How to play
Learn to play Riftbound
The complete beginner's guide – from your first deck to the final point. Written in plain language, checked against the official Core Rules, with a combat calculator and score tracker to try things out.
Chapter 1
Riftbound in two minutes
Riftbound is the League of Legends trading card game. Two players fight over battlefields in the middle of the table. You don't win by bringing your opponent to zero life – you win by being the first to score 8 points, and points come from taking and keeping battlefields.
- 8points to win
- 40+cards in your main deck
- 12runes in your rune deck
- 2battlefields in play (1v1)
- 4cards in your opening hand
The core loop
Every turn you get new runes (your resources), draw a card, play units and send them to battlefields. A battlefield you take scores a point straight away (a conquer). If it's still yours at the start of your next turn, it scores again (a hold). Your opponent does the same – so the whole game is a tug of war over two locations.
The card types
| Card type | What it does | Where it lives |
|---|---|---|
| Legend | Your identity. Its ability is always active and its domains decide which cards you may play. | Legend zone, face up all game |
| Champion unit | The hero of your deck – the same champion as your Legend. You can play it straight from the Champion zone. | Champion zone, plus copies in your deck |
| Unit | Your fighters. Their Might is both their attack and their health. | Main deck → base or battlefield |
| Spell | One-shot effects: removal, tricks, card draw. | Main deck → trash after use |
| Gear | Equipment and other permanents that stay on the board. | Main deck → base, or attached to a unit |
| Rune | Your resources. Exhaust for Energy, recycle for Power. | Rune deck → board |
| Battlefield | The locations you fight over. Each has its own effect. | Battlefield zone, centre of the table |
Chapter 2
What's in a deck
A Riftbound deck has four parts. You can build one in our Deck Builder and add every card we have in stock to your cart in one click.
Deck parts
| Part | How many | Rules |
|---|---|---|
| Champion Legend | 1 | Decides your Domain Identity (the domain symbols in its top-left corner). |
| Chosen Champion | 1 (counts toward the main deck) | A champion unit with the same champion tag as your Legend – e.g. Jinx, Rebel for the Jinx Legend. |
| Main deck | at least 40 | Units, spells and gear. Max 3 copies of any card name, the Chosen Champion included. |
| Rune deck | exactly 12 | Runes of your Legend's domains. Shuffled and kept separate from the main deck. |
| Battlefields | 3 (1v1) | Three different battlefields. Only one of them is used each game. |
Deck-building rules that catch people out
- Domain Identity: every card must match your Legend's domains. A card with two domains is only allowed if your Legend has both. Cards without a domain fit any deck.
- Same character, different name: the 3-copy limit is per card name. Three copies of "Yasuo, Remorseful" and three of "Yasuo, Windrider" is fine.
- Signature cards: at most 3 Signature cards in total, and they must carry your Legend's champion tag. They are not champion units, so they can't be your Chosen Champion.
- Unique: a card with Unique can only be in your deck once.
- Banned list: some cards and battlefields are banned in sanctioned tournaments. Our product pages show a notice on banned cards.
Chapter 3
Setting up a game
Setup takes about a minute once you've done it twice. Both players do each step at the same time.
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Legend and Champion
Put your Champion Legend face up in the Legend zone and your Chosen Champion face up in the Champion zone.
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Battlefields
In a single game each player randomly picks one of their three battlefields; in a best-of-three you choose. Both are revealed at the same time and placed in the middle.
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Shuffle
Shuffle your main deck and your rune deck separately and put them in their zones.
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Who goes first
Pick the first player with any fair random method – a coin, a die, rock-paper-scissors.
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Draw 4
Each player draws 4 cards.
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Mulligan
In turn order, set aside up to 2 cards, draw that many, then put the set-aside cards on the bottom of your deck (recycle them).
The play area
- Base – your side of the table. New units arrive here and units come back here when recalled.
- Battlefields – the two shared locations in the middle.
- Legend zone and Champion zone – your Legend and Chosen Champion.
- Main deck, rune deck and trash – the trash is your discard pile; it is public.
- Use a playmat to keep the zones clear, and dice or counters for damage and points.
Chapter 4
How a turn works
Every turn goes through the same phases in the same order. The first four happen almost automatically – the real decisions are in the main phase.
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Awaken
Ready everything you control: runes, units, gear and your Legend.
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Beginning
"Start of turn" effects happen, then you score a hold for every battlefield you control.
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Channel
Put the top 2 runes of your rune deck onto the board, ready to use.
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Draw
Draw 1 card. With an empty main deck you Burn Out (see Scoring).
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Main phase
Play cards, move units, start fights – in any order, as often as you can afford.
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End of turn
"End of turn" effects happen. All units heal, "this turn" effects end and stunned units recover. Your opponent's turn begins.
Chapter 5
Runes: Energy and Power
Riftbound has no lands and no mana screw. Your 12 runes sit in their own deck and come out two per turn, every turn. Each rune can make one of two resources.
Energy vs Power
| Energy | Power | |
|---|---|---|
| How you make it | Exhaust a rune (turn it sideways): add 1 Energy. | Recycle a rune (put it on the bottom of your rune deck): add 1 Power of that rune's domain. |
| What it pays | The number in the top-left of a card. Any rune works. | The coloured domain symbols on a card. Must match the domain. |
| Comes back | Next turn, when you awaken. | Only when you channel that rune again later. |
| Cost to you | Nothing long-term. | One rune fewer on the board for a while. |
Paying for a card, step by step
- A card that shows 3 and one Fury symbol costs 3 Energy plus 1 Fury Power.
- Exhaust three runes of any domain for the Energy.
- Recycle one Fury rune for the Power. A rune can do both: exhaust it for Energy first, then recycle it for Power – that's two resources from one rune.
- Some effects make universal Power, which pays for any domain.
- Making Energy and Power is allowed at any time, even during your opponent's turn – so open runes mean you can still react.
Chapter 6
Playing units and moving
Units are how you take battlefields. Where they enter and how they move is the most important positional skill in Riftbound.
Playing a unit
- Units are played to your base and enter the board exhausted, so they normally can't move on the turn you play them.
- Accelerate: pay the extra cost when you play the unit and it enters ready.
- Ambush: the unit may be played straight to a battlefield where you already have units.
- Your Chosen Champion can be played from the Champion zone like a card from your hand.
Moving
- A standard move costs one thing: exhaust the unit. It moves from your base to a battlefield, or from a battlefield back to your base.
- You can move several units at once – they arrive together and fight together.
- Moving from one battlefield straight to another needs Ganking.
- Standard moves only happen in your own main phase, never in the middle of a fight or while spells are waiting to resolve.
Chapter 7
Showdowns and combat
When units arrive at a battlefield, a showdown starts: a short window where both players can play Action and Reaction cards before anything is decided. If the battlefield has enemy units, the showdown includes combat.
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Move in
Moving to an empty battlefield starts a showdown without combat. Moving to a battlefield with enemy units starts a combat showdown – you are the attacker, they are the defender.
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Take turns
The attacker gets Focus first and may play an Action or Reaction card or pass. Then the other player gets the chance. This continues until both players pass in a row.
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Count Might
Add up the Might of all attacking units and of all defending units. Stunned units add nothing.
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Assign damage
Each side deals damage equal to its total Might to the other side. A unit must be given lethal damage (its full Might) before you move on to the next one.
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Heal and recall
After damage, all units heal. If defenders are still there, surviving attackers are recalled to their base.
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Result
If only one player has units left there, that player takes control. Taking control of a battlefield you haven't scored yet this turn is a conquer: 1 point.
Damage details most players miss
- Damage is assigned first (attacker first, then defender) and then dealt at the same time – both sides hit each other even if one side would die.
- Tank units must be given lethal damage before other units; Backline units last.
- A tie doesn't automatically wipe both sides: each side kills as many units as its Might can cover. Two 3-Might units can die to 6 damage, but not to 5.
- Damage disappears at the end of the fight. A 5-Might unit that took 4 damage is back to full for the next combat.
- Moving into an empty battlefield still opens a showdown, so your opponent gets one last chance to react before you take it.
Chapter 8
Scoring and winning
Points are tracked separately from battlefields. You score a battlefield by conquering it or holding it, and each battlefield can only score for you once per turn.
Ways to get points
| How | When | Points |
|---|---|---|
| Conquer | You take control of a battlefield you haven't scored this turn. | 1 |
| Hold | You still control a battlefield in your beginning phase. | 1 |
| Card effects | A card says "score X points" or "gain X points". | X |
| Opponent burns out | Your opponent has to draw with an empty main deck. | 1 |
Burn Out
If you have to draw (or otherwise take cards from your main deck) and it's empty, you Burn Out: shuffle your trash to form a new main deck, choose an opponent to gain 1 point, then carry on drawing. Long games with lots of card draw can end this way.
Chapter 9
Spell speed and the chain
Every spell and ability has a speed. The speed tells you when you may use it.
Speeds
| Speed | When you can use it | Typical use |
|---|---|---|
| No keyword (normal) | Only in your own main phase, when nothing else is happening (an open state, no showdown). | Units, gear and big sorcery-style spells |
| Action | Like normal, plus in showdowns when you have Focus. | Combat buffs, removal during a fight |
| Reaction | Any time you get priority – even on your opponent's turn and in response to their spells. | Counters, saves, surprise tricks |
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Start a chain
Playing a spell or activating an ability puts it on the chain. The turn is now closed: only Reactions can be added.
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Respond
Players take turns adding Reactions on top of the chain, or passing.
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Resolve from the top
When everyone passes in a row, the newest item resolves first (last in, first out).
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Respond again
After each item resolves, players get another chance to react before the next one.
Chapter 10
Keywords and terms
Every keyword in one place. Use the search box – type a keyword exactly as it's printed on the card.
- AccelerateKeyword
- As you play this unit you may pay an extra cost (1 Energy plus 1 Power of its domain). If you do, it enters ready instead of exhausted.
- ActionSpeed
- May be played in your main phase and during showdowns when you have Focus.
- AmbushKeyword
- This unit may be played to a battlefield where you already control units.
- Assault XKeyword
- While this unit is attacking it has +X Might.
- BacklineKeyword
- This unit must be assigned combat damage last.
- BaseZone
- Your own area. Units are played here and return here when recalled.
- BuffCounter
- A Buff gives a unit +1 Might. A unit can only have one Buff unless a card says otherwise.
- Burn OutRule
- Drawing from an empty main deck: shuffle your trash into a new deck and your opponent gains 1 point.
- ChainRule
- The stack of spells and abilities waiting to resolve. Newest resolves first.
- ChannelAction
- Put runes from the top of your rune deck onto the board. You channel 2 every turn.
- ConquerScoring
- Take control of a battlefield you haven't scored this turn: 1 point.
- DeathknellKeyword
- "When I die" – the effect happens when this unit dies.
- DeflectKeyword
- Opponents' spells and abilities that target this cost extra Power.
- DeployKeyword
- This may be played or created at a battlefield, not only at your base.
- Disarm XKeyword
- When this attacks, give an enemy unit there -X Might this turn.
- EmpowerKeyword
- Pay a cost to give the card the Empowered status, which switches on extra text.
- EnergyResource
- Made by exhausting a rune. Pays the number cost on a card.
- EquipKeyword
- Pay the cost to attach this gear to one of your units.
- Exhaust / ReadyState
- Turned sideways (used) or upright (available). Everything readies in your Awaken phase.
- FlowKeyword
- You may play this from your trash for its Flow cost, then banish it.
- FocusRule
- During a showdown, the player with Focus may start the next chain.
- GankingKeyword
- This unit may move from one battlefield directly to another.
- HiddenKeyword
- Pay universal Power to hide this face down at a battlefield you control. From your next turn you can play it from there as a Reaction.
- HoldScoring
- Control a battlefield in your beginning phase: 1 point.
- Hunt XKeyword
- When this unit conquers or holds, you gain X XP.
- LegionKeyword
- Extra text that only works if you have already played another card this turn.
- LevelKeyword
- Extra text that switches on once you have enough XP.
- MightyTerm
- A unit is Mighty while it has 5 Might or more.
- PowerResource
- Made by recycling a rune. Pays the coloured domain symbols on a card.
- Predict XAction
- Look at the top X cards of your deck, recycle any of them and put the rest back in any order.
- Quick-DrawKeyword
- Equipment you can play as a Reaction; it attaches to one of your units as it is played.
- ReactionSpeed
- May be played any time you have priority, including on your opponent's turn.
- RecallAction
- Send a permanent back to its base. It doesn't count as a move.
- RecycleAction
- Put a card on the bottom of its deck.
- RepeatKeyword
- Pay the extra cost to make the spell happen one more time.
- Shield XKeyword
- While this unit is defending it has +X Might.
- Show OffKeyword
- As you play this, reveal or pick a card or object to unlock an extra effect.
- ShowdownRule
- The window after units arrive at a battlefield where both players can play Actions and Reactions.
- StunStatus
- A stunned unit deals no combat damage. It recovers at the end of the turn.
- TankKeyword
- This unit must be assigned lethal combat damage before your other units.
- TemporaryKeyword
- At the start of your beginning phase, before scoring, this is killed.
- UniqueDeck rule
- You may only have one copy of this card in your deck.
- VisionKeyword
- When this is played, Predict.
- WeaponmasterKeyword
- When you play this unit you may attach one of your Equipment to it at a discount.
- XPResource
- Experience points, gained with Hunt and spent or checked by Level cards.
No matching terms.
Chapter 11
Beginner mistakes and how to avoid them
Things we see at almost every first game in the shop.
Common mistakes
- Forgetting to score holds. Score your battlefields at the start of your turn, before you channel or draw.
- Making Energy too early. The pool empties when your main phase starts and at the end of the turn.
- Moving a unit the turn it was played. Units enter exhausted unless they have Accelerate.
- Ending the turn with nothing ready. Your opponent sees exactly what you can't answer.
- Spreading too thin. One unit on each battlefield is easy to pick off. Two units together usually beat one bigger unit.
- Expecting the winning point from a conquer. At 7 points a single conquer only draws you a card unless you scored every battlefield that turn.
- Forgetting your Legend. Its ability is always there – and some Legends exhaust too, so ready them in Awaken.
Five habits of good players
- Count to 8 every turn. Know how many points each player can make before their next turn.
- Attack where it hurts. Taking a battlefield your opponent holds is worth double: you score, and they don't get their hold.
- Keep a Reaction up when you can afford it – the threat alone slows your opponent down.
- Spend Power on purpose. Every recycled rune is a smaller board for a few turns.
- Watch both decks. In long games, count cards left in the main decks – Burn Out gives points away.
Chapter 12
Your first game
A checklist for your first game at home – or come and learn at a Hexdeck event, where someone can walk you through it.
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Get a deck
A starter set or a ready-made list from our Deck Builder. Sleeve it so shuffling is easy.
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Lay it out
Legend, Champion, two battlefields in the middle, both decks shuffled.
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Play open-handed
For your very first game, play with your hands face up and talk through each decision.
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Keep score
Use dice, a counter or the score tracker on this page.
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Play again with the cards hidden
Most rules click by the second game.
Everything you need
- Proving Grounds starter setTwo decks, ideal to learn together
- Deck BuilderBuild a list and buy the cards in one go
- Booster boxes and packsOpen packs and grow your collection
- SinglesUpgrade your deck card by card
- Sleeves and playmatsProtect your cards and keep the zones clear
- EventsPlay and learn with others
- Official rules hubCore rules, tournament rules and errata
Based on the official Riftbound Core Rules (October 2026). When a card and the rules disagree, the card wins. Riftbound is a trademark of Riot Games; Hexdeck is not affiliated with Riot Games.