.

417.Deal

417.1.Spells, Units, Abilities, and other game effects may Deal Damage to units.

417.1.a.Assigning Damage during the Combat Damage Step is not Dealing Damage, but will cause Damage to be Dealt when assignment is complete.

417.1.b.To Deal Damage to Units, mark the specified amount of Damage on the Unit.

417.1.c.Damage is marked on each unit separately.

417.1.d.Damage can be Dealt to more than one Unit at the same time.

417.1.e.Valid Damage is a positive integer amount, greater than or equal to 1 Damage.

417.1.e.1.Only Valid Damage is Dealt.

Example: A unit reads “when I take damage, give me +2 [M] this turn.” A

spell is played that Prevents the next 3 damage the unit would take. If a player plays Hextech Ray targeting the unit, it will take no damage and its triggered ability will not trigger. If that player had played Void Seeker instead, it would be Dealt 1 and trigger its ability.

417.2.Only Damage can be Dealt.

417.3.Dealing Damage is a Limited Action.

417.3.a.Assigning Damage causes Damage to be dealt outside of being directed to Deal Damage.

See rule 459. Combat for more information.

417.4.Dealing can have the intrinsic property of Bonus Damage.

417.5.Bonus Damage is a property granted to the action of Dealing and alters the amount of Damage distributed by this action.

See rule 712. Bonus Damage for more information.

417.6.Deal actions can originate from one or more sources.

417.6.a.If a game effect does not specify a source, the game effect describing the Deal action is the source.

Example: Void Seeker is a spell that reads “Deal 4 to a unit at a battlefield. Draw 1.”

The damage that Void Seeker instructs you to deal is dealt by Void Seeker.

417.6.b.If a game effect does specify a source, then that source is what is considered the origin of the Damage for this Deal action.

417.6.b.1.Units and Spells can be the source of Damage for Deal actions.

417.6.b.2.Abilities can be the source of Damage for Deal actions.

417.6.b.2.a.When an Ability is the source of Damage for a Deal action, it is in addition to the Spell or Unit that created that Ability.

Example: Iron Ballista is a gear that says “[E]: Deal 2 to a unit at a battlefield.” This damage is dealt both by a gear and by an ability.

417.6.b.3.When a spell or ability specifies a Unit as the source of the Damage for the Deal action, it is not in addition to the spell or ability that instructed it.

Example: Challenge is a spell that reads “Choose a friendly unit and an enemy unit. They deal damage equal to their Mights to each other.” The damage that Challenge causes to be dealt is dealt by the chosen units, not by Challenge.

417.6.b.4.The controller of the source of a Deal action is responsible for that Deal action unless the player performing the Deal action is otherwise specified.

Example: If a player plays Challenge targeting a friendly unit and an enemy unit, the controller of the enemy unit is responsible for the damage dealt by their unit. Any effects that trigger “when you deal damage” that that player controls will trigger.

417.6.c.Damage Dealt as a result of being assigned during Combat has the Units as its source.

417.6.c.1.The Damage assigned, and subsequently Dealt, to attackers has the defenders as the source and vice versa.

417.7.Deal actions can distribute Damage as part of combat actions or non-combat actions.

418.Heal

418.1.Damage being cleared from Units is Healing.

418.1.a.If Damage is cleared for any reason it is considered Healing.

418.2.More than one Unit can be Healed at the same time.

418.3.Healing is a Limited Action.

418.3.a.Players may only Heal units when game effects instruct them to, or at specific points in the turn.

419.Play

419.1.A player Plays cards by placing them on the chain and queuing them to be finalized.

See rule 349. Playing Cards for more information on playing cards. See rule 337. Finalize for more information on finalizing cards.

419.1.a.By default, a player can only Play cards from their hand or their Chosen Champion zone.

419.2.This is a Discretionary Action.

419.2.a.As long as a player has the resources to pay the costs associated with the card and legal choices to make for their cards, they may Play cards.

419.3.Game effects may result in cards being played as part of their resolution.

419.3.a.This treats Play as a Limited Action.

419.3.b.Treat all steps of Play as normal, except as noted by the game effect creating this Limited Play Effect.

419.3.c.If there are no eligible cards to Play when instructed to Play in this manner, then nothing happens and resolution continues.

419.4.Some Abilities trigger when cards are played or otherwise check whether cards have been played.

419.4.a.Any such triggered abilities trigger when the act of playing the card has been completed by the resolution of the card.

419.4.a.1.If a game effect prevents the resolution of the card—for example, because the card was countered—abilities that trigger on playing cards will not trigger.

See rule 425. Counter for more information.

419.4.b.Non-triggered abilities that check cards being played do so by means of referencing whether said cards have been Finalized.

Example: A player plays a spell, which is countered by Defy. Any Legion abilities of game objects controlled by that same player will be active.

Example: A player plays a spell, which is countered by Defy. If that player plays Battering Ram and has played no other cards that turn, it will cost [4] Energy.

420.Move

420.1.Moving is the act of a Game Object moving between two Locations on The Board.

See rule 445. Movement for more information on movement.

420.2.Moving is a Limited Action.

420.2.a.Players may only move Game Objects when instructed to do so by Game Effects or costs.

420.2.b.The Standard Move inherent to Units may also cause Movement.

See rule 144. for more information on the Standard Move.

420.3.The Standard Move inherent to Units is a Discretionary Action.

420.3.a.The Cost is Exhausting one or more Units.

420.3.b.The Effect is Moving those Units.

421.Hide

421.1.Hiding a card is the act of placing a card facedown at a Battlefield you control.

421.2.Hiding is a Discretionary Action.

421.2.a.The Hidden keyword allows a player to pay a cost to Hide a card any time they have a Hidden card in their hand or Champion Zone and meet the prerequisites.

See rule 811. Hidden for more information.

421.3.Cards that are facedown at Battlefields have their gameplay properties and permissions defined by the effect that put them there.

Example: Cards that players Hide with the Hidden keyword can be Played for [0] on any subsequent turn as a property of the Hidden keyword.

421.4.If a facedown card would change zones or if the game ends, its owner reveals it to all players.

See rule 128. Privacy for more information.

422.Discard

422.1.Discarding a card is moving it from a player's hand directly into their trash without activating or executing its normal rules text.

422.1.a.The player who is performing the action chooses which cards to send to their Trash, and may use Private Information to do so.

422.1.b.“When I am discarded” abilities or other Triggered Abilities that trigger on discarding are executed after discarding has occurred.

422.2.Discarding is a Limited Action.

422.2.a.A player must Discard cards when instructed to do so by game effects or costs.

422.3.When Discarding is listed as a Cost, then the Action must be able to be completed for the cost to be paid.

Example: A card has the ability "Discard 2: Deal 2 damage to a unit at a battlefield." To activate the ability, the card's controller must have at least 2 cards in hand and must be able to discard them.

422.4.When Discarding is part of an effect, then a player must Discard as many cards as possible from their hand. If instructed to discard more cards than they have in their hand, further discard instructions are ignored.

Example: Undercover Agent has the ability "[Deathknell][>] Discard 2, then draw 2. (When I die, get the effect.)" If Undercover Agent's controller has 2 or more cards in hand, they must discard 2. If they have 1 card in hand, they discard 1, and the rest of the discard instruction is ignored. If they have no cards in hand, the entire discard instruction is ignored. Regardless of how many cards they discard, they then draw 2.

422.5.This action is formatted as "Discard X."

423.Stun

423.1.Stunning is the act of selecting one or more Units on the Board and rendering them Stunned.

423.1.a.Stunned is a binary state. A Unit is Stunned or it isn't.

423.1.a.1.A Stunned Unit can not be Stunned again.

Example: Eclipse Herald has the ability "When you stun an enemy unit,

ready me and give me +1 [M] this turn." Its controller plays a spell that reads "Stun a unit." They may choose a unit that's already stunned, but if they do, Eclipse Herald will not trigger.

423.1.a.2.Stunned Units lose the Stunned status during step 3d of the end of turn cleanup.

423.1.b.A Stunned Unit does not contribute its might to damage in the combat damage step.

See rule 465. The Combat Damage Step for more information.

423.1.c.A Stunned Unit must still have damage applied to it equal to, or greater than, its full might value to be killed.

423.2.Stunning is a Limited Action.

423.2.a.Players may only Stun Units when directed to by Game Effects.

424.Reveal

424.1.Revealing is the act of presenting a card to all players from a zone that one or more players do not have access to the information of.

424.1.a.Revealed is a temporary state and is not a zone.

424.1.a.1.Other cards, including the card being revealed, can reference the act of being Revealed.

424.1.a.2.Cards remain in the zone they are being Revealed from.

Example: If a card is being Revealed from the top of a player's Main Deck,

it is still the top card of that player's Main Deck.

424.1.a.3.The state of being Revealed lasts for the duration specified by the game effect that applied the state; if there is no duration specified and the state was caused by a Reveal action as instructed by a spell or ability, it lasts until the resolution of that spell or ability finishes.

424.1.b.Unless otherwise described, Revealed cards do nothing else beyond become temporarily known information to all players.

424.2.Revealing is a Limited Action.

424.2.a.Players may only Reveal cards from Private or Secret zones when instructed to do so by Game Effects.

424.2.b.During the course of a game of Riftbound, a player may choose to show Private information to one or more other players. This does not count as revealing and does not trigger any effects that trigger when cards are revealed.

424.3.This action is formatted as "Reveal cards from [zone]." or “Reveal [Zone].”

Example: "Reveal 2 cards from the top of your Main Deck" would be executed by taking the

two cards from the top of your Main Deck, and then presenting them to all players to clearly read and understand at the table. Then, when all players have had a chance to understand the revealed information, return them to the top of the Main Deck in the same order.

424.3.a.When the zone is instructed to be Revealed without indicating a number of cards, that refers to “All cards currently in the specified zone.”

Example: A card reads “Choose an opponent and reveal your hand. That player picks a card in your hand. You may play the rest this turn, ignoring their costs.”

When instructed to reveal their hand, that player reveals the cards currently in their hand.

424.3.a.1.The Revealed state is applied to those cards. Any further cards added to that zone after the instruction has been executed do not become Revealed.

424.4.Game Effects can manipulate or modify the cards Revealed while they are Revealed

424.4.a.While cards are Revealed, those cards can be further manipulated, or accessed. They can even have their destination modified for when the Reveal ends.

Example: "Reveal 2 cards from the top of your Main Deck. Put one into your hand and Recycle the other" would be executed by taking the top two cards from your Main Deck, presenting them to the table, and once every player present has had a chance to understand them you would make the selection of one of them to add to your hand. The one you did not select would then be Recycled to the bottom of the Main Deck.

425.Counter

425.1.Countering is the act of negating the execution, activation, or otherwise playing of a card or ability by a player.

425.1.a.A card or ability that is Countered does nothing and is cleared from the chain.

425.1.a.1.Cards that are cleared from the chain in this way are placed in the trash.

425.1.b.A card that is Countered is not considered to have been played for abilities that trigger on cards being played.

425.1.c.Countering does not refund any costs paid to play a card, activate an ability, or trigger an ability.

425.1.c.1.This includes additional costs.

425.2.Countering is a Limited Action.

425.2.a.Players may only Counter cards and abilities when directed to by Game Effects.

425.3.This action is formatted as "Counter [a card or ability on the chain]."

426.Buff

426.1.Buffing is the action of placing a Buff counter on a Unit.

See rule 701. Buffs for more information.

426.1.a.A Buff is also an object.

426.1.b.To Buff a unit, place a Buff Counter on it if it does not have one already

426.1.b.1.If the unit already has a Buff Counter on it, it does not get another one.

426.1.b.2.Some effects may grant a Game Object permission to be Buffed multiple times.

Such an effect ignores this restriction.

426.1.c.Units with Buff Counters can still be chosen for actions that Buff units, but will not be Buffed as part of the execution.

Example: A spell reads "Buff a unit. Then, if it was buffed this way, draw a card." It will place a buff counter on a unit that has no buff counter, and then its controller will draw a card. However, if the player chooses a unit with a buff counter on it already, then the card will not be drawn.

Example: A unit reads “When you buff me, ready me.” If that unit is chosen for a game effect that would buff it and it is already buffed, its ability will not trigger.

426.2.Buffing is a Limited Action.

426.2.a.Players may only Buff units when Game Effects direct them to do so.

426.3.This action is formatted as "Buff [one or more units]." e.g., "Buff a unit." e.g., "Buff a friendly unit." e.g., "Buff two friendly units at the same battlefield."

427.Banish

427.1.Banishing is the action of placing a card from any other zone into Banishment.

See 108.6. Banishment for more information.

427.2.When a card is Banished it is placed directly into the Banishment zone from its origin.

427.2.a.Banish is not a subset of Kill.

427.2.b.Banish is not a subset of Discard.

427.3.Cards and effects can refer to cards that were banished by the same object.

427.3.a.Separate instances of an object or effect banishing cards do not reference other banished cards by objects of the same name or effects originating from cards of the same name.

Example: A spell reads "Banish the top card of your Main Deck. When you conquer this turn, draw it." This card effect allows you to draw the banished card from banishment if a condition is met. If more than one of these effects is played, each one triggers separately. Each card will be drawn separately. If the turn player passes the turn without playing the card, the card remains in banishment indefinitely. If the same player plays another copy of the same spell, banishes another card, and satisfies its condition, they could play the new banished card, but not the original banished card.

See rule 393. Linked Abilities for more information.

427.4.Banishing is a Limited Action.

427.4.a.Players may only Banish cards or permanents when Game Effects direct them to do so.

427.5.This action is formatted as "Banish [one or more permanents or cards]." e.g., "Banish a card from your hand." e.g., "Banish 2 cards from your trash." e.g., "Look at the top 2 cards of your Main Deck. Draw one of them and banish the other."

428.Kill

428.1.Killing is the action of a Permanent going to the trash from the board.

428.1.a.This can be Active or Passive.

428.1.a.1.Active Kill is when the action is taken when instructed by a game effect or as a cost for a card or ability.

428.1.a.1.a.This is referred to as a Kill Instruction.

428.1.a.1.b.When a unit with a Deathknell or other ability that triggers on its own death is to be put in the Trash due to a Kill Instruction, it first has any such ability added to the chain as a Pending Item. Note the unit’s location, attributes, and other relevant information to process those abilities when finalized before completing this Kill Instruction.

Example: Draven, Audacious reads in part “When I die in combat, choose an opponent. They gain 1 point.” The ability triggers when Draven himself dies, so it will go on the chain first when a kill instruction is performed on Draven, before he is put in the trash.

428.1.a.2.Passive Kill is when the action is taken as a result of Lethal Damage or as a consequence for any other state.

428.2.When a permanent is killed it is placed directly in the trash from its place of origin.

428.2.a.It is only considered Killed if its origin was any zone on the board.

428.2.b.This is not a subset of Move.

428.3.Killing is a Limited Action.

428.3.a.Players may only Kill units when Game Effects direct them to do so.

428.4.Killing can also be the result of resolving a Cleanup.

428.5.Killing can be attributed to one or more Game Objects.

428.5.a.The Killed Unit or Gear is said to be Killed by that Game Object.

428.5.b.A spell or ability that contains a Kill instruction is responsible for Killing the Unit or Gear.

428.5.c.When one or more Units is killed due to a Cleanup, that kill action is attributed to the spell or ability that resolved immediately prior to that Cleanup that dealt damage to the Unit or Units.

428.5.c.1.The player responsible for the deal action is responsible for the kill action.

428.5.c.2.If the Cleanup that caused the units to be killed was the Combat Cleanup, the sources of the Combat Damage are attributed the kill action, and their controller is responsible for the kill action.

428.5.d.Abilities originating from Game Objects that are attributed Kill Actions are attributed in addition to the Game Object that created them.

Example: There is a spell that says “Do this twice: Deal 3 to a unit.” Immortal Phoenix is a unit that says “When you kill a unit with a spell, you may pay [1][C] to play me from your trash.” A player plays the spell while Immortal Phoenix is in their trash. The “do this” phrasing means that it has a reflexive triggered ability, which places two triggered abilities on the chain. As each of those triggered abilities resolve, it deals damage to the unit chosen for that ability. If one of these abilities deals lethal damage to a unit, both the spell and its ability are considered sources of the damage, and so both the spell and its ability receive attribution for killing the unit. This means that the spell’s controller killed a unit with a spell, so Immortal Phoenix’s ability will trigger.

428.6.This action is formatted as "Kill [one or more permanents]." e.g., "Kill an enemy unit." e.g., "Kill this, [2]: Draw 1." e.g., "Kill all gear."

429.Add

429.1.Adding is the action of putting resources into a player's Rune Pool.

429.2.Triggered and activated abilities that Add resources resolve as soon as they are finalized.

429.2.a.Priority and Focus will not pass from Add abilities being finalized or resolving, and will resolve before any other outstanding items on the chain are finalized.

429.2.b.Spells that Add resources will linger on the chain as normal when they are finalized.

429.3.Activated abilities that Add resources and have the Reaction tag can be activated at any time that spells or abilities require resources be paid.

Example: A player can add Energy and Power through any means before initiating the process of playing a spell. After initiating that process, in the Pay Costs step, they may activate Add Reactions to add Energy or Power to pay costs.

Example: A player moves two units to a battlefield where their opponent controls a Mageseeker Investigator. Although they have no window of priority, they may activate Add Reactions to pay for the applied cost from Mageseeker Investigator, and those abilities finalize and resolve immediately.

429.3.a.When an Add ability is activated in this way, it immediately finalizes and resolves, even during the resolution of spells and abilities.

429.4.Adding is a Limited Action.

429.4.a.Players may only Add resources when Game Effects direct them to do so.

429.5.This action is formatted as "Add [one or more resources]." e.g., "Add [2]." means "Add 2 Energy." e.g., "[E]: Add [Y]." means "Add 1 Power of the Order domain." e.g., "Add [1][G]." means "Add 1 Energy and 1 Power of the Calm domain."

430.Channel

430.1.Channeling is the action of taking one or more Runes from the top of a player's Rune Deck and putting them on the board.

430.2.The Game Effect that instructs a player to channel 1 or more runes may specify the conditions or circumstances under which those runes enter the board.

Example: A spell reads "Channel 1 rune exhausted." As that spell resolves, its controller puts the top rune of their rune deck onto the board and that rune enters the board exhausted rather than ready.

430.2.a.By default, runes are channeled readied.

430.3.If there aren’t sufficient runes in the Rune Deck, channel as many as possible.

430.4.Channeling is a Limited Action.

430.4.a.A player Channels two Runes during the Channel Phase on their turn.

430.4.b.Players may also Channel runes when Game Effects direct them to do so.

430.5.This action is formatted as "Channel X rune(s)," optionally followed by conditions or stipulations. e.g., "Channel 1 rune." e.g., "When you play me, channel 1 rune exhausted." e.g., "Channel 2 runes exhausted. If you couldn't channel 2 runes this way, draw 1."

431.Burn Out

431.1.Burning Out is an action a player must perform if they attempt to move one or more cards from their Main Deck to any other zone in excess of the number of cards remaining in their Main Deck:

431.1.a.If a player must Draw cards in excess to the number of cards in their Main Deck, they will Draw as many as possible, perform this action, then Draw the remaining amount instructed.

431.1.b.If a player must put one or more cards from their Main Deck in any other zone, such as the Trash, in excess of the number of cards in their deck they will do so as much as possible, perform this action, and then complete the remaining number required by the instruction.

431.1.c.If an instruction directs a player to look at or reveal cards in excess to the number of cards in a player’s Main Deck, that player looks at or Reveals as many as possible, but does not Burn Out, then proceeds with the rest of the instruction.

431.1.c.1.If there are insufficient cards among the looked at or revealed cards to perform subsequent actions to the revealed or looked at cards, any further instructions are ignored. This does not cause a Burn Out, even if those instructions would cause those cards to change zones.

Reminder: Cards are considered in the zone of origin while being looked at or revealed, in this case the Main Deck.

431.2.To Burn Out, a player does the following in sequence:

431.2.a.Performs as much of the prescribed action as possible.

431.2.b.Recycles their trash into their Main Deck.

Reminder: When multiple cards are Recycled to the Main Deck at the same time, those cards must be randomized

431.2.c.Chooses an opponent to gain 1 point.

431.2.d.Completes the remainder of the action that caused them to burn out.

Example: A player attempts to draw 1 during their Draw Phase while their Main

Deck is empty. That player instead recycles their trash into their Main Deck, randomizing it as normal, then chooses an opponent to gain 1 point, and then draws 1.

431.3.A player's Main Deck may remain empty as they Burn Out, usually because their trash is also empty.

When they attempt to perform the original action again, it will cause another Burn Out.

431.3.a.Unless some effect intervenes, this will result in them burning out repeatedly, giving 1 point to an opponent each time, until an opponent passes the Victory Score and wins the game.

431.3.b.Points gained after the first Burn Out being processed in sequence cannot be replaced or prevented by any means.

431.3.c.Points gained after the first Burn Out being processed in sequence that cause a player to reach or surpass the Victory Score for their game mode will cause that player to win the game if they also have more points than any opponent.

Example: If a player has no cards in their deck or their trash and they go to draw 1, they will begin to burn out repeatedly. After the first burn out is processed, any subsequent burnout that brings a player to a number of points greater than the Victory Score and more than any opponent will cause them to win the game.

431.3.c.1.The player wins immediately, without needing to wait for a cleanup to occur.

431.4.Burning Out is a Limited Action.

431.4.a.Players may only burn out when Game Effects direct them to do so.

431.5.Burning Out is a Replacement Effect.

See rule 367. Replacement Effects for more information.

432.Double

432.1.Doubling is the act of increasing a numeric attribute by an amount equal to that attribute’s current value.

432.1.a.This creates an effect that modulates that attribute by that specific amount for the duration specified by the Game Effect that instructed the player to perform this action.

Example: A unit with 3 base Might and Shield 2 is in combat as a Defender. Since Shield applies, its current Might is 5. A player chooses it as the target for Last Stand, a spell that reads in part “Double a friendly unit's Might this turn.” Its current Might is 5, so it gets +5 Might this turn, for a current Might of 10. After combat, Shield no longer applies, but the +5 Might from Last Stand does, so the unit’s Might is 8.

432.2.Doubling is a Limited Action.

432.2.a.Players may only Double when Game Effects direct them to do so.

433.Swap

433.1.Swapping is the act of increasing one numeric value and decreasing another numeric value on some number of Game Objects such that their values are reversed.

433.1.a.Swapping creates two different effects that apply to each attribute. One that Increases one value and one that Decreases the other. These effects last for the duration specified by the effect that instructed the Swap.

433.1.b.To accomplish this, determine the difference between these values and then apply an Increase for that amount to the lower value of the two attributes, and a Decrease of that amount to the higher value of the two attributes.

433.1.c.If both attributes are the same numeric value, Swapping has no effect.

433.2.Swapping is a Limited Action.

433.2.a.Players may only swap when Game Effects direct them to do so.

434.Attach

434.1.Attaching is the act of linking two cards on the board together to combine their effects in some way.

This causes one or more cards to become Attached and at least one card to become a Top-Most Card.

See rule 716. Attachment for more information.

434.1.a.Attaching affects two cards at once.

434.1.a.1.One card will be designated as the one being Attached, and thus become Attached. The other will become the Top-Most Card.

434.1.b.This is represented by physically laying the Top-Most card on top of the other or others such that all Effect Texts and Might Bonuses are showing, but nothing else from the card or cards Attached.

434.1.b.1.In the situation where there is more than one card attached to the Top-Most card, they should be stacked in such a way that all Effect Text boxes and Might Bonuses are readable. The order of the Attached cards has no bearing on the application of effects.

434.1.c.The Top-Most card has all Effect Text of all cards Attached to it appended to its Rules Text.

434.1.d.The Top-Most Card has its Might modulated by the Might Bonus of all cards Attached to it.

434.1.e.Attaching one or more cards will cause those cards’ printed Rules Text to become Inactive for as long as they remain Attached.

See rule 716. Attachment for more information.

434.1.f.Attaching a card to a new Top-Most Card will cause it to Detach from the card to which it is currently Attached.

434.1.g.Attaching a card to its current Top-Most Card will not have any effect.

434.1.h.If a Game Effect instructs a player to Attach a card to its current Top-Most Card, nothing additional happens.

434.2.Attaching is a Limited Action.

434.2.a.Players may only Attach cards when directed to by Game Effects.

434.3.Attaching cards does not inherently choose or specify a target. However, Game Effects that Attach cards may do so.

434.4.When a card Attaches to a card, its location becomes the same as the new Top-Most Card.

434.4.a.This is not a Move.

434.5.Attaching a card to another card does not modify either card’s state except in making those cards Attached and the Top-Most Card, and causing the Attached card to change locations.

Example: An exhausted equipment being attached to a unit does not ready the equipment.

435.Detach

435.1.Detaching is the act of unlinking two cards that are currently linked through the act of Attaching.

This causes one to cease being Attached, and potentially causes the other to cease being a Top-Most card.

435.1.a.Detaching affects only cards that are currently Attached to another card.

435.1.a.1.Game effects that instruct a player to Detach a card that is currently not Attached to anything will do nothing.

435.1.b.When one or more cards become Detached, they cease to be in the Attached state.

435.1.b.1.To represent this, these cards should no longer be placed under the card they were previously placed under as Top-Most Card.

435.1.b.2.If the Top-Most Card no longer has any cards Attached to it after this, it is no longer a Top-Most Card.

435.1.c.The card being Detached has its Effect Text become Inactive and its Rules Text cease being Inactive.

435.1.d.The Top-Most Card ceases to have the Effect Text of the card being Detached appended to its Rules Text.

435.1.e.The Top-Most Card ceases to have its Might modulated by the Might Bonus of the card being Detached.

435.2.Detaching is a Limited Action.

435.2.a.Players may only Detach cards when directed to by Game Effects.

435.3.Detaching cards does not inherently choose, or specify a target. However, Game Effects that Detach cards may.

435.4.When a card Detaches from a Top-Most Card, its location is the same as the Top-Most Card from which it Detached.

435.4.a.If the Detached card was a Gear and this causes it to become present at a Battlefield, it will be Recalled during the next Cleanup.

See rule 318. Cleanups for more information.

435.4.b.If the Attached card was Detached because the Top-Most Card changed zones from a board zone to a non-board zone, then the location that the Attached Card will Detach to is the last location the Top-Most Card was at before changing from a board zone to a non-board zone.

436.Predict

436.1.Predicting a card is the act of looking at a single card from the top of the Main Deck and choosing whether or not to Recycle it.

436.1.a.When more than one card is Predicted, the Predicting player looks at that many cards and Recycles any number of them before putting the rest back on top of their Main Deck in any order.

436.2.Predicting is a Limited Action.

436.2.a.Players may only Predict cards when instructed to do so by game effects.

436.3.This action, when instructed, is formatted as "Predict X."

436.3.a.If omitted, X is presumed to be 1.

436.4.If a player attempts to Predict more cards than are available in their Main Deck, they will Predict as many as possible instead.

436.4.a.The Player will not perform a Burn Out as a result of Predicting with too few cards in their deck.

437.Prevent

437.1.Preventing damage is the act of reducing the Damage a set of game objects would take.

437.1.a.Prevent is an action that interacts with Damage.

437.1.a.1.Prevent includes any applied Bonus Damage when determining the total damage being prevented.

437.1.b.Prevent appears in statements that define an amount of damage and the source of the damage it will affect, as well as the timespan it will be relevant for.

437.1.b.1.Prevent actions are usually formatted as “Prevent the next X [source] damage that would be dealt to a [unit] this turn.”

437.1.b.1.a.The X is referred to as the Prevent Value.

437.1.b.1.b.X can be “All,” which specifies an infinite amount of damage.

437.1.b.2.Prevent will always apply to the next damage that would be dealt to a unit affected by the Prevent action.

437.2.When damage is Prevented, it is replaced with an event where it deals that much damage reduced by the Prevent Value tracked on the Unit specifically.

437.2.a.The damage being dealt as a result of Preventing can never be less than 0, but can be 0.

This is equivalent to not dealing damage.

437.3.When damage is dealt this way, reduce the Prevent Value being tracked on the Unit affected by the Prevent action by the prevented amount.

437.3.a.If the Prevent Value is 0 or less, then Prevent is no longer being tracked on the Unit in question, and the effect expires.

437.3.b.The reduced value is the newly tracked Prevent Value.

437.3.c.If the Prevent Value is “All” then it remains “All.”

437.4.Damage dealt to a Unit that has that all of that damage Prevented is not considered to have been dealt to it at all.

437.5.Damage can still be assigned to Units in combat that are affected by Prevent. The damage dealt as a result of that assignment will be affected by the Prevent action.

437.5.a.Damage can be assigned to a Unit up to a value that would be Lethal considering the Prevent Value of all Prevent Actions on a Unit, following the normal rules for damage assignment.

Example: A unit with 2 [M] is being assigned damage in the combat damage step.

The unit has “prevent the first 3 damage I would take each combat.” The unit would need to be assigned 5 damage in order to have lethal damage assigned to it.

437.5.b.No amount of damage is ever considered lethal if the Prevent Value is “All.”

437.6.Prevent is a Limited Action.

437.6.a.Players may only Prevent Damage when directed to by Game Effects.

437.7.Prevent is a Delayed Replacement Effect.

See rule 367. Replacement Effects for more information. See rule 389. Delayed Abilities for more information.

438.Replace

438.1.Replacing is the act of Creating a token in the place of another card or token without playing it while inheriting all effects or statuses of the game object it replaced.

438.1.a.The replacing token is treated as the same Game Object as the card or token it replaced for the purposes of Game Effects that target or reference that game object.

Example: A player with Green Father as their legend conquers Navori Fighting Pit.

They choose to place the Green Father conquer effect on the chain after the Navori Fighting Pit conquer effect. When the Green Father trigger resolves, Navori Fighting Pit is replaced with Brush. Although the Navori Fighting Pit has been replaced, the “here” in its triggered ability still can have its information referenced, because the Brush inherited all statuses and conditions. The unit Navori Fighting Pit’s triggered ability has targeted will still be a legal target on resolution.

438.2.Replacing is a Limited Action.

438.2.a.The player may Replace cards and tokens when instructed to do so by other game effects.

438.3.This action, when instructed, is formatted as "Replace [X] with [Y]."

438.3.a.The [X] is the target to be Replaced.

438.3.b.The [Y] is the object that will Replace the target.

438.3.b.1.This will always specify a Token to create.

438.4.Replacing is not a subset of Banishing.

438.5.The card or token that is Replaced is placed in Banishment.

438.5.a.While it resides in Banishment, it is considered to have been Replaced and not Banished.

438.6.If a token is Replaced it will stop existing once it begins its occupancy in Banishment.

438.6.a.This does not invalidate the token created, or the act of Replacement.

438.7.Tokens that have been Created through a Replace action can be instructed to be “Swapped back.”

This may also appear as “replace [the token] with the [Game Object] it replaced.”

438.7.a.Swapping Back is an extension of the Replace action.

438.7.b.To Swap Back, the token stops existing and the original card is returned to the space that the token just occupied, inheriting all current effects and statuses.

438.7.b.1.Any card that has been Replaced by that token or any tokens it Replaced is eligible to swap back in this way.

438.7.c.If there is nothing in Banishment to swap back to then this object can never swap back.

439.Create

439.1.Creating is the act of producing a Game Object that previously did not exist in the game.

439.2.Effects that Create one or more Game Objects will direct where those Game Objects must go - the Game Objects are Created directly to the zones in question.

439.2.a.Prior to being Created, these Game Objects did not exist outside of the zone they were Created to. After being Created, they may change zones as appropriate for Game Objects of their type.

439.2.b.If a zone is not specified by the effect, the Game Object will be created to the appropriate zone for its type.

439.2.b.1.Permanents will be Created at any location on the Board that they can be played to.

439.2.b.2.Spells will be Created on the Chain.

439.2.b.3.Runes will be Created at base.

439.2.b.4.Legends will be Created in the Legend Zone.

439.2.b.5.Battlefields will be Created in the Battlefield Zone.

439.2.c.The zone a Game Object is created to can be specified implicitly by the Game Action being performed.

Example: “Play a 1 [M] Recruit token” specifies a zone where the token is Created to implicitly, by specifying the token is played and thus created on the chain.

Example: “Create a 1 [M] Recruit token” does not specify a zone, so the Recruit token will be created at any location on the board that it can be played to.

439.3.An effect that Creates a Game Object will specify the state and nature of the Game Object created.

439.3.a.If the Game Object is a token, it will follow the normal rules for tokens.

See rule 179. Tokens for more information.

439.4.Unless specified otherwise by the Game Effect that Creates a Game Object, any such Game Object is owned by the player who Created it. Control is established as usual for Game Objects of the appropriate type.

439.4.a.A Created permanent, rune, legend, or spell is controlled by its owner as it is Created.

439.4.b.A Created battlefield is uncontrolled as it is Created.

439.5.This action, when instructed, is usually formatted as "Create [X] at [Y]" or “Add [X] to [Y].”

439.6.Creating is a Limited Action.

439.6.a.Players may only Create Game Objects when directed to by Game Effects.

440.Burn

440.1.Burning is the act of moving cards from the top of a player’s Main Deck to their trash.

440.1.a.“When you burn” abilities or other Triggered Abilities that trigger on burning are executed after burning has occurred.

440.2.This action is formatted as "Burn X."

440.2.a.X is the number of cards to be Burned.

440.3.Burning is a Limited Action.

440.3.a.A player must Burn cards when instructed to do so by game effects or costs.

440.4.When Burning is part of an effect, then a player must Burn as many cards as possible. If instructed to burn more cards than they have in their main deck, they burn that many cards, burn out and then burn the rest.

See rule 431. Burn Out for more information.

441.Empower

441.1.Empowering is the act of rendering one or more Game Objects Empowered.

441.1.a.Empowered is a binary state. A Game Object is Empowered or it isn’t.

441.1.b.An Empowered Game Object can not be Empowered.

441.1.c.If a Game Object is instructed to be Empowered when it is already Empowered, nothing additional happens.

441.1.c.1.Some effects may grant a Game Object permission to be Empowered multiple times. Such an effect ignores this restriction.

441.2.“Empowered” is a state for Game Objects on the board that other game effects and abilities can reference.

441.2.a.When a Game Object becomes Empowered as a result of the Empower game action, that is an event that can similarly be referenced by game effects and abilities.

441.3.Empowering is a Limited Action.

441.3.a.Players may only Empower Game Objects when directed to by Game Effects.

442.Disempower

442.1.Disempowering is the act of removing the Empowered status from one or more Game Objects.

442.1.a.Disempowering affects only cards that are currently Empowered.

442.1.a.1.Game effects that instruct a player to Disempower a card that is not currently Empowered will do nothing.

442.2.Disempowering is a Limited Action.

442.2.a.Players may only Disempower Game Objects when directed to by Game Effects.

443.Skip

443.1.Skipping an event is the act of replacing that event with nothing.

443.1.a.Skip is an action that interacts with events and procedures of the turn.

Example: A card reads in part “Choose an enemy unit. Skip the next time that unit

would move this turn.” This is a replacement effect that replaces the event of a unit moving with nothing.

Example: A card reads in part “Skip your Draw phase.” This is a replacement effect

that replaces a player’s Draw Phase with nothing.

Example: A card reads in part “Choose a player. They skip their next point from

conquering this turn.” This is a replacement effect that replaces the 1 point gained when conquering with nothing.

443.1.a.1.An event is the singular moment that results from a Game Action being performed or from a Game Object changing state.

See rule 367. Replacement Effects for more information.

443.1.a.2.Procedures of the turn include turns, phases, steps, and substeps.

443.1.b.Skip actions are usually formatted as “Skip [event or procedure of the turn].”

443.2.When an event or procedure of the turn is Skipped, it is replaced with nothing. Play proceeds accordingly.

443.2.a.Anything that triggers on the occurrence of the event or procedure of the turn does not trigger.

443.3.Skip is a Limited Action.

443.3.a.Players may only Skip events or procedures of the turn when directed to by Game Effects.

443.4.Skip is a Replacement Effect.

See rule 367. Replacement Effects for more information.

444.Pay

444.1.Paying a resource is the act of removing that resource from your Rune Pool.

444.1.a.Pay is an action that interacts with Energy and Power.

444.2.When a player is instructed to Pay a resource, that player may remove that resource from their Rune Pool if it exists there. If they choose not to, the instruction is ignored.

Example: When Diana, Lunari’s triggered ability resolves, if its controller has [1] Energy in their rune pool, they choose whether or not to pay that Energy as instructed. If they choose not to pay the Energy, they will not perform the additional effects of the triggered ability.

444.2.a.If the instruction to Pay resources is part of paying costs for a card or ability, choosing not to pay those resources will cause the act of playing the card or ability to be undone.

See rule 358. Check Legality for more information.

444.2.b.If the instruction to Pay resources is part of paying any other cost, choosing not to pay those resources will prevent the execution of the associated effect.

See rule 201. Costs for more information.

444.2.c.Players may activate abilities that Add resources with the Reaction keyword at any time that they are instructed to Pay resources. Those abilities finalize and resolve immediately, ignoring normal restrictions.

See rule 429. Add for more information.

444.3.Pay is a Limited Action.

444.3.a.Players may only Pay resources when directed to by Game Effects.

445.Movement

446.Moving is a Limited Action.

446.1.A Permanent changing its position from any space on the Board to another space on the Board is a Move, unless it is caused by a corrective Recall or an Attached Permanent changing locations to or with its Top-Most Card.

See rule 420. Move for more information.

446.2.A card changing game zones does not in itself constitute a Move.

446.3.Moving is instantaneous.

446.3.a.There is no state for Permanents between locations.

446.3.b.Permanents are either at their Origin before Moving or their Destination after Moving.

446.3.c.Moving does not use the Chain, nor is it able to be Reacted to.

447.Moving is defined by the Origin and Destination of the Permanent that is changing locations.

447.1.The Origin is where the Permanent is starting from.

447.2.The Destination is where the Permanent is going to.

447.2.a.In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in Progress are Invalid Destinations for Moves of all kinds (Standard Moves or otherwise) by Units controlled by Players not involved in those Combats or who don't

already have units at that Battlefield.

447.2.b.In Modes of Play with teammates, Battlefields occupied by a player’s teammates are Invalid Destinations for Moves of all kinds (Standard Moves or otherwise) by Units that player controls.

447.2.c.If an action would require a Move that would cause a Unit to become present in a Location where it cannot move for any reason, such as a Battlefield with two players that are not the controller of the Unit performing this Move action are in a Combat or such a Combat is Staged, it instead Recalls.

See rule 454. Recalls for more information.

448.Players may choose to move their Units with the Standard Move.

See rule 144. for more information on the Standard Move.

449.Spells, Abilities, or other effects may cause a Move to occur.

449.1.The source of the Move will provide details on any restrictions on legality for Destination.

449.2.Units cannot Move to a Battlefield that already has units from 2 other players present by any means.

450.The Destination becomes Contested if it is an Uncontested Battlefield not controlled by the controller of the Unit or Units that moved.

451.Units may cause a Non-Combat Showdown when they Move.

See rule 341. Showdowns for more information.

452.Units may cause Combat when they Move.

See rule 459. Combat for more information.

453.When a Move action is complete, perform a Cleanup.

454.Recalls

455.A Recall is when a Permanent is relocated from anywhere to its Base without it being a Move.

456.Recalls are not Moves.

456.1.They do not cause Triggered Abilities to trigger that are triggered by Move actions.

456.2.A Recall causes a Permanent to change locations.

456.3.A Recall cannot be prevented by actions and Game Effects that restrict or block Movement.

457.Gear can be Recalled.

457.1.When an un-attached non-Unit Gear is created or played at a battlefield, or is at a battlefield for any other reason, it is Recalled to its controller's base during the next Cleanup.

Example: An Equipment is attached to a unit at a battlefield, so the Equipment is present at that battlefield. If the unit dies, the Equipment will be recalled during the next cleanup.

458.Recalls do not affect the state of the Permanent being recalled.

458.1.Unless otherwise stated by the source of the Recall, Damage and statuses of a permanent will all remain unaffected by a Recall.

459.Combat

460.A Combat occurs when a Cleanup occurs, there are no items on the Chain, there is a staged Combat at a Battlefield, and no Showdown or Combat is ongoing at any other Battlefield.

See rule 318. Cleanups for more information.

460.1.If there is an ongoing Showdown at the Battlefield where the Combat is staged, that Showdown will become a Combat Showdown and a Combat will be initiated there.

461.Combat is considered Staged if there are units controlled by two opposing players at a Battlefield but the Steps of Combat have not been initiated.

461.1.If more than one Battlefield has Units controlled by opposing players at it at the same time, the Turn Player decides which Combat to resolve first.

461.2.If Staged Combats stop being Staged before the Steps of Combat are initiated, they are not resolved or executed.

461.3.If a Combat and Showdown are staged at the same Battlefield and the turn player initiates the Showdown, it will open as a Combat Showdown.

462.Combat can only occur between Units controlled by exactly two players.

462.1.In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in Progress are Invalid Destinations for Moves of all kinds (Standard Moves or otherwise) by Units controlled by Players not involved in those Combats or who don't already have Units at that Battlefield.

See rule 447.2.a. for more information on Invalid Destinations.

462.2.In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in Progress are Invalid to be chosen as a location to play one or more Units by a player not involved in that Combat by any means.

462.2.a.If an effect would require a Unit be played to a Battlefield with a Staged Combat or a Combat in Progress, where the controller of the played unit is not a participant, instead the Unit is played to its controller's Base.

462.2.b.Any subsequent reference to "here" in the corresponding effect is reassigned to the Controller's Base, where the Unit was played. Any further effects that may be invalidated are invalidated as if the effect was mistargeted.

See rule 355.6. Targeting for more information on Mistargeting.

462.3.All choices that would result in a Combat occurring between more than two players simultaneously are invalid and ineligible to be completed.

463.The Steps of Combat

464.Step 1: The Combat Showdown Step

464.1.Combat will open in one of two ways: when a Combat and Showdown are staged at the same Battlefield and the turn player initiates the Showdown; or when the turn is in a Showdown Open State and a Combat is staged at the Battlefield where the current Showdown is ongoing.

See rule 318. Cleanups for more information.

464.2.When Combat opens, it either opens with a Combat Showdown, or the current Showdown becomes a Combat Showdown.

464.2.a.The following Tasks become Outstanding, in the order described:

464.2.b.1. Start of combat or showdown effects happen now.

464.2.c.2. Establish who is Attacker and who is Defender.

464.2.c.1.The Attacker is the player whose unit(s) applied the Contested status to the Battlefield.

464.2.c.1.a.If a showdown opens as part of combat, this player gains Focus as the showdown begins.

464.2.c.1.b.If a showdown was already ongoing when the combat opens, the player who has Focus maintains their Focus.

464.2.c.2.The Defender is the player who did not apply the Contested status to the Battlefield.

464.2.c.3.The attacker and defender gain the Attacker or Defender designation now, as appropriate. Units at the Contested Battlefield controlled by the Attacker or Defender gain the Attacker or Defender designation now, as appropriate.

464.2.c.3.a.If a Unit controlled by the Attacker or Defender becomes present at this Battlefield after this moment, it will gain the Attacker or Defender designation during the Cleanup phase following the action that caused it to become present, as appropriate for its controller.

464.2.d.3. The Attacker gains Focus.

464.2.e.4. Add items to the Combat Chain if establishing Attacker and Defender has caused Triggered Abilities to become Pending.

464.2.e.1.The Attacking player, who has Focus, places Triggered Abilities on the Chain first, followed by all non-Defender players in Turn Order, followed by the Defending Player.

464.2.f.The State Closes if a Combat Chain was created.

464.2.f.1.Otherwise the Combat Showdown continues, with the State Open as normal.

464.2.g.Players proceed with any play on the Chain as normal.

465.Step 2: The Combat Damage Step

465.1.If both Attacking and Defending units remain at this battlefield, the following Tasks become Outstanding, in the specified order:

465.2.1. When the Showdown closes, Attackers and Defenders resolve Combat Damage at the Battlefield that was attacked, using their current Might.

465.2.a.Sum the Might of all Attacking Units.

465.2.b.Sum the Might of all Defending Units.

465.2.c.Starting with the Attacker, each player assigns an amount of damage equal to their summed Might among the other's Units.

465.2.c.1.Assigning Damage is not Dealing Damage.

465.2.c.1.a.When all Damage is assigned, it will be Dealt simultaneously. These actions are not synonymous.

465.2.c.2.Abilities or effects may influence the order in which damage is assigned. Reminder:

Lethal Damage is non-zero damage equaling or exceeding the Might of a Unit.

465.2.c.3.Units must have lethal damage assigned to them in full before damage is assigned to a different Unit.

Example: If a player has 5 damage to distribute among four 3 Might units, they may not choose to assign 2 damage to one of the units and 1 damage to each of the remaining 3. They must assign at least 3 damage to one, and the remaining 2 to another.

465.2.c.4.Units cannot have more damage assigned to them than the minimum required to constitute lethal damage unless no further units remain to have damage assigned to them.

Example: If a player has 5 damage to distribute among four 3 Might units

and those units each have 1 damage already marked on them, that player may not assign more than 2 damage to any of those units.

465.2.c.4.a.If the damage assigned to a Unit is modified to or replaced by an amount of damage larger than the initial value, the assigning player must choose the minimum applied value such that the unit would take lethal damage.

Example: A unit with 3 [M] is being assigned damage in the combat damage step. There are other units without damage assigned to them with the same controller. The unit has a delayed replacement effect applied to it that reads “Double all damage that would be dealt to it this turn.” When assigning damage, the assigning player can only choose to assign 1 or 2 damage to this unit—when doing so, the assigned damage is doubled to 2 or 4 damage respectively. The minimum applied value such that the unit would take lethal damage in this way is 4 damage.

465.2.c.5.When assigning damage in this way, replacement effects that would apply to the resulting damage are considered to apply to the assignment instead.

Example: A unit with 2 [M] is being assigned damage in the combat damage step. The unit has “prevent the first 3 damage I would take each combat.” The unit would need to be assigned 5 damage in order to have lethal damage assigned to it.

Example: The attacking player is assigning their 3 [M] worth of damage to two defending units with 2 [M] each. One of the units has a delayed replacement effect applied to it that reads “Double all damage that would be dealt to it this turn.” The attacking player assigns two damage to the other defending unit, then when assigning damage to the unit with the delayed replacement effect they assign 2 damage to it; 1 damage that doubles to 2 damage as it is assigned to the unit. When that damage is dealt, it doesn’t get doubled again—the doubling is considered to have already happened during damage assignment.

Example: The attacking player is assigning their 3 [M] worth of damage to a 2 [M] unit. That unit has a prevent value of two being applied to it, as well as the effect of Lotus Trap, doubling the damage dealt to them. Both of these replacement effects apply to the assignment of damage, in the order of the controller of the 2 [M] unit’s choice. If they choose to order the replacement effects so that the prevent value is applied first, the unit will prevent 2 of the assigned damage, then the last 1 point of damage will be doubled to 2. The unit will have 4 damage assigned to it. When damage is dealt, the unit will take 2 damage. If they choose the other order, the unit will have 6 damage assigned to it, 2 of which will be prevented. When damage is dealt, the unit will take 4 damage.

465.2.c.6.A player must obey all requirements and restrictions on damage assignment if able.

Example: A player is assigning damage to the following units: a unit with Tank ("I must be assigned combat damage first."); a unit with Backline ("I must be assigned combat damage last."); and another unit without any abilities. That player must assign combat damage first to the unit with Tank, then to the unit with no abilities, then to the unit with Backline.

465.2.c.7.If multiple Units have abilities or effects that require a player to assign them damage with the same priority, that player may assign damage to those units in any order.

Example: A player is assigning damage to the following units: two units with Tank ("I must be assigned combat damage first.") and one unit with no abilities. That player chooses one of the units with Tank and assigns combat damage to it. Then they must assign any remaining damage first to the other unit with Tank, then to the unit with no abilities.

465.2.c.8.If a Unit has one or more Abilities or effects applying to it that demand it be assigned damage in a specific way that is exclusionary, then the assigning player chooses only one of those abilities to apply when assigning damage.

Example: Caitlyn, Patrolling with the Backline ability ("I must be assigned combat damage last.") has been given the Tank ability ("I must be assigned combat damage first."). A player is assigning damage to this Caitlyn with Tank and two units with no abilities. That player can’t fulfill both of Caitlyn’s damage requirements, so they may choose to assign damage to Caitlyn first, fulfilling the Tank requirement, or last, fulfilling the Backline requirement. They can’t choose to apply damage to Caitlyn in between the other two units, because that wouldn’t fulfill either requirement.

465.2.c.9.If there is more than one unit in which this situation applies to, each unit is dealt with individually. The assigning player chooses which ability or effect applies, and then resolves the assignment. If this creates a situation where now more than one unit must be assigned with the same priority, those units may be assigned damage in any order as normal within that priority.

Example: Two copies of Caitlyn, Patrolling with the Backline ability ("I must be assigned combat damage last.") have been given the Tank ability ("I must be assigned combat damage first."). A player assigning damage to these two Caitlyns and one unit with no abilities could choose to fulfill both Caitlyns’ Tank requirements by assigning them both damage before the other unit.

465.2.c.10.If a unit cannot be dealt damage, then no amount of damage can be considered lethal. Such a unit is exempt from any considerations of mandatory assignment.

Example: Kayn, Unleashed says “If I have moved twice this turn, I don't take damage.” While Kayn can’t take damage, it is ignored for the purposes of assigning lethal damage in combat.

Example: Counter Strike says “Choose a unit. The next time that unit would be dealt damage this turn, prevent it.” The unit in question has a replacement effect applied to it, but it still can be dealt damage. Thus, it is not exempt from considerations of mandatory assignment.

465.2.d.Deal Damage to each unit equal to the amount assigned to it.

465.3.2. Skip the FEPR process and cancel any outstanding tasks. Proceed to the Resolution Step.

466.Step 3: The Resolution Step

466.1.1. Perform a Combat Cleanup.

466.1.a.Invoke a Combat Special Cleanup.

466.1.a.1.Insert “3c. Heal all Units.”

466.1.a.2.Insert “3d. Recall Attackers present at the Battlefield if Defenders are still present.”

See rule 454. Recalls for more information.

466.2.The following Task becomes Outstanding:

Reminder: Resolve any items on the chain from dealing combat damage and the Combat Cleanup and associated FEPR before performing this step.

466.3.1. Determine Combat Result

466.3.a.A Player has won a combat if they received either the attacker or defender designation and are the only Player that has units remaining at this battlefield during this step.

466.3.b.A Player has lost a combat if they received either the attacker or defender designation and are the only Player that does not have any units remaining at this battlefield during this step.

466.3.c.Units at this battlefield inherit the same combat result as their controllers

466.3.d.There is “No Result” if units were recalled during step 3d of the Combat Cleanup, if both Players have units present during this task, or if neither player has units present during this task.

466.3.d.1.If “No Result” was reached, and both players have units remaining, stage a Showdown and a Combat at this battlefield.

466.4.The following Task becomes Outstanding:

Reminder: Resolve any items on the chain from determining combat result and associated FEPR before performing this step.

466.5.1. If no Showdown or Combat is staged at this location, the player with Units remaining here Establishes Control if they didn’t already control this Battlefield.

466.5.a.Clear the Contested Status.

466.5.b.If there are no Units remaining here controlled by any player, the Battlefield becomes Uncontrolled.

466.5.c.Remove all Hidden cards from this Battlefield that do not share a controller with the Battlefield.

466.5.d.Establishing Control results in a Conquer if that player has not yet scored this Battlefield this turn.

See rule 188. Control for more information on Control.

See rule 469.1. for more information on Conquering.

466.5.e.This does not have to be the player that applied Contested to the Battlefield.

466.6.The following Task becomes Outstanding:

Reminder: Resolve any items on the chain from establishing control and associated FEPR before performing this step.

466.7.1. Combat ends.

466.7.a.Remove Attacker and Defender Designation from all Units and Players.

466.7.b.At the end of Combat or Combat ends effects take place.

466.7.c.All “this combat” effects expire simultaneously.

467.Scoring

468.Scoring is the act of a Player gaining a point through the process of seizing or maintaining control over Battlefields.

468.1.Every instance of Scoring is also an instance of Gaining points

469.A player Scores in one of two ways:

469.1.Conquer: A player gains Control of a Battlefield they did not yet Score this turn.

469.1.a.In Modes of Play with teammates, Battlefields under the Control of a teammate during the scoring step of the Beginning Phase of a player’s turn are also disqualified from being Scored through Conquer by any means by that player’s team.

469.1.b.A player will gain control of a Battlefield after establishing Control.

469.2.Hold: A player maintains Control of a Battlefield they did not yet Score this turn during their Beginning Phase.

470.A player may only Score, from either method, once per Battlefield per turn.

471.When a player Scores, two things occur:

471.1.The player Gains up to one Point, depending on their current score.

471.1.a.The Final Point has additional restrictions.

471.1.a.1.Notably, points Gained from sources that are not Conquer are not beholden to these restrictions.

471.1.b.When a player tries to Gain a Point through a Conquer, and their current Point Total is 1 point from the Victory Score of the Mode of Play or higher, the following occurs:

471.1.b.1.If the player has Scored every Battlefield this turn, that player Gains the Final Point. If the player has not Scored every Battlefield this turn, that player draws a card instead.

471.2.Trigger Score abilities at the Battlefield that Scored.

471.2.a.Conquer abilities trigger at a Battlefield that was Conquered.

471.2.b.Hold abilities trigger at a Battlefield that was Held.

471.2.c.These will only trigger when the Battlefield is Scored; I.E. These cannot be triggered more than once per turn for a player.

472.When a cleanup occurs and a player has accrued Points greater than or equal to the Victory Score for their Mode of Play, and if they have more points than any opponent, they Win the Game.

473.Layers

474.Layers are the mechanism in which Game Effects alter the Traits, Intrinsic Abilities, or other properties of Game Objects.

475.Layers are an organizational structure.

475.1.Layers only serve to structure the application and order that Game Effects apply to Game Objects to maintain consistency.

476.The layers are applied repeatedly until all effects operating on objects have been applied once and no changes have been processed.

476.1.Layers are applied in sequence. Each effect in them is applied as soon as able, and only a single time across all sequences.

476.2.When a sequence of applications completes, recur the process, and evaluate each layer again applying any effects that may now be applicable.

476.3.The removal or disqualification of an effect is separate from the application of the effect, but still can only be applied once.

Example: Fiora, Victorious has printed Might 4 and says “While I'm Mighty, I have Deflect, Ganking, and Shield.” If a player places a buff on Fiora, her Might is increased in the Arithmetic layer, after the layer for Ability-Altering Effects. The Ability-Altering Effect layer is then re-checked and the abilities Deflect, Ganking, and Shield applied. Since each effect has been applied once and there are no other effects to apply, Fiora’s characteristics are finalized as 5 Might with Deflect, Ganking, and Shield. While a buffed Fiora, Victorious is in combat as a defender, an additional +1 Might will be applied in the Arithmetic layer, giving her 6 Might and the 3 keywords.

Example: A buffed Fiora, Victorious is in combat as a defender when her buff is removed.

Reevaluating the layers in sequence, she no longer gains Deflect, Ganking, and Shield during the Ability-Altering Effect layer, so when the Arithmetic layer is evaluated, neither the buff (which is gone) nor Shield (which she no longer has) apply. She goes directly from 6 Might with three keywords to 4 Might with no keywords.

477.Layers are applied in the following order:

477.1.1. Trait-Altering Effects

477.1.a.This layer deals with effects that grant, remove, or replace inherent traits of Game Objects.

Name Super Type Type Tags Controller Cost Domain

477.1.a.1.Assignment of Might is dealt with in this layer.

Example: A spell reads "A unit's Might becomes 4 this turn." The unit's

Might is set to 4 in this layer.

477.1.b.Copy effects are applied in this layer.

477.1.b.1.When one Game Object becomes a copy of another, all copyable traits replace or are added to those of the original Game Object as specified by the Game Effect directing the Copy. This is applied in this layer.

477.1.b.1.a.Copyable traits are:

Name​ Super Type​ Type​ Tags​ Cost​ Domain​ Rules Text

477.1.b.1.b.Copy effects will copy the copyable traits of a Game Object. By default, those are the printed traits of the Game Object. When a Game Object becomes a copy of something, its copyable traits are updated to the new traits it has received.

Example: A player triggers Leblanc, Deceiver’s hold effect and plays a Reflection token, making it a copy of Honest Broker. That player then plays Mirror Image, targeting the Reflection token.

When the Mirror Image Reflection token is played, it copies all of the copyable traits of the original Reflection token - which are currently those of Honest Broker which it is a copy of. That player will have three units named Honest Broker in play, two of which are token Copies with Temporary.

477.1.b.2.Some Game Effects may specify copying certain traits of a card. Only the traits specified by the Game Effect will be copied.

477.1.c.Effects for this layer can be identified by the phrase "become(s)", "give," "is," or "are" in the text.

Example: A permanent has the ability "Other friendly units are Yordles." Other friendly units gain the Yordle tag in this layer.

477.2.2. Ability-Altering Effects

477.2.a.This layer deals with non-Copy effects that grant, remove, or replace the abilities or rules text of Game Objects.

Keywords

Passive Abilities

Appending rules text

Removing rules text

477.2.b.Effects for this layer can be identified by the phrase "become(s)," "give," "lose(s)," "have," "has,"

"is," or "are" in the text.

Example: A permanent has the ability "Other friendly units have [Vision]." Other friendly units gain the Vision keyword in this layer.

477.2.c.Abilities of Effect Text of Attached cards are appended in this layer.

477.3.3. Arithmetic

477.3.a.This layer deals with the mathematics of increasing and decreasing the numeric values of the traits of Game Objects.

Might

Energy Cost

Power Cost

477.3.b.When an arithmetic effect from a source that is not a passive ability has a limitation that applies, it is limited at the time of its application, and is “remembered” at that limited level for the duration of its effect. This process is called “snapshotting.”

Example: If an effect gives a unit “-4 [M] to a min of 1 this turn” choosing a unit with 2 [M], then the effect will generate -1 [M] this turn.

Example: A unit reads “Units you control here have their Might increased to 5 [M].”

This is a passive ability, so it will not snapshot.

Example: A spell reads “Increase a friendly unit’s Might to 5 [M].” This effect is applied once, with an unlimited duration. Because it isn’t from a passive ability, it will snapshot.

477.3.c.Players cannot increase a numeric attribute by a negative amount. If an effect would instruct a player to do so, they increase it by 0 instead.

Example: A player plays Last Stand, which reads “Double a friendly unit's Might this turn. Give it Temporary.” The player declares a 2 [M] unit as the target during finalization. In reaction to Last Stand, an opponent plays Eclipse targeting the 2 [M] unit. When Last Stand resolves, the unit is -2 [M]. Last Stand instructs its controller to increase the unit’s Might by its current amount, -2, when the double action is performed. This is not possible, so the unit’s Might is increased by 0 instead.

477.3.d.Might Bonuses of Attached cards are applied in this layer.

477.3.e.This layer applies arithmetic in the following way.

477.3.e.1.1. Increases

477.3.e.1.a.Positive values, or increases, to Might are applied first.

477.3.e.1.b.If there is a restriction or limitation to this increase and it isn’t from a passive ability, the limitation is “snapshotted” for the duration of the effect.

477.3.e.2.2. Decreases

477.3.e.2.a.Negative values, or decreases, to Might are applied last.

477.3.e.2.b.If there is a restriction or limitation to this decrease and it isn’t from a passive ability, the limitation is snapshotted for the duration of the effect.

478.If more than one effect applies to the same Game Object in the Same Layer, or to each other in the same layer, then both effects will apply but their order may be determined by Dependency.

478.1.A Dependency is established if:

478.1.a.Applying one of the effects alters the existence of the other; or

478.1.b.Applying one of the effects alters the number of objects the other effect can influence; or

478.1.c.Applying one of the effects alters the outcome when applying the other.

479.To determine which effect Depends on another, determine which of the prior criteria applies, and then also which effect’s evaluation is altered by the sequence of applications. That effect is said to Depend on the other.

Example: A unit with 4 [M] is under the effects of a passive ability that reads “Units you control here have their Might increased to 5 [M].” Its controller plays Discipline on the unit, giving it +2 [M]. When applying Layer alterations, both effects are applied in the same layer. If we apply the passive ability first, the passive ability will give +1 [M] while the Discipline effect will give +2 [M]. If we apply them in the other order, the Discipline effect will give +2 [M], and the passive ability will give +0 [M]. The passive ability is altered by the sequence of applications, so it depends on the Discipline effect.

479.1.If both effects are altered by the application of the other, no Dependency can be established.

Example: A unit with 4 [M] is under the effects of a passive ability that reads “Units you

control here have their Might increased to 5 [M].” Its controller plays a spell that reads “Give a unit +2 [M], to a maximum of 5 [M].” If we apply the passive ability first, the passive ability will apply +1 [M] and the spell effect will apply +0 [M]. If we apply the spell effect first, it will apply +1 [M] while the passive ability applies +0 [M]. Both effects are altered by the sequence of applications, so we can’t establish a dependency.

479.2.To resolve a dependency, the effects within the same layer that created the dependency must be applied such that:

1. Identify which effect Depends on the other within the Layer.

2. Apply the effect that is depended on first.

3. Immediately apply the effect that Depends on the first effect next.

Example: A unit with 4[M] is under the effects of a passive ability that reads “Units you control here have their Might increased to 5 [M].” Its controller plays Discipline on the unit. As previously established, the passive ability depends on the Discipline effect. We apply the Discipline effect first, giving the unit +2 [M], and then immediately apply the passive ability that depends on it. The unit’s final Might is 6 [M].

480.If more than one effect applies in the same layer but no dependency is established, then Timestamp order is applied to the effects within that layer and sublayer

480.1.When an effect begins applying, it establishes a time for which it is compared against other Game Effects for purposes of resolving Layered effects as its Timestamp.

480.1.a.Timestamps are not rote values.

480.1.b.Timestamps are relative comparisons between effects and when they began applying to the game.

480.1.c.Timestamps are not referenced by Game Effects in any way. They are only used to finalize layered effects.

480.2.When Rules Text becomes Inactive for any reason, it loses its Timestamp. When it ceases to be Inactive, a new Timestamp is established.

480.3.Effects are applied such that the earliest Timestamp within each Layer and Sublayer applies first, followed by other Effects in that Layer and Sublayer in chronological order.

481.Modes of Play

482.There are multiple methods of playing Riftbound.

483.A Mode of Play must define several variables for the game.

483.1.Number of Players: How many people are playing the game.

483.2.Formation of Players: How the players are organized while playing.

483.2.a.This defines if a player is alone or on a team.

483.2.b.This defines the number of opponents.

483.3.Victory Score: The point total a player or team must reach to win.

483.3.a.Victory Scores can be any positive number.

483.4.Battlefield Count: Determines how many Battlefields are in play, contributed by players, during play.

483.4.a.This may influence deck building requirements in competitive settings.

483.4.b.This may involve utilizing less Battlefields than there are players.

483.5.Setup: Any changes to initial setup required for this mode.

483.6.Format: Conditions to win or additional rules added over play.

483.7.First Turn Process: Adjustments to each player's first turn.

483.8.Unique Rules

483.8.a.If any, they will be appended here.

484.Sanctioned Modes

485.1v1 (Duel)

485.1.2 Players

485.2.1v1 1 opponent each No teams

485.3.Victory Score: 8

485.4.Battlefield Count: 2

485.4.a.Each player provides three (3) Battlefields, included in their deck during deck building. Only 1 will be used, chosen during setup.

485.5.Setup: Each player randomly selects one (1) of their three (3) Battlefields. The other two are removed and will not be used for this game. The selected Battlefields are placed simultaneously in the Battlefield Zone.

485.6.Format: Best of 1. The first player to reach the Victory Score in Points wins the Match.

485.7.First Turn Process: The player going second channels an extra Rune from their Rune Deck during their first Channel Phase of the game.

486.1v1 (Match)

486.1.2 Players

486.2.1v1 1 opponent each No teams

486.3.Victory Score: 8

486.4.Battlefield Count: 2

486.4.a.Each player provides three (3) Battlefields, included in their deck during deck building. Only 1 will be used, chosen during setup.

486.5.Setup: Each player selects one (1) of their three (3) Battlefields. The other two are set aside and will not be used for this round of play. The selected Battlefields are placed simultaneously in the Battlefield Zone. After this game, if a player won, the Battlefields that were used are to be removed and not selected again for this Match. One of the remaining Battlefields that were set aside must be chosen instead.

486.5.a.If no player won a game, the battlefields presented for that game may be reused in a subsequent game.

486.6.Format: Best of 3. The first player to reach the Victory Score in Points wins the game. The winner of that game earns One Game Win. Players then reset the game state, remove the Battlefields in play from the game, choose new Battlefields from those set aside, and play again. The first player to earn Two Game Wins wins the match.

486.6.a.This format may be played as best of 5. In such a case, during games 4 and 5 of the match players may present a battlefield that has been removed from the game.

486.6.a.1.Players may only re-use a battlefield in this way if they have already presented each of their battlefields at least once during the match.

486.6.a.2.Players may not present a battlefield more than twice in a match when re-using battlefields in this way.

486.7.First Turn Process: The player going second channels an extra Rune from their Rune Deck during their first Channel Phase of the game.

487.FFA3 (Skirmish)

487.1.3 Players

487.2.FFA 2 opponents each No teams

487.3.Victory Score: 8

487.4.Battlefield Count: 3

487.4.a.Each player provides three (3) Battlefields, included in their deck during deck building. Only 1 will be used, chosen during setup.

487.5.Setup: Each player randomly selects one (1) of their three (3) Battlefields. The other two are discarded and will not be used for this game. The selected Battlefields are placed simultaneously between the three Players before play and will be used for this game.

487.6.Format: Best of 1. The first player to reach the Victory Score in Points wins the Match.

487.7.First Turn Process: The player going first does not draw a card during their first Draw Phase of the game. The player going last channels an extra Rune from their Rune Deck during their first Channel Phase of the game.

488.FFA4 (War)

488.1.4 Players

488.2.FFA 3 opponents each No teams

488.3.Victory Score: 8

488.4.Battlefield Count: 3

488.4.a.Each player provides three (3) Battlefields, included in their deck during deck building.

488.4.b.The player who is taking the first turn removes their Battlefields. They will not be used.

488.5.Setup: Each player who is not going first randomly selects one (1) of their three (3) Battlefields. The other two are removed and will not be used for this game. The selected Battlefields are placed simultaneously between the players before play and will be used for this game.

488.6.Format: Best of 1. The first player to reach the Victory Score in Points wins the Match.

488.7.First Turn Process: The player going first does not draw a card during their first Draw Phase of the game. The player going last channels an extra Rune from their Rune Deck during their first Channel Phase of the game.

489.2v2 (Magma Chamber)

489.1.4 Players

489.2.2v2 2 opponents each 1 teammate

489.3.Victory Score: 11

489.4.Battlefield Count: 3

489.4.a.Each player provides three (3) Battlefields, included in their deck during deck building.

489.5.Setup:

489.5.a.Each player who is not going first randomly selects one (1) of their three (3) Battlefields. The other two are removed and will not be used for this game. The selected Battlefields are placed simultaneously between the players before play and will be used for this game.

489.5.b.The player who is taking the first turn removes their Battlefields. They will not be used.

489.5.c.Turn order alternates teams.

489.5.c.1.The first player will be followed by an opponent, then the first player's teammate, then the first opponent's teammate, and so on.

489.5.c.2.If allies are sitting across from each other, turn order proceeds clockwise as normal.

489.5.c.3.If allies are sitting next to each other, turn order is passed across the table.

489.6.Format: Best of 1. The first team to reach the Victory Score in Points wins the Match.

489.6.a.Teammates win or lose together.

489.6.a.1.If one player Concedes, then the entire team loses.

489.6.a.2.If one player Loses, then the entire team loses.

489.6.a.3.If one player Wins, then the entire team wins.

489.7.First Turn Process: The player going first does not draw a card during their first Draw Phase of the game. The player going last channels an extra Rune from their Rune Deck during their first Channel Phase of the game.

489.8.Unique Rules

489.8.a.Players may play spells or activate abilities during their Teammate's Turn. In order to do so, their Teammate will invite them to play a spell or activate an ability using their own Priority.

489.8.b.Battlefields controlled during the Beginning Phase of a player's turn by that player's teammate are disqualified from being scored by that Team, that turn.

Example: A player may not induce their partner to retreat, and then conquer a Battlefield their teammate was controlling.

489.8.c.Control is not shared.

489.8.c.1.Players may not Hide cards at Battlefields controlled by their Teammate.

489.8.c.2.Players may not issue Standard Movement to their Teammate's Units.

489.8.d.Points are shared by a team.

489.8.d.1.Both players on a team have the same number of Victory Points.

489.8.d.2.If a player gains or loses points, their team gains or loses those points.

489.8.d.3.If a spell or ability references or checks a player gaining or losing points, that ability checks whether that player’s team gains or loses points.

489.8.e.Friendly describes controlled Game Objects by a player or their Teammate.

Example: "When you play me, ready a friendly unit" could target a player's own

Units or their teammate's Units.

489.8.f.Hands are Private Information. Players may show their Private Information to one or more players at any time during play, including their teammate.

489.8.f.1.Revealing Cards is still a game action and cannot be done unless instructed.

See rule 424. Reveal for more information.

489.8.g.The Final Point has an adjustment to the criteria when scoring.

489.8.g.1.When scoring the Final Point from Conquer, a player must Score each Battlefield in the same turn, excepting any that were occupied by their ally during the scoring step of that turn’s Beginning Phase.

See rule 467. Scoring for more information.

489.8.g.2.No other changes to Final Point restrictions.

489.8.h.Teammates may not utilize the same Champion Legend.

489.8.i.Teammates may not utilize the same Battlefields.

About this text

Converted from the official document published by Riot Games. Rule numbers and wording are unchanged; only page breaks and line wrapping were removed. Where this page and the official document differ, the official document applies.

Last updated 2026-07-16

The official document skips some numbers (for example 490-648): nothing is missing here.

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