100. Game Concepts

101. Deck Construction
102. Riftbound is a Trading Card Game where a player must provide their own cards to play against other players.
103. To play Riftbound , a player must have two Decks, a Champion Legend , and a number of Battlefields determined by the Mode of Play.
4 subsections
104. Setup
105. Spaces
106. The Play Area includes a space for Game Objects referred to as The Board.
5 subsections
107. The Play Area also includes Non-Board Zones.
6 subsections
108. All Game Objects in the collective Play Areas are Public Information.
2 subsections
109. Whenever a Game Object changes zones to or from a Non-Board Zone , all Temporary Modifications of all kinds cease to be tracked on it in all capacities. Examples: Damage is cleared. Buffs are removed. Temporarily granted Keywords are no longer granted.
110. Setup Process
111. Each player separates their Champion Legend and places it in the Legend Zone.
112. Each player separates their Chosen Champion and places it in the Champion Zone.
113. Each player sets aside their Battlefields.
1 subsection
114. Each player shuffles their decks, separately, then places them into their respective Zones.
2 subsections
115. Determine Turn Order using any fair random method agreed on by all players.
2 subsections
116. Players each draw 4.
118. Begin play with the First Player taking their turn.
119. Game Objects
120. A Game Object is any game piece that can produce one or more Game Effects or grant prerequisites for players to take Game Actions.
121. A Game Object does not include nor preclude any inherent properties beyond the ability to produce, or act as the prerequisite for, Game Effects and Game Actions.
122. A Game Object can be a literal object or a logical object.
123. Game Objects include, but are not limited to, the following: Main Deck cards in any zone Runes in any zone Legends Battlefields Tokens Abilities of any type on the chain Buffs and other status markers
124. Cards
125. Riftbound games are composed of players playing the cards in their respective decks.
126. Ownership
1 subsection
127. Privacy
5 subsections
128. Back Side
4 subsections
129. Front Side
6 subsections
130. Cost
4 subsections
131. Name
4 subsections
132. Category
8 subsections
133. Domain
2 subsections
134. Rules Text
4 subsections
135. Effect Text
2 subsections
136. Might Bonus
3 subsections
137. Flavor Text
2 subsections
138. Illustration
1 subsection
139. Units
140. Unit is :
2 subsections
141. Damage is a marked value that is applied to Units.
4 subsections
142. Units have multiple Intrinsic Properties unique to them:
4 subsections
143. Units have the Inherent Ability to perform a Standard Move.
4 subsections
144. Units may have Activated Abilities.
2 subsections
145. Gear
146. Gear are:
2 subsections
147. Gear have several Intrinsic Properties unique to them.
3 subsections
148. Gear may have Activated Abilities.
2 subsections
149. Spells
150. Spell is a card type.
151. A spell can be played during an Open State Outside of Showdowns on its controller's turn.
152. A spell is controlled by the player who played it.
153. A spell creates a game effect according to its instructions and is then placed in the Trash of the player who owns it.
154. When a spell is successfully played, a player executes the rules text of the spell. This is called Resolving the spell.
3 subsections
155. Certain Keywords on spells are not executable rules text, but instead intrinsic properties of the spell.
2 subsections
156. Runes
157. Rune is a Card Type.
2 subsections
158. Runes produce the resources needed to pay costs.
159. Runes produce Energy and Power.
2 subsections
160. Basic Runes
2 subsections
161. Rune Pools
162. The Rune Pool is a conceptual collection of a player's available Energy and Power available to pay Costs.
3 subsections
163. Every player's Rune Pool empties at the end of each player's draw phase and the end of each player's turn.
1 subsection
164. All Abilities that include the action " Add " are abilities that are adding Energy or Power to the Rune Pool. See rule 416. Add for more information.
165. Battlefields
166. Battlefields are Game Objects.
9 subsections
167. Battlefields are not Permanents.
168. The number of Battlefields on the Board is determined by the Mode of Play.
169. Legends
170. Legends are Game Objects.
8 subsections
171. Legends are not Permanents.
172. Legends may have one or more Domains.
1 subsection
173. Tokens
174. Tokens are Game Objects created by spells and abilities during play.
175. Tokens can be represented by anything. Printed tokens are included in Riftbound booster packs, but they are not required to play a token.
176. A token's controller is the controller of the spell or ability that created it, unless the token's type innately determines control or that spell or ability specifies that a different player is the token's controller.
177. A token's owner is the player who controlled the effect that created it.
178. The effect that creates a token may specify the conditions or circumstances under which it enters the board. These stipulations may alter the usual steps for playing a card.
3 subsections
179. Tokens are not cards.
2 subsections
180. Tokens are created on the board and cannot exist elsewhere.
1 subsection
181. The spell or ability that creates a token specifies some of its characteristics. It may have other characteristics, as listed below.
2 subsections
182. Control
183. Control is the concept of a player having influence of a Game Object and applies differently to different card types.
184. Battlefields
6 subsections
185. Everything Else
4 subsections
186. When a game effect or rules text refers to the Controller of a specific object, it can be referring to either context interchangeably.
1 subsection