Riftbound Rules Reference

Rules Reference Image
Above are the 4 different game states you can be in throughout a game of Riftbound. These states dictate what speed of card you are allowed to play. Below you will find specific areas of the rules text I beleived useful to access quickly. In short: > Priority is always passed around in turn order, which includes players not directly involved in a combat > Spells can only be played in specific states, and showdowns have their own priority system known as "Focus" > Focus starts with the attacking player and is passed in a showdown after a chain is resolved and the focused player does not have any other cards to play. Then, the defender becomes the focused player. Once focus passes from both sides, combat is resolved.
States of the Turn
307. States of the Turn 308. At any given time, the turn is in either a Neutral State or a Showdown State. 308.1. If a Showdown is in progress, the turn is in a Showdown State. 308.1.a. Only cards and abilities with the Action or Reaction keywords can be played or activated in a Showdown State. 308.2. If no Showdown is in progress, the turn is in a Neutral State. 309. At any given time, the turn is in either an Open State or a Closed State. 309.1. If a Chain exists, the turn is in a Closed State. 309.1.a. Only cards and abilities with the Reaction keyword can be played or activated in a Closed State. 309.2. If no Chain exists, the turn is in an Open State. 310. These descriptions can be combined, such that the turn is always in one of these four states: 310.1. Neutral Open: There is no Showdown in progress and no Chain exists. 310.1.a. By default, cards can be played and abilities activated only when a player has priority on their turn in a Neutral Open state. 310.2. Neutral Closed: There is no Showdown in progress and a Chain exists. 310.3. Showdown Open: A Showdown is in progress and no Chain exists. 310.4. Showdown Closed: A Showdown is in progress and a Chain exists. 311. Priority and Focus 312. At any given time, up to one player has Priority. 312.1. Priority is the permission to take Discretionary Actions. See rule 398.1. Discretionary Actions for more information. 312.1.a. The player with Priority can take appropriately timed Discretionary Actions. 312.1.b. If no player has Priority, no player can take Discretionary Actions. 312.1.b.1. Players can always take and make choices for Limited Actions when instructed, regardless of Priority. 312.2. A player receives Priority at the following times: 312.2.a. When the turn is in a Neutral Open State during their Action Phase. 312.2.b. When the turn is in a Showdown State and they gain Focus. 312.2.c. When the turn is in a Closed State and they control the next item on the Chain. 312.2.d. When the turn is in a Closed State, they are the next Player in Turn Order, and the player with Priority passes. 313. At any given time, up to one player has Focus. 313.1. Focus is the permission to take appropriately timed Discretionary Actions when the turn is in a Showdown Open State. See rule 307. States of the Turn for more information. 313.1.a. The player with Focus must obey any additional restrictions on which Discretionary Actions may be performed. Example: A player with Focus may not play spells or activate abilities that don't have the Action or Reaction keywords. 313.2. A player who gains Focus also gains Priority. 313.3. A player who passes Priority retains Focus. 313.4. If the turn is in a Neutral State, no player has Focus. 314. Phases of the Turn 315. Start of Turn 315.1. Awaken Phase 315.1.a. The Turn Player readies all Game Objects they control that are able to be readied. See rule 402. Ready for more information. 315.2. Beginning Phase 315.2.a. Beginning Step 315.2.a.1. At the start of Beginning Phase game effects take place. 315.2.b. Scoring Step 315.2.b.1. Holding occurs at this time. See rule 441. Scoring for more information. 315.2.b.2. Reminder: In Modes of Play with Teams, Battlefields held by a Teammate of the Turn Player during this phase are disqualified from being scored this turn by the Turn Player. 315.2.c. Specific game effects or abilities will reference this timing and phase as necessary. 315.3. Channel Phase 315.3.a. The Turn Player gains their additional runes for the turn. 315.3.b. The Turn Player channels 2 runes from their Rune Deck. See rule 417. Channel for more information. 315.3.b.1. If there are fewer than 2 runes in the Rune Deck, they channel as many as possible. 315.3.c. Perform any actions as instructed by game objects during this time. 315.4. Draw Phase 315.4.a. The Turn Player gains their additional card for the turn. 315.4.b. The Turn Player draws 1. 315.4.b.1. If there are no cards remaining in their Main Deck to draw, the Turn Player has been Burned Out. See rule 418. Burn Out for more information. 315.4.b.2. After completing the Burn Out the Turn Player still Draws 1. 315.4.c. Perform any actions as instructed by game objects during this time. 315.4.d. As the Draw Phase ends, each player's Rune Pool empties. See rule 158. Rune Pools for more information Source: https://riftbound.gg/core-rules/